is | i £ gl ie O
Palfacium Books® Ee ae y ia rill
Tey ah TOT Ct
eg my
ne Tani 2nd jourceboo! ‘
filimited™, aa fyWarning!
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®!
1Dedication
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.
aPalladium 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, 2001Contents
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 184Faster-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
57Introduction
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 havetaken 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 oftravel 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 gatewaysLiloqua
* 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 numerousstar 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 arelikely 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 andpoint 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, sincemost 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 colonyships 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.)
7Offsetting 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 theirnormal 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 novaline, 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 exhaustedifatiguedtwice 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 obstacleor 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 throughdimensional 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 forsome 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 withthose 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
36to 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 beenVoted 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; dozensof 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 prosperityavailable 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 easilycaught 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 operationLiving 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, thepredominant 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, inpart, 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’seyes, 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
51and 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 recover56
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-