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is | i £ gl ie O Palfacium Books® Ee ae y ia rill Tey ah TOT Ct eg my ne Tani 2nd jourceboo! ‘ filimited™, aa fy Warning! Violence and the Supernatural ‘The fletional worlds of Heroes Uniimited™ are violent, deadly and filed with superhumans, supernatural monsters and strange powers. Mutants, aliens, monsters, vile criminals and nefarious vilains threaten, rob, torment, and prey on humans. Other alien life forms, monsters, demons, gods and demigods, as well as magic, psychic powers, insanity, and war are all elements in this book. ‘Some parents may find the crime, violence, magic, insanity, super abilties, and supematural elements of the game in ‘appropriate for young readersiplayers. We suggest parental discretion ‘None of us at Palladium Books® condone or encourage the occul the practice of magic, the use of drugs, vigilantism or violence. Heroes Unlimited™ is a work of fiction. NONE of the monsters, vilains, superhumans, magic, powers, places or depic- tions are real An adventure sourcebook for Heroes Unlimited™, 2nd Edition. Suitable for use with Ninjas & Superspies™, Rifts® and the entire Palladium Books® Megaverse®! 1 Dedication Dedicated to Kevin Siembieda, for his inspiration, support, and encouragement over the years. | probably wouldn't have made it here without him. Special Thanks to the Palladium staff for making my work into such fine looking books. ~ Wayne Breaux, 2001 First Printing — May, 2001 Copyright 2001 Palladium Books Inc. & Kevin Siembieda, Al rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All nci- dents, situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental Palladium Books®, Fifts®, The Rfter®, RECON@, Megaverse®, After the Bomb®, Phase World®, The Palladium Fantasy Role-Playing Game®, The Mechanoids® and Nightbane® are registered trademarks owned and licensed by Kevin Siembieda land Palladium Books Inc. Gramercy Island, Century Station, Heroes Unlimited, HU2, Villains Unlimited, Aliens Unlimited, Ninjas & Superspies, Be- yond the Supernatural, The Nursery, The Mutant Underground, The Sector, Sector 10, SCRET, S.H.O.C.K., Mega-Hero, Mega-Damage, M.D.C., S.D.C., P.P-E., LS.P. TMC, TGE, FAR, Federation of Allied Races, Atorian Empire, Toke Tuul, Krakyt, Kisentite, Kisent, Thissera-Micean, Riathenor, Toogarth, Xippus, Void Whale, Mull Tigi Lassmae and other names, tiles, and likenesses of characters are trademarks owned by Kevin Siombieda and Palladium Books Inc. Palladium On-Line www.palladiumbooks.com Aliens Unlimited™ Galaxy Guide — a Heroes Unlimited™, 2nd Edition sourcebook is published by Palladium Books Inc., 12455 Universal Drive, Taylor, MI 48180. Printed in the USA. a Palladium Books® Presents: The Aliens Unlimited Galaxy Guide WRITTEN BY: WAYNE BREAUX JR. ADDITIONAL TEXT ¢ CONCEPTS: KEVIN SIEMBIEDA ¢ BILL COFFIN EDITORS: ALEX MARCINISZYN KEVIN SIEMBIEDA WAYNE SMITH PROOFREADER: JULIUS ROSENSTEIN COVER ART: WAYNE BREAUX JR. INTERIOR ARTISTS: WAYNE BREAUX JR. KENT BURLES FREDDIE WILLIAMS IT MICHAEL WILSON INTERIOR LOGO DESIGNS € MAPS: WAYNE BREAUX JR. ART DIRECTION § KEYLINING: KEVIN SIEMBIEDA TYPOGRAPHY: MARYANN SIEMBIEDA Palladium Books On-Line: www.palladiumbooks.com Based on the RPG rules, magic, characters, worlds, concepts and Megaverse® created by Kevin Siembieda. Special Thanks to Wayne Breaux for a wondrous galaxy of adventure. Bill Coffin for his as- sistance and reorganizing of this book. To Mike, Freddie, Kent and Wayne for their out of this world artwork. And to Maryann, Alex, Steve, Wayne Smith and all the galactic heroes at Palla- dium Books. — Kevin Siembieda, 2001 Contents Introduction General Notes onthe Galactic Setting The Milky Way Galaxy Ls Iban Quadrant ‘Map of the Galaxy Liloqua Quadrant TMC Ita Quadrant Titrana oe Travel inthe Milky Way < + sss: Interstllar transit operations ‘Travel Beyond the Milky Way ‘The other galaxies Landing on a Planet Skill mocifiers for Planet-Fall Stealth Landing Modifiers Adventuring in Unearthly Environments Planetary Environments & Magic + - =» - - 24 Planetary Settings sees 23 Stop One: World Classification Table -- . - +23 Step Two: Dominant Environmental Features 24 ‘A) Ground Terrain Table nad BB) Atmospheric Conditions Table. - - . = ++... ++ 24 Step Three: Technological Level Table : 25 Stop Four: Architecture Appearance Table - 26 Step Five: Alien Race Table 27 ‘lion Worlds & Culture Shook... +++ +++ +++ ++ 28 Galactic Time-tine 30 Worlds of Interest Assin Lassinike Home Word Fiathonor (ist appearance) - ‘Atorian Throneworlds - Daban & Bau Daban New Daban- Bwadenn Race : FAR Federation of Allied Races.» Factions within the FAR, ‘Adventures with the FAR FAR Production Line Weapons FAR Body Armors ryan erime works) earakt « iKrakyt Race Jortick 7. Jornick& Drosaus: : FIN. Line Mogomian: Nors. Great Libraries - Pherridax = ; Kaech Ne Tobru Race = Phorila (Kisent Home World) - Conversion Notes Plesus Euphia (a crime world) ‘Gallery of Rogues Feiding Clans - Peete 70 Rol ABET aSAATEEE REDS n Perola Race ‘ 2 TGE Tagonigiomerate » .«» - - os n ‘The TGE Organization ro ea The TGE & Magic i th Re nar TGE Equipment & Vehicles poareteete TB Targasspa Security Power Armor». «++ ++ +++ + 80 TGE Class One Security Robots: - - 82 TeTool ----- +++ Toke Tuul Race Toke Tuul Robot Guards ‘TMC Thissera-Micean Cooperative Organization of the TMC « TMC Ranks TMC Divisions Operating Procedures TMC Equipment ‘Standard Weapons. TMC Police Equipment TMC Armor ‘TMC Robot Assault Trooper TMC Comet Hovercycie TMC Armored Hover Car Toogarth -- - ‘Trammel- Vaniayes - - - Mull Tial Fassinae Galactic Monsters = - - - The Riathenor: - Player Information (rumors) GM Info - Fiathenor Warriors Background details P.P.E. Vampires Feeding & Gluttony. ‘The Host Body The Transformation Natural Weapons - Riathenor Magic Flathenor Heretshi Fiathenor Dagotte (Leader) Riathenor Giant (Kilm‘aktro) Other Notable Monsters» - =». - Astoropids Bont s Gar-Goma Possessing Entiy) Gammorites - Gorgons Void Whales Equipment -..-- 2. secs Bionic Notes Back-Street Bionics Side Effects Table crue NSS Adjusting New implants 135 Bionic Insanity Table 135 Repairing Bionics- saaee « wcveaaclfSB Now Bini Systoms : <5 tet Robotics « » an 198 Mass Market Humanoid Robot 139 Now Robot Systems. - sv 220s ce ees 199 Repairing Robotics & Bioncs «= =. - 140 Replacing S.0.C. in the Field 141 Electrical Repairs in the Field <= cits sae Uparacing Robotic Systems 142 Optional abot Construction Rules 142 ‘Alien Genetic Engineering - 144 Limb and Organ Replacement 144 Genetic Weapons saa A8 ‘Augmented Organs: - E 147 en ilar Melee Weapons - -- - ear RailGuns = - 148 Computers ee eerie Miscaaneous Equpment 152 Space Travel - Tx deanna ‘Slower Than Light + « « : +2168 Slasis/Sleep Systems 184 Faster-Than-Light Matter/Ant-Matter Drives Microwave Sails Point To Point Travel Hypergravitis/Gravity wots Gatoway Structures Dimensional Syphons Black Holes: Magical Portals: < « ‘Cruise Mode/Trane-Light Travel ‘Spacecratt Speed & Acceleration Rul FTL Combat Maneuvers & Penalties Random Damage Chart Crash Table Spacecraft Construction Rules - ‘Secondhand Spacecrat Malfunction Table - Ropairs & Modifications to Spacecraft Designing a Spacecraft -- ++ Stop 1: Basic Spacecraft Type Step 2: Propulsion Step 3: Weapons Step 4: Armor Step 5: Extra Equipment Dotense Mechanisms - Sensors, Systems, Computers & Programs Other Spacecraft Systems» = = « Standard Spacecraft Designs - Shuttles: Interceptors Transports Destroyers Battloships Deployer Satelito Space Station - ‘Alien Education & Skills Now Scholae Skil Programs Cyperiacker » » - . Intergalactic Bounty Hunter Information Broker Mercenary (Space) Soldier = « « Professional (Space) Combat. ate Spacecratt Mechanic Spacecraft Pilot Space-Fighter Pilot Space Pirate ‘Space infantry Soldior Technical Scientist: ‘TGE Special Operative TMC Officer Weapons Technician - Xeno- Biologist Xeno-Roboticist New Skills Descriptions - - - Zero Gravity Combat Pilot Robot = - Navigation: FTL Cyberacking| Gyberiacking & Superpowered Hacking - Machine Empathy (new spel) Metamorphosis: Energy (new spol) Lghining ido (abity Space Survival = ++ == = Zero Atmosphere - - - - ‘Vacuum & Loss of Atmosphere Suffocation & Depressurzation Fules Zero Gravity ‘Combat in Zero Gravity. 210 + 2t 2 2it ait + 213 214 215. ‘Advanced Space Combat (Spaceships)217 Passive Sensors ‘Active Sensors ‘Space Super Abilities & New Magic Quick Find Agika (TGE home world) ‘Allen Race Table: ‘Aorian Empire (Les fban Quadrant. ‘Atoran Imperial Space Gateways ‘Atodan: Throneworlds Breach & Repair Rules Combat: Zero Gravity Fules Combat Skil: Zoro Gravity Basic ‘Combat Skil: Zero Gravity Ete Criminal Types (Plesus Euphia) Crime Worle: Grymdin Crime World: Plesus Euphia- -- - Cyklops-Serpentmen (Trammel): Dinosaurs ‘Danaus Home World (Nors) Equipment: Bionic Equipment: FAR Equipment: Genetic Equipment Miscellaneous Equipment: Robotic - Equipment: Spacecratts Equipment: TGE Equipment: TMC Equipment: Weapons FAR (Federation of Alia Races) Fehvan (Atorian) =~ » FIN (Felas Information Network) Florastel (S00 Mogomian) Great Libraries (Nors) « - - - Kisentite (mining ore; Pherridax)- Kisentite (Phorila; Kisent home wortd) Leine (Felias & FIN home world) Lalor (destucton of, see Toon) Magic Planet: Nors- : Magio forthe Riathonor Map of the Galaxy - Mertinatica Consortium (Mining Co.) Mogane Healer (see Mogomian) Planet Environment Types: - Planet Fal Table. PlanetFalk: Secret Visits Table Planet Magic Levels Table Planet Sotting Tablos: Stops 1-5 Planet Tech Level Table Police: TMC Pychic: Krakyt (imited) Psychic: Toke Tuul- - Raiding Clans == = Aiatenor Aral in My Way (Assn) Fiathenor Thisseras (TMC) TGE Tagoniglomerate TNC Thissora-Micean Cooperative - Vegetation Word (Mogomian) 217 +218 219 1” 27 212 +218 + 109 88 R 88 57 Introduction Every parent loves to watch his or her child grow, and as a writer, that's often how | feel when working on a book. AS work proceeds on a manuscript, it naturally grows and develops into something bigger and, hopefully, better. That is what happened with the first Allens Unlim- ited™ book. It began as one idea and evolved into its cur- rent published manifestation, but along the way it just continued to grow so much that, before | knew it, there was an entire galaxy of ideas, much more than any one ook could hold. It came to a point where | had to begin pulling back and cutting material out, but stil the ideas flowed until my child had become an entire brood of chil dren (or at least quintuplets). Kevin just chuckled and said, “Wayne, you have a minor super-ability called Expansive Whiting, and | fear it's out of control.” Hmm, | guess that ‘would explain things ‘Anyway, you now have in your hands the second of what has blossomed into a series of Aliens Unlimited™ sourcebooks for the Heroes Unlimited RPG, 2nd Edition Right now, | envision at least three more books in the se- ries, the next of which will be the Atorian Empire™ (Ii probably call it The Guide to Imperial Space) to be fol- lowed by the Andromeda Galaxy Sourcebook. Yeesh. | didn't plan on writing scores of books for the space aspect of Heroes Unlimited™, but | have a milion ideas for other adventure/sourcebooks, so as long as Kevin and the HU2 fans seem to like what I'm doing, I'll just keep them com- ing, The Galaxy Guide goes way beyond the general info presented in Aliens Unlimited™ and really delves into the aspects of “space.” | finally present rules for space com- bat, space travel and building spaceships, as well as a few new super-abilities, Cyberjacking, other new skills, and more detailed information on the various quadrants of the galaxy, key planets and notable races. The Federation of Allied Races and the Niamese Coalition are both absent from this book because they will be featured in the Guide to Imperial Space (it seemed appropriate to spotlight them alongside the Atorian Empire). Alin all, 'm very happy with the end result and think you will be too. | hope the ideas and information help to enliven your Heroes Unlimited™ (or Rifts.® or Mechanoids®, or whatever space) campaign, as well as sparking ideas of your own. Enjoy and good gaming, — Wayne Breaux, Jr, 2001 General Notes on the Galactic Setting ‘The best way to imagine an adventurous, starfaring “galactic campaign’ for Heroes Unlimited, 2nd Ed. is to think of it in terms of the Old West. Like that brief cowboy era, the galactic setting is one of vast uncharted wilder- ness, broken up by occasional pockets of civilization linked by well established travel routes. In the Old West, such settlements ranged from muddy litle collections of homesteads, shanty towns (with a handful of buildings run by a skeleton crew) and struggling ‘one-horse communities to boomtowns, cattle ranges and the occasional sprawling city (often dominated by corrupt tycoons, land barons, rail barons and gunfighters) ~ all, in their own way, representing Meccas of civilization in a wild frontier. Connecting them all was the mighty iron horse — the railroad, In a galactic setting, those isolated pockets of civiiza- tion range from lonely scientific outposts and hopeful colo nies to planets of spacefaring people and prowling interstellar empires spanning hundreds of worlds! Stil, the sheer vastness of space and the vast distances between worlds, even between galactic empires, create a “frontier” environment, Entire star systems remain out of reach and for every known and inhabited planet, there are a thou- sand yet to be discovered, explored and settled. And where one does find settlements in the galactic realm, they promise an endless variety of social, politcal, rei- sous, technical, and alien ways of life. Dozens of different alien life forms interact on key hub worlds before moving along to the next stop on their galactic journey, be it the ‘Atorian Empire, a distant outpost, an unexplored world or a stretch of uncharted space. Everywhere one tums, there is adventure, danger and confit — empires wage war against each other, hostile natives battle interstellar ex: plorers, and more. Indeed, for the ambitious adventurer or hero, the galactic setting can be another wild, wild West nly with high technology instead of a carbine rile and six-shooter, a spaceship instead of a trusty stead, and a host of alien raiders and monsters threatening the peace. Allon a cosmic scale In addition to this “frontier” motif, as well as the abun- dance of source material presented in this sourcebook, Aliens Unlimited Revised, and future space books, G.M.s are encouraged to draw inspiration from their favor- ite scifi movies, television shows, books, comic books and their own fertile imaginations. There is a huge constel- lation (no pun intended) of material to draw from out there, all of which is just chock full of ideas that the enterprising GM. can use to flesh out and fuel his own particular cor- ner of the galany. This brings up what the players themselves might be used to in their favorite science fiction settings. Some peo- ple might observe that there are no transporters or food replicators or similar super-advanced technologies pre~ sented in the Galaxy Guide or in Allens Unlimited. In fact, the items given here might be considered by some to be only slightly more advanced than the technology of Heroes Unlimited Earth. This is done for three major rea- sons: 1) it eaves the GM. options for what kind of tech- nology is prevalent within his campaign, allowing him to add items as he sees fit, 2) most of the really advanced and super high-tech stuff is being reserved for the Atorian Empire and will be detailed in the upcoming Guide to Im- perial Space, and 3) it can be assumed that though many alien civiizations might not be overwhelmingly more ad- vanced than Earth (except in certain notable areas like Faster Than Light/FTL travel), they will be more advanced and often alien to some degree. For example, most have taken miniaturization beyond Earth's capabilities and have weapons and equipment that are radically smaller and dif- ferent in their design. Most spacefaring alien races have also perfected energy weapon technology, and long-range ‘communications — only the super-gadgetry available to se- lect characters like the super-geniuses of Heroes Unlim- ited may be on par (and only these tech-based heroes are likely to be able to figure out and use alien devices and pi- lot spacecraft). To the aliens, high technology is common- place, so exoskeletons or particle beam cannons are not the “cutting-edge” devices they are on Earth, but not that far beyond our reach. To a resident of the galactic com- munity, even radically advanced hardware such as Faster Than Light (FTL) propulsion, palmtop giga-computers, and battleship-caliber energy weapons are as unremarkable {a5 a microwave oven. Ultimately, the degree to which advanced technology should play a role in a galactic campaign is left to the Game Master. If he wants the players to have access to transporters, replicators, M.D.C. weapons, anti-gravity ve- hicles, and any number of other super-tech items, then by all means, include them in your campaign! The Heroes Unlimited Guide to Imperial Space will touch on some of these things, but until then, let your imagination run wild ‘Oh, feel free to use material in other Palladium game books for ideas, such as technology and aliens from Phase World®, Skraypers®, The Mechanoids®, Rifts®, ‘Systems Failure™ and others. The Milky Way Galaxy ‘The Miky Way is a spiral galaxy spanning almost 100,000 light years from end to end. That means traveling at the speed of light, it would take 100,000 years to cross it To an Earth human, that is an unimaginable distance, but for greatly advanced races with the means to turn light years into mere minutes, the galaxy is much more acces- sible, The development of faster than light (FTL) space- craft drives and space folding techniques has allowed interaction, commerce, and warfare between the people who possess such capabilities. Thus, a trip spanning sev- eral star systems can be like a long intemational fight on Earth, making the galaxy, despite its size, analogous to our Earth's “global community” when discussing travel and politcal divisions. While much of the galaxy is linked by frequent interstellar travel, there remain worlds that are considered to be primitive or “backwater” (sometimes ex- otic) places because they lack this star-spanning technol- ogy. For these planets (like Earth), travel between the stars is still uncommon, and interaction with “alien” races a frightening and challenging prospect ‘The galaxy is divided into four roughly equal Quad- rants. They are lita Quadrant (where Earth is located), Titrana Quadrant (home to the Toogarth Empire and the galaxy's highest concentration of Riathenor), Les Iban Quadrant (dominion of the Atorian Empire), and Liloqua Quadrant (home to the Federation of Allied Races). All of these Quadrants and most of the star systems within them are linked by an extensive system of gateways and gravity wells (described and explained later), making travel be- tween them quick and convenient. These methods of travel turn what would otherwise be weeks, months or years of travel into a matter of hours or days. As expan- sive as this network is, it does not reach every comer of the galaxy, and certain places (like Earth) are considered to be out of the way, remote regions of space. For exam- ple, Earth's solar system has litle appeal to most space faring people. It is comparatively low-tech, politically di- Vided, socially unstable and has the x-factor of being pop- Ulated by a number of superhumans. Furthermore, it has no gateways, although it does have a gravity well which may or may not be indicated on the maps of the interstel- lar community, depending on the source of one’s naviga- tion computer. Regardless of the dead zones in the networks, one can usually get to just about anywhere the Miky Way with relative ease, though certain Quad- rants like Titrana have less reliable and less public spaceways than those of Liloqua. The Atorian Empire has the best and most efficient travel network of all the Quad- rants, With the exception of the Les Iban Quadrant, which is dominated by the Atorian Empire, the Quadrants of the Milky Way galaxy are relatively open and free to travelers, This is due, in large part, to the fact that trying to close off such an expansive space border would require a mam- moth amount of time, manpower and resources, and would be only minimally effective even if some sort of line of demarcation could be established. Thus, few galactic powers even bother trying to secure their space borders, instead relying on world defenses and space patrols for their security. The Atorians have done the most work in controling their space borders, but even stil, what barriers they have been able to erect on the edges of their Empire are porous at best. Boundaries and borders in the galaxy ‘are more @ matter of travel, navigation, trade and diplo- macy than they are a physical realty. Despite the generalizations given in the following de- scriptions of the various Quadrant, there will be worlds and nations that defy convention. Each planet and people has its own unique flavor, outlook and morals as diverse as the multitude of races that inhabit that Quadrant. This ‘means that one will find pirates, criminals, rebels and wan- derers in the otherwise pristine space Quadrant of the Atorian Empire, and gleaming democratic utopias in the heart of the lawless Titrana Quadrant. Afterall, the galaxy is a very big place, populated by an endless variety of alien people, diverse cultures, forms of government, reli- gions, and factors that shape each world into @ unique landscape. While there are large, monolithic empires and nation-states spanning multiple systems, the reality is that diversity is the common thread found throughout the Milky Way. Les Iban Quadrant — The Atorian Empire Les Iban is dominated by the notorious Atorian Em- pire. The Empire controls 85% of it, and the last 15% or ‘so might just as well be theirs. Consequently, the secured borders of the Atorian Empire are commonly considered the boundaries of Les Iban, but only for general reference and convenience. ‘The core of the Atorian Empire is believed to be some- where close to the center of the galaxy, near where the wedge shaped Quadrant division comes to a point. How- ‘ever, since the borders closed centuries ago, no one knows with any certainty where the center of the Atorians’ ‘government is located, let alone their original home wortd. A number of planets with inteligent life forms have been systematically conquered by the aggressive Alorians. However, some planets, many with advanced cultures, lie within the “free sections” of the Quadrant. Sadly, it is only a matter of time before they, too, fall to Atorian aggres- sion. If past expansions are any indication, the Atorian Empire will soon absorb the remaining free worlds of the Les Iban Quadrant with its next expansion operation. This wil be the sixth time the Atorians have made a major push to broaden the reaches of their dominion. Much of the gal- axy nervously hopes it will be their last. The Federation of Allied Races (FAR) sympathizes with the plight of these worlds, but refuses to come to their aid. They are fearful of becoming involved with planetary systems so dangerously close to the Atorian Empire, lest they provoke a war. To avoid a war it probably can not win, the members of FAR tur their backs on the free worlds of the Les Iban, effec- tively abandoning them to their own fates The Atorian Empire is completely self-sufficient, having thousands upon thousands of planets from which to draw resources. The only transport craft that leave the Imperial borders are bound for military outposts or planets with trade agreements that are close to Imperial Space and most such spacecraft will be escorted by some kind of warships, be they fighters or a small battle group. On the flip side, the only spacecraft generally allowed to enter im- perial Space are those used by foreign diplomats, and then, only by invitation. These restrictions are somewhat generalized, for there are trade routes that lead into the Atorian Empire, although limited to the very edges of its space borders where security is the tightest. From those trade routes, imported goods are distributed to the inner portions of the Empire. Les Iban is the most prosperous and ordered of the Quadrants, but it can also have some of the galaxy's most intense (although brief) fighting as rebel factions continue to battle for the freedom of their planets, and dissidents, smugglers and other enemies of the Empire dare to breach Atorian boundaries to undermine or plunder the Imperial government. The Diatome Pirates and other ‘anti-Empire organizations regularly add spice to the Quad- rant by attacking civilian and military vessels, merchant ships and outposts. Most of these conflicts are never ‘openly reported to the rest of the galaxy, however, and ‘small-scale incidents like those involving the Diatome Pi- rates seldom spread far or last long. Even rare large con- frontations and incidents are played down or hidden by the Atorians who control the communications of the Quadrant, or because they quickly quell disturbances before others can join the fray. Almost all Imperial space gateways in the Quadrant use changing Imperial codes. Unless the Empire gives the proper code sequence to a spacecraft or activates the gateway for them, no one can enter or leave Imperial space through them. The only exceptions are gateways Liloqua * Perspective distorts some apparent sizes, making the TMC space seem larger than the FAR'S. used for “open” trade routes or diplomatic vessels, but those routes are heavily patrolled by Atorian space sta- tions, battleships, and combat satellites. Diatome Pirates operating on the periphery of Imperial space, regularly steal (or hack) Imperial pass codes from spacecraft they have raided, which is why the codes are randomly changed. All known gravity wells within the Empire are guarded by combat satelites. Any spacecraft that ‘emerges from one via Point-to-Point travel without trans- mitting a viable clearance code is set upon and destroyed. ‘As mentioned previously, despite their war-ike nature ‘and controlled isolation, the Atorian Empire does maintain trade and alliances with beings beyond imperial space, All of these allied planets are located within a few hundred light years of the Imperial borders. They are not necessar- ily evil or warmongers like their Atorian trade partners, most are simply struggling to survive and watching out for themselves, regardless of the negative impact their trade felations may have on enemies (and targets) of the Atorians. Those who are not careful, quickly become reli- ant on the revenues generated by such lucrative trade with the Atorians. In fact, over time, many are likely to be- come allies to the Empire or even official members of the Atorian Quadrant. & cunning powerhouse, the Atorian Em- pire regularly uses its economic leverage to manipulate and absorb/conquer other worlds as much as outright war. Note that the relative lack of @ military presence (when compared to the deeper areas of the Empire) and trade Practices in some areas on the edge of the Empire are the results of ambitious Baronesses and Duchesses seeking to increase their personal power. This is done by unoffi- cially expanding into non-Imperial space where they forge what they hope to be lasting bonds of allegiance or servi- tude. The higher ranking females frown on the practice and see potential dangers. On the other hand, they en- courage the expansionist initiative, So far, nothing disas- 10 trous has resulted, so the situation is allowed to continue, Note: For extensive details on the Atorian Empire, see the upcoming Heroes Unlimited™ Guide to Imperial Space Liloqua Quadrant Liloqua is the second most organized and stable of the four Quadrants. This is due mostly to the presence of the neighboring Atorian Empire and the fear it generates. That atmosphere of anxiety is what brought the advanced races of the Quadrant together in an attempt to oppose or deter the activities of the Empire by forming the Federation of Allied Races (FAR). Besides the FAR itself, the need to band together has forged trade agreements, trade routes, political and military alliances, and an atmosphere of mu- tual respect and support through nearly all ofthe inhabited systems of the Quadrant. Indeed, the FAR and its allies can be said to be the heart of the galactic community in the Milky Way. Throughout the Quadrant, particularly around its member planets, are found governmental orga- nizations and structures rivaling those of the Atorian Em- pire. Cooperation and mutual benefits from achievements are the cornerstones of the Federation of Allied Races, and the strength of Liloqua. Extensive trade and interac. tion between all of these races provides wealth and pros- perity directly attributable to centuries of cooperation, Prosperity and relative peace. In addition to the achievements directly attributable to the Federation of Allied Races, Liloqua Quadrant owes a great deal of its stability and economic success to the Tagonicans and their powerhouse conglomerate, the Tagoniglomerate (TGE). The home world of the Tagonicans and galactic headquarters of the TGE are both located within the Quadrant near its border with the neighboring Titrana Quadrant. The TGE is a commercial rather than poltical entity, but it stil controls numerous star systems and patrols nearly a hundred sectors of the ‘Quadrant as part of its security contracts, as well as the policies of their own extensive holdings. Despite its unity and success, the Liloqua Quadrant has its dark side. The region still has its share of wars, rivalry, politcal infighting, pirates, criminals, antagonism, and rac- ism. Outside the model core of the Federation and the string of truly peaceful member planets, the rest of Liloqua is far from Utopian. The vast majority of the Quadrant is not patrolled by any organized force and the occasional FAR patrol does litle to keep the farther reaches of the Quadrant safe or at peace. These wild and dangerous ar- as tend to attract and harbor space pirates, smugglers, fugitives, mercenaries, adventurers and troublemakers looking for action or a place to lay low. Such lawless parts of the Quadrant are certainly less extensive than those found in the lita and Titrana Quadrants, but they do exist ‘and pose a problem. Without a minimal sense of commu- nity to unite them, the star systems of such areas feel all alone, making them easy prey for would-be warlords, vil lains and skullduggery. Overall, however, the Quadrant is very civilized due to the presence of the FAR at its center, the Empire along one border and the TGE home world on the opposite border. Likewise, the Thiss powerful freelance law enforcement agency, close to the center of the galaxy where Liloqua and lita Quadrants meet, which leaves only the outer reaches of the galaxy in this Quadrant without any kind of organized deterrents for the darker aspects of galactic society, Roughly 25% of Liloqua’s territory and star systems can be considered partly explored, uncivilized, and/or danger- ous. Again, while there may be peaceful or advanced planets within those systems, their comparatively isolated location or lack of allies makes them vulnerable to the less savory elements of the galaxy. This region still has trouble with pirates, raiders, invaders, wars and crime, and polt- cal unrest. In fact, the most civilized worlds clustered to- ward the center can be thought of as modern cities in Which crime exists, but there are laws and law enforce- ment that control it, while the remote sectors are more like frontier towns or isolated trading centers that have fewer resources and little to no notable measures to protect their citizens and visitors from the crime and dangers all around them (sometimes within the community/outpostiworld it- self If the entire Quadrant could be truly united and emu- late the ordered societies found at its center, the Quadrant would become a genuine rival (and alternative) to the Atorian Empire. Sadly, such a development is a long time away. For one thing, the Atorians are likely to undermine such a development in order to keep their exalted position of power. For another, there are just too many diverse and independent worlds, each struggling to stand alone and make their mark in'the universe, to ever build a true or lasting unity. While Liloqua might well have the equivalent resources, possible member races, racial interaction, and raw military power of Les Iban/the Atorians, it has no- where near the level of organization or internal stability. In- deed, most of its resources are spread thin and a large portion of them are in the hands of races not allied to the 1" Federation of Allied Races. Keep in mind that the FAR is the only organization large enough to oppose the Atorian Empire, but itis not the Empire's equal, not by a long shot. Voluntary organization of the type needed to defeat the Alorians is currently impossible, due to the intractable con- flicts and differences between the myriad of star systems land civilizations populating the Quadrant. In addition, the Atorians themselves have proven especially effective in ‘subjugating other peoples to their will. Those civilizations ‘or organizations that show promise at uniting the rest of the Quadrant are often plagued by Atorian spies and pro- pagandists who will stop at nothing to sabotage that planet's sociopolitical structure and stop unification with the FAR. Meanwhile, Liloqua is a safe haven for any refugees or rebels fleeing the Atorian Empire. While this is meant to be an invitation to peace-loving people looking to build a ‘new life out from under the yoke of Imperial oppression, all too often the Quadrant serves as a haven for outcasts, bels, terrorists and criminals who use the Quadrant as a base of operation from which to launch attacks against the Empire. A fact that constantly puts the FAR and the Atorian Empire at odds. Could that influx of refugees ever bbe enough to bolster the FAR to a level where it could op- pose the Empire? Perhaps, but such determination will be fostered by stired up emotions and would not last very long. Whether it would be enough to carry through a hast- ily planned and executed war of retaliation against the Empire would be up to the individual G.M. and his plans for a galactic campaign. Remember, the motives and ide- als behind the Federation of Allied Races are NOT to fight or destroy the Atorian Empire, but to establish a Quadrant of allied planets strong enough to live free without fear of Imperial invasion and conquest. To that end, they wel- ‘come and find a place for refugees who have fled the Em- pire, provided such individuals seek a life of peace and freedom, not revenge against the Atorians. Stil, despite these lofty goals, hate-mongers and enemies of the Atorians gather in the remote parts of the Quadrant, against the FAR's wishes (and often without the FAR's knowledge) to wage their private wars of retribution against the Empire. Worse, there are many within the FAR who so fear andlor hate the Atorians that they would con- sider actions against the Empire if they thought they could pull it off without endangering their own welfare. Thus, there are many sympathizers who look the other way or tum a blind eye to transgressions against the Atorian Em- pire (some even provide them assistance). Ita Quadrant lita Quadrant is still growing as a part of the galactic ‘community. The influence of the Thissera-Micean Coop- erative (TMC), which has been contracted to patrol a sub- stantial number of sectors within the Quadrant, and the growing presence of the Federation of Allied Races (FAR), have done a lot to eliminate rampant war and anarchy in this Quadrant of space. However, lita is not a calm or or- erly region, especially when compared to Les Iban and Liloqua, One might say that Ita is in touch with itself, but it is far from organized, united or lawful. The TMC keeps watch over barely 50% of the ita Quadrant, and their influ- ence even in that part of space is limited, enabling pirates, criminals and troublemakers to frequently avoid or evade them. The TMC does its best to keep crime and trouble down in the sectors they patrol, but their presence only has a token effect on unifying their clients in any way. The TMC has some measure of influence and is very highly re- spected by most societies in the Quadrant, but with no po- litical power itself, the organization is limited to mediating, advising and policing. Loose planetary federations and al- liances for trade and cultural exchanges have developed among many of the TMC's clients, but no interstellar polit- cal power has arisen to unite any of the worlds in the same way as the Federation of Allied Races. As a result the Quadrant’s interstellar community is made up of inde- pendent planets with weak and disjointed associations with one or more other independent worlds. The FAR has ‘member planets on the edge of lita where it wedges at the center of the galaxy, but their presence amounts to less than 1% of the worlds in the Quadrant and provides no significant influence In many places, lta embodies the Old West frontiers- man attitudes. Almost half of the Quadrant is largely unex- plored and unclaimed. Criminals find these areas attractive, because they can prey upon the wealthier peo- ples in the civilized sectors and flee to the not too distant safety of the untamed areas not patrolled by the TMC. Ad- venturers, brigands, explorers and refugees can find places to hide, operate, live or explore away from civiliza- tion if they want. Lawlessness and the extremes of per- sonal freedom run rampant, while the influence of independent planets (law abiding or not) seldom extends beyond their own moons. Thus, the Quadrant's galactic society is shaky at best. Interaction and the “spirit” of co- ‘operation may extend to one or a dozen other planets, but extensive trade, exchange of information, trust, and coop- eration are not widespread. Furthermore, most do not share or even recognize each other's laws, and there are few extradition treaties in place, so once a criminal leaves a particular world, there is almost no cooperation among the different planets in the Quadrant to bring the villain to justice. The best one can hope for is that the TMC, bounty hunters or adventuring heroes intervene on the behalf of justice. In many areas, power is everything and “might makes right.” On some worlds there is no formal authority oF even global power, and everyone carries weapons. At other places there is a defined civility and strong sense of morality Law and order are making inroads thanks to the TMC, but there is stil a long way to go, and although lita Qua rant is lawless in many regions, it is not generally as dan- gerous or deadly as neighboring Titrana Quadrant, Infact, good half of the lita Quadrant is generally peaceable and law abiding (due to the TMC). Races might keep to themselves and rarely volunteer aid and assistance with- ‘out compensation, but they are decent people with the po- tential to pull together and make a promising community in the foreseeable future. |ita Quadrant is ikely to be a common setting for a ga- lactic campaign because of its proximity to Earth, diverse and independent people and open environment. Earth ac- tually falls within one of the patrol sectors of the TMC, but 2 since they have no contracts with the fledgling human civi- lization, their presence in its solar system is minimal, Un- less an intergalactic criminal specifically flees to Earth's solar system, the TMC will not enter the region unless they feel it necessary to capture a fugitive or they need to Use the gravity well located just inside Jupiter's orbit. Even then, using the gravity well will not bring the craft near Earth, Note: The TMC have only been to our solar system five times; two such occasions brought them to Earth to pursue criminals and one took them to Earth's moon. The reason for this reluctance to visit is because the TMC up- holds a galactic law known as The Covenant, which basi- cally forbids advanced, star faring civilizations to meddle in the affairs of non-star faring civilizations. Although The Covenant is difficult to enforce, TMC operatives stil give it their best try. The incident that led to the downfall of the Earth city Century Station is one such example. Other features that make this Quadrant appealing for a galactic campaign are the presence of the Federation of Allied Races (FAR) near the galaxy's center where lita forms a wedge, the Atorian Empire that borders lita, and the presence of the TMC. All this provides a wide variety of adventure opportunities and @ fun environment with large space stations, advanced civilizations, scores of alien races, social unrest, political intrigue, uncharted worlds to explore, pirates, space travel, and glitzy, high-tech settings. The presence of other comparatively low-tech worlds whose technology ranges from the primi- tive to industrial (Earth) gives the Game Master plenty of different levels of civilization to play with. For @ high fan- tasy styled science fiction campaign, go to Liloqua, but for just about anything else, especially a law enforcement, bounty hunting, freebooting and exploration setting, Ita Quadrant fits the bill Titrana Quadrant More than any of the other Quadrants, Titrana is little more than a vast expanse of anarchy. Other than a few dozen sectors patrolled by the TMC or Tagoniglomerate (less than 20% of the Quadrant is patrolled at all, even with both organizations’ combined efforts), Titrana has no widespread interstellar government or agency to guide it. Imagine the dark ages of Earth, but without the benefit of ‘organized governments, then throw in despotic criminal overlords and murderous dictators as the primary sources cf law and order, and an image of Titrana begins to come into focus. No one is sure how the sector fell into its pres- ent vile state of corruption, evil and villainy. There are a few planets that are reasonably friendly and ‘normal’, but the majority of the Quadrant, almost 60% of it, has no re- deemable areas from which any normal or stable ele- ments could rise. Most simply write it off as demographics, pointing to the concentrations of order and civliy in Les Iban and Liloqua and noting Titrana as the counterpoint to them Titrana Quadrant is a haven for pirates, thieves, war- lords, outlaws and fugitives of all kinds. The lack of a widespread policing authority makes nearly any planet an ideal hideaway or place on which to lay low, adventure or plunder. This is especially true of the low-tech planets whose terrestrial authorities, military or champions are likely to pose litie or no threat to the advanced equipment and technology of a space faring visitor. Titrana’s safety for criminals has spawned the growth of entire thieves’ planets where criminals can go to find refuge among @ nest of fellow crooks and cutthroat. These thieves! pian- ets are run by powerful baronies of organized criminals that function as the ruling power (See Plesus Euphia in the Crime and Criminals section for examples of these kinds of planets). These large bands of criminal lords con- trol several planetary systems and have constantly chang- ing leadership due to scheming and backstabbing. The Kixkit Empire (the largest concentration of Photin outside the Atorian Empire, spanning more than 30 planets in five star systems and the Toogarth Empire (as detailed in Vil- lains Unlimited™) are the only other notable interstellar powers established in the Quadrant. (Note: While the Riathenor are disturbingly plentiful, they do not lay claim or dominate any known worlds in the Quadrant, All three exude some small measure of influence over the Quad- rant, however, each controls no more than 1% of the sec- tors in the Titrana Quadrant. That having been said, even one percent is impressive considering what they are up against. The Thieves’ Baronies rely on cunning, trade and sheer numbers, while the Photin and Toogarth use intimi- dation and brute strength to maintain power. Of the three, only the Toogarth Empire continues to grow at a regular pace. This is reason for concern, because if the Toogarth Continue to expand at their current rate, over the next hun- dred or two hundred years, the reptilian aliens are likely to seize control of 200 or 300 star systems in nearly 100 sec- tors (or about 10% of the Quadrant), making them a force to be reckoned with. The Toogarth Empire, a regime founded on cruelty, conquest and extermination, makes even a small number dangerous. Left unchecked, they might, some eon, build a bloody Empire to rival the Atorians. (Of equal concern is the large number of Riathenor found in the Titrana Quadrant. The region appears to house the galaxy's largest concentration of the dreaded Riathenor, a mysterious and mystical race of aggressive aliens believed to herald from another dimension. Why the Riathenor find the Titrana Quadrant so appealing is un- known. Some wonder if there might be a dimensional por- tal that links our dimension to theirs. On the other hand, many believe the Titrana Quadrant is cursed or simply a place of evil. Rumors of evil alien intelligences and dark {gods living in the Quadrant also abound. Why such violent ‘and often supernatural beings seem to crop up in Titrana remains a mystery yet to be solved. Some believe that an evil energy, or perhaps one or more of the dark gods ru- mored to inhabit that region of space, attracts other like-minded creatures. Hence the concentration of Riathenor, Toogarth, criminals and other violent, evil be- ings, from ordinary space pirates to supematural mon- strosities. The Timneh and members of the Raiding Clans point to ancient legends among their people that tell of “a darkness" that swept the galaxy more than seven thou- sand years ago. It is said to have wiped out many of the advanced races of that time. No one knows where this evil came from, nor how it was stopped, but some believe it has left a lasting mark upon the Titrana Quadrant Some 13 Timneh claim that whatever it was, a part of it remains hid- den in the Quadrant waiting — perhaps in slumber, per- haps while it gathers its strength and/or other dark forces to join it — to reappear when the time is ripe, to again wreak havoc upon the galaxy Travel in the Milky Way The distances in space are mind boggling by terrestrial Earth standards, but other races are far more advanced in their technologies and able to cross those distances as easily as we cross the oceans of Earth. This section will discuss some of the most common ways to travel the vast reaches of outer space. Full details on spacecraft, propul- sion types, and travel speeds are given in the Spacecraft Construction section ofthis book. Despite the enormous distances involved, getting ‘around the galaxy is not all that different from getting around on Earth, The major difference is the scale and the fact that instead of roads and cars, one uses charted routes, gravity wells and Faster Than Light (FTL) travel via spacecraft or magic. Just as one might get in a car on Earth and drive to the grocery store or across the country, private travel is also possible in space. Basically, those individuals fortunate enough to own a spacecraft can simply go where they like. Like ground travel, there are effectively highways or space lanes" to follow to avoid getting lost or to travel by the most direct means available. This also means there ‘may be “fees” or “charges” to pay that go toward maintain- ing those space lanes (2. police to offer protection from pirates and salvage crews to clear debris fields, fees to pay for space ports and docks, service stations, etc.), as well as “tolls' to use gateways and dimensional its, docks or trade routes. In some cases, one may be required to become a member of a guild or organization and pay an- nual dues in order to access gateways and travel routes (such is the case with the Atorian Empire once one travels a certain distance into it). Stil, private space travel is rela- tively cheap in the long run, and has the least hassles, but its drawbacks include possible isolation (there may be no one to provide assistance if the ship breaks down in a de- serted area), danger (if attacked by pirates or monsters, there usually is no support), limited resources (travelers only have their skills or those of a select crew to rely upon) and possibly limited equipment and resources (only what is on hand or stored on board: finite cash). Returning to Earthly analogies, the easiest and most economical way to travel across the galaxy is to "book passage” just like Earthlings take a bus, train, aifplane or ‘ocean cruiser to reach a destination. The basic idea be- hind any transit service is to gather a number of people with a common destination and allow them to purchase “seats” on a communal mode of transportation, usually provided by a travel specialist, in this case, a space port. In a galactic setting, this can’be @ spacecraft, device or magic spell depending on the civilization, technology and point of departure (the various modes of space travel available will differ widely from place to place). On Earth, there are a number of differing levels and modes of trans- portation ranging from the equivalent of a crime-ridden subway or rickety old airplane, to the most posh luxury lin- ers or supersonic aircraft. The same is fundamentally true of interstellar and intergalactic space travel. As usual, safety and comfort all cost money. The high cost of build- ing and maintaining an interstellar spaceship, fuel, ad- vanced engines and drivers, a capable crew, and the overall risk of space travel itself are all factored into the cost for a seat on a spaceship. One also pays a premium for speed. The faster one wants to travel, the more a ‘space trip from A to Z will cost. A trip across the galaxy on the dilapidated spaceship nicknamed the Cockroach Ex- press might only cost 5,000 credits, but the captain will warn the traveler that the trip requires time spent in sus- pended animation and takes 125 years! On the other hand, the luxury liner Nova Starr or the small, elite space warping transport known as the Blue Comet can carry a passenger the same distance in two weeks, but cost about 50,000 credits. The choice is the traveler's. Most interstellar transit operations are corporate ‘owned and use established (and commonly patrolled) ‘space lanes and travel routes. These operations are the galactic equivalent of Earth airlines. Just as on Earth, where owning an airplane is prohibitively expensive for the average person, so is owning a reliable interstellar space- ship. However, booking passage for a seat on a comme cial airplane, or in this case, an interstellar “spacecraft comparatively affordable and relatively inexpensive, espe- cially when making “short jumps" from one planet to an- ther in the same solar system. Thus, the majority of space travel by common folk in the intergalactic commu- nity is done on ‘commercial spacecraft” and “star carriers.” The typical intergalactic, commercial space port offers a variety of spacecraft differing in size and space faring ca- pabilties. These vessels travel at predetermined times to ‘other known space ports to form a network of available travel destinations linking planets, civilizations, space sta- tions, merchants, outposts, governments, military bases, resorts and places of interests. The majority of these space ports use established and reasonably secure space routes, most of which are patrolled by organizations like the TMC, planetary governments, or the company itself. Especially large operations, like the TGE-owned Levartera Modu cruise line, heavily patrol their routes and provide each passenger spacecraft a fighter escort. The Atorian Empire has its own travel companies, but all of them oper ate within the sealed borders of the Empire, along heavily patrolled routes with fighter support close at hand (rarely ‘outside the passenger ship's passive sensor range), Larger companies will also have armed security personnel con board for maintaining the peace and safety of the pas- sengers, especially if the craft should happen to be at- tacked by pirates or other boarders. Unfortunately, this ‘means booking passage to out of the way places away from civilization and known space lanes may be difficult ‘and will certainly cost much more to arrange a “charter” ‘excursion to dangerous or uncharted territory. Commercial travel has its disadvantages and limits, such as having to 15 adhere to schedules, making fight arrangements, stand- ing in lines, lack of privacy, annoying or unruly other pas- sengers, and other hassles, but there is littie chance of isolation (both socially and in emergency situations), dan- ger is reduced (the equipment is generally reliable and se- ‘curity or support is commonly available should trouble arise), resources are more diverse (the company will gen- erally have a pool of personnel to draw from for quality and a variety of skills) and equipment is plentiful (espe- cially for a company with a fleet of spacecraft that can transfer passengers to another craft entirely, should the current one develop large-scale problems) Smaller and less reputable travel, touring, and cargo companies may take short-cuts, use isolated or Unknown routes, and are often willing to take chances that the larger operations would never consider. While these fly-by-night businesses offer greater flexibilty in arranging trips to exotic and remote locations, travelers to even well known, civilized places will be exposed to a greater de- gree of danger. This may be due to negligence or corrup- tion, but more likely than not, simply to the small size of the operation and lack of sufficient resources. These ‘small, independent businesses are what most smugglers, criminals, fugitives, spies, bounty hunters, mercenaries and adventurers use. In fact, some of these companies (or the pilots working for them) specialize in transporting peo- ple and cargo illegally, smuggling just about anything if the price is right (and the price may be less than one might think). Likewise, many are daredevils or so desperate to make ends meet, that they are wiling to take huge risks and travel to or through dangerous regions of space for the money or the challenge, Accommodations on such ile- gal or low-end transportation can range from luxurious (at least for the passengers) to the most stark or abysmal of conditions, such as cryogenically freezing the passengers and stacking them in a hold, or presenting passengers with a cot and a bucket seat in a fithy, old cargo bay re- tooled to accommodate (sort of) passengers instead of crates. Heck, if being “smuggled” somewhere, accommo- dations might very well be the inside of a crate! On these fights, if pirates or other trouble should arise, the passen- gers may be handed a weapon and told to repel boarders or expected to fend for themselves! The most unreliable or cowardly pilots may jettison the passengers (or contra- band), or tum them over to the raiders without resistance in exchange for letting the vessel and crew go. Travel Beyond the Milky Way Travel to other galaxies isa litle different than traveling ‘across our galaxy. First of all, itis only practical using Cruise Mode travel (See Advanced Travel Methods for more details), and the spacecraft can not be attacked un- less it drops out of Cruise Mode. Thus, it can go from one galaxy to the other without fear of attack. The real risk ‘manifests itself if the vessel develops problems and has to drop out of Cruise Mode. If that happens and its cruise drives can not be repaired, itis likely to never make it to its intended destination or home again. A spacecraft in cruise mode travels farther in a day than the fastest vessel can travel in 20 years, so getting stranded several hundred light years from home is often a death sentence, since most ships lack the resources for indefinite life support. Moreover, dropping out of a space warp or Cruise Mode dumps the vessel in uncharted and alien (no pun in- tended) space, where the nearest (known) civilization may be many light years away. Of course, even Cruise Mode with its barely comprehensible speeds, can take 25 years to cross from one edge of the local galactic cluster to the far edge. Even haif that time is a long and undesirable tip. ‘As a result, very few races or organizations have contact with even the closest of galaxies, but some of them, most notably the TGE and the Atorians, do have footholds out- side the Milky Way. Of course, communicating with these outposts is virtually impossible, so there is no teling what fate has befallen them. Travel to farther galaxies can take Centuries and no races are known to have undertaken such a feat wth any success. The local galactic cluster, which includes thity other galaxies (five of them as large as our own) grouped in close proximity to the Milky Way, is approximately 4-6 mil- lion light years across. Even in Gruise Mode, it would take 25 years to cross that distance, but getting to the closest of the large galaxies, Andromeda, takes only 8-12, stil a bit much. Luckily, Space Gateways, gravity wells and di- mensional rifts are able to warp or leap over these vast distances. Their locations have been noted and mapped in the larger galaxies and a handful of the smaller ones too, allowing rapid travel times between locations that would otherwise take years to reach. The risks involved with trans-light travel are so great that there are not many travel routes between even the lo- cal galaxies, just enough to get by. Instead of using mapped out routes, most space travelers rely on less risky advanced travel methods. Here is how it works. Once one craft makes itto the target galaxy (by using Cruise Mode), itonly needs to map a single gravity well or deploy a Gate- way structure, and it can use it to fold or warp space to get home in a fraction of the time. Afterwards, any spacecraft with the right knowledge, equipment and coordinates can 16 {get back to the other galaxy because a “destination point” is now known, ‘Andromeda is the only galaxy in the local cluster that, has a few known travel routes. There are certainly gravity wells mapped there and some gateways, but other than brief scouting and exploratory missions, no one has been able to establish any lasting colonies or outposts. The ‘GE gave up on Andromeda long ago, and it is rumored that even the Atorians have stopped trying. Entire out- posts and colonies have been destroyed, as have most of the spacecraft which attempts to lay gateways or map the ‘Andromeda galaxy. Even large groups of military vessels have vanished with litle or no clue to the identity of the ‘cause (many presume an unknown aggressor). Whoever or whatever is responsible must be swift and have signifi cant firepower to destroy a TGE escort group. ‘The other galaxies in the local cluster can be consid- fered to be much like the Milky Way. From space, most planets and other phenomena look very much’ alike. Reaching the galaxies is a simple trip through a mapped gravity well. Some contact and trade with life forms from Galaxies beyond the Milky Way exists, but itis limited to Specific races or regions and not the galactic communities in their entirety. Though the routes to these galaxies are charted and the use of gravity wells and the occasional gateway makes travel very fast (2-4 weeks instead of years), there are not many of them, especially when com- pared to the size of a galaxy. The majority of these routes are not even known to the public Planets (One might think of planets as islands in a vast, lifeless ocean. Although they make up an infinitesimal portion of the total galactic mass (stars and dust clouds comprise most galactic matter), they are the pillars on which all ga~ lactic society is rooted. Advanced civilizations could (and sometimes do) build vast orbital habitats or great colony ships that are worlds unto themselves, but most people much prefer lfe on solid ground, with soil under their feet and a sky overhead. Planetary settlements stil dominate galactic civilization, and as long as that is the case, plan- ets, in general, will remain hot real estate, as well as the birthplace of most life forms, ‘As a spacecraft arrives in the local “space” around a planet, it will have to slow down and approach with some caution, Traveling at light speed within 50,000 miles of most small, Earth-sized planets (the outer edge of the planet's gravity field) will tear a ship apart as it passes, re- gardless of its type or quality of construction. Moving through a gravity field that fast puts stress upon a ship's hull that no technology has yet been able to counteract. Likewise, moving that fast that close to a planet usually causes localized disturbances in the world’s weather pat- tems for 4D6 hours and may cause advanced civilizations to take action against the reckless pilot “In general, spaceships are made to move through solar systems at light speed only when they have strayed terri- bly off course, they are willing to try anything to escape a pursuer, the pilot is drunk, or the crew has a death wish Most ships have some means of automatically slowing down as they approach a star system, Other ships simply rely on the expertise of their pilots to guide the vessel at a safe distance and velocity. Note: When a pilot is flying at light speed and gets too close to a planet, he must make a Pilot skill roll, A successful roll means the spacecraft merely crashes into the planet, but the ship and crew sur- vived. A failed roll means the craft crashes into the planet at light speed, which usually means complete destruction and the end of the crew. A crash also causes considerable havoc on the planet's surface. To see the results of both kinds of crashes, consult the regular- and light-speed crash landing tables in the FTL Piloting Rules section of this sourcebook ‘Once a ship is close to a planet, it has three options: Orbit the planet, dock with a space station, or enter the at- mosphere and land on the surface. Orbiting the planet is only useful if the spacecraft has trans-atmospheric shut- tles (that is, they are streamlined so they can fly in an at- mosphere; many large spacecraft can not), or there is a space station to visit. f the civilization is advanced enough to have a space station, docking with it and shuttling down to the planet is likely to be routine and hassle free. Unless there are extenuating circumstances like an old or very ‘small space station or a large field of orbiting debris block- ing the way, orbiting and docking maneuvers are SO rou- tine that they can be considered automatically successful and do not require Pilot skill rolls. That is, ifthe ship is be- ing flown by an experienced pilot. Low level characters (under 6th) roll as normal, while characters with NO exper- tise in piloting @ spacecraft have only a 10% chance of safely orbiting or docking. A failed roll results in some kind of crash Crews passing through a space station will be subject to customs searches and the laws of the planet. Local laws often restrict one’s conduct and actions, and weap- ons and certain types of equipment (sometimes certain types of people) will have to be left on the ship or station, and/or temporarily confiscated. For example, many plan- ‘ets do NOT allow visiting aliens to carry weapons, and some prohibit the use of super abilities, shape-changing, psionics or magic. Well outtitted stations and space ports will have local law enforcement policies transmitted into the onboard computers. Experienced captains will contact the space station prior to docking to request permission to dock and exactly what are the local laws and policies of the civilization. It is the mark of a novice space traveler to get arrested upon arrival to an alien world and lose a prized item to seizure laws. Note: All of this assumes the civilization is used to space visitors. Those who are not are likely to get spooked by the appearance of unknown extraterrestrials, regardless of how polite, honest and well intentioned these visitors might be. Such inexperienced, primitive or hostile civilizations may allow the “aliens’ to dock, only to capture and interrogate them or attack out- Fight. Such are the perils of traversing uncharted regions of space. Landing on a planet directly has some advantages and disadvantages. Planet-fall is much more tricky than ‘orbiting or docking with a space station, and almost al- ways requires a Piloting skill roll, Fail the roll, and a crash will result. landings under certain conditions: No penalty if landing a spacecraft on a planet with no atmosphere or low-gravity, except for pilots from high gravity worlds who are -10%, No penalty if the planet's gravity and atmospheric con- ditions are the same as, or very similar to, that of the Pi- lot's home worid, the piloting roll is standard with no modifiers, -5% for pilots attempting to land on planets with gravity 30% or more different than their home world andior with a toxic atmosphere, or high radiation. The same penalty ap- plies to landing underwater on water worlds completely covered by oceans (unless one comes from such an envi- ronment, in which case, no penalty applies). ~15% for difficult landings on worlds with dense vegeta- tion, heavy mistfog (poor visibility), twilight conditions, or frozen surfaces. -20% when pitted against the demanding conditions of a high gravity world or the turbulence of a thermal world -30% penalty when buffeted by violent storms and abrasive atmospheres, Note: If there is a crash, the planet may not have the resources to repair the craft (such is the case with many aliens in a traditional Heroes Unlimited™, Earth setting) Remember, only about 1 in 20 planets and 1 in 100 moons are habitable in the first place. Even fewer will have advanced life forms unless there is a space faring empire that established many off-world colonies and em- ploy terra forming techniques to create habitable worlds. (Habitable for their race, that is, which may be very differ- ‘ent than the needs of the space travelers.) 7 Offsetting the danger of direct landings is the speed and convenience of direct takeoffs, which can be a life-saving means of escape in times of trouble. In less critical circumstances, direct takeotfs obviate the need for a shuttle fight or pricey commercial transportation to re- turn to one's ship. Secret visits to other worlds When landing on a planet, the spacecraft should get permission from the local authorities to do so, but sneak- ing onto a planet without permission can also be done. In order to avoid customs and the local authors, a covert landing requires the pilot to sneak through any security nets and tracking systems that may be in place. Ifthe cap- tain makes a successful Piloting skill roll, he will land un- detected. For modifiers on landing undetected on a planet, consult the table below. Stealth Landings Modifiers Note that more than one modifier may apply; G.M's discretion Landing in a remote wildemess area: +20% Landing environment where the visitor's technology greatly exceeds that of the locals: +20% Landing in a lightly setted area (outpost or village nearby): “10% Landing in a moderately settled area (town): -20% Landing in a heavily settied area (city/2tst Century Earth) “30% Landing at @ space port or heavily populated and/or ad- vanced civilization: 60% Landing area has light security (FAR civilian world): -20% Landing area has moderate security (Pirate or warlord workd): -30% Landing area has heavy security (Atorian world): 40% Adventuring in Unearthly Environments Having finally made it to the planet, what can one ex- pect? Just about anything, really. The only thing more di- verse than the different life forms in the galaxy are the various kinds of planets they might inhabit! Depending on the characteristics of an alien's home world, adventuring in other environments can range from challenging to downright deadly. The following information covers all the planet types presented in Heroes Unlimited™ Second Edition (HU2) and lists penalties or bonuses for aliens from other environments when they should find them- selves in an alien setting. Of course, these penalties do not apply if the alien is on his home world or a very similar environment. However, keep in mind that all planets will have some variation in climate, atmospheric composition, pollution, and other factors based on their position from the sun, the rotation and angle on their axis, the attitudes. of their inhabitants (ie. environmentally conscious or not) ‘and scores of other factors. This means that a thermal alien from the temperate latitudes of his planet who finds himself in the arctic area of another thermal wortd will suf- 8 fer from exposure in the cold temperatures even though he's visiting a familiar (but different) thermal planet. On the Up side, elsewhere on the planet, he will not need the heavy protection that non-thermal aliens will require and he should feel right at home. Also remember that the aliens receive bonuses on Earth (ie. those that are listed) because it differs from their native environment. When these aliens return to their native environment, they do not receive any of the listed penalties, bonuses or powers they may have had on Earth (S.0.C. bonuses remain). On their home world or similar environment, they become normal’ (unless one possesses super abilities). Note that most advanced civilizations will have hotels and ‘visitor stations" with environments designed to accommodate people from other worlds (ie. Earth-like living environ- ‘ments, among others). Of course, such accommodations are usually limited to the needs of the races who most fre- quently visit that world, all others will have to make do the best they can and sleep or reside on the spacecraft they arrived in. High Gravity: The heavy pull of the gravity on these planets has some debilitating effects on characters not na- tive to it. Apply the following adjustments to all characters ‘except low-gravity home world aliens: -6 to P.S. and lower their Speed by one third. Additionally, such characters are 2 to strike, parry, and dodge for the first 24 hours they are in the heavy gravity (unless native to it, in which case there are no combat penalties). Aliens originating in a low-gravity environment are se- verely hindered by what is, to them, very powerful gravity, They are -12 to P.S. and lower their Speed by two thirds, The extreme effect of high gravity on low-gravity aliens also makes them ~4 to strike, parry, and dodge. All penal- ties apply for the duration that a character is within the gravity’s strong pull and persist for 1D4 minutes for each hour spent in the gravity after they leave it If either Speed oF P.S. is lowered below one, including fractions, the char- acter is unable to move and will have trouble breathing (10 to strike, parry, and dodge) without some sort of sup- port and assistance. Such badly affected aliens must make a saving throw vs lethal poison every six hours or collapse and fall into @ coma ‘Advanced civilizations on high-gravity planets will usu- ally have light exoskeletons and other equipment available for rent or purchase by tourists who find the heavy gravity uncomfortable or debilitating. These units come in light models for aliens from normal gravity worlds and full envi- ronment support models for aliens from low-gravity worlds which have breathing aids in addition to the strength aug- mentation. Such exoskeletons reduce the P.S. and Spd Penalties dramatically allowing visitors to function close to normal (penalties reduced to -1 of -2 to strike, parry and dodge, and speed reduced to only 10% less than usual), Anti-gravity suits, medallions, discs, and devices can be used to effectively nulify the strains and penalties of grav- ity on an individual, allowing them to feel and function nor- mally in the heavier gravity. Unfortunately, the price of antigravity systems prohibits their availabilty to the gen- eral public even among the most advanced civilization, and visitors will probably have to supply/bring their own to benefit from this technology. Note: Renting exoskeletons costs 100-200 credits per day. Low-gravity: The light pull of this gravity is strange, but not as debilitating or discomforting as that of high gravity. Again, note that a low-gravity alien returning to his native ‘environment will have his bonuses from physiology ne- gated (he's a normal Joe in this environment), while those from worlds with heavier gravity will temporarily gain the bonuses as if they were bor on a high-gravity world, Humans and most aliens are -2 to their P.P. (including aliens from low-gravity worlds) but double their normal speed attribute and can leap distances two or three times farther and higher than they can on their home worl. High-gravity aliens will be at -4 P.P., but their Spd. at- tribute will be quadrupled and they can leap 10 times far- ther and higher than normal. They are also at -3 to strike, parry, and dodge because of the extreme clumsiness and lack of control they feel in such light gravity. (Ever try to 19 use a computer mouse afer its trackball sensitivity has been dramatically increased? Now imagine if one’s entire body behaved that way, and the plight of a high-gravity alien in a low-gravity world comes into focus.) The combat penalties are reduced after 48 hours, but high-gravity aliens will always remain -1 to strike, parry, and dodge in the very low-gravity. Aliens from worlds without gravity will be at -2 P.P., and. their Spa. will be cut in half. Like high-gravity planets, advanced civilizations on ‘most low-gravity worlds sell and rent exoskeletons (some- times anti-gravity systems) that will correct the aliens’ movements and negate whatever penalties they face in this unfamiliar environment. High Radiation: Any aliens visiting a high radiation planet must wear an environmental suit with radiation shielding. Such suits will commonly be available for rent or loan on advanced planets and those with regular tourist traffic (cost ranges from 20-80 credits per day). Most stan- dard “spacesuits" and environmental body armors comes with (or can be fitted with) radiation shielding (prices can be found in the Aliens Unlimited™ sourcebook). ‘Those who find themselves without such protection ‘must roll percentile dice each minute to see if they con- tract radiation poisoning/sickness. On a roll of 01-30%, the character has radiation poisoning. The symptoms and ef- fects of radiation poisoning are identical to those given in the HU2 rule book under the major super ability, Control Radiation. The penalties apply as long as the person is sick. Immediate treatment will see recovery in 3D4 days, but add three days to the recovery time for every one day the treatment was delayed or the character remained in the deadly environment. The average superhuman recov- ers twice as quickly. Frozen World: Any alien not originally from a frozen home world without an insulated and heated survival suit will suffer from exposure identical to that described under the Frozen World description on page 94 of HU2. All ef- fects are applied 10+1D10 minutes after the unprotected Character is exposed to the conditions. The bitter cold re~ duces P.S. and P.P. by two (2) points, lowers speed by cone third, and takes away eight S.C. (and after S.0.C are gone, Hit Points) for every 10 hours of unprotected ex- posure. These penalties are applied cumulatively If unprotected or their environmental suit cannot handle the temperature drop, aliens from thermal home worlds are hit extremely hard by this deadly, cold environment. They suffer the same cumulative penalties, but apply them every two hours instead of every ten. Ifthe thermal worid character's heated environmental suit can not handle the temperature and breaks down and shuts off, treat the alien 28 a normal unprotected character and apply modifiers ev- ery two hours. Frozen environments do not affect only living things with their extreme temperatures. Delicate equipment, in- cluding optics systems (especially thermal and other elec- tronic types), computers, vehicle engines, energy weapons and most electronic equipment that is not insu- lated against the temperatures will begin to jam, shut down and malfunction. Generally, each time @ non-insu- lated item is activated, there is a 01-35% non-cumulative chance it will not work fully, properly, or at all. Spacecraft and equipment originating from a frozen world are ade- quately designed and insulated against such extreme cold. G.M.s can apply thermolate prices to any other items of equipment that a character wishes to ‘winterize.” On advanced worlds, heated survival suits can often be rented for 30-120 credits per day. Most undamaged, envi ronmental body armor will function under aretic conditions for at least 72 hours without risk of breaking down. Thermal World: Thermal environments produce expo- sure the same way as frozen worlds, but on the opposite fend of the temperature scale. Characters not from these hot environments suffer exposure as detailed in the ‘Thermo-World description on page 94 of HU2. Frozen world aliens suffer accelerated effects if exposed as de- tailed for the thermal aliens above (i. every two hours in- stead of ten). Delicate equipment, including optics systems (especially thermal and other electronic types), computers, vehicle engines, energy weapons and most electronic equipment that is not insulated against high temperatures are also affected by the heat and will begin to malfunction. Generally, each time an item is activated, there is @ 01-35% non-cumulative chance it will not work fully, properly, or at all. Again, spacecraft and equipment that originate from a thermal world are adequately insu- lated against such heat In this case, thermolate costs can also be used for any equipment that needs to be shielded from the heat. Survival suits can often be rented from civi- lized planets that have regular visitors from outside worlds for 30-120 credits per day. Vegetation Planet: The environment of this planet will have numerous vines and branches for travel and access to the higher reaches of the foliage. Characters who do not have the climbing and the gymnastics or acrobatics skills to move about the world are -2 on initiative, see all combat bonuses reduced by half (except when engaged in close-range, hand to hand combat) and their normal speed reduced by 30%. Certain mutations (prehensile tal, etc.) alien appearances (ape, monkey, snake, ete.) and ‘animal powers may reduce these penalties by half or even negate them completely (a rarity) at the G.M.'s discretion. Even characters with the natural power of flight will be hampered by the dense tangle of foliage and see their speed reduced by 25%, Likewise, most visitors generally feel out of their element and off balance. Furthermore, characters without detect concealment or detect ambush, fr those not trained in noticing details are -1 to strike and dodge from long-range and surprise attacks, as the thick foliage and vines obscure their vision and keep them off balance Toxic Atmosphere: If the character is unprotected in this deadly environment, he must save vs lethal poison ev- ery minute of exposure! For each minute that the charac- ter fails @ saving throw, he suffers 4D6 points of damage. Even if the character manages to save, he feels sick or dizzy and suffers penalties of -1 on initiative, and -2 to strike, parry, and dodge from chemical iritation and must continue to save each minute until he finds some means of protection or dies. The constant toxic environment also Prevents most forms of natural regeneration, though magi- ‘al and psionic healing will function normally, as will char- acters with the super abilties of Healing Factor and Adapt to Environment. Characters with invulnerability take one third the normal damage and suffer the penalties, but will last much longer due to their immense amount of S.D.C. land power related bonuses. Note that a toxic atmosphere requires more than a sim- ple breathing apparatus to be protected, because the poi- sons will affect the character's entire body if it isn't properly protected. Thankfully, a simple spacesuit or de- Contamination suit with an intemal air recycling system or independent air supply will do the job. Only characters who can Alter their Physical Structure, turn Intangible or create Blo-Armor can protect their bodies (but not their lungs) and can get by with a simple breathing apparatus. If the environment is airless or super-toxic, characters with- out a breathing apparatus will suffocate in a matter of min- utes. As usual, civilizations used to receiving extraterrestrial visitors will have protective suits and air systems available for rent at 30-80 credits per 24 hours. Abrasive Atmosphere: The abrasive atmosphere is one of the most hostile, attacking everything within its grasp and often wreaking havoc on people, vehicles, elec- tronics and other delicate gear. It’s lke living in a cloud of acid rain or dust storm (depending on the exact nature of the environment), so any soft materials suffer 206 dam- age per 12 hours, including unarmored survival suits and human flesh, Hard plastics, metals, and armors suffer litle ‘or no damage (205 damage per week), but electronics and motors, including vehicle engines, are easily disturbed by sand/dust accumulation andior corrosive vapors. Car- buretors and intake vaives will clog, engines will choke, hoses disintegrate, circuits and wires corrode, and sen- ‘sors and communications are disrupted. In any case, itis likely that equipment of any kind not designed for use in an abrasivelcorrosive atmosphere will be adversely af- fected by it. Each time a piece of equipment is activated there is a 01-40% chance it will not work, and the range of sensors and communication systems are reduced by half ‘even when working fine. A thorough cleaning has a (01-85% chance of fixing the problem temporarily (ie. it will work this time, but has a 40% chance of not working next time, unless one leaves the harsh environment) Ifa character should find himself on a planet with an abrasive atmosphere, there are three sets of modifiers based on the level of protection he has from the chaotic environment, 1. Characters fully exposed to an abrasive atmosphere that do not have a natural AR. of 10 or higher, are -6 to strike, pay, and dodge because of the blinding, stinging environment (the use of a helmet will reduce the penalty to -3), and speed is reduced by 30%. In addition to this pen- alty, the exposed character will suffer 206 points of dam- ‘age per hour that he is exposed to the harsh atmosphere. 2. Those in non-armored survival suits also suffer the -6 Penalties (or -3 with a helmet) and speed is reduced by 20%, but the hostile environment will slowly eat and pound away at the sult The abrasive atmosphere will do 208 damage per twelve hours of exposure to the suit. Once the suit is destroyed, the character falls into the fully ex- posed category detailed previously. 3, Characters in any kind of armored survival suit with ‘an AR. of 9 or higher, only suffer a -2 penalty to strike, parry, and dodge (most armored suits will have helmets land other means of protection and optics), and speed is reduced only by 5% (Apply the -6 penalties if no helmet is Used or ifthe armor is destroyed). These well protected in- dividuals take no damage unless some of their body is ex- posed (ie. no helmet, large holes in the suit from damage, etc.) Worlds accustomed to visiting off-worlders will offer ar- mored protective suits and exoskeletons for 100-200 cred- its a day, as well as special habitats (i.e. environmentally prepared hotels) where visitors can stay in an environment less damaging to them, ‘Aquatic World: These worlds are covered with water, and have minimal to no land masses. Unless a suitable landing area can be found on the surface, visiting space- craft must submerge and settle on the bottom or at sea ports (spacecraft are considered to be full environmental vehicles). Naturally, aliens who can not breathe underwa- ter must procure some kind of SCUBA or rebreather appa- ralus to avoid drowning. (A standard rule of thumb is a character can hold his breath for one melee round per point of P.E., after which he will quickly lose conscious- ness and drown.) Characters unable to swim will face a -6 penalty to their P.P. and move through the water_a number of yards/me- ters per minute equal to their P.S. Aquatic aliens and those with underwater powers will be at the greatest ad- vantage, able to move with impressive speed, comfort and aglity. Depth and pressure is another problem underwa- ter. Normal humans and most other surface dwellers can not survive depths greater than 160 feet (46 m), which means they need some sort of special vehicle, environ- mental suilfpower armor or exoskeleton to survive greater depths. As usual, advanced civilizations used to receiving extraterrestrial visitors will have protective suits and vehi- les available for rent at 100-200 credits per 24 hours and ‘environmental body armorfexoskeletons for 150-300 cred- its a day, as well as special habitats where they can stay Many surface weapons will not function unless they have been specifically designed for use underwater. Even then, all ranges are reduced by 25%. Lasers’ range is re- duced by 50% unless they are biue lasers, in which case their range is unaffected. Sonic weapons do +10 points of damage underwater and they also have twice their normal range. Many weapons are waterproof, but not pressure proof and will suffer from exposure to great depths, Each a day 2 weapon not designed for use underwater is sub- merged, there is a 01-45% chance it will be damaged and not function. Melee weapons are unaffected and \Vibro-weapons are +2 to damage in the water. Twilight World: As the name states, these planets are very dim places to totally dark. Uniess some form of opti- cal enhancement or natural night vision is used, visitors will be at -4 to strike, parry, and dodge in twilight and -8 in total darkness. Also, remember the height difference rules as stated on page 95 of HU2, as twilight aliens can be rather tall. Twilight worlds are famous for having complex ecosystems chock full of creatures especially well adapted to lowdight environments. Alien explorers on twilight worlds would do well to take special precautions, lest they become prey in the dark. That said, bright lights or amt ‘ent light amplification systems, alone, work well in com- pensating for the darkness. Powerful flashlights, ssearchlights, and flood lamps can help visitors navigate the darkness and frighten away native wildlife and preda- tors. On the other hand, such simplistic measures shine forth like a beacon to boldly announce their presence to the planet's inhabitants, as well as dazzle and blind entire ‘crowds of natives — an incident that may awe and frighten primitive people into fleeing or attacking. Of course, on worlds where technology is not advanced enough for the natives to create and use light-modulating eyewear, such crude use of “light” can be devastating against them. Ad- vanced civilizations are likely to have laws prohibiting the Use of invasive and damaging light, as well as protection ‘and countermeasures for it Planetary Environments and Magic ‘The different planet types and environments have no effect on the ambient levels of magic one will find there. How or why magic flourishes on specific planets is the providence of universal positioning, time, alignments of energy fields (including the gravitational fields of planets) and pure coincidence. Thus, we get the universal peak ac- tivities of ley lines during certain planetary alignments, a5 well as dozens of other physical and supernatural influ- ences. What this means to the interstellar traveler is that any given planet may or may not have a certain level of magical energy. Some planets can have magic levels greater than even that of Rifts® Earth (although super-rare), while others will have even less magical ‘races than those found in the Earth of Beyond the Su- pernatural™. Luckily for the planet-hopping practitioner of magic, the ambient level of magic on any given planet usually be sensed from orbit, thus warning a magic user in advance of extraordinarily high or low levels of magic on the planets he intends to visit. Moreover, as living batter- ies of magical energy, most wizards and magical charac- ters possess a personal reserve of magic energy (P.P.E.) that enables them to use magic on at least basic level. Mystical characters that travel the galaxy should do their best to know about the planets they will be visiting beforehand. A mage visiting a world very low in magical energies should be prepared for his spells to do half their normal damage or cost twice the normal P.P.E. In such cases, being prepared can often mean the difference be- ‘ween life and death. Likewise, planets with high levels of magic have their benefits and drawbacks (the latter in- cludes @ higher than usual presence of supematural be- ings, demons and spell-casting beings, not to mention possible dimensional gateways and powerful magic-wield- ing civilizations). Certainly the practitioner of magic will be more powerful than he normally is, but any such adven- turer worth their salt will realize that such an environment will spawn native creatures that are also more powerful than the norm, When deciding on the ambient magical nature of a planet, the GM. can roll on the table below to randomly determine it, or he can select one that fits with his adven- ture plans or the player group. To keep things easy, each planet is given an overall magical rating as compared to the Earth of Heroes Unlimited™. This rating determines how effective and easy it is to manipulate magical ener- gies in a natural state. This natural state can be enhanced by ley lines and nexus points, and it can fluctuate, just as it'does on Earth, with the alignment of planets, astronomi- cal events, and times of day. To figure the effects, just add the multiplier to spell effects, damage and durations as well as the total P.P.E. of the wizard or magical item draw- ing upon the energy. Do just the opposite for low magic worlds. The same system works for ley lines and the amount of extra P.P.E. they can be tapped for. G.M.s can complicate or add details to this as they see fit Planetary Magic Levels 01-15%: Very low magical levels, virtually nonexistent Reduce all aspects of magic (range, damage, duration, etc.) by half. If the G.M. deems it appropriate, the cost to cast a spell is double the normal P.P.E 16-30%: Low magic levels. Reduce all aspects of magic by 25%. 31-80%: Average magic levels with no modifiers, Fundamentally the same as the Earth of Heroes Uniim- ited™ 61-75%: Slightly higher than normal levels. Multiply all as- pects by 1.25 76-85%: Higher than normal magical levels. Multiply all aspects by 1.5 86-95%: Significantly higher magic levels. Multiply all as- pects by 1.75. 96-00%: Exceptionally high magic levels. Multiply all as- pects by 2 ‘Though planetary bodies may fluctuate in their respec- tive levels of magical energies, the vast reaches of space that surround them will always have a general level of magical energies equivalent to the normal levels for a given game setting. In this case, galactic space would have the normal levels of magic that are found on the Earth of Heroes Unlimited™. Space can also have ley lines and nexus points. Ley lines in space are usually most plentiful around planets, where they trail off of the ambient magical energies of the planet itself, directly cor- responding in strength to the magical levels of the planet, 2 but other lines can be found in open space. These lines ‘are admittedly few and far between, but those that exist are gigantic and can span hundreds of miles in height and a light year in length. Despite their size, such lines are rarely more powerful than typical terrestrial ley lines, ex- ‘cept during astronomical events when the normal amount of heightened P.P.E. is doubled. Even rarer than open space ley lines are voids and those ley lines that are sig- nificantly more powerful than the run-of-the-mill ley line. Voids are sections of space that are so low in magical energies that itis literally non-existent. A mystic who en- ters one of these places will be stunned for 1D4 melees as the very powers which have been with him for most of his life feel as if they are being suddenly whisked away. Al- though the spell caster will not lose his personal P.P.E. re- serve, he will regain expended P.P.E. ten times more slowly than usual (about one or two P.P.E. per hour of rest). Supernatural beings and creatures of magic, such as dragons, wil feel a general sense of torpor that puts them at -2 to strike, pany, dodge, and initiative. Enchanted ‘weapons and other magic items (such as those from the Magic power category) will continue to work but their range, durations, damage, etc., will be reduced by half! Black holes, which are basically massive rifts in time and space, are the most noteworthy of ley line nexuses in the galaxy. Lone ley lines crisscross the void, but despite the ‘faint glow they give off, are easily overlooked or missed by scanners. Even ley line nexuses can go unseen if the spacecraft is not within passive sensor range. There supposedly exists worlds that have perfected forms of magical technology capable of pinpointing ley line activity Virtually anywhere in the galaxy, but such efforts remain in the province of myth and theoretical speculation. Stil, if such technology does exist, the Atorians and FAR would bbe most eager to acquire i, if for no other reason than to deny these things from their enemies, Super ley lines are commonly known as “nova lines.” These ley lines are normally the size of other space ley lines, but they radiate such magical energies that their en- tire length can be considered 2 nexus point! Needless to say, all of this magical power not only results in the open- ing of dimensional rifts on a regular, though random basis, but they also attract all manner of practitioners of magic, creatures of magic and supernatural beings (including so-called gods). Looking for a dragon in a Heroes Unlim- ited galactic campaign? Find a rare nova line and one is likely to find one (or more) among a collection of demons, Deevils, frighteningly powerful wizards, godlings, and an array of other interdimensional powerhouse beings gath- ered around this source of mystic energy. The average sorcerer should not be traveling to nova lines. First, they are usually isolated and difficult to locate, and people who find them will not usually give out their locations to anyone for any reason. Secondly, these lines are hotly contested territories claimed by those who live on planets near them, ‘as well as the inhuman beings who live along them. Very Powerful entities, gods, alien inteligences and gatherings of dragons and demons claim extensive portions of each of these rare lines and protect “their claim” to the fullest extent of their abiities. For example, when magical races like the Gymoy or Manteze make a pilgrimage to a nova line, they usually send a small armada to protect the pil- rims and ensure the completion of their quest. Anybody found on the segment of nova line that the Gymoy or Manteze claim is likely to be atomized first and asked questions later. Those unable to confront such creatures had better reconsider crashing nova lines any time in the near future When planetary alignments happen, even the impres- sive residents that stake claims to the super-ley line leave. No known being would be on a nova line at those times, because alignments often generate deadly ley line storms and gargantuan dimensional portals that destroy or con- sume everything nearby. In simple terms, the nova line becomes a large black hole or series of smaller ones with 2 maelstrom akin to a super nova raging about its edges. Despite the sheer destructive power of such events, they still draw the more courageous galactic mystics, who seek to take advantage of the excess raw energy. During an planetary alignment-driven ley line storm, even the small- est nova lines generate ten times the magical energy that normal ley lines do, and the largest one can put out twenty times the usual energy. Planetary Settings By Wayne Breaux Jr. & Kevin Siembieda So far, we have seen a sampling of some of the harsher planetary environments that may be encountered (frozen worlds, high radiation worlds, abrasive atmosphere worlds, etc.). The Worlds of Interest section of this sourcebook will also describe a number of the more note- worthy planets to be found in the Four Quadrants, but these do not begin to cover the sheer multitude of worlds 23 in the galaxy. Keep in mind that the Milky Way contains billions and billons of stars, many of which have planets. The chances of finding two identical worlds in such a mul- titude is ke spotting two identical snowflakes in the mid- dle of a bizzard. Even among planets of similar type, there are bound to be many different variations. A thermal world, for example, can be a steaming jungle, a barren rocky furnace, @ world with a Venus-like greenhouse ef- fect, @ world ‘covered by molten lava, or an Earth-ike desert world. Certainly the G.M. can customize alien worlds accord- ing to his needs and tastes, but what if something hap- pens unexpectedly and he needs a planet on the spot? Crash landings are a good example and so is, “Let's hide fn that nearby planet til the Atorian cruiser passes." To prevent Game Masters from ever being caught shor, the following sections present both random tables to generate the setting of an alien planet, which can even be used to randomly generate different countries within the same continent or planet, and entries detailing a handful of spe- cifc planets for your use and inspiration Before we even get to the tables, a few comments. First of all, yes, trees and plants can exist in a frozen environ- ment, they would just have lower metabolisms and toler- ances much like alien characters ftom those worlds. Likewise, deserts, thermal and radiation planets can have plants and life adapted to their conditions just as readily as they can be barren, hostile environments. Also note that each planet will have varying ecosystems and technology levels as well as minor variants on the primary race living there. Its just like Earth where you find rural areas in places like Vietnam and India with almost no tech, then compare them to the developments in Hong Kong and New York. A whole series of adventures can result from a crash landing as the character must travel from a remote wildemess area to one with technology to acquire spare parts and repairs. On the other hand, itis also highly likely that an unexpected landing on an alien planet will put the character ina place with very low-technology_ levels across the whole planet, or all the more likely, world without any intelligent life forms whatsoever. On worlds with primitive cultures, the space faring characters may seem like gods, but they can be some of the most danger- us for them. See later sections for some reasons why. Step One: World Classification Table : Earth-Like Environment High Gravity Low-gravity High Radiation Frozen World Toxic Atmosphere Vegetation World Thermo World ‘Twilight World ‘Aquatic World Abrasive Atmosphere 87-93%: Roll twice and combine the results. Re-roll or dis- card incompatible results. 94-00%: Roll three times and combine the results. Re-roll or discard incompatible results. Step Two: Dominant Environmental Feature Tables (A & B) A) Ground Terrain Table 01-05%: Covered with the shattered ruins of a lost civiliza- tion. Could be the ruins of ance modern cities or primi- tive, ancient ruins for humanoids or completely alien life. No sign this race has survived. 06-10%: 70+3D6% of the planet is covered by water; sprawling, deep oceans and few islands of land. 11-48%: Icescape. 50%+4D6% of the land is covered in snow and ice even in the spring and summer. However, there are some areas of tundra (grassy plains and low trees), and even some areas of forest and grasslands, Winters are long, cold and hard with heavy snowfall 16-20%: Arid, dry, and flat, but not a desert. Much of the land is stony, with sparse vegetation, cactus and scrub, but also patches of grasslands or tundra. No mountains or hills, few bodies of surface water, but may have a vast network of underground rivers and springs (or not). 21-30%: Parched earth. Effectively an endless dust bowl The once moist earth has become dry as stone, cracked and split In some places, large ravines have ‘opened up. There is litle or no water even under- ‘ground, and no surface vegetation. Fossil evidence shows this planet was once very Earth-like. The planet's ecological misfortune may have been natural or man-made (stripped by interstellar miners, war or Pollution, in which case evidence of a lost civilization may also be apparent as buried ruins, artifacts and fos- sils). This planet has been dead a very long time. 31-38%: Thick vegetation; large flowering plants, fruit bushes, shrubs, bamboo, and tall grasses, but few trees. 36-40%: Vast forest (tall trees and heavy underbrush); cool, warm or temperate. 41-48%: Rain forest/jungle; hot and steamy environment. ‘46-50%: Large lakes and/or marshlands 51-55%: Mountainous and rocky; can be Earth-like and al- pine in nature or gigantic in scope with peaks and sum- mits towering miles into the heavens. 56-60%: Smooth rock, stone or clay hills; minimal if any vegetation, 61-85%: Rolling hills; mostly grasslands, prairies and meadows. Few trees, mostly grasses, vines, bushes and shrubs, 86-70%: Rocky, jutting buttes (which are as wonderfully alien amid a thick forest as they are deserts and prai- ties) 74-75%: Barren plains and desert (can be sand or rugged Tock; little or no vegetation). 76-80%: Rubble strewn; could be a natural phenomenon, the shattered remains of a lost civilization, or re- fuse/garbage dumped on the planet (yes, you've landed ‘on “garbage world’). %: Scarred planet. Over the ages, this planet has suffered intense geological activity that has left it scarred by tall mountains, tall hills, deep ravines, crev- ices, expansive canyons, high plateaus and open cracks. If war torn or a thin atmosphere, the planet may also be peppered with thousands of craters ranging in size from as small as a house to as large as an entire city or lake. 91-93%: Roll twice (re-roll or discard incompatible or un- desirable results). One part of the world has one envi- ronment, another location something different (i. forest and desert) 94-96%: Roll three times (re-roll or discard incompatible or undesirable results) 97-00%: Roll 1D4+3 times for a large range of diverse ter- rain around this planet. B) Atmospheric Conditions Table Note: The exact composition of the air, and whether or Not itis breathable for a given race, is left to the G.M. 01-10%: Surprisingly Earth-like in every way, complete with typical weather and changing seasons. 11-20%: Mostly sunny, with clear, crisp, clean air and crystal clear water. 21-30%: Constant mist or fog; the sun shines only 25% of the year, but when it does the sky is filed with rainbows and sunsets glow in an array of spectacular colors. 31-40%: Perpetually overcast and cloudy. Not as dark as ‘a Twilight World, but definitely gloomy and grey with cloud filled skies. 41-48%: Thin atmosphere, but moderate weather and seasons, Visitors used to a thicker atmosphere will be- come easily winded and fatigued (may suffer high alti- tude sickness if the GM. wants to go that route) Penalties: Reduce speed, P.S. and P-E. attributes by 20% and the character becomes exhaustedifatigued twice as fast as normal. It takes 1D4+1 weeks to be- come completely acclimated to this atmosphere, elimi- nating the penalties. The use of breathable air supplements (ie. oxygen for humans) and artificial air circulation systems in spacesuits and environmental ar- mor will circumvent these penalties, but the character has no chance to acclimate himself to the environment and will succumb to the penalties should he lose his supplementary support system, 46-50%: Heavy smog, soot and dirty air, can be pollution from industry, voleanic activity, or dust storm. Grime, dust and partici irritate the eyes, inflame the sinuses, and collect on clothes and under fingernails in a matter of 12 hours. 51-55%: Extreme temperatures. This may occur with the transition of night to day (drops below freezing at night and rises to above 90 degrees Fahrenheit during the day), be seasonal (bistering hot summers and bone *chiling winters), or as the strange effect of a storm (the storm itself may be rain, lightning or just wind; violent or moderate) 56-60%: Rains half the time year round, with a four month rainy season where the rain never stops. Goes from a constant drizzle to light rain, to the occasional down- pour. 61-85%: Constant driving rainstorms and high tides. The rain stops for fewer than 5D8 days a year and seldom for more than 24 hours at atime. 66-70%: Storm planet! Frequently bombarded by turbulent storms year round, including thunder and lighting storms, monsoons, hail, ice, snow, tomados and hurr canes (the latter only if there are oceans and seas). If the planet is a desert or parched, the majority of the storms lack precipitation. Although rain does occasion- ally fall, most storms come in the form of lightning (with- ‘out rain), long-lasting wind storms and shortdived, smaller dust storms, Only 3D6 days of calm weather. 71-75%: Sulfuric and mildly toxic or polluted atmosphere with acid rain and grey snow instead of normal rain- storms and snowfall. May be the result of industrial pol lution, global war, volcanoes or other natural phenomena. Iritates the eyes, throat and other mucous ‘membranes. 76-80%: Wind swept. The planet is constantly swept by strong winds of 20-40 mph (32 to 64 km), with wind and rain storms ranging from 50 to 100 mph (80-160 km). May also have tomado andlor hurricane seasons. 81-85%: Generally clear and calm with mild seasons, few storms, and light rain 86.90%: Turbulent upper atmosphere makes high-flying and entry to the planet diffcult and inficts a -30% pen- alty to the Piloting ski 91-95%: Roll twice on this table. The first result is during the day and second is at night! 96-00%: Roll twice on this table (re-oll or discard incom- Patible or undesirable results). 25 Step Thr Technological Level Table 01-07%: Little or no technology! At least 2s we humans understand it. This may be by choice, or because there is no native people or civilization, or because the chvli- zation has advanced without technology (may use ‘magic, psionics, spiritualism, etc). 08-14%: Stone Age (Cavemen) 15-21%: Bronze Age (Ancient Egypt and Ancient Greece), 2 Iron Age (Ancient Rome). 28-35%: Agrarian Age — Medieval Europe. The main in- dustry is farming and raising livestock. Life is hard, technology tow. 36-42%: Renaissance Age. Black powder weapons printing press, sailing ships, and low-technology (but no steam or combustion engines). 43-49%: Industrial Age. Steam and combustion engine technology, reasonably advanced wooden and stone buildings; make bricks and use concrete and iron gird- ers. Good understanding of metallurgy, engineering and manufacturing. Can make iron and’ metal alloys, but most machines and vehicles are siow, large, bulky and fairly low-tech with plenty of rivets and large bolts on nearly everything. Only the fundamentals of elec- tronics and modem medicine are known. No genetic engineering, advanced medicine, micronization, com- puters, video recording, CDs, or atomic energy (e.g. all pre-Earth World War Il technology). 50-56%: Atomic Age. An industrial giant. equal to Earth’s mid to late 20th Century. Understands and uses nu- clear energy, has made good strides in medicine, micronization, and basic communications, robotics, and ‘computer technology. 57-63%: Information Age. Advanced electronics, mirconization, robotics, powerful computers and varied ‘communication networks pervade everyday life. Begin- ning to unlock the secrets of advanced artificial inteli- gence, robotics, nanotechnology, genetic engineering, and may, or may not, have a modest, crude space pro- gram in place ~ satelites, simple space stations, rock- ets and the most rudimentary space travel capabilties (ike Earth's NASA). 64-70%: Metropolis Age. Sprawling cities, advanced technology ranging from weapons to medicine to trans- portation. May or may not have any space travel capa- bit 71-77%: Megalopolis Age. Advanced cites with arcologies, superconductor-driven transportation, cy- bemetics and robotics. May or may not have space travel capabilities. 78-85%: “True” Space Age. Advanced cities and tech- nology with a strong space program and the abilty to travel throughout their own solar system and the fringes of the neighboring ones, 86-92%: Star Age. Interstellar travel; frequently travel to neighboring star systems and look toward greater ad- vancements. Basic to good understanding and growing Use of warp and gateway systems. 93-99%: Galaxy Age. Advanced technology, communica- tions, medicine, genetic engineering and space pro- ‘gram. Can travel to the farthest reaches of the galaxy and a litte beyond. Wide use of Gateway technology, warps systems and the use of Black Holes and dimen- sional jumps. 00%: Universal Age. Advanced science and technology. Intergalactic travel is commonplace. Regularly travels, beyond the Milky Way to other galaxies and even ex- plores alien dimensions. Expert use of gateway tech- nology, warp systems, Black Holes, dimensional jumps and possibly other (alien or litte known) ways of space travel Note: The Universal Age technology is Ultra-rare, and not even confirmed to exist. It is a theoretical likelihood, but none of the civilizations known to exist in the Milky Way have reached that level. Most space faring people in the Milky Way range from the True Space Age to Star ‘Age, with a small percentage on the Galaxy Age level Not necessarily indicative of the culture's tech-level, just its appearance. 01-05% Primitive, Stone Age or Bronze Age. This may be the case because the people are primitive and lack technology, or because they have forsaken or lost their technology (perhaps because of a war or plague acci- dentally engineered in the lab, or natural disaster that has devastated the civilization, etc.), or because they rely on magic, psionics, spiritualism, a supernatural be- ing(s) or some other reason that has prevented them from developing science and technology, or has led them in a different direction 06-15%: Heavy industrial. Lots of metal, concrete, and rivets. May have a bulky, art deco or Bauhaus appear- ance 16-20%: Imposing religious. Many large temples and church complexes like the ancient cities of the Maya, Inca, and Egyptians on Earth, The cover of Rifts Allantis™ is a good example of ths. 21-30%: Sweeping alien. Smooth and graceful, with tall, thin buildings and towers, elegant bridges, globes and graceful curves; may have an organic look and feel, or a blend of tech and organic. 31-40%: Techno alien. Dark and creepy by human stan- dards, perhaps stark and menacing, or strange and frightening with demonic or monstrous images and mo- tifs, spikes, spines, hard edges, big guns, big en- trances, big machines, towering statues, tubes, bulbs, odd designs, eerie lighting, dark colors, alien ornamen- tation, etc 41-50%: High-tech (human or alien). May look like an advanced Earth, or a sleek, ullra-modem super-city of megalopolis with tall, sleek buildings, monorails in glass tubes, robot servants/assistants, projected holographic billboards, advanced communication networks at one's fingertips and so on 51-55%: Paradise tech. A wondrous melding of technol ‘ogy and nature. Sprawiing parks, gardens and forested nature preserves are intermingled with tech cities that use pollution free power systems, ecologically friendly industry and modes of transportation, as well as fea- tures of nature such as waterfalls, ponds, gardens, stone, natural formations and design elements in their architecture. The people may simply respect, love and appreciate nature, striving for ecological balance and preservation of their world, or may be very spiritual, psychic (Feeling a tangible link to their world) or rely on magic rather than industry and manufacturing, 56-60% Hidden/Underground. The surface of the planet ‘seems uninhabited or barely touched, perhaps with only the occasional farming district, space port and ‘small city or resort town, That's because the true heart Of the civilization is located underground or underwater. 61-65%: Medieval. Huge, stone castie-ike buildings, tow- ers, bridges, walls, aqueducts, stone or concrete lined streets, and heavy castle-lke fortifcations. The overall appearance may even include body armor and robots that resemble knights in shining armor, and renais- sance styling, dress and artwork. Can be bold and beautiful, heavy and fortlike, or creepy or glorious high-fantasy 66-70%: Art Nouveau: This architectural style is very or- nate and flowery, with tall or fong elegant structures molded with twisting and interlocking designs and cov- ered in filly artwork. Everything has a light, airy feel, fences and bridges are thin and wiry, while buildings are capped by spires and orate domes. 71-75%: Gothic. Flying buttresses, ribbing, spikes, spines, peaked roofs, ledges, stained glass windows, gargoyles, and brooding designs. 76-80% Glass. The tall buildings, spires, and bridges ap- pear to be made from sparkling glass (actually plastics and alloys), chrome and gleaming metal. White and pastel colors along with warm earth tones (particularly gold, bronze, copper, silver, etc.) give these cities 2 bright and cheerful aura. The overall architecture has a certain fanciful elegance and grace to it, but also con- veys a sense of refined culture, confidence and strength for daring to build a city that seems so fragile However, any perception of fragile beauty or weakness from elegance is false. Most so-called “glass’ cities are usually as sturdy, durable and capable as any of the others listed here. It's all a mater of attitude and per- ception. 81-85%: Sprawling high-tech. The architecture is clearly that of an advanced culture, but rather than a bustling, cramped megalopolis or New York style city made of towering skyscrapers and heavy industry, they have ‘opted for a low profile city. One where even industrial buildings are seldom taller than three or four stories and the sky is open and unobstructed. Such places may look very modem with glittering chrome and metal buildings, plastic domes, glass tubes, and sleek rail systems or flying hovercraft. The streets are smooth and winding, shopping and entertainment zones pro- vide for every conceivable need, and buildings are de- signed to look pleasingly homey, inviting and pretty (oute” even). Every home and business has a well manicured lawn and flower gardens, and parks and playing fields are found in every neighborhood. In short, super-suburbia that imperceptibly flows from one subur- ban town or city into another, broken only by the occa- sional big city, air or space port, industrial complex, farm region, parkland, nature preserve or natural forma- tion (lake, mountain, etc.) 86-90%: Agrarian, concealed tech. Buildings and society appear to be primitive and simple. At first glance, all ‘one notices are sprawiing fields of crops, cattle, flowers and trees with only the occasional airfield or me- dium-sized city. Upon closer inspection, one realizes that half the farmers are androids and that advanced hydroponics, irrigation, pest control, genetic engineer- ing, food processing and botany are all at work here. Likewise, all the modern conveniences like television, computers, travel, entertainment and other amenities, as well as advanced sciences, are available to its citi zens, The people just like simpler, peaceful, low-tech environment and have opted for a “farm and/or village” look rather than industrial or megalopolis. Large ma- chines, manufacturing, and transportation systems (perhaps even some of the housing) are cleverly con- cealed underground, in the sides of hills and moun- tains, and/or underwater, in some cases, off-world on ‘one or more moons, space stations or neighboring planets. Sometimes magic and spiritual based societies opt for a more simple or back to nature look and feel Note: Concealed tech can be applied to cultures and architecture other than agrarian; for example, the full extent of a modem high-tech city, paradise or alien civi lization’'s military, space travel capabilities and even half its population could be concealed underground, un- derwater, or hidden by clever architectural designs. a 91-95%: Megalithic retro-techno. This is an interesting, but often ugly and dismal architectural style that blends the big, blocky, medieval style with advanced technol- ogy. Buildings are huge, cold stone, concrete and metal edifices with few windows or delicate touches. They may include skyscrapers that resemble polished mono- liths. andlor low profile buildings that look more like bunkers than homes and businesses. Polished black, dark grey, dark blue, black marble, steel and chrome are the most popular color schemes with red, blue, brown and gold accents and trim. Everything is hard edged, big, dark and blocky. And did we mention big? While there may be some stretches of land put aside as nature preserves and parklands, there are rarely any parks, trees or even outdoor potted plants. Everything is stone, marble, concrete and metal (plastic and ce- ramics too, only they are made to look like stone and metal). Industrial complexes often look like massive cit- ies in and of themselves. Some are surprisingly nnon-polluting, but others belch smoke, fire and fumes that makes one wonder if they have not stepped into fone of the planes of Hell. Note: Megalithic cities are usually (but not always) built by cultures with a rigid, militaristic social structure or class system and strict ad- herence to laws, customs and stern morals, 96-00%: Mixture of two of the above. For example, gothic and art nouveau, or modem stone temples side by side with sweeping alien structures, or megalithic retro-tech for cities with sprawling high-tech suburbia or paradise tech, and so on Step Five: Alien Race Table This table describes the basic kinds of aliens found throughout the Miky Way galaxy. For many examples of these categories, please refer to the Aliens Unlimited™ sourcebook 01-09%: Amphibian Races (e.g, Cameroon, Darkith, Mantelia, Sorinam).. 10-17%: Aquatic Races (e.g., Cherion, Inennsi, Nattereri, Salvelinus) 18-25%: Ape-Like (Simian) Races (e.g, Cebus, Dyteens, Maeus, Thropo) 26-33%: Avian Races (e.g, Gymoy, Struthios, Threskians, Timneh) 34-41%: Canine Races (eg, Canis, Latrans, Toyoc, Vulpese) 42-50%: Feline Races (eg. Altaicans, Felias, Linx, Pantherans) 51-59%: Human and Humanoid Races (e.g., Atorian, Darakans, Kassans, Shissans). 60-67%: Insect Races (e.g., Danaus, Photins, Pyralis, Relogians) 68-75%: Humanoid Mineral Races (Basanites, Lassinikes, Miceans, Raldemeans) 76-84%: Reptile Races (eg, Baccarus, Erittima, Qua-Trau, Thisseras) 85-92%: Humanoid Plant Races (eg, Camleans, Chianas, Enythros, Kisent). 93-00%: Galactic Monsters & Evil Beings (Brakkana, Cyklops-Serpent men, Dragonoids, Morphos, etc.) Primitive Worlds & Culture Shock ‘As mentioned earlier, primitive worlds can be some of the most dangerous places in which a character can ad- venture. Primitive worlds are those that have tech or social levels well below those of the visiting alien. Earth would be a less advanced planet to most aliens, though with a ‘space program and mass communications among other achievements, it could hardly be considered “primitive, but that doesn't mean it would be a cake walk either. The biggest danger with visiting primitive and low-tech planets is finding suitable fuels, materials, tools, and technology (computers, electronics, robotics, manufacturing, etc.) to make repairs, replace parts and maintain the spacecraft. Should any important piece of equipment or the spacecraft get damaged, it may not be repairable or replaceable us- ing the technology and resources of the indigenous peo- ple. Even on a suitably advanced world like Earth, parts, tools, and ammunition for a laser rifle won't be readily available, let alone a plasma core for a hover system or spacecraft. This means under the right (or is that wrong?) set of circumstances, space travelers could find them- selves stranded on a primitive planet with no way to make repairs and escape! Of course, G.M.s should be careful about stranding characters on primitive worlds unless he has cool adven- tures and some way to (eventually) escape. Otherwise, it might well be a boring life sentence. Stil, it is a problem that can be easily fixed with a plot or setting twist or two. Like being followed by an enemy or the authorities and 28 stealing or stowing away on their vessel, or allowing one- self to be captured and hauled away where the characters, can attempt an escape at a civilized space port, or via ‘some ancient artifact, or by creating a signal beacon that happens to attract some other space traveler willing and able to help, or escape via a dimensional warp, magic or any number of other ways. One option I've used is to have the spacecraft pursuing the group (if there is one) also crash. This offers a ready supply of spare parts and pro- vides great role-playing if the characters from the two rival groups have to work together to get off the rock. A similar scenario might involve a relief or rescue ship answering their SOS, only it crashes itself. In such a scenario, the player group may have to rescue their would-be rescuers, then band together to repair “one” of the vessels to es- cape. Another is to have an alien spacecraft already crashed on the planet. This would require an expedition to the wreckage to search for parts and necessitates adven- ture along the way. Or there could be an abandoned or in- frequently used outpost, mine, settlement, penal colony, secret pirate base, etc., on the remote planet that should have the necessary items to make repairs (or a spaceship to steal). If the facility is military in nature or automated, the characters may have to fight its defenses or defenders to get inside In most of the above settings, the stranded characters should have to deal with the local natives, who can be fe- ral, Cro-Magnon-like canines armed with spears or well dressed insects with a renaissance culture, or anything ‘one can imagine. The natives may simply be an obstacle or elements of a larger story. Perhaps the characters must help one tribe win a war in order to capture the enemy ter- ritories they must pass through. In another scenario, the locats can worship, control, or guard the very items or arti- facts the group needs to effect their repairs. The latter Would necessitate negotiations andlor trickery or some dangerous and crafty thef Dealing with the native populations brings up the sec- ond largest danger in adventuring on primitive worlds: a general lack of cultural knowledge about the natives. On truly primitive worlds, the visiting aliens are likely to be seen as powerful foreign invaders, and quite possibly as angels, spirits, gods, demons or monsters. An indigenous race that can only make swords for weapons will be awed by the capabilities of a laser pistol, let alone characters who can fly via power armor, jet pack or superpower. Even those with industrial capabilities and steam engines will be unable to comprehend the full capabilties of a laser pistol or jetpack. All this can spell trouble (and certainly adventure) for space travelers on many levels. For exam- ple, being worshiped and followed can lead to all kinds of problems from war and vendettas, to demands from the people to heal the sick, raise the dead, stop some devas- tating natural catastrophe, defeat some powerful magic force, free them from slavery, lead them against an en- emy, strike down a “false” religion or god, care for the masses and countless other things. Moreover, characters who let themselves fal into the “role of god” are likly to be- come overconfident and make mistakes that will either hurt himself and his companions (fellow gods?) or hurt the misguided people who follow him/them as god{s). "Playing 90d,” or an avatar of a god (angels, spirits, demons, etc.), an instigate holy wars, spawn vendettas, breed cruelty and evil, create misunderstandings and lead fledgling cul- tures into ruin, And never underestimate overconfidence, Remember, the average galactic adventurer in a half suit of hard armor, equipped with an energy rifle and half a dozen other gadgets or super abilities is in little danger from 1-4 neanderthal lizard men with clubs, but six or ten or fifteen, might muster the courage to attack and easily wrestle him to the ground, strip him of his weapons, and take him (a god?) captive, or even peel him out of his ar- mor and kill him! Any warrior or group of warriors capable of slaying a god, angel or demon will be instantly elevated within their society as great heroes and leaders, which can snowball into an entirely new set of problems. Likewise, magic and psionic powers can often circumvent technol- ‘ogy and bring a fake god or demon to his knees. Time spent can lead to trouble, and familiarity breeds contempt. Sure, high-tech visitors and superhumans can fend off the natives or become a god to them, but if their visit lasts longer than a day or two, there will come a time when the character will become vulnera- ble. Sooner or later he must, for example, step out of his armor to sleep or eat, or may otherwise lower his guard (playing, laughing, talking or even helping others). and boom, i's all over. Everyone needs to sleep, and spending ‘more than a night or two inside a suit of even the most ad- vanced environmental armor is uncomfortable and will cause aches, pains, cramps, and lack of sleep (possibly even an infestation by bugs; there are lots of those on Primitive worlds). Long periods of fratemization and co- habitation with the primitives also gives them the opportu- nity to observe weaknesses and patterns of behavior, as well as to notice things that might indicate one is NOT su- perhuman, a demon or a god. Lite frailties and human’ foibles start to show through and make the characters flawed, vulnerable and less awesome. Similarly, while the people may love their new god(s), the displaced, demoted, angry or jealous spiritual of political leaders may seek re- venge, or they may love the gods while the people fear them and want them gone. Superstitions. Stealing powers is a common belief among primitive people. The visitor might never know ‘what the locals actually think he is. They may consider the character a demon or a god or something much less re- spectable. What if they believe that strength is passed on through kiling and eating one’s enemy or the gods them- selves? After all, a god doesn't actually die, does he? They might have no qualms about kiling the visitor and feasting on hinvthem or sacrificing them to a greater (or the “real) god. Better be sure you're alien good looks re- ally attracted the beautiful primitive princess, and that she's not luring you into a trap in which father hopes to catch you with your pants down to more easily drag the character off to the stew pot or sacrificial altar. Likewise, it might initially seem great to be thought of as the “Death God" or “God of War’ to a primitive people, but what hap- ens when the character finds out that they kill the Death God at the end of each year so that he can be ‘reborn’ stronger? What happens when that visiting “god’ or “demon” breaks a sacred law or taboo? Any number of be- liefs and superstitions can be put in place as obstacies for a visiting space traveler. Don't forget, curiosity killed the cat. What happens when that primitive (or even Industrial Age scientist) ‘sneaks into the character's spaceship and presses the wrong button? Does it go boom? Is there some other dam- age? Is valuable research wiped from a computer, or an automated defense system tumed on that kills the curious individual, or worse, a weapon system activated that de- stroys haif of a village or annihilates the royal palace or holiest of holies? Curiosity and innocence may also kill the space traveler — sure a god can eat that muck, but not a human. Or maybe 2 playful or curious native pulls a hose of accidentally cuts a hole into a spacesuit or environmen- tal suit that exposes the character to deadly radiation, at- mosphere or disease. Or accidentally shoots him with his ‘own gun, ‘A weapon is a weapon. And dead is dead. Uniess the planet being visited is some kind of Utopian paradise or still in the throes of its primary evolution, the natives will have weapons of some kind. They might only be long sticks or rocks, but a weapon is a weapon, and under the right circumstance, can kill even a (mortal) “space god.” In the context of a galactic campaign, primitive cultures are those whose weapons are no more advanced than pa- per cartridge firearms. Shells with cases and repeating weapons begin to move into the range of modern firearms land should pretty much mark the upper tech boundaries in these discussions. Game Masters can extrapolate dam- ‘ages for primitive weapons based on their modem equiva- lents, but should keep in mind that most will be made of inferior materials and will either do slightly less damage or will break much sooner than their modem counterparts, Older firearms will also do basically the same damages, but ranges will be less than modem equivalents and accu- racy will be poorer (-1 to strike). Older types of body armor can be based on the ancient styles given in Heroes Un- limited™ or sourcebooks such as Palladium’s Compen- dium of Weapons, Armor & Castles. ‘As mentioned before, the culture of such primitive plan- ets can parallel that of Earth or be totally different. You ‘can have feline aliens in a Medieval setting with swords and knights just as easily as primitive rhino plains dwellers with bows or an ancient oriental culture populated by fully human looking people. Beyond all that, don't forget the home world type. It can add a whole other level to your setting just by itself and may present its own physical chal- lenges to the survival of the character. Have fun with it, “Magic can be the great equalizer. Okay, so the na- tives are a simple people with no or low-technology; do they know magic? Even primitive tribal communities have shamans, priests, oracles and wise men who are often said to possess spiritual insight (psionics), magic, or pow- ers from the gods, spirits or nature (magic again, and sometimes super abilities). In fact, a G.M. can spice things up by including different types of magic than the limited range presented in HU2 The Palladium Fantasy Role-Playing Game®, for example, presents circle and symbol magic, wards, elemental magic, witchcraft, druidism and clerical magic (necromancy and shaman ‘magic can be found in the Fantasy sourcebook, Adven- tures on the High Seas and various Rifts® and other Fan- tasy titles offer other types of magic). Any of these can be easily dropped into a Heroes or Aliens Unlimited™ cam- paign, and an alien world is the perfect place and time to do $0. Magic can often counter, circumvent or equal tech- nology. If @ world, primitive or not, has practtioners of magic, the space visitors may be in for some serious trou- ble. And these are just a few of the pitfalls. Space visi- tors will have to be very careful in their dealings with those they don't or can’t understand and their trust should be carefully reserved for those they know deserve it. By doing 2 litle thinking and showing self-control and compassion to the primitives, the characters can have an enjoyable ad- venture in an alien setting, instead of racing breathlessly through @ nightmare of their own making. Which isn't to say they should throw all the alien princesses out of their rooms for fear of their father's treacheries, but unless haughty or foolish attitude is part of one’s character, he should think twice before abusing his position. Not all characters want to be gods and fewer stil can pull it off (you can ask my gaming group about that one) The Galactic Time-line ‘The following is a general time-line history of the growth and interaction of the Milky Way Galaxy's more prominent inhabitants. All races referred to are presented in either Aliens Unlimited™ or this book, except for the Toogarth and Zylik which appeared in Villains Unlimited™. The dates are all given on the Atorian Imperial Calendar. The two time periods are Pre-Empire (P.E.) and Imperial Rule (LR). Most of the events given for the Atorian Empire are not known outside of the Empire. Note: Any conflict between these dates and those given in Aliens Unlimited™ is due to the fact that those given previously are from varied sources and most are based on speculation, not accurate inteligence reports, Also note that the Atorian entries on the time-line are ap- proximations and can not be reliably validated. Many scholars place the Atorian dates much farther back than they appear here, because trends noted over the last cen- tury seem to indicate that such an expansion of the Atorian/Fehran histories is necessary. An accurate Impe- ‘ial time-line will be given later in the Heroes Unlimited Guide to Imperial Space™ £800 P.E.: Fehran industrial age begins. 660 P.E.: Fehran space programs successful 600 P.E.: The Atorian cian consolidates its wealth and in- fluence to become a sociopolitical entity. 25 P.E.: Atorians hold all major offices of power in gov- femment and big business. Advanced space travel re- search begins. S12 P.E: Successful space programs employed by Struthios. 30 501 P.E.: First Fehran expansion under the directives of the Atorian clan. 500 P.E.: Atorians record first contact with Dragonoids, 495 P.E.: All male Atorians are stripped of power and re- placed by females, This marks the beginning of the clan Powers, 443 P.E.: Struthios begin advanced space travel research. 405 P.E.: Fehran advanced space travel methods suc- cessful 225 P.E.: First records of the Raiding Clans in the Milky ‘Way, 208 P.E.: Fehran discover how to use gravity wells for Point-to-Point travel 318 P.E.: Second of the Fehran expansions. 300 P.E:: Struthio spacecraft achieve light speed. 249 P.E.: First recorded contact with Timneh nomads, 20 P.E.: Third expansion of Fehran. Lady Constance de- clares all female Fehrans to be Atorians. Male unrest begins. Constance becomes the official ruling family in the Atorian clan. 1 LR.: Lady Alimira Constance accepts the title Empress from her clan Powers. The Atorian Empire is born. 10 LR.: Atorian males are all officially removed from posi- tions of any responsibility. They are declared sec- ond-class citizens, and protests begin. 29 L.R.: Atorian Empress, Lady Alimira, abdicates rule to her six daughters. They vow to end the violent male up- risings of the past two decades. 34 LR.: The Atorian Empresses declare males to be infe- rior to females, and relegate their status to that of prop- ety. Males are rounded up and sold. Many react Violently. One of the Empresses is killed by male re- bels. 35 LR. A new Atorian Empress is appointed and the War ‘of Understanding begins. Atorians effectively perfect the science of human augmentation by chemical exper imentation. 36 LR: The Imperial Ladies finish their division of the ‘Atorian Empire and begin separate but united rule 55 LR: The War of Understanding ends as the Atorian males surrender. Man Worlds are created to house those not already owned. 60 LLR.: “The Doors" are built on Loria. 127 LR.: Atorians lose their seventh research vessel in black hole experiments, causing them to offically aban- don such research 230 LR.: First recorded contact with Cyklops-Serpentmen. 375 |.R.: Fourth Expansion begins. Atorians perfect their oboticloybemnetic technologies. 400 LLR.: Struthios develop gateway travel. 489 LR: Atorians complete first working Matter/Anti-Mat- ter engine, The energy of the entire planet is needed to start it, This inspires the Empresses to create other planets for the sole purpose of creating energy. The Energy Planets are born. 506 I.R.: Nen is converted to an Energy Planet which kils off most of the innensi. 566 LLR.: Kisents first forge kisentite weaponry {600 LLR.: Photins ally themselves to the Empire. 635 .R: Matter/Anti-Matter experiments destroy the Struthio home world, 688 ILR.: Atorians conquer Danude, forcing the Danaus to flee 733 LR.: The Arismal home world is destroyed 750 L.R.: The Empresses choose their respective home worlds and establish security perimeters on and around them. They also enact measures to close the Empire and prevent the defection of its citizens and the spread of information. 775 L.R.: Last warfare between Arerti on Arora, 784 LR Through trade with space faring visitors, the ‘Anubio reach space. The Danaus found Nors. 802 ILR.: Toogarth expand into their third star system to become an Empire. 815 LR: Tagoniglomerate is formed by the merging of nine Tagonican mega-corporations. 830 ILR.: Felias Information Network offically established 845 ILR.: The continued silence from the Atorian Empire frightens other races who band together by laying the groundwork for the FAR. 850 ILR.: Accara, home world of the Baccarus is struck by a giant asteroid, forcing them to sell it 875 L.R.: The Federation of Allied Races is officially estab- lished 884 LR: Eritimas are sent away by the Vymras and es- tablish @ new home world. 934 LR.: Krt ally themselves with the Toogarth 975 LLR.: Thropo join the Empire 990 I,R.: Naterren join the FAR ‘995 L.R.: Fifth Expansion begins 997 I.R.: Niamese Coalition formed by Naterreri to co- vertly oppose actions of the Empire. Zylik conquered by Toogarth 31 1000 LR.: Tagoniglomerate operations total over 2,500 solar systems. 1026 LR.: Psianines are banished from Rath 1050 LLR.: Wardions escape execution by stealing Atorian ‘war station and slipping into a gateway 41075 LLR.: TMC signs first charter. 1084 LR.: Er, the Errasa home world, undergoes ecologi- ‘cal changes which force its people into a mass exodus. The battle of Yakin devastates the Photin population 1091 LLR.: Pyralis home worid of Litha is absorbed by the Empire. Chianas begin colonization and impose martial law on their populace. 1098 LR.; Fifth Expansion complete. 4141 LR Erythros arrive in the Miky Way via a black hole. 1120 ILR.: Toogarth order the elimination of all Zylik. 1124 LR: The Mantella join the Empire and wipe out the ‘Xenopus. Epidemic kills the majority of the Tedeschian population, 1145 LR.: Maeus flee Ropora. 1150 LLR.: Nuclear war devastates the Toyoc home world, 1175 LLR.: Height of Lassinike prosperity in magical trade. Thilk-3 enters the galactic drug market. 1183 R.: Atorians drop anti-matter bomb on Cebus home world. Plague first hits the Manarr population 1190 LR: Assin destroyed by Lassinike experiments, Riathenor enter Milky Way Galaxy. Qua-Trau join the Empire as allies. 1200 LR.: TGE reaches its current status. 1205 L.R.: Dyteens discover Shissans on Shia. 1225 LR. Gallopa population disappears from Gagine 4230 ILR.: Threskian-Linx war begins. 1239 LR.: The Pantherans’ home world of Seriv becomes an Atorian Energy Planet 1244 LR: Desperate Manarr flee their home world to es- cape the plague. 1249 LR.: Captain Rithrop and the crew of the Darkith break from Cameroon rule and begin raiding as pirate: 1250 LR.: TMC reaches its current status. Charters ‘clude over 900 planetary systems. 1260 LR.: The Darkith criminal organization is formed and begins to grow rapidly. 1270 LR.: Diatome begins its raids against Atorian targets. 1274 LR: Caecil revolt that exiles super-powered nobles. 1277 LR.: Threskian supersoldiers are exiled. 1305 LR.: Sixth Atorian Expansion begins, Worlds of Interest Spanning nearly 100,000 light years, the Milky Way Galaxy is a dazzling array of billions upon bilions upon bi- lions of stars. If just 1% of those stars have planets, and just 1% of those planets bear life, and just 1% of those planets bear intelligent life, and just 1% of those bear intel- ligent, civiized life, then that stil encompasses billions of worlds for heroes to explore and adventure on. When con- sidering all the worlds in addition to those that are home to alien civilizations, the possibilties really do seem endless. This section presents the barest smattering of notewor- thy worlds found in the Miky Way Galaxy. Perhaps they are home to an influential alien race, government or cul- tare. Perhaps the planets themselves bear strange char- acteristics space travelers might be interested in, Or perhaps the worlds are themselves part of a larger drama affecting other star systems. Some of the planets feature expanded material origi nally presented in Aliens Unlimited™, while others are entirely new. For further information on the Atorian Em- pire, Keep your eyes peeled for the upcoming Heroes Un- limited™ Guide to Imperial Space. For further informa- tion on the worlds of the Federation of Allied Races (FAR), the Guide to Imperial Space will offer more on them, as will future sourcebooks describing the galactic aspect of Heroes Unlimited™ This section also takes a brief look at several mult-planetary entities, such as the Atorian Em- pire, the Federation of Allied Races (FAR), the Tagoniglomerate (TGE), and the Thisseramicean Cooper- ative Assin ‘The frozen world of Assin was once home to a race of ‘mineral aliens known as the Lassinikes. Using the magic-rich environment of their home world, the Lassinikes mastered numerous mystical arts, attuning thelr very bodies to the magic energies that flowed around and through them, As the centuries went by, the Lassinikes' expertise in spell craft grew considerably, and they were able to create mystic portals great enough to reach other worlds! Using these portals to establish inter- stellar trade, the Lassinike culture flourished for a long time, as they and their world became a great power in the galaxy and a hub of magical knowledge. Their efforts even halted Atorian expansion into their sector four hundred years ago, but they would ultimately make a tragic mis- take. In an effort to expand and improve their trade routes by reducing the numerous small portals they maintained, the Lassinike mages sought to create even more massive mystic portals that would allow the passage of immense ‘cargo ships. Their experiments led to the development of the Create Gravity Well magic spell, but it was not quite what they wanted, since only a very powerful spell caster could make a gravity well large enough for cargo space- craft. While searching for shortcuts in mystic travel, an ex: periment opened a dimensional portal to the home world of the Riathenors, a race of aggressive interdimensional beings many consider to be “monsters.” Exactly where they come from and what motivates them remains a mys- tery. Itis known that the Riathenors can assume a variety ff physical forms, and that they enjoy the challenges of combat, and enslave other races. Their fusion of magic and technology (and monstrous nature) makes them for- midable adversaries, indeed. Experienced dimensional raiders that they are, the Riathenors instantly sensed when the dimensional portal between their worid and Assin opened up, and in a flash, hordes of the marauding creatures poured through. In the ensuing confusion, the Riathenors worked their own brand ‘of magic to keep the damned portal open permanently! Whether this effort ultimately failed, or whether the Lassinikes managed to counter their efforts (or perhaps the Riathenors decided to turn this experiment into some- thing more sinister) is unknown. All that can be said is that somehow, the Riathenors’ tampering with the Lassinike portal caused a magical cataclysm that decimated the planet Assin. The world's ley lines began to erupt, killing mmilions, and since most Lassinike settlements were di- rectly on Assin’s ley lines, the poor aliens had no chance to save themselves. The resulting surge of magic from all those deaths cre- ated a mystic maelstrom that ripped the planet to pieces. ‘As more people perished, their escaping life forces fed the surging energy, creating new dimensional portals, magical storms, earthquakes and spasms that exploded from its very core. Although it is believed that the Riathenors did not intend to destroy Assin, the planet literally tore itself apart within 48 hours after the creation of the initial gate- ‘way joining the Lassinikes' and Riathenors’ worlds, Very few Lassinikes survived that holocaust. Less than 100,000 are believed to have managed to escape through dimensional gateways to some of the worlds they had made contact with. Another estimated 20,000 escaped by figeing into the dimensional portal to the Riathenors’ world where they were ensiaved and sold to other monstrous beings across the Megaverse. Thousands of others were saved by fleeing into (or falling into) the hundreds of ran- dom dimensional portals that blinked in and out across the planet. The result was the scattering of their race as tiny Clusters all across the universe, The rest of the Lassinikes, well over two billion, perished Today, Assin is nothing more than an icy asteroid belt of debris, home to water miners, rock hermits, and out- laws. Those who escaped the planet's destruction travel the universe in search for other survivors or live among other races. Some of the descendants of those survivors have taken it upon themselves to make sure other civilza- tions do not repeat their mistake. These crusaders con- front those who abuse magic or use it to raid other difrensions. Many of them oppose the awesome power of the Atorian Empire because they see them as a danger- ously reckless power and fear it may one day threaten to destroy the galaxy. ‘There are rumors that several of the Assin dimensional portals remain open, hidden among the debris field of the shattered planet. "Space rifts” are still only theory in most parts of the galaxy and none are known to exist in the Assin region, but the regular appearance of Riathenors as well 2s supernatural beings in that sector of space would seem to suggest that there may be some truth to the ru- mors. ‘As for the Riathenors, those fiends largely escaped Assin before it was destroyed and now prowl the galaxy, preying on passing spacecraft, outposts, small planetary settlements and any other sentient life they can vanquish The Riathenors are vicious and heartless fiends whose appetite for destruction is matched only by their love of combat and the thrill of defeating a skilled opponent. Most Riathenors travel in small fleets of pirate vessels. Most seem to live for themselves, pillaging as they can, while some others actually hire themselves out as mercenaries, assassins and bounty hunters to the highest bidder. It is rumored that a rare few actually possess noble hearts and become champions of truth and justice, but such talk is foutinely brushed off as nonsense. Anybody who has en- countered a Riathenors and lived to tell about it (few that they are) will assert that the Riathenor have no room in their hearts for mercy, pity or remorse. Some even claim that they are some sort of vampires who feed on the en- ergy or emotions of their victims. Whatever they are and whatever motivates them, Riathenors continue to use the Miky Way galaxy as one of their hunting grounds ~ or is it a new realm to be conquered and subjugated by their race? The truth is the Riathenors strike so hard and fast that their victims rarely get a chance to learn about them, Asa result, the creatures are a well-known presence to be feared in the galaxy, but few actually know much about them other than they are powerful humanoids clad in strange armor and proficient in both magic and high-tech ‘weaponry, Anything beyond that is guesswork, Note: Also see page 135 of Aliens Unlimited™ for more on the Lassinikes and page 170 for additional info on the Riathenors (not to mention more material elsewhere in this book). The Atorian Throneworlds The Atorian Empire is the single most powerful and in- fluential force in the Milky Way galaxy. More than 1,000 years ago, the humanoid Fehrans began to explore outer space and colonize other worlds. The most influential of the Fehran clans were the Atorians. They quickly forged alliances and developed new technologies that would ult- mately make them the galactic powerhouse they are to- day. This head start and aggressive adaptation to space exploration enabled them to monopolize the resources of their solar system and give birth to a nascent Atorian Em- pire. Gradually, the Fehran culture became a separate en- tity from the Atorian people. Today, the Fehrans are an endangered species, culturally speaking, for theit ways have been all but eradicated by the overwhelming pres- cence of the Atorians. As the Empire grew in power, it became a gynarchy (rule by females). To this day, only women hold the reins of power in this society. Males in the Empire are treated as second-class citizens at best and slaves at worst. Though there have been a few male revolts over the years, they have never amounted to much because fe- male Atorians rule with such an iron fist that their male subjects are simply afraid to oppose them. The Atorian Empire is currently ruled by six Atorian Em- presses. Each has control over a single sector of space in the Empire, but they communicate frequently to determine Imperial policies. Within their sectors, each Empress has a planet she has chosen as her throneworld. These planets are all well within the Empire and protected by a vast num- ber of military spacecraft and soldiers. The throneworlds have been this way for the past 600 years. Theoretically, there is a single, originating Atorian home world, but for some mysterious reason, its name and location have been purposefully forgotten (or concealed) by the Atorian peo- ple. As a result, the six Atorian throneworlds are the de facto capitals of the Empire. Atorian Empresses typically make their own place of birth their throneworld. Thus, each time a new Empress is installed into power, the old throneworld may give up its status to the new throneworld ither place of birth is different than that of her mother's. ‘As far as the rest of the galaxy knows, the six Atorian home worlds are currently: Vikeller, Sheherezad, Sellun Prime, Olerrat, Yaemos, and Dansall Minor. Vikelter is a beautiful Earth-ike planet (only several times larger) that has been an Atorian throneworld for the past 400 years. It is known for being both a major cultural center and a hub of scientific research. The Empire's top academy of trans- portation is located there. Sheherezad is dominated by in- credibly huge volcanoes the size of small continents. The venting of these ash cones has tumed the world into an hellish thermo-world. Sellun Prime is another Earth-like planet, but her natural resources have largely been de- pleted and most of the surface is covered by vast cities and manufacturing facilities. Olerrat is an ocean world whose only land masses consist of numerous small archi- pelagos dotting the surface. Under the water, large bubble Cities have been built to accommodate the substantial Atorian population, The native aquatic race of this world has long since died out. Yaemos suffers from both a frigid temperature and extremely high radiation. On any given day, faintly glowing snow falls by the yard/meter across the planet, and only the advanced Atorian technology on this world keeps its settlements from being buried. The Planet is valued, however, as the only source of burgundium, a dynamic element sometimes used for building miniaturized power supplies and weapons en- hancement technology. Finally, Dansall Minor was once a thriving vegetation world but a recent asteroid impact has laid waste to much of the planet's ecosphere. The ‘Atorian colonies managed to evacuate the planet before the impact (the indigenous tribes people were not so lucky) and have since returned to start settlement anew. The new capital city has been built in the impact crater — a sign of the Atorian will to overcome any diversity. Spe- cial note: The above information is what foreigners to the Empire (notably the FAR) have on hand. Its accuracy re- ‘mains unverified, and should the FAR or another group send a survey expedition into the Atorian Empire, they might find that the Atorian throneworlds have all changed. Or they may have been misidentified all along, As a planet is absorbed into the Empire, either by inva- sion, alliance or gunboat diplomacy, an Atorian Duchess or Lady is given it as a “holding.” She runs the planet and leads the native govemment. A large contingent of sol- diers is also placed at her disposal, even on allied worlds. The Atorian duchesses hold the second highest titles in the Empire, and often act as their Empress’ lieutenants. Although the Empresses are the ultimate authority, the Duchesses do most of the actual running of the Empire, handling the day-to-day matters of government on a plan- etary basis. Each Duchess rules one of the Atorian clans, social entities that usually control between one and a dozen solar systems. There are thousands upon thou- sands of Atorian Duchesses throughout the Empire, and they are in many ways the source from which the stability of the Empire draws its strength. ‘The Atorian Empire has access to the best technology in the galaxy. With the enormous amount of resources, planets and personnel at its disposal, they make equip- ‘ment, weapons, vehicles and spacecraft of higher quality in less time, and at lower cost than any other race. Most Atorian spacecraft, armor, and weapons will have 20% more $.D.C., 10% greater speed, and weapons will infict 10% more damage than their competitors’. Their robots all have the maximum S.D.C. and A.R. for their type Atorians resemble Earth humans except their hair is al- ways white, gray or silvery. It also grows in a strange pat- tem — a line of hair down the middle of the head, like a mohawk, and on the base of the head in the back between the ears. Clan tattoos are also common and often fill in the bald spots above the ears. Atorians are originally from a high gravity world, but their physiology differs only slightly from other humans. Males are short and the females are tall. Males develop large builds with powerful muscles, while the females are tall and shapely, with well-chiseled muscles but not what ‘one might call musclebound, ‘As a people, Atorians are arrogant and ruthless. They see themselves as an unstoppable super power that is su- perior to most other life forms. They have conquered scores of worlds, often by employing warrior races (such as the Thropos) as their storm troopers and minions. For the last 1000 years they have been regarded throughout the galaxy as an “evil Empire” that gobbles up worlds to increase its holdings and power, and for other diabolical purposes. Indeed, the Atorians rarely have other civiliza- tions’ welfare in mind — they simply use them however they can and discard or ignore them when their usefulness has expired. They will do whatever it takes to win a batt, make a profit and expand in power. Unless stopped by the FAR or some other force, the Atorians shall not be satis- fied until the whole Milky Way is thers. For statistics on the average Atorian, please refer to page 108 of Aliens Unlimited, Revised. For more in- formation on the Atorian Empire, look for the upcoming Giide to Imperial Space™ Daban & Bau Daban ‘The Bwadenn are another race to have suffered at the hands of the Atorian Empire and survived to oppose them as members of the galactic community outside Imperial space. Despite the negative outcome, the amphibian Bwadenn had a long and prosperous relationship with the Atorian Empire up to and just beyond the fih Imperial Ex- pansion in 995 LR. Prior to that, their home world of Daban was located 50 light years from the Imperial bor- ders. Trade agreements between the Empire and Daban were very profitable. Their status as an ally race would be approved with the fith expansion when the borders of the Empire rushed to envelop Daban and her people, placing them nearly five hundred light years within Imperial space when the expansion was done. With almost a century of interaction between them, very few Bwadenn were con- ‘cemed about their new status or their new location rather deep within the Empire. As the fifth expansion was drawing to a close, the Im- perial Army requested Bwadenn soldiers to help with bat- ties on the edges of the Empire. It was in those war zones that the Bwadenns witnessed the power and callousness of the Atorian Empire and the ruthlessness of its armies ‘They also saw the laws and restrictions placed upon those subjugated by the Empire. The arrest of every male in the entire race, and their incarceration or execution. All these tales were brought back to Daban, and when the call for soldiers went out again, the Bwadenn balked. The Atorian Empire was not pleased with this turn of events and the Atorians decided to put them in their place. First a garrison of Thropo warriors came to the Bwadenn moon, followed by Fehran troops who, together, advanced on the planet to impose “order, understanding and cooperation.” Slowly the Bwadenn were becoming enslaved just like all those ‘other races they had helped to subjugate. Rebellion was not an option, for the Bwadenn had seen how the Atorians dealt with insurrection, ‘With their options limited and dwindling fast, the am- Phibians decided to try and run from their oppressive mas- 35 ters. The plan was not the most optimistic, but there was litle else they could do beyond relent to siavery or annihi- lation. Such a grand scheme, however, would be impossi- ble to hide from a power lke the Atorian Empire, and on the eve of the mass exodus, an Atorian armada gated into Dabanian space to secure the planet. As much as ninety percent of the Bwadenn exodus fleet was stopped in the initial attempt to flee; at least half was destroyed, Another five to seven percent were stopped before they could make their run to the nearby gravity well. All told, a pitiful three to five percent managed to make it out of Imperial space. None of the escapees know what fate may have befallen those who remained on Daban or were captured trying to escape. In the years that have followed, no word has leaked from within the Empire. ‘Thankfully, the refugees were fortunate enough to make quick contact with the Federation of Allied Races (FAR) and they were taken in. After a short while, an unin- habited planet was found for the Bwadenn refugees to col- nize. This new home world was named after the original they left behind, and the Bwadenn started anew upon Bau Daban (New Daban). Since their exodus and relocation, they have been recovering steadily and thriving upon their new world. As one might expect, the relocated Bwadenn have become the stoutest of opponents toward the Atorian Empire and they strive to rescue or defend any people who would suffer similar oppression. Thus, they are one of the most stalwart supporters of the FAR ‘The Bwadenn are an amphibian race easily recognized by their bulbous heads and bright skin pigmentation. Two large, fleshy globes form their heads with a bony lower jaw structure. They have three sets of dark eyes arranged in a roughly triangular pattern on each side of their round heads. Their nose is formed by two large, close nostrils that almost appear to be one opening, and their mouth hinges down and out, the lower lip spitting in half almost like the mandibles of an insect. Their skin is very soft and ‘smooth with vibrant hues coloring it. The reds, blues and ‘greens of a Bwadenn's skin are rarely the kind one associ- ates with natural colors, such as the bright crimson of a fire engine as opposed to the muted reds of an apple. ‘Their bodies tend to be one uniform color with some light- ening on the face and chest, but all have biack freckling ‘on the tops of their heads and the backs of the arms, legs, and torso. They also tend to grow small areas of body hair, most notably on the chin (even in females) and the very top of the head. Bwadenn technology is based upon their semiaquatic, amphibious nature and, more often than not, combines as- pects of above and below water use. Appliances will be watertight and usable underwater and in an atmosphere whenever possible; a hair drier certainly won't function un- derwater, but it definitely can survive the experience and will work’ when returned to the surface. Likewise, vehicles are commonly multi-purpose and can function in both en- vironments, going from hover car to submarine as needed. The cities of the Bwadenn are sprawling metropolises built cn the large fresh-water oceans of their home world. Half of the cities are beneath the surface while the other half rise above the waves. Certain industries that require a dry environment occupy much of the upper cities along with those Bwadenn who prefer to be dry most of the time Conversely, many of the lower levels are partially flooded to provide aquatic accommodations for those that prefer them. Their spacecraft are much like their cities, with the lower levels holding water reserves and often having par- tially submerged areas or frequent moisture pools for the convenience of the crew. This is a necessity, for like all amphibians, these humanoids must regularly spend time in the water or they will dehydrate, suffer and die. Bwadenn Alignment: Any, but predominantly tend to be good or selfish Attributes: |.Q.: 3D6, M.E.: 3D6, M.A: 4D6, P.S.: 3D6, P.P.: 3D6+2, P.E.: 3D6, P.B.: 3D6, Spd.: 4D6. Hit Points: Standard, P.E. attribute number plus 1D8 per level of experience. S.D.C.: 20 plus those acquired through physical skills (or power category for super beings). Height: 5 feet plus 308 inches (7.6 to 1.98 m) Weight: 120 to 300 pounds (54 to 135 kg) ‘Average Life Span: 80-100 years Super Abilities: Any power category can be found equally among the Bwadenn, just as with humans. Theirs is a diverse society of technological wonders, genetic and chemical experiments, and mental aberra- tions. Roll normally on the Random Power Category Table found on page 95 of Heroes Unlimited™ Second Editon Natural Abilities: Bwadenn can hold their breath for 20 minutes and automatically have the swimming skill at 80% proficiency. They swim at six times their normal Tunning speed and can dive to 500 feet (152 m). Maxi- mum depth tolerance without artificial augmentation or support is 1000 feet (305 m). A submersible or power armor is required to go deeper. Education: Any. Again these aliens show a diversity like that of most humans. As they continue to grow and re- populate their new home world, they are redeveloping all of the arts and sciences that flourished on Daban, resulting in a wide range of occupations. ‘Special Weapons: Due to the watery characteristics of their world, the Bwadenn have developed sonic tech- nology into formidable weaponry that is effective above the surface and devastating below. Any sonic weapon can be chosen, but disruptors are the most common, See page 187 of Aliens Unlimited™ for stats on sonic weapons Special Vehicles: Conventional boats and submarines dominated Bwadennian travel during their industrial era, but hover vehicles that can skim the surface as well as dive to the depths have come to dominate the current advanced technologies era. Any kind of hover vehicle can be chosen, but it will automatically be outfit- ted for aquatic travel with a dome if needed (for hovercycles and platforms) and a sealed compartment. ‘Such vehicles can function in space, but their speeds will be halved unless proper space thrusters are pur- chased (see the equipment section for details and prices). Typical depth tolerance is 2000 feet (610 m), Preferred Armor: The armor of a Bwadenn will be based ‘on their occupation, with combat oriented ones having heavier armor (A.R. 14, S.D.C. 100) and others tending toward much lighter (A.R. 10, S.D.C. 50). Familiarity With Earth: None. Daban and Bau Daban are both on the opposite side of the galaxy from Earth and ita quadrant. Rifts® Notes: In a Phase World setting, these aliens will remain very much as presented here, with their fight having possibly been from the Kreeghor instead of the Atorians, unless the Atorian Empire is also transposed 36 to the Phase World setting. In a normal Rifts® setting, they would be viewed as aliens or D-bees and hunted by the Coalition for that. In both cases, their technology, armor and weaponry would be converted to Mega-Damage equivalents. Federation of Allied Races While the Atorian Empire was in the middle of its last expansion, the advanced races of the neighboring Ita and Liloqua quadrants watched nervously. They hoped against hope that the Empire would stop before reaching their quadrants. When the Empire stopped several hundred light years short, the watchers from lita and Liloqua were relieved, but worried. As usual, the newly defined Imperial Borders were closed, the Atorians changed their gateway codes, placed combat satelites along the new border, sta- tioned warships and battle-ready space stations at strate- gic positions, and began to force unallied races living, ‘working or visiting the Empire's newly conquered region of space out In reaction to these events, the Shissans contacted rep- resentatives of the Kassan and Elecian races to propose an interracial summit for the purpose of discussing the sit- vation with the aggressive Atorian Empire. The Kassans agreed, but not wholly trusting the Shissans, invited others like the Silisons and Darakans. The Shissans were over- joyed to see the arrival of representatives from almost a dozen races instead of just two. All were concemed with the threat of falling victim to future Imperial expansion and genuinely sought to work together. These discussions would lead to fiteen years of summits and treaties that would ultimately give birth to the Federation of Allied Races (FAR). That period was filed with trials for the in terstellar conglomeration of diverse races involved, but de~ spite Atorian spies, internal rivalries, racial opposition to the unity, and natural disasters on more than one world, ‘everything worked out in the end and the proper treaties were signed in 875 LR. making the FAR official In the decades following the official creation of the Fed- eration of Allied Races, things moved slowly. Members were reluctant to commit too much of their resources, and many of them hedged their contributions until they thought equal amounts had come from the other members. During 37 this time period, the FAR began to diverge from an altruis- tic organization determined to protect themselves and the weak from the Atorian threat, into a political entity more willing to talk, threaten and maneuver than take affirma- tive, military action, New member planets and even entire solar systems continued to join with inspiring regularity, and even though hedging still occurred, the growth of membership provided the fledgling Federation with a substantial pool of re- sources with which to establish itself as a galactic power. Despite its hesitation to engage the Atorians, as well as, political infighting and the organization's ponderous bu- reaucracy, the FAR has done, and continues to do, a {great deal of good. Numerous revolts and wars have been ‘quelled through the diplomatic, economic and military in- fluence of the FAR, but it was the defeat of the Tenitellian Empire in the War of Imporzei after nine years of fighting that truly solidified the FAR as a (mostly) benevolent and shining symbol of unity, strength, and power through brotherhood and cooperation. A year later, the FAR would draw a “line” in the void and begin to take a genuine stance against the Atorian Empire. However, the relative close proximity to Atorian space and the stolid appearance of the Imperial war machine would lead to many, many years of talks and threats with no real weight on the part of the FAR to back them up. Whether this rhetoric has worked in scaring off the Atorians, or whether the evil Em- pire simply plots and bides its time before launching an expansion into FAR held territory is unknown. Some mem- bers of the Federation of Allied Races are confident the Atorians would never make any kind of move against them, Others have let their paranoia be replaced with a tired lack of concer and false hopes as they go about their lives. Stil at the heart of this galactic union, the members are scared to death of the Atorian Empire, but they have come to delude themselves into thinking those fears may be unfounded, and that if the Empire should ‘ever move against them, they could hold their own. Only tirme will tell The FAR Today The initial idea behind the Federation of Allied Races was for all members to protect each other from the Atorian Empire's incursions and possible invasion into their sec- tors of space. To this end, all are supposed to actively par- ticipate in building an allied defense force, supply troops land monitor Imperial activities. By banding together, they have created an atmosphere of security and strength Whether or not itis a false security is greatly contested Newer members tend to be more assertive than the found- ing races when dealing with the threat of the Empire, in part, because they have never seen the Atorians in action and’ grossly underestimate the Atorians’ power. New- comers like the Sorinams and Nattereri are responsible for the establishment of “The Line,” a perimeter of war- ships positioned to both watch the Empire and directly op- pose it if necessary. Newer members also. support measures to close the Imperial Borders from the FAR side. They propose matching the Empire (an impossibilty) as closely as possible to dissuade any hostile actions. So far, such radical and aggressive approaches have been Voted down for fear of inciting Atorian retaliation and inter- stellar war. The FAR makes a big show of flexing its diplomatic muscles by sending envoys, criticisms, and threats to the Atorian Empire over a number of issues. The Atorians, in tum, calmly listen to the FAR and promise change or ig- nore their threats and sanctions, Nearly all of the influence the FAR may have had with the Empire has long since evaporated, for it is doubtful that the FAR could actually enforce any decisions against the Empire it might level against them. Its only solid stance against the Atorians is “The Line,” and it is hardly a viable defense web when compared to the capabilities of Atorian combat fleet. For decades, the Nattereri have been pushing for a strength- ening of The Line by doubling the number of spacecraft ‘and combat platforms. They are backed by the Sorinam, Maeus, some Darakans, and many others, but the major- ity has always been against them, and the status quo re- mains Critics of the Federation (and there are many) are skep- tical as to whether or not the FAR's defenses, as repre- sented by The Line, would even slow the Atorian Imperial Fleet down. Many critics contend that the FAR represents nothing more than hollow threats and the Aorians know it (they are right). Despite the Federation's practice of refus- ing membership to “high risk” planets close to the Atorian Imperial Borders, their slow response to any threats from the Empire, and the fact that they have never taken a truly hard line against them other than vocal chastisement, the FAR is honestly prepared to go to war. It's just that they see no reason to rush to war, especially if there is a real chance it can be avoided. Thus, they will do everything possible to avoid clashing withthe Atorians, unti that inev- itable day of confictis thrust upon them. Most members of the FAR believe they have given the Atorian Empire rea- son for pause (they have), and their united efforts have ‘achieved unprecedented peace, security and cooperation ‘among the planets and solar systems of its membership for generations of people (also true). For now, whether or not the FAR could stop an Atorian invasion force is a mat- ter of conjecture, and the level heads in the organization hope they never get to a point where they have to find out. Unfortunately, frequent political and theological conflicts create constant tension between the FAR and the Empire. One constant bone of contention for the Atorians is the FAR’s efforts to rescue, support and aid refugees, slaves and political prisoners fleeing the Empire, or as the Atorians see it, “harboring traitors, rebels and criminals trying to avoid Imperial justice.” Likewise, the Atorians ac- cuse the FAR of knowingly and willingly aiding and harbor- ing terrorists, rebels, pirates, spies and other enemies of the Empire. Not true, at least the “knowingly and willingly” part, but FAR policies and practices do provide an envi- Fonment where such groups are relatively safe from Aorian law and retribution. Consequently, terrorists, pi- rates and enemies of the Empire do indeed gather in the FAR sectors of space to hatch plots, gather their forces and launch regular incursions into Atorian space to wreak havoc and extract bloody revenge. To complicate matters, when the Atorians pursue these attackers beyond their borders and into non-Atorian space, the FAR intercedes to stop them. Altercations that often result in combat and end in death. Worse, a few members of the FAR secretly do ‘support enemies of the Empire. People and Places The FAR covers nearly half of the Liloqua quadrant and a small part of the llta quadrant. Its member races number close to 4,000, with almost ten times that many member planets. Ail of those planets are divided and grouped into districts based on location. Each district elects a represen- tative to the FAR Voting Council, which is the main deci- sion making and governing body of the organization There are approximately 380 district representatives on the voting council, but when a significant number of new member planets are inducted, additional districts will be added. The diversity of races, cultures, and viewpoints brought to the FAR by their numerous member races not only provides much of the richness and opportunities that make the organization strong, it is also to blame for con- tributing to the difficulties of getting things done. On one hand, the policy of decision making in the FAR is not lengthy thanks to advanced technology (all members do rot even need to be physically present) and simple major- ity voting, but the politics involved in the process is an- other matter entirely. When a few thousand races with different interests and beliefs try to get their respective way, even when working indirectly through roughly 400 representatives, the deal making and political maneuver- ing involved are staggering, It is obvious from the numbers mentioned that the races presented in Aliens Unlimited™ (AU) and here in the Galaxy Guide represent only the minutest fraction of the Federation's diverse membership. Indeed, they are only representative of the most notable movers and shakers in the FAR. Active members of the Federation of Allied Races include the Caecils (AU, page 53), Darakans (AU, page 109), Dyteens (AU, page 72), Elecians (AU, page 76), Fredulians (AU, page 134), Kassans (AU, page 112), Latrans (AU, page 88), Maeus (AU, page 73), Naidens (AU, page 116), Nithians (AU, page 146), Salvelinus (AU, page 66), Shissans (AU, page 118), Silisons (AU, page 119), and the Sorinams (AU, page 58). These are just some of the most prominent members of the FAR; dozens of less influential civilizations are also part of the Federa- tion, Factions within the FAR The Federation of Allied Races has several strong fac- tions that have different stances and beliefs on how to deal with the Atorians. Opposition to and defense from the Empire is touted by all, but only a few of the races actually push for some kind of direct action like sanctions, boy- cots, acceptance of planets bordering the Empire, military build-ups and even war. Of the major races, the Sorinams, Nattereri, Krakyt, Maeus, and most Fredulians are in this militant camp. Of them, the Krakyt and Nattereri favor direct, violent (if necessary) opposition to the Empire. They even promote going to war, an option that most others reject until all other recourse have been tried. The primary motivation of this sub-group is the belief that the FAR needs to assert itself and gain back its credi- bility as an authority figure, military power and viable op- ponent of the Atorian Empire and its inhuman policies of conquest, extermination and slavery, among others. Re- ‘cent discussions about spiiting the FAR into two councils have been encouraged by these political minorities. ‘Through such a change, they hope to have more influence on other members of the FAR, especially those sitting on the fence, and bring more direct pressure to bear on the Empire. However, there are no plans to create additional Councils and itis unlikely to ever happen. ‘Another faction includes peacemakers and those who ‘are neutral of undecided. Member races who take this stance either believe that the need to change policy is negligible either way, or that the Atorians should be dealt with on a diplomatic and political level, rather than through aggression, on a case by case basis. Those who feel no change in policy is needed are generally strong supporters of ‘peaceful coexistence.” They do not necessarily believe that lasting peace is ultimately possible, but they do not feel that the current status quo needs to be changed, In a sense, they are traditionalists and contribute to the stag- nation of the FAR’s power and influence. On the other hand, they represent cooler heads and a certain amount of stability and necessary conservatism. At the moment, the various factions of peacemakers represent a clear ma- jority and include most of the original founding member races. ‘Another group of peace-minded members are those who feel that the Atorian Empire should be treated with re- Ciprocation. They believe that the Empire is now at peace and so the FAR should also concentrate on being at peace. However, they also believe that if the Empire be- comes warlike, the FAR should be prepared to “recipro- cate” in kind ~ but only with enough force to quell an invasion and push the aggressor back behind its borders, This faction is supported by the Dyteens, Naidens, Latran and some Fredulians, among others. They are the second largest, after the peacemakers, and are constantly ‘courted and approached for support by the more proactive ‘and aggressive factions (which is usually an exercise in futtity). The Atorians will not give this faction any grounds for argument for at least another century. 29, ‘The third group of peacemakers believes in the (false) hope that a lasting peace can be reached with the ‘Atorians. The races that support this faction have no way of knowing the truth about the Empire and can not know that the Imperial Rulers will not stop their expansion until the Empire itself is destroyed or the whole galaxy is under its heel. That fate is, of course, several centuries down the road, and it wil not be changed by diplomacy. Under nor- mal ‘circumstances against an ordinary foe, hopes for peace could possibly have merit, but against the Atorians, they are a fool's dream. No one, however, knows this, and the thousands of races who pray for peace continue to elect representatives that support this dream. Some of the most notable races include the Elecians, Deurycans, Nithians, Perola, and others. This faction is the most powerful one in the FAR, but it has its hands full blocking the more aggressive members in their attempts to push the two-Council plan through the Voting Council, and other militant proposals, ‘The enemy among us. Completely unknown to the members of the Federation of Allied Races, a very small, but sinister group within their organization secretly works for the Atorian Empire! They collect inteligence and influe ence policy whenever possible. The Imperial Ladies who rule the Empire have hired more than two dozen Dop-elpoep and Erishik mercenaries to infitrate the FAR Voting Council and its miltary leaders. These imposters have orders to promote and support the pacifism predomi- raant in the organization, all the while acting as spies and Felating intelligence to the Empire through a mercenary network bought and paid for by the Atorians. Neary all of these infitators have accomplished their missions by re- placing Voting Council members as well as six FAR gen- erals. Another six spies are making their way up the Command structure and are only a step or two ftom their goals. Recently, one of the spies relayed an intelligence report on the location of a “crashed” equipment shuttle This bit of information allowed the Imperial Military to pin- point the operations area of one of the Diatome’s units. The pirates lost two of their three spacecraft in a battle with Imperial forces while trying to unload the “crashed” spacecraft. A select few in the FAR suspect there is some kind of traitorous element on the Council, but the main in- vestigators are members of the more aggressive factions and have litle support. In addition, the small number of Dop-elpoep makes it very difficult to identify them, let alone prove anything. Moreover, while these agents are leaking information and secretly undermining FAR opera- tions, they vote with the majority and openly support peace, thus they raise no suspicion. It will be a very diff. cut endeavor to expose these spies, and if it does hap- pen, itis likely that only a small number will be found out Note that the racial divisions given in the faction demo- ‘graphics are generalities based on the racial descriptions, Prevalent attitudes, and beliefs of that race; however, each race is made up of individuals, and their opinions can and will vary. There are certainly those Deurycans who wish to fight the Empire, as there are Naterreri who sanction peace, but their opinions will be based on their personal beliefs, and their respective reasons will be different from those of the racial majority. Meanwhile, the Fredulians are ‘equally divided into two factions, Waiting for War Perhaps the greatest irony or hypocrisy is that a vast majority of the FAR membership, even the peacemakers, believes they will eventually come to blows with the Atorian Empire. They are simply doing their best to put war off for as long 2s possible, or ignoring the idea alto- gether. This head-in-the-sand attitude of some will almost assuredly jeopardize their troops when war does come. In order to placate the more active members and as a (weak) contingency, the FAR has deployed troops, satellites and spacecraft to watch the Atorian Empire, and bar its activi- ties beyond a certain point. The major component of this deployment and the only remnant of the once resolute and ready Federation of Allied Races is The Line, a vast as- ‘sembly of warships a few hundred light years from the Im- perial Borders. From The Line, smaller units and scouts sweep the edges of the Empire, searching moons and pldnets for any sign of Atorian troop movements. Indeed, the Atorians frequently provoke confict and stray into FAR sectors of space (often in pursuit of alleged criminals and rebels, or so they claim). Admittedly, such battles are usu- ally brief and sometimes accidental, caused by misunder- standings or involving a third party. Then again, there are times where the Atorians are clearly testing the limits of the FAR's tolerance or war capabilities, and other times they are conducting deep reconnaissance, spying or en- gaging in some other nefarious plot to annoy or damage some aspect of the FAR or extract revenge upon some group under the FAR's protection. None of these incidents. are ever major enough to warrant a call to all-out war, but they are regular enough to keep emotions and tensions high. Moreover, the Atorian Empire has some of the slick- est diplomats and spin-doctors in the galaxy to brush such incidents under the rug and defuse situations before they get too hot. Although the Federation of Allied Races wisely hesi- tates in committing to widespread war against the Atorian Empire, they are far from cowardly or impotent. The FAR has fought many battles and wars in its role as interstellar Peacekeepers and protector of its members. A revolt on this planet, ethnic violence on that colony, wars over min- erals or disputes over other space rights, feuds and trou- ble of all kinds create conflict within the borders of the FAR. Most are handled quickly and efficiently by either diplomatic or military intervention. There are also numer- us other galactic empires out there that are far less sig- nificant than the Atorians but nonetheless dangerous and antagonistic to members of the FAR. These rogue powers must be dealt with, placated, and engaged in the arenas of diplomacy, economics and war on a regular basis, and cause their fair share of trouble and grief. The magnitude of the Atorian threat simply makes these other aggressors seem more manageable in the grand scheme of things. United and commited to the peaceful advancement of its member races, the Federation of Allied Races requires all its members to provide troops, equipment, weapons, ammunition, vehicles, and money to be used at the orga- rization’s discretion. The required contributions are based ‘on each planet's individual capabilities and vary with the level of technology, resources, manpower and prosperity available to it Members are not required to provide non-military services, but most do, illustrating how commit ted these worlds are to one another and the overall goals cf peace and unity promoted by the FAR. The result is a large number of civilian or humanitarian sub-organizations within the FAR. These include construction and repair, farming and agricultural, research and development, legal and business, plus scores of other departments and orga- nizations that aid, educate and support member planets during times of crisis. ‘As can be Imagined, the FAR’s Protection Force (itis not called an army) is huge and varied, being drawn from more than 4,000 planets. However, unlike the Atorians, the FAR does not have the luxury of demanding the nec- ‘essary manpower and spacecraft to adequately monitor ‘and patrol the vast territory covered by its member plan- els. AS a result, the FAR protection force is largely reac tionary, which means the FAR PF waits for something to develop or approach a breaking point before they respond to it. There simply are not enough men or ships to have them on active duty and be able to maintain any sem- blance of reasonable coverage (which the Atorians regu- larly exploit The soldiers of the FAR Protection Force are primarily trained and outfitted by their home planets with supple- ‘mental equipment from other, more advanced sources as necessary and available. When they are deployed with ther races, some steps are taken to group them in com plementary structures, but in the end, they are sent wher- fever they are needed and expected to cooperate with one another. This can get complicated sometimes, because the many different races may not have regular interaction, s0 there is a learning curve for all parties involved as they familiarize themselves with their respective cultures ‘The deployment and directives of these volunteer sol diers are issued by a coaltion of ranking officers. When Units of different races are deployed together, the officers’ coalition will be made up of members from each of the races involved. This gathering technique of field deploy- ment is definitely a weakness of the FAR military (a8 op- posed to units trained by a single source to work together Using uniform tactics), but the feasibility ofa largely volun- tary armed force of this size, finding the funds for it, and agreeing on the exact regime of training for this diverse group would be nearly impossible (and rarely ever consid- fered among the Voting Council, though the activist faction has been pushing for uniformity for years). Although the diversity of the races in the FAR Protection Force causes some problems, all in all, most soldiers learn to live, like and work together as a unit. Diversity also has its advan- tages as it provides the troops with several different points of view and combines a variety of different natural powers and abilties, as well as diferent types of knowledge and advanced technology. This has proven to be an asset on many different fronts, however, when pitted against the ‘Atorian Empire (considered the best trained and equipped in the galaxy) many wonder how well the FAR forces will ‘compare. FAR Protection Forces are mainly deployed to police ‘and protect its members’ space ways. In this capacity, the FAR operates in a manner nearly identical to that of the a TMC, but unlike the TMC, the FAR operates within both an interstellar and interplanetary jurisdiction, and as a re- sult, has authority in nearly every aspect of operations both on and off worlds. The FAR also maintains its own ‘courts and interplanetary judicial system (unlike the TMC). Overall, the influence and jurisdiction of the FAR as a po- licing force represents, to some extent, what the TMC could become in a century or two. These similarities and differences are why the TMC flourishes in the lita quadrant exclusively; there just isn't a need for their services in the majority of the Liloqua quadrant where the FAR has its greatest influence Other duties of the FAR include relief, rescue and sup- port services to its members as well as refugees and inter- ested planets seeking their help. Of course, helping members is top priority, with aid to all others taking sec- ‘ond seat. Stil, the FAR does a wonderful job policing the space ways of the Liloqua quadrant and dealing with prob- lems as they appear. In its capacity as “police,” the Pro- tection Force investigates crimes, tracks down criminals, brings perpetrators to justice, enforces recognized laws, chases space pirates and raiders, gathers intelligence, as- sists people in trouble and generally protects and helps others. They gather in large numbers in a military capacity only when there is reason to do 50, like to stop warring planets and defend against other invaders or non-member planets stirring up trouble. Despite the far reaching demands on the FAR, it man- ages to put aside a little surplus money, resources and manpower in case of a serious crisis. However, if a large scale war were to break out with the Atorians, the surplus ‘would be used up in a matter of months and most of the FAR's resources would be pulled from throughout the gal- axy and put into the war effort. This would leave many of the member planets to fend for themselves. Of course, most worlds have their own army and defenses, some quite powerful, others barely adequate, but people have become so reliant on the FAR Protection Force that with- ut their presence, they would feel vulnerable and uncer- tain of themselves, even when they should not. This would result in some measure of chaos, confusion, fear and con- flict. The Atorians are well aware of this, and will exploit it to their own benefit. Adventures with the FAR ‘Adventures that include the Federation of Allied Races ‘can be quite far ranging. The most obvious types would be those involving politics and intrigue, crime and conflict in- volving pirates, raiders, monsters and super beings, local- ized conflicts (limited to one or two nations or planets), as well as all the possible adventures involved in “policing” the space ways. Political intrigue. The FAR is filed with people, groups, and planets trying to get more political power or leverage situations (and others) to get what they want. It is politics at its best (or worst, as the case may be). The player characters certainly do not have to be directly in- volved in the wheeling and dealing (though it could be quite interesting and different), but they can be easily caught up in political skullduggery and interstellar contro- versy. Even player characters with no ties to the FAR can be dragged into politics, scandal and confit, whether they are hired as heroes, mercenaries or spies, or duped into helping or hurting one side or the other. All they have to do is fly into FAR space and things can take off. Much of the political maneuvering is done behind the scenes and enlisting outside agents for help is just part of the game” Of course there are also murder and assassination plots, secret investigations and intelligence, extortion plots, schemes to expose or incriminate a rival or enemy, im- posters to reveal, revolutions to stop (or help), spies to be ferreted out, reputations to rescue (or destroy), military and political coups to prevent (or help succeed), lives to save, despots to topple, corruption to be stomped out, and many, many other options. Exactly which side of these plots and adventures the heroes might come out on will depend on the circumstances (and the G.M.). ‘Military-styled adventures and campaigns are also per- fect in a FAR setting. Player characters can be FAR sol- diers, hired mercenaries or noble heroes enlisted to help fight rebel forces and rogue empires, or helping quell civil Unrest and protect dignitaries, or monsters from the lita quadrant, or battle the Riathenor or Toogarth, or other in- vaders. Not to mention all kinds of intrigue, schemes, plots and trouble from the Atorian Empire, from spies and as- sassins to small military incursions, secret vendettas and open attacks spawned from anger, retribution, open defi- ance, a need to prove themselves (i.e. a demonstration of their power against a suspected enemy, terrorist group, rebel forces or even an entire planet harboring refugees), of just plain meanness! Such stories of war and combat can easily be linked to the poltical intrigue or Atorian prov- cation, but may involve criminals, military aggressors and evil forces within the FAR’s own jurisdiction. Fighting is a day to day fact of life for the FAR, but it is never done for its own sake. There is always some provocateur or com- plicated set of issues behind the fighting. Just doa little re- search on any of the Earth’s own wars and conflicts and you'll get the idea Other avenues of adventure could involve the Diatome Pirates or other group of pirates, crooks, heroes, guns for hire, refugees or local planetary authorities. Perhaps the Player group pursues a villain into the FAR dominated quadrants and joins forces with the FAR to capture hinvthem. Or perhaps the heroes rescue the FAR from some danger or ambush. On the other hand, maybe the Player group interferes in something that’ gets them branded as criminals themselves! Or they mistake a band of FAR Protection Force officers as villains and battle them, allowing the real villains to escape (Riathenors, Atorian saboteurs, pirates, murderers, or whomever). Maybe the player group gets captured and put on trial, or ‘maybe to prove their innocence or to make amends they fly off to bring the brigands they let escape to justice. Then again, the lita and Liloqua quadrants are so large and full of possibilities, the group could fight bad guys, explore planets and do all kinds of things without ever running into agents or lawmen from the FAR. Unleash that imagination and run with it! 42 Enemies and Allies of the FAR The enemies of the FAR are 2s numerous as its mem- ber planets and races. The significance, power and dan- ger represented by those enemies varies greatly and can range from a small civil movement in several major cities of one planet, to all-out war between half a dozen worlds or localized invasion or war in a particular sector of space. The FAR basically has all of the enemies one can imagine in one form or another, at one strength or another. Ulti- mately, the greatest enemy of the FAR will aways be the Atorian Empire, which was, after all, the reason for the birth of the Federation in the first place Likewise, the allies of the FAR are nearly as numerous as their enemies and detractors. Not only are those plan- ets which belong to the FAR counted as allies, but there are many worlds, interplanetary coalitions, business peo- ple, trade partners and admirers who are not official mem- bers of the FAR, but who will support them nonetheless. That support may come in small ways (like words of en- couragement and public admonishment of the trouble- maker) or be more significant (such 2s continued trade, contributions of cash or resources, honoring political and economic sanctions, and even sending humanitarian or military assistance). One of the FAR's strongest allies is, the Trilellien Empire founded by the Perola. It is a vast, Peaceful coalition of planets and races that seeks ad- vancement and strength through mutual dependence and growth instead of military invasion, coercion or subjuga- tion FAR Research & Scientific Achievements Though the FAR has thousands of advanced races from which to draw scientific and technological knowledge, it does not have the forceful integration of those technolo- gies that the Atorians do. This means that if one race ‘among their members has anti-gravity technology, it does not necessarily mean they will share it with everyone else in the Federation. In fact. many worlds refuse to share or exchange technology, or hold the exclusive manufacturing and exploitation rights. As a result, despite their numerous allies, the FAR only has limited access to the diverse sci- ences, equipment and weapons of its members. More- over, most space faring people are on roughly the same technological level, so while designs may change, and there are some innovations unique to a particular race or planet, most are roughly on par with one another (as pre- sented in both Aliens Unlimited™ and this sourcebook), Rather than force new and often alien technology upon them (something of an invasion in and of itself, fess ad- vanced planets are helped along and nurtured, while leav- ing them to develop and grow at a pace that best suits each individual culture. While there is some uniformity of weapons, vehicles and technology within the FAR Protection Force, unique items of low- and high-tech origin and alien nature are al- lowed, The FAR uses over 1,000 different “standard” issue sidearms and batt rifles and almost twice that many dif- ferent body armors. All of those differing brands will have the same basic statistics, but each /0oks unlike the other, sometimes dramatically. in many cases, this is to accom modate the unique physiology of the different races, ie same basic weapon, different design element. The FAR does indeed produce some of its own items in contracted factories, but the vast number of soldiers they field when ‘compared to the limited number of production facilities means that relatively few of the soldiers will have FAR manufactured weaponry. Unlike the TMC, which is a busi- ness venture, the FAR is a largely volunteer operation that has to make do with what it can get. If that means each race has its own set of equivalent weapons and equip- iment, then so be it. The safely of the galaxy is more im- portant than having its protectors look uniform. FAR Production Line Weapons While weapons of many varieties and designs are al- lowed in the Protection Force, the FAR does manufacture a few mass produced weapons. Namely the FAR laser pistol, rifle, body armor and power armor. FAR laser weapons are top quality, offer good firepower and superior range, while remaining affordable (especially compared to the time and cost of making ion or particle beam weap- ons). There is a drawback, however, to laser weapons, Highly advanced (or at least militarily advanced), "Galaxy ‘Age’ (and a few "Star Age") civilizations such as the Atorian Empire offen have laser resistant armor, which dramatically reduces the effectiveness of laser weaponry. Many factions within the FAR realize this, but for the most part, laser weapons do fine against the common pirates, Criminals, insurgents and “Space or Star Age” opponents the Protection Force normally faces. In the meanwhile, other types of energy weapons are being manufactured and stockpiled. With any luck, the supply wil be sufficient to equip the majority ofits fighting forces when the need arises. As noted earlier, this is why non-standard issue weaponry from a thousand other worlds is also allowed to supplement their firepower. FAR Laser Rifle: The laser rifle produced by the FAR is very much like its pistol equivalent with high quality con- struction and long range. This weapon also has a follow- ing on the black market, and is a favorite of snipers and assassins. Approximately half to 60% of all of FAR’s sol diers carry this laser rifle in their personal arsenal. Range: 5,600 feet (1705.8 m), Damage: 5D6, Rate of Fire Semi-automatic, Payload: 28 shot E-Clip, Cost Free to FAR soldiers. Roughly 20,500 credits on the black market FAR Laser Pistol: High quality and long-range make the FAR laser pistol a very useful sidearm for both the bat- tlefield and civilian security duties. Stolen weapons and knockoffs make it to the black market, but their price for it is high. Approximately 76% of all FAR agents carry this sidearm. Range: 975 feet (297 m), Damage: 46, Rate of Fire: Semi-automatic, Payload: 20 shot E-Clip, Cost: Free to FAR soldiers, Roughly 8,000 credits on the black mar- ket FAR Body Armors FAR body armors are produced quickly without cutting comers in order to equip as many agents in the field as they can. This is typical environmental body armor with all the basics, but no bells and whistles (i.e. most have no la- ser resistance, concealed weapons, kinetic lining, etc.). Many FAR Protectors will augment the armor themselves when they receive them, by installing auxiliary systems and features, but the vast majority settle for the no-frills ar- mor. Note that superior armor is available for those on special assignments as the situation demands. Certainly not all soldiers in the FAR will have these armors, that has been said many times, but each of them can be used as a ‘gauge for the equivalent armors that will be found protect- ing the soldiers that choose to defend the galaxy in the name of the federated races. FAR Half Suit (Light Armor) This is a non-environmental suit that affords basic pro- tection and may be used with or without a helmet. Ba- sically a hard armor chest plate with padded elbow and knee plates, designed for general wear in urban settings, riot control, low threat operations and light combat. It pro- Vides decent protection, but has no environmental capabil- ities even when wearing the helmet, and can be worn over uniforms and ordinary clothing, or under loose fitting arti- cles of clothing or bulky jackets, coats and cloaks. Hel- ‘mets are optional, but encouraged. AR: 12, S.D.C.: 80 (35 M.D. in Mega-Damage set- tings like Rifts®), Cost Free to FAR soldiers. Roughly 2000-3000 credits for equivalent armor. Note: Excellent mobility; no prowl, movement or other penalties. Mull Tiai Fassinae in Half Suit of Light Armor FAR Light EBA Armor This is a full environmental armor suit and helmet that looks very much like the half suit, only it fits over a light, padded, damage resistant environmental (space) suit. The fabric is thirty times stronger than Earth’s Kevlar, light- weight and fiexible, allowing for excellent protection and ease of movement. Ideal for space and hostile environ- ments (toxic atmosphere, gas or smoke filled area, etc.) where light to medium combat is expected, but is ade- uate in most situations including heavy combat. It pro- Vides good physical protection and environmental stability (e. its own air purification and recycling system, cooling basic radiation shielding, etc.) AR. 13, S.D.C.: 110 (50 M.D.C. in Mega-Damage set- tings), Cost: Free to FAR soldiers. Roughly 5,000-6,000 credits for an equivalent commercial suit. Note: Excellent mobility; no prowl, movement or other penalties. FAR Standard Battle Armor This is an expanded version of the lightly armored envi- ronmental battle suit above, only the armored plating in- cludes protection of the shoulders, forearms and hips as well as knees, elbows and chest. Furthermore, the suit is padded better and the weave of the puncture resistant fabric is tighter, providing better protection. This armor is ‘8wadenn in Heavy Battle Armor Toke Tuul in Light EBA Armor designed for use on an active field of battle or highly dan- ‘gerous posting. It provides very good protection and co- mes standard with a helmet, and builtin radio setup (range of 10 miles/16 km), ‘AR: 15, S.D.C.: 150 (75 MD.C. in Mega-Damage set- tings), Cost: Free to FAR soldiers. Roughly 7,000 to 10,000 credits for an equivalent commercial suit. Note -10% movement penalty to prowl, swim, climb, acrobatics, gymnastics and similar skis FAR Heavy Battle Armor This is the fully armored EBA version of the previous two armors. It includes a full set of hard armor plating for the chest, back, shoulders, arms, elbows, hips, thighs, shins and head (helmet) over a dense weave of padded, flexible armored fabric similar to the other armors. Its full environmental design makes it suitable for space combat and other space operations, inhospitable environments land fields of battle. Typically reserved for special opera- tions and heavy combat situations. It provides excellent protection and comes standard with a helmet and radio setup (range of 15 miles/24 km). Environmental capabili- ties are standard. Limited production with only enough to outfit 40% of the FAR Protectors (that should rise to 65% over the next decade). AR. 16, S.0.C.: 220 (100 M.D. in Mega-Damage en- vironments), Cost’ Free to FAR soldiers. Roughly 20,000-24,000 credits for an equivalent commercial ver- ‘sion. Note: -15% movement penalty to prowl, swim, climb, ‘acrobatics, gymnastics and similar skills. FAR Production Line Power Armor The FAR only produces one basic type of power armor designed to accommodate most humanoid agents/Protec- tors. Additional units are provided by individual planets and designed for the needs of the unique physiology of the many different (inhuman) races. The FAR armor is in- tended as a bridge between combat air vehicles and ground troops. It is large by the standards of most power armors and carries a heavy ordnance load for its class of war machine. Power armor is deployed to augment and support ground troops AR: 17-19, S.D.C. 400 (180 M.D.C. in Mega-Damage settings), P.S.' 27 (Superhuman), Spd: 88 (60 mph/96 kph and can leap 20 fee’ m high and across), Other Sys- tems: advanced optic, audio and communications sys- tems, targeting sight (+1 to strike), short-range radar (8 miles/13 km; can track up to 24 targets simultaneously), air purification and’circulation system, 4 hour independent air supply (indefinite if circulation system is working), basic radiation shielding, temperature regulation (cooling and heating system), and can function in space or underwater (the latter up to 1200 feet’366 m). Flight with Jet Pack: A back-mounted jet pack can be attached to give the power armor flight capabilities (150 mph/240 km) and the feet and lower back of the armor have small directional boost- ers, Maximum altitude is 15,000 feet (4572 m); works in an atmosphere and outer space. Cost: Free to FAR sol- diers, 650,000-950,000 credits for a commercial equiva- lent or black market version; comes with jet pack. FAR Production Line Robots and Cyborgs ‘The FAR does not put the emphasis on cyborgs that, the Atorians do and thus they are not a common sight on the Federation side of any battlefield. If a particular race favors cyborg augmentation, or an individual soldier wishes such augmentation, the decision and subsequent use of the hardware is up to the sponsoring race or indi- vidual involved. The FAR does not encourage the use of bionic or cybernetic enhancements, though a struggling movement by the more aggressive factions within the or- ganization is pushing for it Grymdin By Wayne Breaux Jr. & Kevin Siembieda Grymdin, like Plesus Euphia, is a world run by crimi- nals, but unlike that desert world with its one rough and tumble city, Grymdin is a large, artificial planetoid (about a third smaller than the Earth) teeming with criminals, mer- cenaries, bounty hunters and illegal activity. Six powerful family organizations own, run, and control this planetoid, which is actually 79 artificial layers built around a founda- tion of space rock. Grymdin started out as a penal colony where criminals were sentenced to hard labor, mining on “The Rock" and neighboring asteroid belt. When the planet they were exiled from suffered a global war, the prisoners and their keepers suddenly became the forgot- ten survivors of a dead planet. The prison guards and management released the pris. ners and fled. Food and supplies were low and the only 45 space worthy vessel left behind was a large, old cargo ship (which is still preserved deep in the heart of Grymdin). With little other choice left to them, a quarter of the prisoners took the vessel in search of much needed supplies and help. As luck would have it, they managed to reach a space station manned by a skeleton crew. After docking with the station, they easily took it over, killing ‘many of its inhabitants, enslaving the survivors, and tow- ing the entire thing back to “The Rock.” Between the auto- mated systems of The Rock and the space station, the brigands had the resources to meet their needs, The space station's supply stores would hold them long enough to hunt down others to plunder. It also provided them with two additional small spacecraft. Using the cargo ship as a decoy, they went off into a travel lane of space, activated the distress beacon, and bushwhacked the good ‘Samaritans who came to help. In a short time, they added a dozen spacecraft to their growing fleet and were running ‘a successful pirate operation Living by raiding, plundering and ensiaving others, the villains prospered and expanded. Another captured space station was added to The Rock, as were new constructs made from abandoned outposts in the asteroid field. After building up their courage, a trip to their home world re- vealed a planet in its death throes. More than two thirds was completely obliterated and the rest lay dead or dying, Disease, radiation and a host of other plagues and disas- ters hovered over the planet, waiting to snuff out the survi- vors. The five pirate leaders hatched a scheme that should never have worked, but it did. They approached groups of survivors and offered them a new life, under their rule, on a distant “rook” that together they could build into a new home. Two hundred thousand agreed, the rest would perish, The crippled space stations, other salvage- able space debris and whatever resources they could har- vest from their home world were taken to The Rock. The entire exodus took six years to complete, and the remold- ing of The Rock into the habitat that would become Grymdin, took another fifty. Actually, even today, 150 years later, itis a work in progress, constantly changing and growing. The beleaguered group got a shot in the arm when a fleet of alien refugees from another solar system stumbled across the planetoid. They had actually followed Grymdin raiders to extract retribution, but when they teamed of their circumstances the aliens felt kinship and took compassion on them. They pooled their resources and the aliens’ superior technology transformed the shabby, makeshift colony into a high-tech marvel in just 17 years. These are the true architects of the artificial world known as Grymdin (named after the first pirate leader). Sadly, a plague brought back from the pirates’ home world by a Salvage crew had a deadly impact on the aliens, wip- ing out every last one of them in a matter of months. (One of the persistent urban legends is that the Charies Grymdin, son of the original pirate leader, had the “plague” Virus biologically engineered. He and other members of the original founding group feared the aliens were too Powerful and lawful, and thus threatened to take control over “thelr” planetoid. Consequently, once the aliens had finished building the superstructure they had outlived their Usefulness and were exterminated. Nobody knows whether this story is true, but less than 1% of the non-alien population suffered any ill effects from the “plague” and few died.) Over the years, six crime families have grown to promi- rence. Today they run both the world government and the six major organized crime outfits. Their influence reaches beyond the reach of the law (on Grymdin, they ARE the law) and even their own little corrupt world, As members of the Federation of Allied Races, their exploits reflect (badly) on the FAR and seem to be a constant source of concer, suspicion and constemation. As a legitimate world power, these crooks and scoundrels have planetary sovereignty and enjoy diplomatic privilege. Although they insist they have “gone straight’ (and have numerous legiti- mate businesses and interstellar trade deals), few believe it Grymdin criminal avenues include four of the most suc- cessful and dangerous cadres of space pirates in the gal- axy, one of the most notorious thieves’ networks, and a vast spy ring, as well as having their hands in numerous interplanetary hijacking, fencing, smuggling, drug dealing, gambling and prostitution rackets, They manage to get away with their criminal exploits because Grymdin is lo- cated in a fairly remote area of space, and the crime fami- lies are masters at disguising their operations and casting suspicion on others, destroying evidence, and buying off (or threatening) witnesses, and know how to massage the political system. With nothing but suspicions and finger pointing, there is litle the FAR or independent planets and heroes can do against these galactic crime lords. Further- more, the cunning rulers and crime families of Grymdin have wisely “bought” themselves good will from the FAR and its many members by making themselves invaluable to the defense against the Atorian Empire and other galac- tic threats. The Grymdin spy (and criminal) network is so well connected that they regularly uncover enemy spies, plots and trouble before it can amount to much. They also have a number of moles deep within the Atorian Empire providing invaluable information to the FAR, and have played a Key role in uncovering and shutting down (ival) criminal operations and pirate gangs (it takes one to know one)! The six crime families surround themselves with armies of operatives, enforcers, guards, stoolies, henchmen, ad- vocates, lawyers, business partners and associates. They have legitimate businesses to front for their illegal opera- tions, fixed books, and payoffs to maintain the status quo. Especially off-world, they own companies that own com- panies that own companies which produce a variety of things from cosmetics and lingerie to weapons and space- craft, Buried somewhere among them are smuggling, fencing, and other criminal operations. They even have their own weapons and spacecraft manufacturing compa- nies and off-world associates (the black market among them). Although weapons, spacecraft and other products Used in war, piracy and crime are expensive to transport halfway across the galaxy, the Grymdin crime families have clients and partners throughout the galaxy, particu- larly inthe relatively lawless Titrana Quadrant. Infact, they ate one of the leading secret suppliers of pirates, raiders and criminals in the galaxy ‘The Six Families each control large sections of Grymdin through intimidation, threats, money and the oc- ccasional use of violence. Rather than act like warlords, they much prefer to exert their influence from the shadows as business owners, political leaders and people of influ- tence, as well as through less genteel third parties. Much of the government and most businesses on the planet cor- Tupt and tied to one family or another. The ‘authorities’ on Grymdin are a joint effort of the crime families to create a law enforcement and judiciary to deal with the day to day enforcement of law and order necessary in any civilization Even Grymdin, the planet of crime, has its laws and cus- toms. There is also a planetary defense force, but each crime family also maintains its own army and criminal op- eratives. No matter where one tums, there might be an agent or associate of one of the families, ‘The planet is run like a business, and run well. Govern- ment services are high and the people are happy. Sadly, the thief and crook mentality has been ingrained in the morals and ethics of most of is citizenry. As a result, the predominant alignments of its inhabitants range from Un- principled to Anarchist and Aberrant, with the worst being Miscreant and Diabolic. This means most Grymdini are, by nature, opportunists looking for an angle. Few see any- thing wrong with embellishing the truth, manipulating the system, bending the law, or taking advantage of an indi- vidual or opportunity for their own reward. Corruption, po- litical favors, leveraging others and using guile and trickery are commonplace within the governmental bureaucracy ‘and most businesses. Cons, schemes, payotts, bribery, extortion and taking chances are all part of one’s daily life on Grymdin. Morals tend to be loose, so it is no wonder that there are gambling casinos, bars, nightclubs, pawn- shops, massage parlors, bathhouses, legalized prostitu- tion, drug dens, and other places of vice and ill repute everywhere, alongside grocery stores, shopping malls, churches, resorts, exclusive clubs, extravagant hotels and homes. Just about anything one can think of is available on Grymdin, especialy if it has been outlawed someplace else. The slave trade also stil flourishes here, but it is so slick and cleverly packaged that one might hardly recog- nize it for what itis. Psionics, magic, and drugs all help to make the merchandise, be it male, female, alien, or ani- mal, more docile and presentable. The auctions are invita- tion’ only and almost more like social events. or fashion shows with cocktails, music, and mingling. Bids are usu- ally registered quietly through an electronic system at ‘each table over dinner. The most prized purchases are of- ten shown off at the balls and parties that follow. Other seudo-secret enterprises open to the rich and decadent are available, such as legal and illegal gladiatorial events, which draw not only the best in the field to fight, but also attract the wealthy from across the galaxy to bet on the battles. Perhaps one of the best known things about Grymdin outside of its wealth, luxury and undisguised decadence, is the Soldier Services Directory (SSD), a listing, database and message board network that is part of the (not so elite) “members-only-club" for bounty hunters, freelancers and mercenaries (thieves, assassins, spies, smugglers, psychics, mages, and super beings among the member- ship). This “club” or fraternity is open to "professionals" on and off world, and includes races and (criminal) groups from across the galaxy. A full third are space pirates often masquerading as adventurers, mercs and simple cargo of transport operators. The SSD membership boasts some of the best in the business, but has a whole range of people including newbies and second stringers. Members can ac- cess the database and message boards to talk amongst themselves, leave (coded) messages, post wamings, 50- lict work, take contracts, and read about bounties and cur- tent job offers from invisible employers. Most of the jobs offered on the SS Directory are not on Grymdin itself as the six ruling crime families try to keep any criminal activity away from themselves and their world. The SSD, they in- sist, is nothing more than a “service” for the many merce- raries, bounty hunters and freelancers who find their civilization a nice place to visit. Here on Grymdin, especialy at the many clubs and fa~ ilies sponsored or owned by the Soldier Services Direc- 47 tory Group, pirates, criminals and cutthroats can relax in their exclusive clubs and gathering halls without fear of re- prisal or being hunted by the law. Then again, to a lesser degree, much of the entire world is like that. Thus, inter- stellar criminals flock to Grymdin to fence their ill-gotten gains, spend their money, enjoy dark pleasures and sim- ply relax. The only time the local authorities (or hit men for ‘one of the families) get involved is when a crime is com- mitted against the government, one of its citizens or one of the members of its elite ruling class (i.e. the six crime fam- ilies or one of the smaller criminal organizations on the planet) ‘As one might expect, there are no extradition laws on Grymdin, so fugitives and wanted criminals are safe from the authorities and heroes of other planets (they are the ‘ones treated like vigilante interlopers and arrested or thrown off the planet). However, people do “disappear” (usually at the hands of the Grymdin government) and du- els, vendettas, ambushes and attacks from bounty hunt- ers, heroes and lawmen who slipped past Grymdin authorities, do occur. No place is completely safe, and while visiting bounty hunters are not supposed to do busi- ness on Grymdin (i.e. capture fugitives), some take their chances to score a big hit and take off to collect on an- ‘other planet or space station — Grymdin will not honor or enforce any bounties. The only exceptions are “contracts” placed on individuals or groups by the Grymdin govern- ‘ment (Le. ruling crime families). If one invokes the ire of one of the ruling crime families they are wise to run for their lives and never come back until they can make amends. There are six small- to medium-sized space ports on the planetoid itself, but they are reserved for use by the six ruling crime families and very important visitors who need to be carefully protected. All other visitors to the planet must shuttle over after docking at one of the three orbiting space stations that serve as the commercial, public space stations (which are also owned and operated by the crime families). The luxury shuttle craft gather visitors at prede- termined stops and ferry them in splendor and comfort to one of the orbital space ports. Private spacecraft are more ‘common on Grymdin than most planets, but they too must get clearance from and dock at one of the orbital space stations unless they are working directly for one of the rul- ing crime families (in which case they have clearance to use one of the private space ports on the planetoid) Sneaking onto the artificial planet is almost impossible (-75%). When the outer layer was constructed, sensors of all types were built into its surface, as were alarms and defensive weapons — most of them in the medium or heavy weapon category. The ultra-modern artificial world has 36 public levels which can each hold 120,000 guests or residents. The other 43 levels are the homes of Grymdin’s inhabitants as well as housing for the planetoid’s on-world production factories, weapon and armor stores, repair facilities, re- search areas, and slave quarters, housing for reserve mercenaries, and down at the heart of it all, the rocky planetoid that started it all. A series of old mine shafts and natural rocky tunnels honeycomb the planetoid, but are largely abandoned. Note: In addition to its home world fa- cilities, the government (and crime families) have out- posts, satellites, space stations and mining operations in the nearby asteroid belt, as well as numerous business operations, manufacturing partnerships and holdings on a dozen other worlds, Grymdin is located near the borders of the Titrana and Liloqua quadrants, putting it very far from the Atorian Em- pire and a notable distance from the heart of the FAR, but itis close enough to the Federation's space to draw busi- ness from it and cause trouble in both quadrants (and be- yond). Other regular patrons to the planetoid include the more refined and successful of Titrana’s criminal bosses and overiords, Ikarakt Nearly everyone in the galactic community has heard of the Krakyt: prolific, aggressive, large insectoids. They possess an intellect, cunning and work ethic that rivals the industrious “ants” of Earth, which has driven these intel- gent insectoids to spread across the galaxy in vast num- bers. Krakyt seem to thrive in nearly every climate and environment, 80 there are tillons of them found across the Milky Way. Thankfully, the majority of them are not vo- Tacious conquerors or particularly evil, nor do they make a habit of living in mass ant-like colonies or hives like they do on their home world of Ikarakt. This isn't to say that the Krakyt can't be dangerous or invasive, for they are skilled fighters and aggressive by nature, many hiring themselves out as one of the most famous groups of mercenaries in the galaxy. They are masters of coordinated mass combat and large group tactics who fight with intelligence and dar- ing; a rare combination. Infact, the majority of Krakyt mer- ‘cenaries form armies unto themselves, hiring out their services to tur the tide of many a war. Itis fortunate then, that most of the Krakyt in the lita and Liloqua quadrants ‘are members of the FAR and fight on behalf of their allies, Despite their seemingly innate aggressive nature and war- rior ways, the Krakyt are also idealists who prefer to fight for justice or a good cause, and enjoy being perceived as the underdog. Of course, there are those Krakyt who fight ‘only for money and the joy of battle (many thrive on car- nage), but the vast majority are more caring and nobler than that. Or are they? In a weird twist of fate, a significant portion of the Atorian Empire's fighting forces are also Krakyt! Remember, there are trilions upon trilions of these insect aliens throughout the Milky Way, many of ‘which have formed independent factions and planet colo- nies of their own (just because they are insects, doesn't mean they serve one hive mind). Those who inhabit ‘Atorian space have been tured into willing allies support- ing the Empire's military expansion and enslavement of worlds. An equal number serve the Federation of Allied Races and oppose their brethren and the Atorians with equal zeal. Thus, the Krakyt will certainly play a huge role in any conflict that arises between the two, The birthplace of the Krakyt is /karakt, a hot, violent planet that is rocked by seismic and volcanic activity to this day. The surface is covered by rocky terrain and can- yons, dotted with massive active volcanoes. Earthquakes are regular occurrences, and despite the rugged terrain, vegetation in the way of ferns, vines and sturdy short trees covers the face of the planet. Ikarakt is also rich in miner- als and all ofits waters are invigorated by large amounts of them, providing an ideal environment for microorgan- isms which form the basis of a complex food chain, the top of which is dominated by the Krakyt. Building extensive hive or ant colony-like structures, the Krakyt came to dominate their home planet many millen- nia past, even before they had fully developed the inteli- ‘gence necessary to become an advanced civilization. The tunnel complexes they call home weave beneath the sur- face, giving litle indication of their presence beyond the ‘occasional dome-like entrances which appear every dozen miles or so. Most humans would be awed by the size of these subterranean complexes, the largest of Which are roughly the size of the Earth state of Texas. Multiple levels and carefully planned tunnel systems can hhouse 50 to 100 milion Krakyt in a single colony, which would boast scores of “Royal Mothers." By living beneath the surface this way, the Krakyt do not occupy or dramati- cally disturb any of the surface ecology. Surprisingly, itis also safer to live underground than on the surface where fone is more regularly bombarded by toxic fumes, pyroclastic clouds, mud slides, flowing lava and showers of rock and blankets of hot ash from the thousands of ac- tive volcanoes. Underground there are lava flows, earth- Quakes and cave-ins, but the Krakyt have leamed to adapt to them and tap the geothermic vents and turbulent core of their planet to power their cities. Curious and aggres- sive, when the Krakyt developed space travel technology they took to the stars and have become a true “Galaxy ‘Age" force in the way of space travel capabilities and pres- fence in the Milky Way. Their exodus to the stars was, in part, instinctive, for to do otherwise would have caused the Krakyt to engage in a constant battle among them- selves in order to maintain their population at the proper levels, Even in space, warring factions of Krakyt battle one another to prove their superiority or to seize a colony or resource. Krakyt live by a synthesis of hive intelligence and indi- viduality with 2 natural telepathy and empathy opening them to each other, while the chemicals of the regional Queens influence unity within that community and reduce infighting. The only wars the Krakyt have known are those brought on by instinct and necessity. When an area of a planet colony becomes overpopulated, their numbers must be culled. That can only be done through war or by leaving that planet. Now that they can reach the stars, ‘overcrowding is avoided by seeing a mass exodus every few years. As long as there is a Queen or Leader Female among a group of Krakyt, the group has tremendous uni- formity and common goals and works together with ma- chine-like precision. Away from the chemical influence of the Queens, the males and normal females behave more like other races and exhibit greater individuality. In fact, their natural empathic and telepathic abilities make them very understanding, tolerant and open to others. Krakyt ‘are almost always loyal team players whose bond with their teammates is incredibly strong. A Krakyt army or military unit led by a Queen is a truly, effective and frightening thing to observe. The troops act almost as one, even when engaging different targets, and can react as a group within moments to any change in the battle. The Queen in such cases, is very well protected, but should she be killed, the insect warriors under her command will act on their last orders for 1D4 melee rounds before they must rely on their own perceptions and thoughts in battle. This is not to say that they can not think cr act on their own while in the Queen's thrall, because they can, Her chemicals just work to keep them calm, fo- ‘cused and unified, her telepathy enabling them to respond quickly to new commands or new threats (+2 on initiative, +1 to stike and dodge). When she is gone, the warriors continue to work as a team and fight with skill, courage and cunning, ‘The Krakyt stand six to seven feet (1.8 to 2.1 m) tall, but are nonetheless massive creatures with multiple limbs and covered in a dark exoskeleton armor of black or red coloration. They have two pairs of arms and legs, giving them superior balance, hand-eye coordination and good speed, Most shun clothing except for decorative jewelry or accessories such as capes and arm bands. The most ‘common forms of jewelry among these insects are ropes or chains of a decorative nature and gilding, what they call Xaur-ti and Pitkak, respectively. The ropes and/or chains ‘are commonly worn on the shoulder and hang under the arm or they will loop about or dangle from the waist, but hundreds of combinations are possible, some of which hhave distinct meanings to the Krakyt. Pitkak accents the actual exoskeleton like a tattoo, except itis done in metals ‘and bonded or anchored to their natural armor. Extensive Pitkak upon a Krakyt usually denotes wealth or position, and the Queens are commonly “gilded” in proportion to their age and the size of their hive colony. Pitkak can also have a deeper meaning to warriors and others, serving as ‘a kind of pictogram history of their accomplishments. Many Krakyt will invest their earings to create a living storyboard on their bodies as a legacy of their life. By tra~ dition, ornamental Pitkak must be non-objective in its sub- ject matter and can include names and designs, but few faces, places, scenes, or lengthy tales. Honorifc Pitkak contains all of those elements and little decoration other than borders, Note: Despite the hive structure on Ikarakt, the free thinking aspect of these aliens does show itself and there are varying social, political, and economic strata within the society The Krakyt are full members of the galactic community, having developed space travel and eventually advanced space travel methods to make first contact with many dif- ferent races. Their technology is roughly "Megalopolis ‘Age’ with "Star Age” technology bordering on the Galactic when it comes to space travel. The intelligent insects tend to prefer a more personal approach and favor fast, no-frills technology that gets the job done or only helps as much as it is necessary. Spacecraft and travel are the big exceptions, but even here the average Krakyt prefer per- ‘sonal mechanical wings or jet packs for transport instead of enclosed vehicles that carry a number of people. They also prefer to arrange meetings and discuss issues in per- son, face to face, rather than on the telephone, radio, ‘computer or video: transmission. By the barest majority, the Krakyt within the galaxy are members of the FAR, including the residents of the home planet and those living in the Ita and Liloqua quadrants. They look forward to a glorious war with the Atorian Em- pire and their brethren who fight on the side of the Empire. ‘They see such 2 battle as the ultimate challenge against the most skilled of opponents, but they find the overall at- mosphere of the FAR and its Security Council to be “con- servative and timid’ at best (many would say, cowardly) ‘As a result, they are staunch supporters of the Niamese Coalition, Diatome, and the Nattereri, as well as being key proponents of a split FAR Security Council. To complicate matters, many of these impatient insects have decided that they want to fight now, with or without the FAR! The ‘more loyal and lawful of those have joined the Diatome or other small operations to leverage action within the FAR, but other Krakyt have simply begun their own raiding groups, which can number into the thousands, and make Tuns across the Atorian borders to attack military space: craft and outposts. They also support pirates, terrorists and other enemies of the Atorian Empire, as well a8 ac- tively hunt down and destroy Atorian spies and scouts on the FAR side of the border. Perhaps neediess to say, this aggressive activity not only distresses the FAR who is afraid it wil incite the very war they hope to prevent, but antagonizes the trilions of Krakyt in service to the Atorians ‘as mercenaries. This has resulted in the Atorian Krakyt to respond in kind, seeking out their brethren and making raids across the border into FAR space, especially when in pursuit of rival Krakyt. Note that Aorian Krakyt bear the Imperial insignia as a pitkak. Krakyt (pronounced “crack - it”) Alignment: Any, but tend toward Scrupulous, Unprinci- pled and Anarchist. Attributes: 1.Q.: 2D6+3*, M.E.: 3D6", M.A.: 2D6, P.S. 406, P.P.: 3D6, P.E.: 5D6*, P.B.: 1D6, Spd.: 5D6" * Add +1 to these stats when six or more Krakyt are together, +2 when a dozen or more, and +3 for 160 or more. The presence of a Leader Female or Queen adds another +2 to these bonuses (yes, these females get the +2 to their stats at all times) Hit Points: PE, attribute number plus 204 H.P. per level of experience $.D.C.: 4D6x10+300 from their natural, heavy exoskeleton (3D6x10+200 M.D.C. plus Hit Points as M.D.C. when in Mega-Damage settings like Rifts®). A.R. (Natural): 14 L.S.P.: M.E. x3; considered minor psychics with the limited powers of empathy and telepathy PPE: 36, Height: 6 feet + 206 inches. (1.86 to 2.1 m). Weight: 406x10+300 Ibs (153 to 243 kg) Average Life Span: 200 years, sometimes 4D6 years lon- ger. Super Abilities: All Krakyt have the naturally occurring super abilities of Multile Limbs: Arms, Muliple Limbs: Legs, and Resistance to Heat and Cold. Player charac- ters may have additional super ablities dependent on their rol Natural Abilities & Psionics: All insect abiitios plus chemical alam and chemical trail (as presented in Aliens Unlimited™ starting on page 122). The Krakyt also have a natural empathy and telepathy (triple the normal range with other Krakyt and no I.S.P. cost when used on their own kind). Both function constantly, but ctherwise operate identically to the psionic abilities of the same names, and require intent and 1.S.P. when Used on other races. A Krakyt can close himself off to other Krakyt, but the concentration uses up one melee actionvattack for each abilty that is being blocked, i.e. loses one melee attack to block telepathic communica- tion or to prevent other Krakyt from reading one's sur- face thoughts, and blocking empathy means losing another melee attack The Krakyt with their natural, hard as steel exoskeletons are so physically tough that they can sur- vive great depths underwater (up to 4000 feev1219 m) and even the lifeless void of space without any special suit or gear! The creature can hold its breath for up to ‘one minute for every two PE. points, but usually wears 2 gas mask-looking breathing apparatus (6-18 hour air ‘supply depending on the size of the uni; all are surpris- ingly small because Krakyt are used to thin atmo- spheres and need only a fraction of the air a human needs to breathe) and eye goggles when going under- water or out into space. Sometimes a complete helmet with builtin radio when working with other life forms Note: The living exoskeleton regrows and heals at a fate of 2D6 S.D.C. per 12 hour period and will regrow spines and even fingers. Don't forget about attribute bonuses. 50 ‘Special Weapons: Krakyt prefer specially designed me- lee weapons called kiktkti, These weapons have mult- ple curved blades that are custom built to fit along their armored forearms, providing a long stabbing blade and a nasty slashing/chopping forearm attack. These weap- ‘ons are usually Vibro-blades, though some energy ver- sions have been reported, Kiktikt: Length: 2.5 to 3 feet (0.76 to 0.9 m). Weight: 5-7 Ibs. (2.25 to 3.16 kg). Damage: 306+3 (+P.S. dam- age bonus). Bonuses: +1 to disarm. Cost Replacing a kiktikti will cost about 8,000 credits and energy versions will cost 21,000 credits. (Energy versions do 506 for damage, but gain no strength bonus, and weigh 1-2 Ibs (45-9 kg). Special Vehicles: The Krakyt have developed advanced space vehicles with FTL and warp drives. Most are fast and agile, and designed for one pilot or small groups (6-20). They are typically equipped with weapon sys- tems but are lightly armored to reduce cost and be- cause of the toughness of the creatures themselves, One of the most popular methods of flight in an at- mosphere are personal fying units known as Wing Packs, mechanical wings reminiscent of true insect wings that actually flap at rapid speed to provide fight. They make the telltale buzzing sound of an insect and offer surprising speed and aerial mobility. Weight: 22 lbs (9.9 kg). Wing Span: 9-12 feet (2.7 to 36 m). Range: 95 miles (162 km) on liquid fuel (rare) or pract- cally unlimited fight on solar (can operate indefinitely while exposed to solar radiation, and has a three hour battery life at maximum speed when not). Speed: 70 mph (112 km) maximum; can hover, fly low to the ground, perform aerial acrobatics and attain a maxi- mum altitude of 10,000 feet (3048 m). Bonuses: +10% to jet pack skil, +5% to Zero Gravity Combat and +1 to dodge. Preferred Armor: Krakyt may use some form of life sup- Port or environmental equipment, but tend to avoid wearing heavy battle armor or power armor. Instead, they rely on their natural exoskeleton for physical pro- tection. The standard environmental battle armor shown in the main illustration is the most common Krakyt armor. It is not worn s0 much for protection, though it is very sturdy (AR. 16, S.D.C. 100 — or 80 MD.. in a Mega-Damage setting) but as an all environment suit. AAs Such, it gives the Krakyt greater underwater depth tolerance (2 miles/3.2 km), superior shielding from radi- ation and other ambient dangers in the environment, complete temperature control, built-in radio communi- cations (50 miles/60 km, x20 in space) and serves as a ‘framework and platform for mounting additional sensors (radar, sonar, motion detectors, etc.), optics, tools, weapons (blades and long-range energy types), Wing Packs, jet packs, and other types of equipment or sup- plies. The armor shown has kiktkti blades on the forearms (the shoulder, elbow, knee, feet and leg spike/blades doing only 206 damage), several pouches for ammo, and a helmet/skullcap with infrared and low light sensor bulb. Note that the helmet covers three of the Krakyt’s eyes, allowing simultaneous viewing in up to four spec- trums of light (one for each covered eye and normal vi- respectively on all rolls including combat and a -5% and sion in those uncovered). The insects can view two 10% skill penalty. The rifle shown is a TGE version of ‘such spectrums with no difficulty, but the concentration _the standard galactic pulse laser outfitted with a back needed for three or four applies penalties of -1 and-2 mounted energy pack that provides 60 shots per hour 51 and recharges at a rate of six per hour. The weapon also accepts standard E-clips (one of which is already in the gun at the rear below the power cables), Light Body Armor: The Krakyt may also adhere bits of armor to their own exoskeleton for additional protec- tion and augmentation. Such “plating” is attached to the chest, neck, head, shoulders, and legs, and may in- clude additional spikes, spines and weapon blades on the arms. Typically adds one point to the natural A.R, (18), and 100-150 S.D.C. Familiarity With Earth: Minimal. Krakyt scouts have Passed and noted the planet's location and that itis in- hhabited by humans, but have not done any investiga- tion, Rifts® Notes: As with all hard-shell insect aliens, the Krakyt will be Mega-Damage creatures in a Rifts set- ting. In Phase World®, they will operate pretty much the way they do here, with some warring for the good guys and others supporting anyone willing to pay them, On Rifts Earth, they will be considered dangerous D-bees by the Coalition and hunted down, plus their alien ap- pearance may make it hard for even tolerant people to accept them. Some may mistake them for a new strain of Xiticix, especially if the Wing Pack is worn. -Jerrick i This is the seventh planet in the Jerrick Star System, Located on the fringes of FAR controlled space, it has been scanned and visually swept via spacecraft sensors by TGE scouting parties, but the planet itself has only been physically explored in the most cursory of ways. The lack of civilization on Jerrick 7 makes it a negative market for the TGE, but gives it vast potential as a resource planet. Consequently, a number of remote sensor stations have been dropped on the surface to monitor clima- ticlweather conditions, geologic events, and to notify oth- ers who scan the planet that it has been claimed by the TGE. However, TGE operations on Jerrick 7 may not be- gin for many years, even decades, unless some unique el- ement or property is discovered. In which case, it will become a highly contested site. Tagoniglomerate’s claims would be strong and valid, but certainly clandestine opera- tions of rival companies will pop up. Regardless of its fu- ture, anyone who finds themselves on this planet will have plenty to worry about just surviving its primitive environ- ment. Hard data on the planet is minimal, but TGE does know that its in its early stages of evolution. The atmosphere is hot and turbulent. Heavy volcanic activity disrupts the sur- face, which is otherwise covered with extensive marsh- lands and rain forests. The overall conditions combine aspects of a thermal world (use the “Cold upper latitudes" information in that entry for temperatures) and a mildly ‘abrasive atmosphere (halve all modifiers and damages given for such worlds). The water is generally poisonous for mammalian life forms and requires heavy filtration be- fore it can be ingested, but most vegetation and insect races could drink it Thus far, no signs of any civilization have been detected, not even primitive villages, although the dense forests and hot climate could hide small en- claves from even the best sensor sweeps. Indigenous life forms, both plant and animal, have not been studied and remain totally unclassified, but those that have been de- tected are very large and reminiscent of Earth's dinosaurs, Jerrick 7 has no space stations and only one satelite ‘There is no sensor web or any kind of electronic security around the planet, so landing undetected is practically guaranteed. The only sensors are the few terrestrial moni- toring stations left by TGE, and they are designed to scan the planet and atmosphere, not the heavens for visitors, so they are easy to avoid (no penalty to the roll if sneaking onto the planet and only a 01-15% chance of being de- tected even when not sneaking around). The atmosphere is the toughest obstacle with its strong winds and turbulent currents; apply a -20% penalty to Pilot skill rolls, and even aliens from a thermal or abrasive atmosphere will still be at a -10% penalty ‘Once visitors land on the planet, whether by accident or willing intent, the only contact with advanced technology will be the TGE Remote Monitoring Stations (RMS). The stations are large, track-wheeled towers with broadcast dishes and sensor clusters at their top. They collect dat and broadcast it to the TGE relay satellite that orbits the planet. The satelite then passes the feed on to a data pro- cessing station in a not too distant solar system where itis entered into the corporate data files. This makes the data easy to tap into, but it doesn't really offer much info about the planet that isn't already known. The base of each RMS has @ small maintenance area (though no one comes to work on them unless they obviously stop functioning), Each has a cot, two weeks of dried food rations for two people, water purifying equipment, a laser rifle with three ‘extra E-clips (there is also a recharging port), and three ‘survival suits Suited to the conditions of the environment. ‘There is also a communications system for direct contact with the company. Messages are sent and replies arrive within an hour. In the event of an SOS, the company would be able to have a rescue craft in orbit within 2-4 days (half that time if TGE employees are involved) Trying to remove any of the builtin systems requires an appropriate roll at -30%. Stealing from the corporation is never easy Jertick 7 is very much like Earth during the Jurassic era, including the dinosaurs. The thick jungles, vast deserts, open grassiands, rugged volcanic plains, and deep oceans are all teeming with huge dinosaur-like ani- mals. Full stats on @ number of the most notable dino- saurs native to Jerrick 7 can be found in the pages that follow. The thick rain forests that cover much of the world ‘are home to the smaller, faster species too, though the larger types are certainly the most dangerous. In the sands of the desert and on the rocky expanses around volcanoes are found large insects and other unique ani- mals, while some of the most common and numerous di- rnosaurs are found among the 7-20 foot (2.1 to 6.1 m) high vegetation of the grasslands, including grazing giants and the predators that hunt them. The TGE has catalogued a number of the larger animals, but their sensors are not sensitive enough to pick up anything smaller than 8 feet (2.44 m) or so. The smaller creatures are detected and noted when they pass near one of the remote stations, but there are so few stations on such a large planet that very, very few have been noted. It is possible that some kind of primitive humanoids or generally intelligent race could have evolved on Jerrick 7, but if they are there, they have not been uncovered. (Any inteligent life on this planet will be limited to Stone Age civilizations populated by a race that evolved from reptiles or birds and developed alongside the dinosaurs.) Jerrick 7 Dinosaurs Only a few dinosaurs are presented here, but the place is populated by at least 200 species of dinosaurs alone, so, the GM. can populate the planet as he desires, even mix- ing them with other elements, like a world where mam- malbased, humanoid cavemen exist, or a small band of aliens who have established an outpost or hide out. The Ginosaurs detailed in this section are described as resi- dents of Jerrick 7, but they can easily be encountered on other worlds alien zoos, game preserves, big game re- sorts, or even as guard animals for space pirates, crimi- nals and eccentrics. Also note that the Game Master can also adapt them to the conditions of the planet his adven- ture willbe taking place on, roling or applying the proper results from the Physiological Modifications table (page 93 ‘of HU2) and applying the bonuses to the dinosaurs given below. Even though these rolls wll kely put the dinosaurs in their native environment, which should provide no bo- ruses other than natural protections and bonuses, the GM. can apply them all to add variety to the listed stats Of course, using this option has to make one wonder what is worse, a lightning quick, high gravity Velociraptor or an armor plated, abrasive atmosphere Tyrannosaurus Rex Velociraptors These deadly hunters are among the most feared of the dinosaur predators. They are surprisingly inteligent, gather in packs, use ambush and divide and conquer hunting tactics, pick off the weak, and live within @ compli- cated, wolf-like social group. On Jerrick 7, they are likely to evolve into the dominant intelligent life-form (given a few millennia) and exhibit greater intelligence than the tra- ditional animal Velociraptors, They have razor sharp claws and teeth that in themselves would be deadly kiling imple- ‘ments, but velociraptors also have an oversized claw on each foot that can snap down with incredible speed and slice through flesh with surprising ease much like a ma- cchete or sickle. The large claw is used in kicking and slashing attacks that can inflict grievous wounds. A leap- ing velociraptor who connects with two rapid kicks can easily take down prey like an unarmored human, and packs of 4-12 hunters can kill prey 3-4 times their own size. Velociraptor-type dinosaurs are much like the wild ca- nines of Earth, in that they travel and hunt in packs, have tight social groups and are found in a large variety of envi ronments, Whether stalking in the tall grasses of the plains, prowiing a jungle, or racing across the tundra of the north, velociraptors use speed, surprise, strategy and ppack tactics to make a kill. The most notable variation of the velociraptor live in the dense rain forests, where they have leamed to climb trees and leap onto unsuspecting prey from above. This particular species is smaller than its other cousins, but much faster and slightly smarter. Jerrick 7 has all varieties. The intelligence and deadiiness of the velociraptors makes them appealing to space pirates and others as guard animals, who use them like attack dogs. They can be trained to obey relatively complex commands, recog- nize faces, uniforms, codes, and voices, track by scent (especially blood trails), and any number of other tasks ‘one could condition a dog to do, and do it better. They are also used as opponents in dog fights style competitions and where gladiatorial games are allowed, in the arena. ‘The main trouble with them is that velociraptors are a. bit too intelligent, cunning and aggressive to be treated with the same comfort as a dog, Nor do they share the dog's loyalty. Consequently, they will defy and strike out at weak masters, and realize when they are being mistreated and will wait for a time to strike back in revenge! They can also become jealous of people, animals or things, causing them to lash out at rivals or those of whom they are jeal- ous. Their aggressive nature, strong personalities and a X Sh ‘number of other quirks make them unpredictable and dan- gerous. They are predators by instinct and need to hunt and kill, Thus, they are only truly happy and most reliable when given that opportunity on a regular basis. This in- stinct is impossible to breed out. Velociraptors (pronounced velossa-raptor) ‘Alignment: Cunning animal predator, considered Miscre- ant and even Diabolic. The most loyal and tame are only ‘Anarchist; never good Attributes: |.Q. 6+1D6, M.E. 6+2D6, M.A. 3+2D6, P.S. 10+2D8, PP. 10+306, PE. 6+2D6, P.B. 306, Spd 1D4x10+33 (approx. 37 mph/59 km) Size: 7-9 feet (2.1 to 2.7 m) tall and 12-16 feet (2.6 to.4 m) Jong with tail Weight: 300 to 600 lbs (135 to 270 kg) Hit Points: P-E. attribute number +608, $.D.C.: 70 plus any physiological modifications if applica- ble. M.D.C.: On Mega-Damage worlds, combine the Hit Points and S.D.C. and turn them into M.D.C. .P.E.: 3D6 Horror Factor: 9 for single ‘raptors or 14 for a hunting pack of 4 or more Average Life Span: 20-40 years. Disposition: Very smart and cunning. On Jerrick 7, the velociraptor is poised to evolve into a higher life form, with the jungle variety exhibiting the greatest intelli gence (+1D4 to |.Q.). These animals “think and plan,” and can even adapt to use simple tools like using @ heavy branch as a pry bar or pushing and pulling levers or latches. They rarely work alone and make frightening Use of pack tactics to herd, comer, cut-out, ambush and wear down their prey. They are not tied to a specific ter- ritory and a pack will travel a thousand miles or more in search of prey and adventure. They will attack large ‘and small prey, as well as feed on carrion and plunder humanoid backpacks, supply depots and garbage. Many ‘raptor packs are migratory, following the animals they prey upon as they drift between watering holes or to greener pastures. Natural Abilities: Keen vision about twice as sharp as a human's (double range and clarity), acute hearing, keen sense of smell (tack by scent: 65%, +20% when following a blood tral), powerful legs can leap one foot (0.3 m) across for every two points of P.S., and half that Straight up (double that height or distance with a run- ning leap and jungle ‘raptors can leap 50% farther and higher). Once per hour the predator can double its run- ning speed for a burst that lasts one minute. The accel- eration burst uses up two melee attacks/actions and if the ‘raptor does a leaping attack during the burst, the attack counts as two actions (4 total). Using an acceler- ation burst, the creature can run at 70 mph (112 km), ‘lose rapidly on unsuspecting prey, and stil be able to make a leap attack with both vicious claws! Unfortu- nately, that is when the second velociraptor will attack, then the third, and the fourth, and ... you get the picture. Few animals can survive this kind of assault. Power Category: Alien predator. ‘Combat Skills: Natural combat abilities, speed and agi- iy, addition to attribute bonuses, the velociraptor is +3 to initiative, +2 to strike (including tail strike), +1 to parry (yes, the ‘raptor will bat aside melee attacks, but it tends to simply swing and will likely damage itself par- tying the blades of swords, etc.), +3 to dodge, +4 to rol, 80% or +4 to maintain balance, and +2 vs poison, drugs and disease. Used to hot environments. Originating Alien Environment: Varies; includes Jerrick 7, Notable Skill Equivalents: Prowl 75%, Detect Ambush 50%, Detect Concealment 35%, Camouflage 50%, Climb 55% and can leam and understand two spoken languages twice as well as a dog. Weapons: Natural weapons only: claws and teeth. Add P.S. damage bonus, if any, to all claw and leap attacks, Does equivalent M.D. damage in Mega-Damage set- tings. Bite: 4D6 damage (4D6 M.D. in the appropriate set- ting) ‘Small Claw Strike (arms): 2D4 damage. Claw Strike (feetkick): 206 damage. Large "Sickle" Claw Slice (usually performed on pinned opponents): 306 Large “Sickle” Claw Kick (combined kick with normal claws and large claw): 6D6 Double Claw Leap Kick: 1D4x10+10; counts as three attacks unless Used with the acceleration burst. A pack. will make their initial attack using this technique; they each attack in turn so by the time the last has made his strike, the first will be recovered and ready to strike again with the large sickle claw or biting attack. On a ‘natural 18-20, the velociraptor will pin any target lighter than itself and can thereafter make two automatic claw slice attacks per round (one at the beginning and one at, the end of the round) without having to use an attack to do so. Tail Sweep: 1D6 damage, and can be used as a trip- ping or leg hook maneuver. Tyrannosaurus Rex Large and deadly, the Tyrannosaurus is thankfully rare tn Jerrick 7. Said by many to be the ultimate giant preda- tor, these hunter-scavengers are surprisingly fast and deadly. They can outrun many of their prey and their jaws can splinter small trees or thick bone with equal ease. ‘They have sharp senses and quick reflexes, but though they are cunning, their inteligence is not as high as that of the smaller velociraptors or mammals. Almost the oppo- site of the velociraptor in all fespects, the T-Rex is a hulk- ing powerhouse who usually hunts alone or in pairs and utilizes brute force to quickly bring down its prey. When the jaws of this giant snap onto something soft and fleshy, few things can shrug the damage off and fewer stil can break free and fight back. On Jerrick 7, the T-Rex is the largest ofthe bipedal predators, but far from the only large dinosaur predator. There are a variety of similar, but smaller animals that roam the plains and forests of the planet, including Allosauruses, Ceratosauruses, Dilophosauruses, and others (typically do about half as much damage but are just as fast and have similar abil- ties) Tyrannosaurus Rex usually makes its hunting grounds fon the open plains or near bodies of water where the larger prey are found, for it takes plenty of food to keep this hulking beast fed. Despite its size, the creature can be surprisingly stealthy. It certainly won't catch an alert hu- man completely off guard, but it may get close enough to surprise them or run them down before they can hide or escape. When using such stealth against the large ani- mals it hunts, however, the T-Rex can get just as close, and after a charging attack, the prey usually has little chance of escape. Unlike the generally aggressive and semi-migratory velociraptors, the Tyrannosaurus is very territorial, with a hunting range of 50-100 miles (80-160 km) shared by 1D4 other T-Rex or similar hunters, and will attack anything it finds within its territory, especially when it is even remotely hungry. Intruders such as a group of humans will not be tolerated, and with something as large and strong as this monster, getting away can be difficult for it can topple vehicles, smash through trees and given the time, rip through the armored hull of a spaceship ‘Tyrannosaurus Rex (pronounced Tie-ran-oh-sore-us Rex) Alignment: Considered a Miscreant predator Attributes: | Q. 105+4, ME. 206, MA. 106, P.S. 30+4D6 (supernaturall), P.P. 3D6+4, PE 20+206, PB. 1D6+8, Spd 40+4D6. These stats are for a full grown Tyranno saur. Younger ones will have half the P.S., P.E., and Spd of a full grown one. 55 Size: 16 to 20 feet (4.9 to 6.1 m) tall and approximately 35-40 feet (10.7 to 12.2 m) long from tip of the tail to the end of its snout. Weight: 6 to 10 tons for a full grown adult. Hit Points: P.E.x5 for adults and P.E x2 for young adults. S.D.C.: 3D6x10+220 for mature adults, 2D6x10+60 for young, M.D.C.: On Mega-Damage worlds, combine the Hit Points and S.D.C. and turn them into M.D.C. AR: 12 P.P.E.: 606 Horror Factor: 12 for young and 15 for fully grown adult. Average Life Span: 25 to 40 years Disposition: Territorial and temperamental, the T-Rex is aggressive and unforgiving. Though not as cunning as the smaller ‘raptors, this giant is nonetheless alert and dangerous. They use their size and bulk to their advan- tage and strike to deliver a killing blow whenever possi bie, Natural Abilities and Skill Equivalents: Keen sight, hearing, and smell. Can track by scent 45% (+20% to follow a blood scent), prowl 35%, swim 50%, and follow blood trails (50%); recovers H.P. and SDC. ata rate of 1D6+4 per 24 hours. Note: Loses interest and sight of a target ifit stands completely stil and is not bloody. Power Category: Alien predator Combat Skills: Natural Combat Abilities; huge maw with teeth the size of 6.9 inch (15.2-22.8 m) daggers. Attacks Per Melee Round: 4 Bonuses: In addition to attribute bonuses, the T-Rex is +1 on initiative, +1 to strike, +1 to dodge, +2 to roll and +4 vs poisons, drugs and disease Originating Alien Environment: Varies Weapons: Natural teeth and claws only. Include P.S damage bonus to all claw, tail and kick attacks. Does equivalent M.D. damage in Mega-Damage settings, Bite: 204x10 Claw (small arms) or Head Butt: Typically 306 dam- ‘age (equal to a restrained punch on the Supernatural P'S. table) Kick: Typically 606 +P.S. damage bonus of around 25 (equal to a full strength punch on the Supernatural PS. table) Stomp: 106x10 +P.S. damage bonus of around 25 (equal to @ power punch based on supernatural PS. damage; only effective against targets 8 feev’2.4 m tal or shorter). Tail Sweep: Typically 6D6 +25 P.S. damage bonus, but has a 01-70% likelinood of knocking an opponent under 2000 Ibs (900 kg) off his feet, causing the char- acter to lose initiative and two melee actions. Likewise, characters under a ton can not parry this attack (it's too fast, hard and heavy) Human-sized targets (smaller than 8 feet/2.4 m) will be thrown one yardimeter for ev- ery three points of the monster's PS. and lose an addi- tional melee action to recover 56 Plesiosaur Even the lakes and oceans of Jerrick 7 are populated by dangerous, giant carnivores. From overgrown prehis- toric crustaceans (crabs and such) to meat eating fish and sea serpent-ike monsters, many kinds of aquatic preda- tors pose threats to those wading, swimming, or near the water's edge (within 20 fee¥/6 m). One of these monsters is the quick, long-necked Plesiosaur. With huge, powerful flippers and a streamlined body, these animals cut through the murky waters in search of living prey to feast upon, snapping up man-sized fish and snaring shore-side mam- mals as large as a horse. The stats given below can be applied to both the fresh- and saltwater species of this creature. Both varieties can go on dry land for up to three hours, although they seldom go more than a mile (1.6 km) inland, They can be seen basking in the sun atop rocks, sand bars and coastlines. Though they prefer to mate and live in the deeper wa- ters, they frequently hunt in shallow waters, like sharks, where prey is more abundant. Like the Tyrannosaurus Rex, these aquatic predators tend to hunt alone or in mated pairs, only occasionally in small pods of 3-8. They are territorial and often stake out a range 20-40 miles (2-64 km) in diameter as “their” hunting ground and home turf, tolerating only their mate, young and other Plesiosaurs quickly passing through. However, they will swim hundreds of miles in search of prey and may leave their territory for weeks at a time. Plesiosaurs respond quickly to movement and blood in the water, much like sharks (Which are also a danger in the oceans of Jerrick 7). A hungry or angered Plesiosaur will attack boats and hovercraft that violate its territory and it will see humans in the water as potential meals. With smaller brains and more aggression than either the T-Rex or the ‘raptor, these aquatic predators will fight with less strategic cun- ning and will often continue a battle unti they are slain. Plesiosaur (pronounced please-e-o-sore) Alignment: Considered a Miscreant or Diabolic predator. Attributes: !.Q. 1D6+1, M.E. 1D6, M.A. 1D6, P.S. 16+2D6 (Extraordinary Strength), P.P. 30646, P.E. 306+8, P.B. 1D6, Spd 24+1D4x10 swimming, 1D6+4 waddling on dry land) Size: 20-40 feet (6-12.2 m) long, with a neck that's nearly half its total length. Weight: 1-2 tons Hit Points: P.E. attribute number +606, S.D.C.: 1D6x10+45 M.D.C.: On Mega-Damage worlds, combine the Hit Points, ‘and §.D.C. and turn them into M.D.C. AR: 10 Horror Factor: 12 ‘Average Life Span: 20-30 years Disposition: Very much like that of a shark, aggressive and prone to violent, savage attacks. Against smaller prey (half the size of a human), the creature will try to cripple and swallow its prey whole. Large prey are torn to shreds and devoured in chunks. Even more territorial and foul tempered than other predatory dinosaurs, the Plesiosaur should be feared and avoided even on dry land. Natural Abilities: Swimming 98%, dive up to 400 feet (122 m), survive depths of up to three miles (4.8 km), prow! 75% (in water only), is resistant to cold (half dam- age), can smell blood underwater up to three miles (4.8 km) away, track by blood scent (underwater) 88% (60% ‘on dry land and at a third the distance), polarized vi- sion, cans see infrared, and excellent nightvision (1000 feet’305 m). Breathes both air and underwater, can stay on dry land for up to three hours before beginning to dehydrate. Recovers Hit Points and S.D.C. at a rate of 10 per hour. Power Category: Alien predator ‘Combat Skills: Natural combat abilities Attacks Per Melee Round: Five Bonuses: In addition to attribute bonuses: +3 on initiative, +2 to strike and +3 to dodge. Originating Alien Environment: Varies; common in the ‘oceans, seas and lakes on Jerrick 7. Weapons: The only natural attacks of the Plesiosaur are a bite with severely sharpened teeth, head butt and flip- per strike, Does equivalent M.D. damage in Mega-Damage settings. Bite: 5D damage Head Butt: 4D6 damage +P.S. damage bonus. Body Ram: 1D4x10 +P.S. damage bonus. Flipper Swipe: 206 damage. Flipper attacks can be made on targets in the water that are smaller than the dinosaur. ‘THE ANSWERS TO ALL YOUR QUESTIONS Leine Leine is home to the Felias, a race of tall, black furred, feline humanoids that specialize in collecting, collating and distributing information. For hundreds of ‘years. these aliens have used their natural psionic and super abilities to sweep the galaxy in search of usable information. They collect volumes of knowledge that includes names, places, dates, people, politics, governments, planets, military bases, weapons, spacecraft, stars, weather, production fa- cilities, technologies, wars, assassinations, bounties, and scores of other subjects both mundane and impressive This information is stored and sold to clients across the galaxy. For the Felias, knowledge is their most valuable ‘commodity. Virtually all Felias are knowledge brokers. I's part of their culture and second nature to them. Many operate as spies/espionage agents, extortionists, negotiators, re- searchers, historians, smugglers and mercenaries. They make masterful use of their speed reading and total recall abilities to remember and disseminate information. They can also make predictions on probable outcomes based on mathematical theory and hundreds of other factors. 87 Prized as advisors and historians, Felias agents make their presence known in many places of power throughout the galaxy, including the Atorian Empire and the Federa- tion of Allied Races (FAR). This makes these felinoids one of the wealthiest races in the galaxy. Felias who respect the laws, mores, teachings and se- crets of other worlds are revered and welcomed most ev- erywhere. However, there are some worlds who fear the Felias, terrtied that embarrassing secrets or damaging in- formation may fall into their hands and be used against them, Some worlds and space stations have banned the felines from their territories entirely, and the crime of aid- ing and abetting one performing his duties is punishable by death! ‘The planet Leine is best known as the headquarters for the Felias Information Network (FIN), the “official” infor- ‘mation-gathering and dissemination body of the Felias civ- ization. The FIN sells access to its voluminous databases ‘on a per hour and a by-search basis. Since just about any- thing can be learned by accessing the FIN, patrons from across the galaxy are willing to shell out serious cash for temporary searching access. The FIN is regulated and di- fected by their governing body, known simply as the Board of Direction. They run the entire society like a mon- strous mega-corporation. Both collection and dispensing agents operate under their government's jurisdiction. Only freelancers and rogues don't have to answer to the Board, but they cannot gain legal access to the FIN. Payments for information collected by active agents are given to the Board of Direction. The money is used for normal govern- ment maintenance and activities, plus each operative is paid a very handsome salary. Freelance collectors and brokers are not sanctioned or tolerated by the Board or ‘other operatives, and bounties for these rogue agents and “infringers” are frequently issued to have them returned to the home world fora prison sentence or execution. Al the FIN brokers are psychic. They collect informa- tion from the FIN (which controls a galaxy-wide informa tion network) and have several sanctioned collectors working for them in regional space. Collectors will almost always have super abilities, especially those involving Heightened Senses, Stealth, Invisibility, Intangibiity, NNightstalking and others ideal for espionage, spying and information gathering. Most collectors have military educa- tions with plenty of espionage and surveillance training, while brokers commonly have espionage and communica- tions skills or a background in engineering or science, The Felias' military, police, and enforcers are heavily armed and intolerant ‘of alien lawbreakers, information thieves and spies. Many are robots, androids or bionic soldiers, others possess super abilities or psionics For more on the Felias, please refer to page 96 of Aliens Unlimited™ Revised Mogomian The planet Mogomian is a vegetation world. It has a tropical atmosphere, even at its poles, and many would consider it a lush paradise. The actual ground of the planet is rarely seen by most visitors to Mogomian, for gi- gantic plants grow up from the ground and intenweave tightly into a solid canopy of vegetation, This canopy is so tight and solid that it can and does support tons of weight. Most of Mogomian’s native animal species live on top of this canopy, treating it the way most other beings would the ground. Imagine it as a thin crust of woven plant mat- ter a few hundred feet deep with a cavernous layer of massive stalks the size of giant trees beneath that. The heavy vine and plant stems that make up this canopy are Up to 100 feet (30.5 m) in diameter, and they entwine with thick stems, tendrils and bark as strong as stee! to form an. almost solid canopy over the crust of the planet. Only be- low the canopy's root structure will one find Mogomian’s soil and rock. While some water collects in the giant leaves, nooks and crannies of the canopy, most of the wa- ter on Mogomian is far below the thick’ plant layer too, resting in enormous shallow pools protected from the sun and pollution by the dense canopy above. Water that is not trapped in leaves and crevices in the canopy runs down to the crust where it evaporates very slowly. Instead ‘of evaporation for weather and moisture cycles, the water is slowly used up by the huge plants, then given off by them as oxygen and moisture. This process results in much of the planet being covered with a low, heavy mist. Only where cities are located is the mist lighter. Below the primary canopy is a cool, damp world of darkness, much like a cave network. Creatures ofall kinds live in the biack- ness, finding their way with sonar and other senses that have no need for light. Once they die, the vines of Mogomian harden to the ‘consistency of concrete and any decay ceases for centu- Ties. The homes and dens of the native species are cut from the stil living plants, which harden around the holes and provide protection as well as a strong home. The na- tive Robians have advanced this process to hollow out en- tire redwood tree-sized vines which are then allowed to harden so that refined construction can tum it into a sky- scraper as durable as any on Earth, but entirely natural Cities are usually carved out of significant concentrations of these massive vines and tree trunks. Large horizontal vines have their tops planed to make roadways and aque- ducts. Tubes which will later carry water from below are hollowed out and fitted with pumps. This unique property of the vegetation is the basis for the construction of much of the Robian technology. The curing process takes al- most three months, after which the plant matter is solid enough to begin ‘construction with artificial materials (metal, concrete, etc.), and has the strength of steel rein- forced concrete. Meanwhile the living canopy is so dense and strong that it is solid enough to support thousands of vehicles and endure the landing of heavy spacecraft Processes have been developed that can soften or re- inforce the final rigid plant material, producing a range of solids from flexible plastics to the hardest titanium. The tools needed for all of this are generally only a fraction of the size of the equivalent steel or chemical ones needed for working minerals, thus making the process safer, cleaner, and cheaper than traditional mineral refining and shaping. The carved, shaped and processed vine materi- als can even be used in spacecraft construction when Subjected to the right processes (a secret well guarded by the Robians). Any vehicle, weapon, iter or spacecraft made out of Robian vine materials is considered organic and not affected by magnetic devices, powers, or fields, but the computers and other systems aboard them would be. The Robian vine material is called Florasteel, on the galactic market, and any items made from it wll cost three times the normal list price, but vehicles are lighter and faster (+10% to speed and +1 to dodge) with the same S.D.C., damage, ete., as any equivalent vehicle Another unique product is a liquid called Mogane Healer, distiled from specific species of the vines, that is a potion with amazing healing properties when ingested by an organic life form. The liquid has a vast range of ge- netic receptors and affects nearly all flesh and blood alien races. In some types of aliens, it matches more receptors than others, and is thus more effective. When ingested by of injected into humans and other mammals, the elixir will heal 306 points of Hit Point damage in a mater of min- Utes. As little as a few miligrams mixed in with vitamins ‘and pain relief medicine will help ease stomach upset, re- duce headache pain and boost the immune system. When used in a balm it will soothe and heal bums, rashes and fungus (like athlete's foot) in a third the usual time, and with reduced scarring! Reptiian, amphibian, and avian races find it less effective, healing 2D6 points of damage and adding only slightly to the overall healing potency in other applications. Insect, dinosaur and aquatic aliens will only see 1D8 points of damage restored. Demons, super- natural beings, creatures of magic and certain super be- ings find the elixir of no benefit whatsoever. The elixir costs about 100 credits a dose on Mogomian and at least three times that in galactic markets. Note: The plants of the Mogomian forests regrow so quickly that it appears to be a nearly inexhaustible, renewable resource, with vines 10-20 feet (3-6 m) in diameter growing back ina matter of two years, Mogomian is situated far from the Atorian Empire, on the edge of FAR territory. The Robians themselves are ac- tive members of the FAR, but they fear that if war between the Federation and the Atorian Empire breaks out, they will be pressured to produce more healing elixir than is ecologically safe, and risk exhausting their natural re- serves. The planet is already feeling pressure as the FAR continually attempts to stockpile the life giving elixir for possible rescue and humanitarian purposes and military contingencies. Thus far, the Robian government has re- fused and the Mogane Healer continues to be produced at a low rate for consumer markets. The dominant ite form on the planet are the human-like Robians, distinguished as an alien cousin by their prehen- sile tals and clawed hands and feet which help them navi- gate their natural environment in the trees, Their actions and movements are smooth and cat-like, and their fea~ tures even vaguely resemble those of felines rather than primates. Even their posture and quick movement, long, thick tails, and slightly pointed ears are reminiscent of a ‘cat. Only their round eyes ruin the feline illusion. Their technological level is roughly that of the *Megalopolis 58 ‘Age.” It has advanced beyond Earth's, but is not as far along as those of other races in the galaxy. They can only produce fission and metallic hydrogen drives on their own, but have managed to trade for other technologies. The Robians are just out of their infancy as far as space travel and exploration goes, and visiting aliens on this world are rare, but increasing as trade routes are established and new contacts made. There is no magic among the natives, and power categories are limited to Bionics, Robotics, Hardware, and the occasional Psionic. Nors 'Nors is the new home worid for the displaced Danaus (Aliens Uniimited™, page 124). Like their original home ‘on Danude, now lost to the Atorians, Nors is a high gravity world with a moderately elevated landscape and vast ‘open plains. Even the mountainous areas are litle more than large, rolling hills. Trees and grasses are short, allow- ing extended views to the horizon, and the oceans are large, calm and relatively shallow (only one mile/1.6 km at its deepest point). Given the heavy reliance on magic here and the resulting moderation of industry, Nors is by and large a clean, picturesque world. Many tourists come to the planet just for those natural vistas and to visit the leg- endary Danaus libraries, The cities are low, sprawling buildings that mimic the natural traits of the wildemiess and conform to the power- ful pull of the gravity. Architecture is a mix of modern con- crete and brick, futuristic glass and steel, and ancient stone structures with facades reminiscent of Earth's an- cient Greek or Roman architecture. The latter styles are used almost exclusively for the leaming districts and librar- ies of knowledge, thus making such areas easy to distin- guish from the rest of the metropolis. Universities and schools also follow this trend, setting them apart from the sparkling glass and steel of the business structures and the more conventional styles of the residential buildings. Streets are wide and clean, the air fresh and pure. Per- haps one of the greatest wonders of Nors is how easily magic and technology mingle and coexist without conflict or rivalry. Certainly the scholars of Nors have learned to combine magic and technology into one, but in many cases the two simply exist side by side. On one street, an elevated magnetic train might glide quietly over statues i luminated by magical spheres of light, while the next street may boast a café that has a patio covered by a perfectly lifelike, perpetual illusion of a beautiful sunset beneath which a robot bartender serves up drinks. If nothing else, NNors is a planet of wonder and leaming, even for those that do not come to study. Al visitors to Nors arrive at one of dozens of small space stations known as "docking satelltes.” These satel- lites serve to process visitors and organize the spacecraft they arrive in without cluttering the larger “Terminal Sta- tions.” From the docking satelites, shuttles carry the visi- tors to the Terminal Stations, which are a trio of huge space stations. There are no shuttles or spacecraft that land on the planet's surface. Everything goes through the Terminal Stations and their unique orbit--pianet transfer Process via one of hundreds of mystic portals and tele-

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