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		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=396675</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=396675"/>
		<updated>2021-02-21T18:52:12Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops that is based on the Attribute. You can spend this skill point on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). &lt;br /&gt;
&lt;br /&gt;
For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Selfridge Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver, black powder, 2 actions to reload.&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sheraton Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
[[Image:AirMarshal.jpg|200px|right]]&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype. You have 5 skill points that you can spend to flesh out the Air Marshall&#039;s skills.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
[[Image:Sky_Pirate.jpg|200px|left]]&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, had claimed sovereignty over the air space of his province and forbade any foreign power to enter into it.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284997</id>
		<title>Incursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284997"/>
		<updated>2015-06-23T02:05:48Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:D20 System]]&lt;br /&gt;
[[Category:D20 Modern]]&lt;br /&gt;
[[Category:D20 Future]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Sci-Fi]]&lt;br /&gt;
[[Category:Space]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
[[Image:TriTacLogo.gif|right|thumb]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Incursion Introduction=&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact... &lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and then a large bug hands you a weapon.&lt;br /&gt;
:The bug then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Game System=&lt;br /&gt;
:Currently I&#039;m looking at using both d20 Modern as part of the [http://groups.yahoo.com/group/D20_Incursions_Playtest/?yguid=152985371 d20 Incursion Playtest] and [http://www.peginc.com Savage Worlds] with some modifications for my personal Homebrew. The Savage Worlds mods will be listed here, as the d20 Incursion rules will be part of the Official [http://www.tritacgames.com Tri Tac Games] Release.&lt;br /&gt;
&lt;br /&gt;
:This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
=Starting Characters=&lt;br /&gt;
==Savage Worlds==&lt;br /&gt;
:Characters start out as Novices and then have the option to increase their skills or attributes up to 4 progression &amp;quot;bumps&amp;quot;. After you create your Novice character, roll a D4x5. This will give you between 5 and 20 experience points, which must be spent in 5 point increments. This can result in your character starting out as Seasoned, but more often than not, your character will be a Novice with some experience under his or her belt.&lt;br /&gt;
&lt;br /&gt;
:I will allow one couple in play at first. You can also have a Significant Other stuck in a stasis tube, waiting to be decanted.&lt;br /&gt;
===Hinderances===&lt;br /&gt;
:Initially, you cannot buy the Enemy or Wanted hinderances. These can be earned during the game, either taken voluntarily, or awarded by the GM. If the GM awards either of these to your character, you do not gain any benefit from receiving them.&lt;br /&gt;
&lt;br /&gt;
==d20 Modern==&lt;br /&gt;
: Characters start out at either 1st or 2nd level. No restriction on classes, except for Magic Users. In this version I&#039;m running, Magic does not exist. Psionic characters are allowed.&lt;br /&gt;
&lt;br /&gt;
==Equipment (All systems)==&lt;br /&gt;
:Only buy equipment that you would have on you for a camping trip or driving out on the back roads at night.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
:Work up a reason why your character was out by themselves and add that to your character&#039;s history. Also work out some background for your character, you never know if it might come into play in the future.&lt;br /&gt;
&lt;br /&gt;
==Galactic Races==&lt;br /&gt;
[[Incursion Aliens]]&lt;br /&gt;
&lt;br /&gt;
All beginning characters will start out as humans, but as the game continues, there is the chance for the players to create a character who is a member of an alien race. The list of alien races written up using Savage Worlds rules are on the [[Incursion Aliens]] page. d20 Modern versions are not available for the public at this time.&lt;br /&gt;
&lt;br /&gt;
=New Skills=&lt;br /&gt;
:&#039;&#039;&#039;Performance (Spirit)&#039;&#039;&#039;&lt;br /&gt;
:Performance is a catchall skill for the various types of entertainment. This skill must have a focus, such as Performance (Singing) or Performance (Newsreader). The skill can be taken multiple times for different focuses.&lt;br /&gt;
&lt;br /&gt;
=New Edges (Savage Worlds)=&lt;br /&gt;
==Dealing with Aliens==&lt;br /&gt;
:One factor that was prevalent in the original version of Incursion, was two statistics: Ability to Deal with Aliens and Alien Technology Use. Both of these dealt with how well humans could deal with alien technology and with aliens themselves. &lt;br /&gt;
==Ability to deal with aliens==&lt;br /&gt;
:The ability to deal with aliens is more than &amp;quot;Are you a xenophile or xenophobe?&amp;quot; but more of your ability to adapt to alien customs and environments. This ability is more of an edge when you have to face non-human beings without squirming or feeling uncomfortable. You can still hate their guts, but you know which eating utensil to use when eating protoplasmic sludge.&lt;br /&gt;
&lt;br /&gt;
:In Savage Incursion, &#039;&#039;&#039;Ability to deal with Aliens&#039;&#039;&#039; is a new edge that the characters can take, &#039;&#039;after&#039;&#039; they have their first encounter with aliens. This comes into play because Savage Incursion includes a new hinderance for aliens: Temperament.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Temperament&#039;&#039;&#039; is how aliens react to other species. This is represented by a reaction table modifier value, that ranges from -4 to +4. Temperament replaces the alien&#039;s Charisma when it is dealing with humans when making a rolls on the Reaction Table, (Pg. 114). &lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Ability to deal with Aliens&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Novice &amp;amp; exposure to Aliens&lt;br /&gt;
::The character is comfortable in situations where they must deal face to face with humanoid and non-humanoid aliens. Purchasing this edge replaces your Charisma when making Reaction Table rolls (pg. 114) when you deal with aliens and gives you a +1 on your reaction table roll. You can take this edge a total of four times for maximum bonus of +4 on Reaction Table rolls when dealing with aliens.&lt;br /&gt;
&lt;br /&gt;
==Alien Technology Use==&lt;br /&gt;
:So you bought this thing that a Groomlouch merchant claimed was a nice bit of kit. It&#039;s supposed to do something... Though the merchant was not that specific, but he did give you instructions in how to use it... In an odd Groomlouch dialect that the translator can&#039;t read. However, it does make a pretty light when you push this one depression...&lt;br /&gt;
&lt;br /&gt;
:Alien technology can be, well, alien. Sometimes it&#039;s so alien that it&#039;s of no use to a human or humanoid alien. But how do you know that? Some items will be kind of obvious in how you use them, others will be a puzzle. Some will be impossible to use. Any tech made for the Teb race will be impossible for a human to use, unless you use dentist picks to get at the buttons and switches.&lt;br /&gt;
&lt;br /&gt;
:To figure out what an item is, it depends on who made it. Items made by humanoids will be the easiest to determine, while items made for non-humaniods will be the hardest to determine. To figure out an object, you have to make either a default Smarts roll, or a Knowledge (Alien Tech) skill roll, plus an hour&#039;s worth of study, to figure out what the item does. Use the following table to determine the modifier to your roll to figure out what a piece of alien technology is and what it does:&lt;br /&gt;
&lt;br /&gt;
::{|&lt;br /&gt;
|&#039;&#039;&#039;Species type&#039;&#039;&#039;||&#039;&#039;&#039;Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid||-1&lt;br /&gt;
|-&lt;br /&gt;
|Near Humanoid||-1 to -3&lt;br /&gt;
|-&lt;br /&gt;
|Non-Humanoid||-4&lt;br /&gt;
|-&lt;br /&gt;
|Machines and Androids||-1 to -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Into this, we introduce the new edge: Alien Technology Use&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Alien Technology Use&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Novice &amp;amp; exposure to aliens or alien technology&lt;br /&gt;
::For some reason, your mind is wired differently than other folks. You&#039;ve always been good with technology and figuring out how something works. Alien tech is just another puzzle to you and you can figure out what something is in half the time a normal person can. This edge gives you a +1 to either your Smarts roll or to a Knowledge (Alien Tech) skill roll. This edge can be taken a total of four times for a maximum bonus of +4.&lt;br /&gt;
&lt;br /&gt;
:This may be the first new edge you take, since the first bit of alien technology you have to figure out is the ship you&#039;re on, the Ardanna Nuu.&lt;br /&gt;
&lt;br /&gt;
=New Hindrances (Savage Worlds)=&lt;br /&gt;
:&#039;&#039;&#039;Phobia (Minor or Major)&#039;&#039;&#039;&lt;br /&gt;
:A &amp;quot;phobia&amp;quot; is an irrational fear of a specific item, creature, or circumstance. Whenever a character is in the presence of the source of his phobia he suffers a -2 penalty to all trait tests. Minor phobias are directed at items, creatures, or circumstances that rarely occur or are easily avoided (e.g., flying, heights, magic, etc…). Major phobias are directed at items, creatures, or circumstances that are common and difficult to avoid (e.g., dirt, large crowds, open spaces, etc…).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Zero-G Sickness (Major)&#039;&#039;&#039;&lt;br /&gt;
:The character gets sick when operating in zero-g. The character constantly throws up and becomes dizzy. Treat him as Fatigued whenever he is in zero-g and not restrained in some way.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284996</id>
		<title>Incursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284996"/>
		<updated>2015-06-23T02:00:02Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: Restoring page back to last good save.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:D20 System]]&lt;br /&gt;
[[Category:D20 Modern]]&lt;br /&gt;
[[Category:D20 Future]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Sci-Fi]]&lt;br /&gt;
[[Category:Space]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
[[Image:TriTacLogo.gif|right|thumb]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Incursion Introduction=&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact... &lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and then a large bug hands you a weapon.&lt;br /&gt;
:The bug then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Game System=&lt;br /&gt;
:Currently I&#039;m looking at using both d20 Modern as part of the [http://groups.yahoo.com/group/D20_Incursions_Playtest/?yguid=152985371 d20 Incursion Playtest] and [http://www.peginc.com Savage Worlds] with some modifications for my personal Homebrew. The Savage Worlds mods will be listed here, as the d20 Incursion rules will be part of the Official [http://www.tritacgames.com Tri Tac Games] Release.&lt;br /&gt;
&lt;br /&gt;
:This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
=Starting Characters=&lt;br /&gt;
==Savage Worlds==&lt;br /&gt;
:Characters start out as Novices and then have the option to increase their skills or attributes up to 4 progression &amp;quot;bumps&amp;quot;. After you create your Novice character, roll a D4x5. This will give you between 5 and 20 experience points, which must be spent in 5 point increments. This can result in your character starting out as Seasoned, but more often than not, your character will be a Novice with some experience under his or her belt.&lt;br /&gt;
&lt;br /&gt;
:I will allow one couple in play at first. You can also have a Significant Other stuck in a stasis tube, waiting to be decanted.&lt;br /&gt;
===Hinderances===&lt;br /&gt;
:Initially, you cannot buy the Enemy or Wanted hinderances. These can be earned during the game, either taken voluntarily, or awarded by the GM. If the GM awards either of these to your character, you do not gain any benefit from receiving them.&lt;br /&gt;
&lt;br /&gt;
==d20 Modern==&lt;br /&gt;
: Characters start out at either 1st or 2nd level. No restriction on classes, except for Magic Users. In this version I&#039;m running, Magic does not exist. Psionic characters are allowed.&lt;br /&gt;
&lt;br /&gt;
==Equipment (All systems)==&lt;br /&gt;
:Only buy equipment that you would have on you for a camping trip or driving out on the back roads at night.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
:Work up a reason why your character was out by themselves and add that to your character&#039;s history. Also work out some background for your character, you never know if it might come into play in the future.&lt;br /&gt;
&lt;br /&gt;
==Galactic Races==&lt;br /&gt;
[[Incursion Aliens]]&lt;br /&gt;
&lt;br /&gt;
All beginning characters will start out as humans, but as the game continues, there is the chance for the players to create a character who is a member of an alien race. The list of alien races written up using Savage Worlds rules are on the [[Incursion Aliens]] page. d20 Modern versions are not available for the public at this time.&lt;br /&gt;
&lt;br /&gt;
=New Skills=&lt;br /&gt;
:&#039;&#039;&#039;Performance (Spirit)&#039;&#039;&#039;&lt;br /&gt;
:Performance is a catchall skill for the various types of entertainment. This skill must have a focus, such as Performance (Singing) or Performance (Newsreader). The skill can be taken multiple times for different focuses.&lt;br /&gt;
&lt;br /&gt;
=New Edges (Savage Worlds)=&lt;br /&gt;
==Dealing with Aliens==&lt;br /&gt;
:One factor that was prevalent in the original version of Incursion, was two statistics: Ability to Deal with Aliens and Alien Technology Use. Both of these dealt with how well humans could deal with alien technology and with aliens themselves. &lt;br /&gt;
==Ability to deal with aliens==&lt;br /&gt;
:The ability to deal with aliens is more than &amp;quot;Are you a xenophile or xenophobe?&amp;quot; but more of your ability to adapt to alien customs and environments. This ability is more of an edge when you have to face non-human beings without squirming or feeling uncomfortable. You can still hate their guts, but you know which eating utensil to use when eating protoplasmic sludge.&lt;br /&gt;
&lt;br /&gt;
:In Savage Incursion, &#039;&#039;&#039;Ability to deal with Aliens&#039;&#039;&#039; is a new edge that the characters can take, &#039;&#039;after&#039;&#039; they have their first encounter with aliens. This comes into play because Savage Incursion includes a new hinderance for aliens: Temperament.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Temperament&#039;&#039;&#039; is how aliens react to other species. This is represented by a reaction table modifier value, that ranges from -4 to +4. Temperament replaces the alien&#039;s Charisma when it is dealing with humans when making a rolls on the Reaction Table, (Pg. 114). &lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Ability to deal with Aliens&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Novice &amp;amp; exposure to Aliens&lt;br /&gt;
::The character is comfortable in situations where they must deal face to face with humanoid and non-humanoid aliens. Purchasing this edge replaces your Charisma when making Reaction Table rolls (pg. 114) when you deal with aliens and gives you a +1 on your reaction table roll. You can take this edge a total of four times for maximum bonus of +4 on Reaction Table rolls when dealing with aliens.&lt;br /&gt;
&lt;br /&gt;
==Alien Technology Use==&lt;br /&gt;
:So you bought this thing that a Groomlouch merchant claimed was a nice bit of kit. It&#039;s supposed to do something... Though the merchant was not that specific, but he did give you instructions in how to use it... In an odd Groomlouch dialect that the translator can&#039;t read. However, it does make a pretty light when you push this one depression...&lt;br /&gt;
&lt;br /&gt;
:Alien technology can be, well, alien. Sometimes it&#039;s so alien that it&#039;s of no use to a human or humanoid alien. But how do you know that? Some items will be kind of obvious in how you use them, others will be a puzzle. Some will be impossible to use. Any tech made for the Teb race will be impossible for a human to use, unless you use dentist picks to get at the buttons and switches.&lt;br /&gt;
&lt;br /&gt;
:To figure out what an item is, it depends on who made it. Items made by humanoids will be the easiest to determine, while items made for non-humaniods will be the hardest to determine. To figure out an object, you have to make either a default Smarts roll, or a Knowledge (Alien Tech) skill roll, plus an hour&#039;s worth of study, to figure out what the item does. Use the following table to determine the modifier to your roll to figure out what a piece of alien technology is and what it does:&lt;br /&gt;
&lt;br /&gt;
::{|&lt;br /&gt;
|&#039;&#039;&#039;Species type&#039;&#039;&#039;||&#039;&#039;&#039;Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid||-1&lt;br /&gt;
|-&lt;br /&gt;
|Near Humanoid||-1 to -3&lt;br /&gt;
|-&lt;br /&gt;
|Non-Humanoid||-4&lt;br /&gt;
|-&lt;br /&gt;
|Machines and Androids||-1 to -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Into this, we introduce the new edge: Alien Technology Use&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Alien Technology Use&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Novice &amp;amp; exposure to aliens or alien technology&lt;br /&gt;
::For some reason, your mind is wired differently than other folks. You&#039;ve always been good with technology and figuring out how something works. Alien tech is just another puzzle to you and you can figure out what something is in half the time a normal person can. This edge gives you a +1 to either your Smarts roll or to a Knowledge (Alien Tech) skill roll. This edge can be taken a total of four times for a maximum bonus of +4.&lt;br /&gt;
&lt;br /&gt;
:This may be the first new edge you take, since the first bit of alien technology you have to figure out is the ship you&#039;re on, the Ardanna Nuu.&lt;br /&gt;
&lt;br /&gt;
=New Hindrances (Savage Worlds)=&lt;br /&gt;
:&#039;&#039;&#039;Phobia (Minor or Major)&#039;&#039;&#039;&lt;br /&gt;
:A &amp;quot;phobia&amp;quot; is an irrational fear of a specific item, creature, or circumstance. Whenever a character is in the presence of the source of his phobia he suffers a -2 penalty to all trait tests. Minor phobias are directed at items, creatures, or circumstances that rarely occur or are easily avoided (e.g., flying, heights, magic, etc…). Major phobias are directed at items, creatures, or circumstances that are common and difficult to avoid (e.g., dirt, large crowds, open spaces, etc…).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Zero-G Sickness (Major)&#039;&#039;&#039;&lt;br /&gt;
:The character gets sick when operating in zero-g. The character constantly throws up and becomes dizzy. Treat him as Fatigued whenever he is in zero-g and not restrained in some way.&lt;br /&gt;
&lt;br /&gt;
=Mental Stability (Savage Worlds)=&lt;br /&gt;
:One of the cornerstones of the original Tri Tac Games rules was that you had to worry about how sane your character was. As they are exposed to more and more horrendous things, they can watch their sanity dribble away as they head towards a mental breakdown. So to keep the same feeling in this game, I&#039;ll be adapting the sanity rules from Incursion and a previous adaptation by William Littlefield for [http://www.savageheroes.com/conversions/Bureau%2013.pdf Savage Bureau 13].&lt;br /&gt;
&lt;br /&gt;
==Sanity==&lt;br /&gt;
:All characters start the game with a Sanity rating total equal to their Spirit plus Vigor die type times 4 (i.e., D4 +D4= D8 * 4 = 32 Sanity rating). Characters with the Doubting Thomas Hindrance halve this amount. Sanity points can be recovered (see below) and increased if the Spirit die value increases. &lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Example: Joanna Barnes, newly decanted slave, has a Spirt D8 and a Vigor of D8. She starts with 64 points in her Sanity rating.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Throughout the course of an Incursion campaign, the player character will be continually exposed to the unknown, the horrific, and the alien. Such exposure takes a toll. The first time such is encountered the character must make a Guts check. If they succeed they lose one point. If they fail, the cost is doubled. If they fail with a result of snake eyes, it is tripled. Only by succeeding with a raise will they avoid the cost altogether. Characters can become jaded (Savage Worlds rulebook, p.93); however, it takes at least three separate exposures to an individual sanity threat to become so.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Example: Joanna Barnes sees the burned remains of the pirate captain still in the command chair of the Ardanna Nuu. She had never seen a human or alien, burned to death in such a horrific manner. Her stomach lurches. She rolls for a Guts check, at -1 due to the gruesome nature of the situation, and fails. She loses 2 points of sanity, and vomits in the command bridge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Recovery of Sanity points===&lt;br /&gt;
:As mentioned before, a character can recover lost Sanity points. The character can spend a skill point to recover a Spirit die&#039;s worth of Sanity, (i.e.  if they have a Spirit die type of d4, one skill point will buy back 4 sanity points.) Alternatively, if the character can find a psychologist or a therapist, they can recover lost sanity points at a rate of 1 per week of therapy.&lt;br /&gt;
&lt;br /&gt;
===Mental Stress related problems===&lt;br /&gt;
:If, for whatever reason, an character&#039;s Sanity points are ever reduced to 0, roll on the Mental Stress tables. A character can go negative on their sanity rolls, so for every -10 points, the character makes another roll on the Level of Stress table, at a +1 for each -10 sanity points the character has gained.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Level of Stress&#039;&#039;&#039;&lt;br /&gt;
::{|&lt;br /&gt;
|&#039;&#039;&#039;D10&#039;&#039;&#039;||&#039;&#039;&#039;Level of Stress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1-7||Minor Problem&lt;br /&gt;
|-&lt;br /&gt;
|8||Serious Problem&lt;br /&gt;
|-&lt;br /&gt;
|9||Critical Problem&lt;br /&gt;
|-&lt;br /&gt;
|10+||Dangerous Problem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{|&lt;br /&gt;
|||&#039;&#039;&#039;Minor Problem&#039;&#039;&#039;|||||||&#039;&#039;&#039;Serious Problem&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;D10&#039;&#039;&#039;||&#039;&#039;&#039;Problem&#039;&#039;&#039;||||&#039;&#039;&#039;D10&#039;&#039;&#039;||&#039;&#039;&#039;Problem&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||Minor nervous tension||||1||Depression&lt;br /&gt;
|-&lt;br /&gt;
|2||Wants a vacation||||2||Nervous twitch&lt;br /&gt;
|-&lt;br /&gt;
|3||Sleeplessness||||3||Stops caring&lt;br /&gt;
|-&lt;br /&gt;
|4||General indigestion||||4||Stomach disorder&lt;br /&gt;
|-&lt;br /&gt;
|5||Gains weight||||5||Begins to smoke&lt;br /&gt;
|-&lt;br /&gt;
|6||Loses weight||||6||Eats too much&lt;br /&gt;
|-&lt;br /&gt;
|7||Forgetfulness||||7||Begins to drink&lt;br /&gt;
|-&lt;br /&gt;
|8||Nervous tension||||8||Talks to self&lt;br /&gt;
|-&lt;br /&gt;
|9||Picks up a weird hobby||||9||Severe nightmares&lt;br /&gt;
|-&lt;br /&gt;
|10||Becomes temperamental||||10||Becomes paranoid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{|&lt;br /&gt;
|||&#039;&#039;&#039;Critical Problem&#039;&#039;&#039;|||||||&#039;&#039;&#039;Dangerous Problem&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;D10&#039;&#039;&#039;||&#039;&#039;&#039;Problem&#039;&#039;&#039;||||&#039;&#039;&#039;D10&#039;&#039;&#039;||&#039;&#039;&#039;Problem&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||Wants to quit any association with aliens||||1||Dangerous recklessness&lt;br /&gt;
|-&lt;br /&gt;
|2||Becomes compulsive||||2||Dangerous paranoia&lt;br /&gt;
|-&lt;br /&gt;
|3||Severe depression||||3||Becomes violent&lt;br /&gt;
|-&lt;br /&gt;
|4||Hysteria over little things||||4||Hyperactivity&lt;br /&gt;
|-&lt;br /&gt;
|5||Stomach ulcers||||5||Chain smoking&lt;br /&gt;
|-&lt;br /&gt;
|6||Dangerous depression||||6||Cowardice&lt;br /&gt;
|-&lt;br /&gt;
|7||Alcohol abuse||||7||Becomes irrational&lt;br /&gt;
|-&lt;br /&gt;
|8||Becomes threatening in personality||||8||Becomes trigger happy&lt;br /&gt;
|-&lt;br /&gt;
|9||Becomes reclusive||||9||Nervous breakdown&lt;br /&gt;
|-&lt;br /&gt;
|10||Becomes foolhardy||||10||Gains odd phobia&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284995</id>
		<title>Incursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284995"/>
		<updated>2015-06-23T01:56:09Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: Undo revision 284992 by Kedamono (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This has now become an officially licensed Savage Worlds RPG.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284994</id>
		<title>Incursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284994"/>
		<updated>2015-06-23T01:51:04Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: Undo revision 284993 by Kedamono (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Undoing a deletion.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284993</id>
		<title>Incursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284993"/>
		<updated>2015-06-23T01:48:59Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: Undo revision 284992 by Kedamono (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This has now become an officially licensed Savage Worlds RPG.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284992</id>
		<title>Incursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Incursion&amp;diff=284992"/>
		<updated>2015-06-23T01:47:57Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: Undo revision 115815 by Kedamono (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Undoing a deletion.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=200868</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=200868"/>
		<updated>2012-02-05T17:36:21Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of bamboo struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops that is based on the Attribute. You can spend this skill point on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). &lt;br /&gt;
&lt;br /&gt;
For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Selfridge Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver, black powder, 2 actions to reload.&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sheraton Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
[[Image:AirMarshal.jpg|200px|right]]&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype. You have 5 skill points that you can spend to flesh out the Air Marshall&#039;s skills.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
[[Image:Sky_Pirate.jpg|200px|left]]&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, had claimed sovereignty over the air space of his province and forbade any foreign power to enter into it.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161320</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161320"/>
		<updated>2010-10-27T20:18:20Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* DELL’S WORLD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Star&#039;&#039;&#039;: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:&#039;&#039;&#039;Night sky&#039;&#039;&#039;: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:&#039;&#039;&#039;Gravity&#039;&#039;&#039;: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:&#039;&#039;&#039;Atmosphere&#039;&#039;&#039;: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:&#039;&#039;&#039;Temperature&#039;&#039;&#039;: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:&#039;&#039;&#039;Biome&#039;&#039;&#039;: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oppression&#039;&#039;&#039;: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:&#039;&#039;&#039;Cycles&#039;&#039;&#039;: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:&#039;&#039;&#039;Economy&#039;&#039;&#039;: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:&#039;&#039;&#039;Warfare&#039;&#039;&#039;: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:&#039;&#039;&#039;Reason&#039;&#039;&#039;: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Alone, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that are capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&#039;&#039;&lt;br /&gt;
:&#039;&#039;King Dell The First is Our Lord And Rule&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probable habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many Worlds, Many Homes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Must Work Together&#039;&#039;&lt;br /&gt;
:&#039;&#039;Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161319</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161319"/>
		<updated>2010-10-27T20:16:57Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* NANDIA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Star&#039;&#039;&#039;: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:&#039;&#039;&#039;Night sky&#039;&#039;&#039;: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:&#039;&#039;&#039;Gravity&#039;&#039;&#039;: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:&#039;&#039;&#039;Atmosphere&#039;&#039;&#039;: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:&#039;&#039;&#039;Temperature&#039;&#039;&#039;: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:&#039;&#039;&#039;Biome&#039;&#039;&#039;: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oppression&#039;&#039;&#039;: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:&#039;&#039;&#039;Cycles&#039;&#039;&#039;: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:&#039;&#039;&#039;Economy&#039;&#039;&#039;: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:&#039;&#039;&#039;Warfare&#039;&#039;&#039;: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:&#039;&#039;&#039;Reason&#039;&#039;&#039;: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Alone, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that are capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&#039;&#039;&lt;br /&gt;
:&#039;&#039;King Dell The First is Our Lord And Rule&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many Worlds, Many Homes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Must Work Together&#039;&#039;&lt;br /&gt;
:&#039;&#039;Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161245</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161245"/>
		<updated>2010-10-27T02:26:46Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Extended System Attributes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Star&#039;&#039;&#039;: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:&#039;&#039;&#039;Night sky&#039;&#039;&#039;: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:&#039;&#039;&#039;Gravity&#039;&#039;&#039;: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:&#039;&#039;&#039;Atmosphere&#039;&#039;&#039;: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:&#039;&#039;&#039;Temperature&#039;&#039;&#039;: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:&#039;&#039;&#039;Biome&#039;&#039;&#039;: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oppression&#039;&#039;&#039;: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:&#039;&#039;&#039;Cycles&#039;&#039;&#039;: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:&#039;&#039;&#039;Economy&#039;&#039;&#039;: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:&#039;&#039;&#039;Warfare&#039;&#039;&#039;: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:&#039;&#039;&#039;Reason&#039;&#039;&#039;: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Along, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that are capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&#039;&#039;&lt;br /&gt;
:&#039;&#039;King Dell The First is Our Lord And Rule&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many Worlds, Many Homes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Must Work Together&#039;&#039;&lt;br /&gt;
:&#039;&#039;Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161243</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161243"/>
		<updated>2010-10-27T01:41:47Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Along, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that are capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&#039;&#039;&lt;br /&gt;
:&#039;&#039;King Dell The First is Our Lord And Rule&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many Worlds, Many Homes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Must Work Together&#039;&#039;&lt;br /&gt;
:&#039;&#039;Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161242</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161242"/>
		<updated>2010-10-27T01:39:30Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* CRIMSON FOLD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Along, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that are capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&#039;&#039;&lt;br /&gt;
:&#039;&#039;King Dell The First is Our Lord And Rule&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many Worlds, Many Homes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Must Work Together&#039;&#039;&lt;br /&gt;
:&#039;&#039;Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161241</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161241"/>
		<updated>2010-10-27T01:39:08Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* NEW EDEN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Along, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that are capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&#039;&#039;&lt;br /&gt;
:&#039;&#039;King Dell The First is Our Lord And Rule&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many Worlds, Many Homes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161240</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161240"/>
		<updated>2010-10-27T01:38:50Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* DELL’S WORLD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Along, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that are capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&#039;&#039;&lt;br /&gt;
:&#039;&#039;King Dell The First is Our Lord And Rule&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161239</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161239"/>
		<updated>2010-10-27T01:38:33Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* NANDIA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Along, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that are capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161238</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161238"/>
		<updated>2010-10-27T01:37:56Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* NANDIA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Along, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. The Nandians can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that is capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161237</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161237"/>
		<updated>2010-10-27T01:36:53Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* NANDIA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&#039;&#039;&lt;br /&gt;
:&#039;&#039;We Thought We Were Along, Till The Ships Came&#039;&#039;&lt;br /&gt;
:&#039;&#039;Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. They can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that is capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161236</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161236"/>
		<updated>2010-10-27T01:36:31Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* PACIFICA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom are independent city-states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&lt;br /&gt;
:We Thought We Were Along, Till The Ships Came&lt;br /&gt;
:Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. They can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that is capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161234</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161234"/>
		<updated>2010-10-27T01:35:25Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* PACIFICA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&#039;&#039;&lt;br /&gt;
:&#039;&#039;Solid Land is For The Weak&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom, are independent states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&lt;br /&gt;
:We Thought We Were Along, Till The Ships Came&lt;br /&gt;
:Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. They can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that is capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161232</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161232"/>
		<updated>2010-10-27T01:34:28Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* GRACELAND */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&#039;&#039;&lt;br /&gt;
:&#039;&#039;Down Home Folks&#039;&#039;&lt;br /&gt;
:&#039;&#039;Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&lt;br /&gt;
:Solid Land is For The Weak&lt;br /&gt;
:The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here, built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom, are independent states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&lt;br /&gt;
:We Thought We Were Along, Till The Ships Came&lt;br /&gt;
:Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. They can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that is capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161228</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161228"/>
		<updated>2010-10-27T01:23:59Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* CRIMSON FOLD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&lt;br /&gt;
:Down Home Folks&lt;br /&gt;
:Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&lt;br /&gt;
:Solid Land is For The Weak&lt;br /&gt;
:The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here, built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom, are independent states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&lt;br /&gt;
:We Thought We Were Along, Till The Ships Came&lt;br /&gt;
:Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. They can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that is capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside their secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161227</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161227"/>
		<updated>2010-10-27T01:23:14Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* CRIMSON FOLD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&lt;br /&gt;
:Down Home Folks&lt;br /&gt;
:Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&lt;br /&gt;
:Solid Land is For The Weak&lt;br /&gt;
:The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here, built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom, are independent states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&lt;br /&gt;
:We Thought We Were Along, Till The Ships Came&lt;br /&gt;
:Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. They can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that is capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Live In Domes&lt;br /&gt;
:We Must Work Together&lt;br /&gt;
:Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside the secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161226</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161226"/>
		<updated>2010-10-27T01:22:45Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* PACIFICA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&lt;br /&gt;
:Down Home Folks&lt;br /&gt;
:Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&lt;br /&gt;
:Solid Land is For The Weak&lt;br /&gt;
:The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here, built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom, are independent states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NANDIA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: +2&lt;br /&gt;
:Atmosphere: +1&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +2&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: -2&lt;br /&gt;
:Warfare: -4&lt;br /&gt;
:Reason: +1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;Life is Hard, But We are Harder&lt;br /&gt;
:We Thought We Were Along, Till The Ships Came&lt;br /&gt;
:Gravity Pulls Harder Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nandia orbits an F type star, but at the outside edge of the habitable zone. It’s cold here, gravity is 1.5Gs, and the people that live here are shorter, stockier than normal, average height is 4.5 feet. (Aspect: Heavy Worlder).&lt;br /&gt;
&lt;br /&gt;
The collapse of the Terran Sphere severely affected this world and it’s people. No one knows how many times Nandia crashed and rose over the intervening years. This last cycle saw them rise from the ashes, swearing to fight no more, raising their children to be total pacifists. (Aspect: Pacifist) This worked until the outside world contacted them. Now, some of their children are learning the old ways, much to the horror of their elders. &lt;br /&gt;
&lt;br /&gt;
Nandia was on the crest of its last cycle when the slipknot opened and the ships from Graceland arrived. The easy going Gracelanders have done more to upset their society, with their demon Rock and Roll and superior technology. They can’t believe that such people could be more advanced than they are. &lt;br /&gt;
&lt;br /&gt;
Trade with Nandia is difficult. Specialized interface craft are needed to reach escape velocity from the planet’s surface, exposing non-Nandians to 4.5Gs to 5Gs of acceleration. There is an orbital port, Angel Port that is run by a mix of Nandians and Gracelanders. There are two levels to the rotating portion of the station: one at 1G and one at 1.5G. &lt;br /&gt;
&lt;br /&gt;
The Nandians are investing in interface craft from the Crimson Fold that is capable of breaking the bonds of Nandia’s gravity without breaking the jellybones of non-Nandians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DELL’S WORLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: -1&lt;br /&gt;
:Night Sky: +2&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: -1&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: -3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: +2&lt;br /&gt;
:Economy: +3&lt;br /&gt;
:Warfare: +1&lt;br /&gt;
:Reason: -1&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;We Are Blessed By Riches&lt;br /&gt;
:King Dell The First is Our Lord And Rule&lt;br /&gt;
:A Wretched Hive Of Scum And Villainy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contact with Dell’s World happened only 20 years ago, access to the Ilandria system has been open for nearly a century. Because there was absolutely no indication of an advanced civilization in the system, (no EM spectrum or space vehicles), the common belief was that this was a dead system, destroyed by one of the Ascended during the collapse of the Terran Sphere. So for 80 years, ships would come out of the slipknot, cool down, turn around and fly back through the slipknot on to the next world.&lt;br /&gt;
&lt;br /&gt;
It wasn’t till a merchant from Graceland decided to pique his curiosity and actually look around the system while waiting for his ship’s radiators to cool post slip. He took the spectra of the star, Ilandria and found that it had three times the metalicity of other known stars. That got him thinking. Ilandria is a type K star, smaller and cooler than the normal type G stars, so its habitable zone would be closer in. After determining the plane of the system, the merchant scanned the probably habitable zone and then studied it after he slipped to Crimson Fold. In the zone, he found what he was looking for: An Earth-like planet. &lt;br /&gt;
&lt;br /&gt;
On Crimson Fold, he put together an expedition and returned to Dell’s World with trade goods, an autodoc, catalytic hydrogen cracking generators, and several “security personnel”. Once in orbit, they located the largest city and landed their shuttles outside Tristan, the largest city on Dell’s World and the domain of Dell the First. &lt;br /&gt;
&lt;br /&gt;
Just walking through Tristan proved that this world was lousy with metals of all type. Walls and buildings were made out of iron, not stone, gold was pretty worthless, and used as ornamentation. Luckily, the heavy metals were locked away in various ores, or this world would have been just deadly to breath the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Dell proved to be a shrewd trader, and after being treated in the autodoc, setup a new “Sky Merchants” guild and negotiated not only exclusive deals with off world traders, but had himself recognized as the ruler of this world. After a trip to Crimson Fold and some life extension treatments, Dell plans to rule this world for a long, long time.&lt;br /&gt;
&lt;br /&gt;
Politically, the world is divided into separate kingdoms, all located around ancient mining operations. This world may have been a mining concern and each city represents the location of a previous mining company and the associated company town. Each minor “King” now owes allegiance and trading rights to King Dell and every one of them are plotting his downfall. There are minor skirmishes happening all the time over choice bits of farmland, and now there are skirmishes over old mining sites. &lt;br /&gt;
&lt;br /&gt;
As a side note, Dell&#039;s World is famous for one other thing: The De Laurentis Nebula. Only 20 light years away and 40 light years at its widest, it dominates the night sky during half of the planet&#039;s orbit. Many claim to see faces in swirling gases and dust clouds, while more than a few of the higher tech observers know that there are four &amp;quot;eggs&amp;quot; in the De Laurentis Nebula: Four proto-star systems are growing within the swirling reds and blues of the nebula. The first should begin fusion in another hundred thousand years, give or take a millennium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW EDEN ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 3&lt;br /&gt;
:Star: +1&lt;br /&gt;
:Night Sky: +3&lt;br /&gt;
:Gravity: -1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +2&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: +1&lt;br /&gt;
:Oppression: +1&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: -2&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Land Of Milk And Honey&lt;br /&gt;
:Many Worlds, Many Homes&lt;br /&gt;
:Why Work, When Nature Provides?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The New Eden system is home to three different habitable worlds: New Eden, Nirvana, and Enlightenment. The three worlds’ orbits are within a band 2 AUs wide, so during opposition, travel from one to another occurs regularly for the elite of each world. &lt;br /&gt;
&lt;br /&gt;
Of course, one would be hard pressed to figure who the underclass are on these worlds. &lt;br /&gt;
&lt;br /&gt;
The New Eden system is the Star System of Tomorrow. Such as “I need to fill my propellant tanks now!” “Tomorrow.” Or “How long will it take to get landing permissions?” “Tomorrow.”&lt;br /&gt;
&lt;br /&gt;
To say Edenites are lazy is to insult lazy people. The flora of the three worlds literally provides everything they need: Food, shelter, and clothing. And not in the forms of raw materials, but in actual meals, tree houses and ready to wear clothes. The flora of these worlds has been gengineered into labor saving natural factories by some ancient Ascendant or pre-ascendant group. &lt;br /&gt;
&lt;br /&gt;
You’d expect that these worlds would be the breadbasket for the Glory Cluster and you’d be wrong. None of the flora was designed for mass harvesting. Everything is single serving. To fill a hundred shipping containers with food, you’d have to bring your own workers, fast freeze everything since the food was meant for immediate consumption, not storage, and pray your workforce doesn’t go native while they are picking the food.&lt;br /&gt;
&lt;br /&gt;
Edenite space travel is done by specialized trees, that when mature, form the gantries, the boosters, and the space capsules that can be used for the trip to another world. The plants mature just before two of the worlds reach opposition, and if you’re not onboard when they “flower”, you’ve missed your ride to another planet. &lt;br /&gt;
&lt;br /&gt;
The Edenites have no idea how any of this stuff works, and really don’t care to find out how they work. Life is good, life is easy, why bother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CRIMSON FOLD ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: -2&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: +3&lt;br /&gt;
:Temperature: +2&lt;br /&gt;
:Biome: -4&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -3&lt;br /&gt;
:Oppression: +3&lt;br /&gt;
:Economy: -1&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;We Live In Domes&lt;br /&gt;
We Must Work Together&lt;br /&gt;
Water is Precious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Crimson Fold are the survivors of the fall of the Terran Sphere. Their world had been home to an Ascendant culture and during the fall, a biome destroying nanoplague was unleashed on the world. It destroyed the atmosphere and every living plant it came into contact with. &lt;br /&gt;
&lt;br /&gt;
In defense, nano-resistant domes were constructed and the survivors herded into them. Then the Ascendant either fell, or uplifted into the afterlife, leaving behind a collection of bewildered survivors, trapped inside the secure domes. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the old ways were relearned, technology rediscovered, ancient transportation systems repaired and reestablished, and soon the domes were thriving beacons of life. New domes were constructed and while they were not up to the levels the original domes were at, they were more than adequate to deal with the world as it had become, a carbon dioxide powered greenhouse world. Temperatures were above the boiling point of water, rendering the world dry as a bone. &lt;br /&gt;
&lt;br /&gt;
In this Hell was forged a highly dedicated people, all dedicated to the survival of their kind. The reopened the slipknots in their system and went looking for other survivors. They live by strict rules and regulations, their children are notoriously well behaved and polite, and destructive behaviors are ruthlessly weeded out of society. Newcomers to Crimson Fold, find life there to oppressive and bleak.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161223</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161223"/>
		<updated>2010-10-27T01:07:17Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* GRACELAND */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&lt;br /&gt;
:Down Home Folks&lt;br /&gt;
:Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
&lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
&lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&lt;br /&gt;
:Solid Land is For The Weak&lt;br /&gt;
:The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here, built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom, are independent states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161222</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161222"/>
		<updated>2010-10-27T01:06:37Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glory.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Extended System Attributes:==&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;&lt;br /&gt;
:Star: -4 No star ... 0 G2 yellow (Sol) ... +4 Blue-white supergiant&lt;br /&gt;
:Night sky: -4 Pitch black ... 0 Sol-like night sky ... +4 A billion stars&lt;br /&gt;
:Gravity: -4 No gravity ... 0 1G ... +4 Crushing gravity&lt;br /&gt;
:Atmosphere: - 4Vacuum ... 0 Normal ... +4 Extreme (high pressure, toxic, corrosive)&lt;br /&gt;
:Temperature: -4 Absolute zero ... 0 Optimum bio-zone ... +4 Steel melts&lt;br /&gt;
:Biome: -4 Dead world ... 0 Varied ... +4 Booming Darwinian nightmare&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
:Oppression: -4 Libertarian utopia ... 0 Rep democracy ... +4 Big brother police state&lt;br /&gt;
:Cycles: -4 First gen colony … 0 A couple of cycles ... +4 Risen and fallen a thousand times&lt;br /&gt;
:Economy: -4 Desperately depressed ... 0 Healthy ... +4 Booming crazily, eating up neighbors&lt;br /&gt;
:Warfare: -4 Pacifists ... 0 Normal ... +4 Reactionary warmongers&lt;br /&gt;
:Reason: -4 One giant cult ... 0 Diverse ... +4 Paralyzed by perfect skepticism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: 0&lt;br /&gt;
:Gravity: 0&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
:Cycles: 0&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: 0&lt;br /&gt;
:Warfare: 0&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;All Hail the King of Rock and Roll&lt;br /&gt;
:Down Home Folks&lt;br /&gt;
:Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PACIFICA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 1&lt;br /&gt;
:Star: 0&lt;br /&gt;
:Night Sky: -1&lt;br /&gt;
:Gravity: +1&lt;br /&gt;
:Atmosphere: 0&lt;br /&gt;
:Temperature: 0&lt;br /&gt;
:Biome: +1&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;: &lt;br /&gt;
:Cycles: -1&lt;br /&gt;
:Oppression: 0&lt;br /&gt;
:Economy: +1&lt;br /&gt;
:Warfare: -1&lt;br /&gt;
:Reason: 0&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;The Word For Our World is Water&lt;br /&gt;
:Solid Land is For The Weak&lt;br /&gt;
:The Ocean’s Bounty is Our Riches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pacifica is a warm Neptune. There is no solid land, and the core of this world is a small, moon sized rocky core surrounded by super ice, hot enough to melt metal. The ocean that wraps this world is thousands of miles deep. &lt;br /&gt;
&lt;br /&gt;
Life appeared here and adapted vigorously to this massive biome. There are deep currents on this world that keep nutrients flowing to the surface, incredibly hot plumes of water that rise and foster rich regions of life. The colony that settled here, built massive floating cities/processing plants. Terran life forms had no chance against the local fauna, except for one branch of Mollusks: Cephalopods thrive here and use the floating city islands and the native sargasso mats to host their eggs. &lt;br /&gt;
&lt;br /&gt;
The people of Pacifica went through two boom/bust cycles and survived long enough to rebuild their space capabilities and have a healthy asteroid mining industry, feeding their need for metals and other minerals. &lt;br /&gt;
There is no world government, instead each city island with it’s associated deep water bloom, are independent states. They can and do work together, but they also compete with each other for offworld goods. Trade is strong here with the offworlders.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Glory.jpg&amp;diff=161219</id>
		<title>File:Glory.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Glory.jpg&amp;diff=161219"/>
		<updated>2010-10-27T00:56:36Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: The Glory Cluster. Created using Warp2010 and modified using PhotoShop CS.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Glory Cluster. Created using Warp2010 and modified using PhotoShop CS.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161218</id>
		<title>Diaspora The Glory Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Diaspora_The_Glory_Cluster&amp;diff=161218"/>
		<updated>2010-10-27T00:55:36Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: Created page with &amp;#039; == GRACELAND ==  &amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;: 0 Star: 0 Night Sky: 0 Gravity: 0 Atmosphere: 0 Temperature: 0 Biome: 0 &amp;#039;&amp;#039;&amp;#039;Tech Level&amp;#039;&amp;#039;&amp;#039;: 2 &amp;#039;&amp;#039;&amp;#039;Resources&amp;#039;&amp;#039;&amp;#039;: 1 &amp;#039;&amp;#039;&amp;#039;Culture&amp;#039;&amp;#039;&amp;#039;: Cycles: 0 Oppre…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== GRACELAND ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment&#039;&#039;&#039;: 0&lt;br /&gt;
Star: 0&lt;br /&gt;
Night Sky: 0&lt;br /&gt;
Gravity: 0&lt;br /&gt;
Atmosphere: 0&lt;br /&gt;
Temperature: 0&lt;br /&gt;
Biome: 0&lt;br /&gt;
&#039;&#039;&#039;Tech Level&#039;&#039;&#039;: 2&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: 1&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;:&lt;br /&gt;
Cycles: 0&lt;br /&gt;
Oppression: 0&lt;br /&gt;
Economy: 0&lt;br /&gt;
Warfare: 0&lt;br /&gt;
Reason: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;All Hail the King of Rock and Roll&lt;br /&gt;
Down Home Folks&lt;br /&gt;
Squeal Like a Pig Boy!&#039;&#039;&lt;br /&gt;
Graceland was settled during the early expansion of the Terran Sphere. The three major continents maintain a lush temperate zone rain forest and wide savannahs. Multiple rivers run through land the original settlers decided to name the world Graceland, after a legendary place in Terra’s past. &lt;br /&gt;
After the collapse of the Terran Sphere, Graceland went through several boom bust cycles. This resulted in regions of Graceland where the people never truly recovered from the cycles and live at a -2 tech level and eschew any tech higher than -1. These backwoods types are dangerous for the unwary.&lt;br /&gt;
Overall, each continent, Louisiana, Mississippi, and Alabama, each have their own local governments. Alabama was the first settled continent and is home to the first city and capital of the Confederate States of Alabama, Memphis. &lt;br /&gt;
With the connection to the Glory Cluster, Graceland is the other major player in the cluster, sometimes at odds with the Crimson Fold.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=117161</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=117161"/>
		<updated>2009-08-18T04:26:57Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops that is based on the Attribute. You can spend this skill point on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). &lt;br /&gt;
&lt;br /&gt;
For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
[[Image:AirMarshal.jpg|200px|right]]&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
[[Image:Sky_Pirate.jpg|200px|left]]&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, had claimed sovereignty over the air space of his province and forbade any foreign power to enter into it.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116960</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116960"/>
		<updated>2009-08-15T07:24:52Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* History of the Sky Pirates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops that is based on the Attribute. You can spend this skill point on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
[[Image:AirMarshal.jpg|200px|right]]&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
[[Image:Sky_Pirate.jpg|200px|left]]&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, had claimed sovereignty over the air space of his province and forbade any foreign power to enter into it.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116959</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116959"/>
		<updated>2009-08-15T07:23:00Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops that is based on the Attribute. You can spend this skill point on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
[[Image:AirMarshal.jpg|200px|right]]&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
[[Image:Sky_Pirate.jpg|200px|left]]&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, has claimed sovereignty over the air space of his province and forbids any foreign power to enter.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116957</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116957"/>
		<updated>2009-08-15T07:20:12Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops to match the Attribute that you can spend on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
[[Image:AirMarshal.jpg|200px|right]]&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
[[Image:Sky_Pirate.jpg|200px|left]]&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, has claimed sovereignty over the air space of his province and forbids any foreign power to enter.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116956</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116956"/>
		<updated>2009-08-15T07:18:49Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Sky Pirates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops to match the Attribute that you can spend on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 3d6-1&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
[[Image:AirMarshal.jpg|200px|right]]&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
[[Image:Sky_Pirate.jpg|200px|left]]&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, has claimed sovereignty over the air space of his province and forbids any foreign power to enter.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Sky_Pirate.jpg&amp;diff=116955</id>
		<title>File:Sky Pirate.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Sky_Pirate.jpg&amp;diff=116955"/>
		<updated>2009-08-15T07:16:48Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: A Sky Pirate or Privateer. From Air Marshals and Sky Pirates campaign setting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Sky Pirate or Privateer. From Air Marshals and Sky Pirates campaign setting.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116954</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116954"/>
		<updated>2009-08-15T07:15:48Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* The history of the Air Marshals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops to match the Attribute that you can spend on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 3d6-1&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
[[Image:AirMarshal.jpg|200px|right]]&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, has claimed sovereignty over the air space of his province and forbids any foreign power to enter.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:AirMarshal.jpg&amp;diff=116953</id>
		<title>File:AirMarshal.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:AirMarshal.jpg&amp;diff=116953"/>
		<updated>2009-08-15T07:13:44Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: Your typical Air Marshal. For the Air Marshals and Sky Pirates campaign setting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your typical Air Marshal. For the Air Marshals and Sky Pirates campaign setting.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116948</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116948"/>
		<updated>2009-08-15T05:15:44Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|600px|center]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops to match the Attribute that you can spend on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 3d6-1&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, has claimed sovereignty over the air space of his province and forbids any foreign power to enter.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116947</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116947"/>
		<updated>2009-08-15T05:11:35Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg|center|thumb]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops to match the Attribute that you can spend on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 3d6-1&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, has claimed sovereignty over the air space of his province and forbids any foreign power to enter.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116946</id>
		<title>Air Marshals and Sky Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshals_and_Sky_Pirates&amp;diff=116946"/>
		<updated>2009-08-15T05:11:04Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Savage Worlds]]&lt;br /&gt;
[[Category:Steampunk]]&lt;br /&gt;
[[Category:Pulp]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;br /&gt;
[[Image:SWFanWorkLogoB.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Good Morning Captain==&lt;br /&gt;
:&#039;&#039;Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the HMSACS  Shenandoah&#039;s engines as the airship cruised the red streaked dawn skies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sitting, as he was, in the open cockpit of the airship&#039;s docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. &amp;quot;Red sky at night, aviator&#039;s delight,&amp;quot; he said, repeating an old rhyme, &amp;quot;red sky at dawn, aviators take warn.&amp;quot; It was a very red morning this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship&#039;s spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;They were waiting on him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Attenshun!&amp;quot; Gunnery Sergeant Jacobs bellowed. &amp;quot;The Captain is on the bridge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he&#039;d thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;As you were,&amp;quot; he said. The crew visibly relaxed. &amp;quot;Mister Peary, I relieve you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. &amp;quot;The helm is yours sir.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;So Charles,&amp;quot; said Parsons as he strode over to the chart table, &amp;quot;anything interesting last night?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary shook his head, &amp;quot;No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen&#039;s wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Have we gotten the morning report yet?&amp;quot; asked Parsons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Peary looked upwards for a moment and then returned his gaze back to the captain. &amp;quot;Not yet sir,&amp;quot; he said.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Parsons made a face and swore, &amp;quot;Damnation.&amp;quot; The wireless operator, Hanson &amp;quot;Sparks&amp;quot; Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:MexicanZepelin.jpg]]&lt;br /&gt;
Welcome to the campaign world of &#039;&#039;Air Marshals and Sky Pirates&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.&lt;br /&gt;
&lt;br /&gt;
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&amp;amp;products_id=18 Savage Worlds&#039;] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&amp;amp;products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on. &lt;br /&gt;
&lt;br /&gt;
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
When creating your character, decide whether or not you want him to be an &#039;&#039;&#039;Air Marshal&#039;&#039;&#039;, a &#039;&#039;&#039;Privateer&#039;&#039;&#039;, a &#039;&#039;&#039;Sky Pirate&#039;&#039;&#039; or as an ordinary civilian. &lt;br /&gt;
&lt;br /&gt;
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.&lt;br /&gt;
&lt;br /&gt;
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops to match the Attribute that you can spend on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. &lt;br /&gt;
&lt;br /&gt;
Because of the nature of this campaign world, all new characters will be Seasoned: &lt;br /&gt;
# Create a Novice character from scratch or use one of the Archetype templates.&lt;br /&gt;
# Add 5 experience points and apply an Advancement to the character.&lt;br /&gt;
# Repeat step 2 three more times, until you&#039;ve applied a total of four Advancements from Novice to Seasoned.&lt;br /&gt;
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear &amp;amp; Expenses] (created by T. Jordan &amp;quot;Greywolf&amp;quot; Peacock). For weapons use the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Range&lt;br /&gt;
! Damage&lt;br /&gt;
! ROF&lt;br /&gt;
! Cost&lt;br /&gt;
! Weight&lt;br /&gt;
! Shots&lt;br /&gt;
! Min Str&lt;br /&gt;
! Special&lt;br /&gt;
|- &lt;br /&gt;
| Saber&lt;br /&gt;
| --&lt;br /&gt;
| Str+d6+2&lt;br /&gt;
| --&lt;br /&gt;
| $10&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Derringer (.44)&lt;br /&gt;
|  5/10/20&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| AP 1&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Colt Dragoon (.44)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 2d6+1&lt;br /&gt;
| 1&lt;br /&gt;
| $8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| --&lt;br /&gt;
| Revolver&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| Double-Barrel (12g)&lt;br /&gt;
| 12/24/48&lt;br /&gt;
| 3d6-1&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $6&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sawed-Off DB (12g)&lt;br /&gt;
| 5/10/20&lt;br /&gt;
| 1-3d6&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| $14&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| Special, see rules&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sharps Big 50 (.50)&lt;br /&gt;
| 30/60/120&lt;br /&gt;
| 2d10&lt;br /&gt;
| 1&lt;br /&gt;
| $16&lt;br /&gt;
| 11&lt;br /&gt;
| 1 &lt;br /&gt;
| d8&lt;br /&gt;
| AP 2, Snapfire Penalty&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Jericho Carbine (.52)&lt;br /&gt;
| 20/40/80&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $7&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| --&lt;br /&gt;
| AP 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Winchester ‘76 (.45-.47)&lt;br /&gt;
| 24/48/96&lt;br /&gt;
| 2d8&lt;br /&gt;
| 1&lt;br /&gt;
| $12&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| d6&lt;br /&gt;
| AP 2, uses special .45-.47 long cartridges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Airship (Agility)&#039;&#039;&#039;&lt;br /&gt;
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
The following edges &#039;&#039;&#039;cannot&#039;&#039;&#039; be taken in this campaign:&lt;br /&gt;
&lt;br /&gt;
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)&lt;br /&gt;
* Arcane Resistance&lt;br /&gt;
* Improved Arcane Resistance&lt;br /&gt;
* Holy/Unholy Warrior&lt;br /&gt;
* Mentalist&lt;br /&gt;
* Power Surge&lt;br /&gt;
* Soul Drain&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.&lt;br /&gt;
&lt;br /&gt;
There are no Psionics in this campaign, at least not for player characters.&lt;br /&gt;
&lt;br /&gt;
===Air Marshals===&lt;br /&gt;
====The history of the Air Marshals====&lt;br /&gt;
After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army.&lt;br /&gt;
&lt;br /&gt;
When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. &lt;br /&gt;
&lt;br /&gt;
Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn&#039;t send any other men with him, the Air Marshal asked, &amp;quot;How many riots do you have?&amp;quot; The mayor responded, &amp;quot;Just one.&amp;quot; The Air Marshal replied, &amp;quot;Then you only need one Air Marshal...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Air Constabulary Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Marshall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Persuasion d8, Intimidation d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Steady Hands&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Loyal&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Airshipman: Helmsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it&#039;s their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
===Sky Pirates===&lt;br /&gt;
&lt;br /&gt;
====History of the Sky Pirates====&lt;br /&gt;
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That&#039;s when the American Commonwealth formed it&#039;s first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.&lt;br /&gt;
&lt;br /&gt;
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn&#039;t been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, has claimed sovereignty over the air space of his province and forbids any foreign power to enter.&lt;br /&gt;
&lt;br /&gt;
In response, letters of Marque were issued to &amp;quot;privateers&amp;quot; to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.&lt;br /&gt;
&lt;br /&gt;
====Privateers====&lt;br /&gt;
Many so-called privateers from most nations are typically military personnel who were &amp;quot;cashiered&amp;quot; and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen&#039;s/Emperor&#039;s/Presidente&#039;s/Czar&#039;s coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they&#039;ve read. &lt;br /&gt;
&lt;br /&gt;
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.&lt;br /&gt;
&lt;br /&gt;
===== Privateer Archetypes=====&lt;br /&gt;
The following are archetypes that you can use as a sort of a template if you&#039;re not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character&#039;s rank to Seasoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privateer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Mean&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Level Headed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: Ship&#039;s clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)&lt;br /&gt;
&lt;br /&gt;
====Sky Pirates====&lt;br /&gt;
A diverse group of scoundrels and ne&#039;er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The &amp;quot;Pirate Code&amp;quot; does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.&lt;br /&gt;
&lt;br /&gt;
=====Sky Pirate Archetypes=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Pirate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Attributes&#039;&#039;&#039;: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hindrances&#039;&#039;&#039;: Wanted (minor)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Edges&#039;&#039;&#039;: Ace&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;quot;Pirate clothes&amp;quot;, Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)&lt;br /&gt;
&lt;br /&gt;
==Airships of the American Commonwealth==&lt;br /&gt;
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]&lt;br /&gt;
&lt;br /&gt;
==History of the World==&lt;br /&gt;
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3: &lt;br /&gt;
&lt;br /&gt;
* American Commonwealth&lt;br /&gt;
* Lousiana&lt;br /&gt;
* Empire of Mexico&lt;br /&gt;
* República de California&lt;br /&gt;
* República de Tejas&lt;br /&gt;
* Rossiyskaya Amerika&lt;br /&gt;
&lt;br /&gt;
For more on the history of this world, see [[American_Commonwealth_History]]&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:MexicanZepelin.jpg&amp;diff=116945</id>
		<title>File:MexicanZepelin.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:MexicanZepelin.jpg&amp;diff=116945"/>
		<updated>2009-08-15T05:09:36Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: A Zeppelin design used by the Imperial Mexican Army in the Air Marshals and Sky Pirates game setting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Zeppelin design used by the Imperial Mexican Army in the Air Marshals and Sky Pirates game setting.&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116793</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116793"/>
		<updated>2009-08-12T03:24:14Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Gear List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Beverages&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outdoors Gear&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|Electric Torch&lt;br /&gt;
|8.00&lt;br /&gt;
|Leyden Pile (battery)&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tools&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
| ** Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
| ++ Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116792</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116792"/>
		<updated>2009-08-12T03:21:53Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Gear List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Beverages&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outdoors Gear&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tools&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
| ** Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
| ++ Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116791</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116791"/>
		<updated>2009-08-12T03:18:15Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Gear List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Beverages&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outdoors Gear&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|-&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| * * Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
|-&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
|-&lt;br /&gt;
| + + Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116790</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116790"/>
		<updated>2009-08-12T03:17:01Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Gear List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Beverages&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoors Gear&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|-&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| * * Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
|-&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
|-&lt;br /&gt;
| + + Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116789</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116789"/>
		<updated>2009-08-12T03:14:47Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Outdoors Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Beverages&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|-&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoors Gear&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|-&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| * * Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
|-&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
|-&lt;br /&gt;
| + + Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116788</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116788"/>
		<updated>2009-08-12T03:14:31Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Gear List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Beverages&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|-&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outdoors Gear==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|-&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| * * Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
|-&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
|-&lt;br /&gt;
| + + Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116787</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116787"/>
		<updated>2009-08-12T03:14:17Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Food and Beverages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Food and Beverages&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|-&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outdoors Gear==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|-&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| * * Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
|-&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
|-&lt;br /&gt;
| + + Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116786</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116786"/>
		<updated>2009-08-12T03:13:23Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Outdoors Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
==Food and Beverages==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|-&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outdoors Gear==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|-&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| * * Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
|-&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
|-&lt;br /&gt;
| + + Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116785</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116785"/>
		<updated>2009-08-12T03:12:02Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Food and Beverages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
==Food and Beverages==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|-&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outdoors Gear==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|-&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|-&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|-&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| * * Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
|-&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
|-&lt;br /&gt;
| + + Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116784</id>
		<title>Air Marshall Gear List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Air_Marshall_Gear_List&amp;diff=116784"/>
		<updated>2009-08-12T03:10:18Z</updated>

		<summary type="html">&lt;p&gt;Kedamono: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Gear List=&lt;br /&gt;
The following is the gear that you can purchase for your characters.&lt;br /&gt;
&lt;br /&gt;
==Food and Beverages==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky, 1 lb.&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Bread, fresh, loaf&lt;br /&gt;
|.10&lt;br /&gt;
|-&lt;br /&gt;
|Candy, 1 lb.&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Chocolate, bar&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Coffee, 1 lb.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Doughnuts, 1 doz.&lt;br /&gt;
|.15&lt;br /&gt;
|-&lt;br /&gt;
|Field Rations, 1 day&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Gum, pack&lt;br /&gt;
|.01&lt;br /&gt;
|-&lt;br /&gt;
|Meal, diner or inn&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Meal, restaurant, average&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Meat, canned&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Soda Pop, bottle&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Tea, 1 lb.&lt;br /&gt;
|.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outdoors Gear==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Backpack&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars (8x)&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Candle, wax (burns 4 hours)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Canteen&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|3.00&lt;br /&gt;
|-&lt;br /&gt;
|Fishing Rod &amp;amp; Reel&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight Battery&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Flint &amp;amp; Steel&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Knife, pocket (3 blades)&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lantern Oil, 1 gal.&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Marbles, bag (100)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Matches, box (100)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Mess Kit&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Mosquito Netting&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, crystal&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Radio, receiver&lt;br /&gt;
|40.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel, folding&lt;br /&gt;
|2.00&lt;br /&gt;
|-&lt;br /&gt;
|Spyglass&lt;br /&gt;
|15.00&lt;br /&gt;
|-&lt;br /&gt;
|Stove, portable&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Telegraph Unit, portable&lt;br /&gt;
|50.00&lt;br /&gt;
|-&lt;br /&gt;
|Telephone, field&lt;br /&gt;
|20.00&lt;br /&gt;
|-&lt;br /&gt;
|Tent &amp;amp; Bedding (for 2)&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Waterskin&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Bag, Doctor&#039;s *&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Cutters&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Chainsaw (1930)&lt;br /&gt;
|45.00&lt;br /&gt;
|-&lt;br /&gt;
|Chisel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Hacksaw&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Hatchet&lt;br /&gt;
|.50&lt;br /&gt;
|-&lt;br /&gt;
|Iron Spikes (10)&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Litmus Paper (5)&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicks&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Microscope&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
|Rope, 50&#039;&lt;br /&gt;
|.05&lt;br /&gt;
|-&lt;br /&gt;
|Scissors, Surgical&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Shovel&lt;br /&gt;
|.25&lt;br /&gt;
|-&lt;br /&gt;
|Stethoscope&lt;br /&gt;
|5.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Archaeologist&#039;s **&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Carpenter&#039;s +&lt;br /&gt;
|10.00&lt;br /&gt;
|-&lt;br /&gt;
|Toolbox, Mechanic&#039;s ++&lt;br /&gt;
|25.00&lt;br /&gt;
|-&lt;br /&gt;
| * Includes bandages, scalpels, forceps, etc. for use of medicine Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| * * Includes mallet, chisel, picks, brush, magnifying glass, pouches, &lt;br /&gt;
rubbing paper, charcoal, notepad, pencils.&lt;br /&gt;
|-&lt;br /&gt;
| + Includes misc. basic carpenter&#039;s tools, such as saw, hammer, nails, &lt;br /&gt;
tape measure, level, etc.&lt;br /&gt;
|-&lt;br /&gt;
| + + Includes misc. basic mechanic&#039;s tools, such as set of wrenches, &lt;br /&gt;
screwdrivers, pliers, wire strippers, etc. for use of tinkerin&#039; Aptitude&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kedamono</name></author>
	</entry>
</feed>