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Stars Without Number: Back in Black
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== The Setting == === Personal Equipment === Characters begin with a compad suitable for adventuring. It has the following capabilities: *Everything that a cutting edge iPhone or Android phone will do, plus much greater capacity in terms of battery life (a week of heavy use) and memory (all of it.) Like those, it is essentially a tiny computer. If you're on-board the ship or close to it, you can easily share data between the two. *The camera has decent zoom and at least HD quality, and you can take 3d photos of smaller things so long as you're willing to manually pan the camera around the thing until your phone tells you it's had enough. *It can tell you if the atmosphere has enough oxygen, and will chirp if that changes. This is not a foolproof way to tell if an atmosphere is safe or not. It will detect carbon monoxide and probably anything that is actually corrosive, but atmospheres can be toxic and still have oxygen, at it isn't sensitive enough to pick up, say, small amounts of nerve gas...essentially, it's not a substitute for real science equipment. *It will give you barometric readings, temperature, humidity, a smoke alarm, etc.. *It will warn you if there's unsafe levels of radiation. *It is shock resistant and waterproof. *It has a transponder function that will let your friends find you, if you're still in a condition to turn it on. If you have a comm server, it can be set to give you the direction and approximate distance to the server. *It will automatically link up to any planetary or space station communication network. *If there isn't a planetary network, it can still let you talk to your friends like a walkie-talkie. If your crew has a comm server, the range gets much longer so long as you are within range of it. A comm server is considered sufficient to let you talk to your ship while it is in orbit, so long as you have LOS. *You can receive messages from your ship if you have LOS, even if you don't have a server and can't talk back. *If your ship has done even a basic survey of the planet and downloaded localize data into your pad, it can usually function as an altimeter, compass, etc., and perhaps a GPS. *I assume that if something can be done with an app (like using the camera flash as a flashlight) then you probably have that installed. Armor and weapons have social implications, and you should consider what you're carrying around with you. *''In general,'' armor is frowned upon more than weapons. Weapons might be worn to dissuade people from attacking you or for self-defense. People who are wearing armor are more likely to be assumed to be looking for trouble. You can get away with an armored undersuit almost anywhere outside of the most civilized places, and even there it's not a problem unless you're going someplace that will have weapon detectors set up (banks, spaceports, government buildings.) *Space stations are almost always a little rowdy, and you can usually get away with a sidearm and an armored undersuit, even if it's obvious you're wearing it. Many places will disallow pistols but allow swords, so monoswords are actually a very popular weapon with spacers *Pistols may be carried openly or concealed based on local custom. I assume PCs with guns have appropriate concealable and non-concealable holsters for them. Long-arms or SMGs are almost never carried openly. Having one "to hand," such as in a rack on an ATV, is just fine on more rustic planets. Actually carrying it around with you will make you look militarized in a way that's likely to make people uncomfortable. === Money === Electronic banking is common within the more civilized systems. However, there is no easy way to transmit financial information between systems. It must be carried by ships using spike drives. Because the mail-ships might take weeks to reach from one end of the State to the other, this isn't practical for anything less than major operations. As a result, physical credit chips are the most common currency. They are released by the central bank in the Nyx cluster, and are in common circulation everywhere that spacers go. They may or may not be accepted on the surface of any given world, and moneychangers at the space ports or stations may charge rates that are more or less ruinous. They come in many denominations, and so a character can potentially carry a LOT of credits. Of course, flashing around a handful of the 100,000 credit chips is a good way to get marked for robbery. <br/><br/> You might think of a credit as being worth five or ten modern US dollars. Yes, skilled spacers are VERY highly paid. A ship can be easily worth millions of credits, and it takes one bad jump for an unskilled Navigator to blow the whole thing up. Also, a spacer is typically not working every day. They work a week while the ship jumps from one system to the next, and then they're off for a week while it loads, unloads, etc. === History of the State === A long time ago, the Terran Mandate ruled a civilization vast beyond comprehension. They had legions of master psychics, impossible science, and Jump Gates that could throw a ship scores of light years in an instant.<br/><br/> Then The Scream came. A psychic shockwave echoed from one end of the galaxy to the other, and it killed the vast majority of psychics (of every sapient species.) It also wrecked the Jump Gates, not that they could have been operated without the Master Teleportationists anyway, and burned out most of the Spike Drives as well. <br/><br/> Whole worlds starved, descended into savagery, or were destroyed. The network of trade and communication collapsed. Without the guidance and expertise of the Psychic Authority, many worlds lost the capacity to reliably train those with psychic talent, and they were left unable to use their abilities safely or reliably. <br/><br/> Centuries passed. Much was forgotten. The location of Lost Terra is unknown. In the midst of the sleeping wreckage of the empire, a spark of light has risen again. A century ago, a highly advanced cluster of worlds known as the Nyx Federation rediscovered Spike Drive technology. Their Primus was a woman who is either brilliantly forward-thinking or merely psychotically ambitious, depending on who you ask. The Primus bent the strength of her whole civilization to regaining mastery over the wilds of space. They found other human colonies that had survived, and using their technological advantages they soon crafted a sort of hegemony, or federation. With the discovery of a long-dead psychic academy, they reconstructed the training regimens that allowed psychics to use their powers without dying or going mad. There is now a healthy and buzzing psychic academy, reconstituted fifty years ago and with growing enrollment every year. <br/><br/> The Nyx Cluster has now become the core of what is referred to as the State. Thirteen systems claim membership, with a varying number of worlds or colonies within each system. For those human colonies that are rediscovered, joining the State is nominally optional, but so far no one has refused too bitterly. <br/><br/> The great ships of years past are still unattainable. But the Nyx Cluster can churn out fighter and frigate-class vessels equipped with spike drives, and they are plentiful enough. A few of the more powerful worlds have a cruiser or three, and Nyx itself has a single Battleship which is widely considered invincible. Not that there is any great need so far for military vessels; no alien powers have been encountered that can stand up to a Human expeditionary force, even if it does only consist of a few cruisers and a double handful of frigates. <br/><br/> The State exists on a model far different from that of the Terran Mandate. Where the Mandate required control and centralization, the State is quietly fearful of a second Scream. No one knows what caused the first, and the risk of a second cannot be assessed. Every system is required to either be self-sufficient in the absence of spike drives, or to be working toward that goal. This requires at a minimum the agricultural capacity to support its population and the ability to manufacture and maintain in-system vessels that could serve any asteroid bases or similar. <br/><br/> There is only a single functioning psi-academy, the Black House. At unbelievable expense, the State is slowly equipping it with psi-shielding that might allow the teachers and students that reside there to survive a second Scream. <br/><br/> The term 'The Black House' actually refers to both the artificial world it is built on and the academy itself. The academy itself is "merely" the size of a large university, and is dominated by a central building that is like a cross between a medieval cathedral and Angkor Wat. The artificial world is a ring approximately three million kilometers in diameter, with an inner surface approximately two thousand kilometers wide. High walls at the edges keep the atmosphere in, and the rotation of the ring provides a normal day-night cycle and 1G worth of centripetal force. The habitable inner area has a surface area approximately 40 times that of Earth, with a normal mix of land and ocean area. However, it does not have tides.<br/><br/> The Black House could not possibly be constructed by State technology, and there is a healthy debate about whether even the Terran Mandate could have built it. The expert consensus is 'no.' It is assumed to be a pre-human relic. It is currently open for colonization, as the human population now consists solely of the Black House and its surrounding community, probably less than two hundred thousand people. <br/><br/> === Tech Levels and Psychic Powers in this Campaign === I am setting the game "earlier" in the process of galactic re-conquest than the Stars Without Number default. Pretech items are very rarely available for sale. At the current time, there are NO planets able to manufacture much in the way of Pretech equipment. In some cases this is because the necessary infrastructure and knowledge-base has not been rebuilt, in other cases it is because the manufacture of Pretech requires certain specialized Psychic disciplines. The following is a brief introduction to what you should expect. Please note that some worlds may have either specialties or deficiencies, and so some worlds may have specific areas where they are better or worse than the baseline of their tech level. Nyx's anti-aging services, for example, are substantially more advanced than would be available in a standard TL4 world, and approach TL5 technology. *Tech Level 0 is approximately neolithic. This is pretty rare for human civilizations, because almost any colony that manages not to go extinct will at least retain the knowledge to work metal. *Tech Level 1 is medieval-ish. This is substantially more common than neolithic worlds, and there are worlds in the State that are still essentially at the level of Imperial China. Worlds like this can usually scrum up enough wealth to import T4 goods for the very wealthiest, and of course they can send their psychics to The Black House. This means that they may very well have an Immortal Emperor (anti-aging drugs) with a cadre of sorcerous viziers (trained psychics.) It is also not entirely unusual for them to still have access to recorded knowledge far above their tech level, or to have access to bio-engineered crops that make farming much easier. *Tech Level 2 worlds almost always have full knowledge and awareness that they came from the stars, even if the Scream originally knocked them down to TL0 or 1 and they had to claw their way back up. TL2 worlds have technology ranging from the very best of the ancient world or Renaissance to an upper limit comparable to the US in the 1950s, although of course culturally they could run the full range of human history, and beyond. *Tech Level 3 worlds are pretty similar to the modern day, give or take a few decades. TL3+ indicates there are a few areas where they have substantial knowledge and understanding in at least a few fields, enough that they can provide goods and services at that level. Also, they typically do manage to import a fair amount of TL4 goods, at great expense, of course. *Tech Level 4 worlds are signified by having access to fusion power and spike drives, which are the signature achievements of this level of tech. Also, most of the technology you can find in a Cyberpunk 2020 or Shadowrun book is at least theoretically possible here (although since this isn't actually a cyberpunk milieu, some of it is inappropriate and it isn't really intended as a focus, anyway.) The only system in the State that is a true, full-blown Tech 4 society is the Nyx Cluster. *Tech Level 5 is pre-scream technology. TL5 Technology requires incredibly sophisticated techniques and often materials that have properties not available in normal matter. This paramatter or exotic matter must be crafted by psychics using disciplines lost to the Scream. There are a VERY few items of pretech than be manufactured in limited quantities in the Nyx cluster, but actually finding it for sale is difficult. More likely, TL5 items must be recovered and restored to working order. Even that requires jury-rigged tools, as the equipment to work on TL5 equipment has also usually been lost. The upper edge of TL5 equipment are the lost and destroyed Jump Gates that made the vast size of the Terran Mandate possible. *Tech Level 6 is crazy bullshit. The Orbital ring that The Black House is built on is TL6. Human civilization even before the scream only ever made a few TL6 items, and never in mass quantities. === Spacer Culture === Any PC with a spare Culture/0 slot might well consider spending it on Spacer, since spacers are the people you will have lots of contact with. There are spacers everywhere in civilization, since civilization by definition consists of the places spacers can get to. Spacers deny that there is any such thing as spacer culture. This is because spacer culture is often more about things and spaces than about [whatever people think culture is 'about'], because spacer culture is "just a common-sense reaction to living in space, not anything about mythology or rituals or taboos," and because denying that their culture is really a culture is a thing that people like to do.<br/><br/> Spacer culture is transmitted through, and takes its name from, the Spacer's Bible. This is a document that dates back to the Terran days, and has been expanded upon with commentary (and commentary to the commentary) over the centuries since then. The definitive edition pre-scream was known as the Little Blue Book, and it often was possessed in the form of an actual book with pages. It is now an app that is kept on the compad of almost anyone that spends much time outside of a planetary surface. <br/><br/> The Spacer's Bible is full of charts and useful data about how to maintain a vacc suit, how much oxygen a person needs in a given period of time and how long it will take them to deplete a given number of cubic feet of atmosphere. It has introductions to how pay should be calculated for different crew members and how votes should be conducted. It defines the standard division of duties on a vessel. It gives standardized answers to every kind of practical question, so that everyone knows the hand signals you use if comms go out, and how to secure lines if someone has to go out for a spacewalk across the hull. Even if you do not have any medical training yourself, the Spacer's Bible will give you a quick practical rundown on what a radiation leak will do for you, at least in terms of how quickly it will kill you. <br/><br/> It also has many practical pieces of advice and wisdom about how to conduct yourself aboard a ship. Spacer culture, and the spacer bible, was developed by people who had a lot in common with sailors and roughnecks. It is ruggedly practical and designed to function in times of high stress and pressure. It is intended to function as a lingua franca for people who might come from very different backgrounds. <br/><br/> Spacer Culture has as many tenets and practices as any other culture, but the following are major strains that run through it. *Spacer culture comes from an acknowledgment that the lives of everyone on a ship depend on each other, and also that people in potentially tight quarters such as a ship or a station must get along. *Spacers are egalitarian, but elitist. People on a ship can be divided between Crew and Passengers. Crew are spacers and are useful. Passengers are not spacers and should ideally be in cold sleep. Harassment or (non-playful) insult of either passengers or crew on the basis of almost anything other than proven competence and usefulness is a dreadful breach of etiquette. You don't want to insult the religion of someone you may be stuck in a can with for the next month. *Hygiene is a matter of serious concern. Spacers typically shave their heads for hygiene reasons, including women. Men may have their facial hair permanently removed for the same reasons. Some spacers (again, men and women) may keep wigs so that they don't stand out so much when they go planetside. All serious spacers have a small hygiene kit, and know how to maintain hygiene when there is limited water available. *Spacer culture is very much concerned with things and spaces. A spacer knows how to use and interpret the signals that differentiate between public and private goods and areas, when to speak to someone and when to come back later. In tight quarters, spacers will usually converse shoulder-to-shoulder rather than face-to-face. A spacer knows the rules for using airlocks and vacc suits, regardless of whether they have any technical skills that let them actually understand those things. *Spacers can be as boisterous and frivolous as anyone else when planetside or when in a truly huge space station. But when on a vessel, spacers will be quiet and at least nominally sober. Yelling across a space vessel without a good reason is a breach of etiquette. The typical starship crew will be equipped with earpieces linked to their compads that let them communicate across the ship. *A vast pay differential between the highest-ranked person on a ship and the lowest qualified spacer is extraordinarily unusual. Of course, apprentice/unqualified swabbie types might be paid almost nothing but room, board, and training. *A spacer is expected to be able to keep their chin up and a stiff upper lip. *Spacers would not have thought Ripley was being a bitch for trying to enforce quarantine procedures. *Spacers know how to stow their things. Spacers do not wear clothing with no space for tools. Spacers do not like clutter, things must be secured in the proper place when not in use. *Spacers consider it acceptable for crew members to be asked informally to segregate themselves from each other. ==== Spacer Equipment ==== [[Spacer's Package]] body modification === The Academe === The Academe is sort of a meta-university. It's a research rather than teaching institution, but it's research is practical in many ways, rather than theoretical. So, it can also be seen as a kind of think tank. People who are already accomplished in their field might apply or be invited to join the academe; or they might start being groomed for membership and pushed toward accomplishments. The central advancement mechanism of the academe is original research. That is, you have to go out and do something, and you have to write up a good solid report on it. And you need to learn new things to put in your report. The whole point is to add to the sum total of human knowledge. Unfortunately, humanity is not always ready for all this knowledge. So, this research is often not published externally. The Academe sits on lots of information, and they dole it out when they think it's time for people to know it. They are currently engaged in a huge drive to regain pre-scream levels of technology, and so most of their findings on that subject (for example) are released publicly. However, they also need to make sure that any recovered artifacts don't fall into greedy and selfish hands that won't share them. So they keep a tight lid on leads to locations of pre-scream tech, for example. There are times that this is vitally important. For example, the Golden Empire is jealous of advanced psychic training techniques. They really don't like it that the State steals away their best young psychics and gives them a better life that isn't under the thumb of the Emperor. So, if you manage to get down there and kidnap away young psychics, you definitely want to hide where you did it! Otherwise the Golden Empire might do things like hold their family hostage and torture them to get them to return. So, it is important for people doing practical research into psychic recruitment techniques to carefully document what techniques worked and what did not, and then to keep that information from becoming public knowledge (just as an example.) The best way to get into the Academe is to make inroads with people who are professors of it, and get some leads on topics to investigate. If your "research" is good, you'll gain status and be asked to join, or at least gain status and maybe another mission or two to prove yourself. Learning more about the Academe would make a great leveling Research Project. It's surprisingly shadowy despite being an academic organization. Please don't get the impression that they own education, either! The Black House is pretty closely married to the Academe, but every other field of study is primarily managed via normal planetary university systems or corporate research or whatever. The Academe is a (relatively) small organization that sort of sits on top of everything else. What you need to do in order to make inroads in the Academe is find a full professor who is willing to take you on as a student assistant, and then bring that person information and stuff. You can actually bring the whole party in as a research group, although they'd technically be interdisciplinary. The major barrier to being taken seriously as a full grad student is that you need to have at least one appropriate skill at 3, and some associated skills at 1 and 2. I don't want to come up with a complete list of what skills are acceptable, but no class is barred from joining just because they don't want to waste points on out-of-class skills. For Warriors, the most common way in is a combo of Tactics & Leadership. Experts have scads of options, Psychics are somewhere between the two. === Language & Culture === *All PCs receive at least two languages at generation. English, a second language of their choice (One of these two should be the most common language on their world of origin), a number of languages equal to their intelligence bonus, and the most common language of any world for which they have at least Culture 0. *Superior maintenance of written records and standard reference works has done a lot to stave off the worst of linguistic drift, although of course there are dialects everywhere. For this reason, most languages in wide use are the very close descendants of modern languages. Also, it's much more fun to have characters using languages we know than it is to make up a dozen with no pre-existing cultural connotation for the players. Because it's fun, we'll also assume that at least some cultural traces of Earth cultures survive in those civilizations that have inherited their languages. *The languages most common in the State cluster are: Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French, Afrikaans. There are also a few worlds with their own offshoot languages. === Known Alien Races === The map of the state that you guys have is not a complete sector map.* There are a number of other star systems known to the State, but the locations of those other worlds and especially the charts to get to them are not made public. My rule on sectors is that they are sort of self-contained areas of metadimensional space. As I've mentioned before, you can drill from any system in a sector to any other system within range, if you're willing to make the roll to try and navigate it. However, sectors only connect to other sectors at defined points. The State's sector has connections to six other sectors, but Tenebrous is the only connecting system that is publicly available. That is, the other systems that you could use to jump off to another sector are all classified. Part of this is to firewall off contact with alien civilizations until humanity is in a stronger position. There are two known alien civilizations that could present a problem. One is sort of "northwest" on the sector map (Reynard can't get jump routes or anything) and is apparently a machine civilization. They're non-communicative but probably hegemonic. They have technology that's probably about equivalent to human tech, but don't seem to deploy it as well. They aren't well-understood, but every now and again some of their seed-ships come through and try to colonize the quarantine system, and the State burns them out. It's a holding action. Attempts to explore their space have not gone well, and nobody in the government or the navy wants to pour more resources into the problem unless they have to. They're code-named Daedalus. The other civilization is toward the "east." They're actually a warlike alien civilization, at a low TL4. There's effectively a secret cold war going on, with both sides trying to puff up, seem stronger than they are, and show off their best tech. The average citizen in their civilization knows of the State's existence. The average citizen of the State is kept deliberately in the dark about their existence. They're code-named Jotun. ==== Chittik Vessels ==== [[Chittik Troops]] [[Chittik Spacecraft]] [http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17908385#post17908385 Eris Delan research into Chittik Vessels] (outdated, for historical reference only) ==== Chittik Interrogation on Thalassa ==== [http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18142323#post18142323 Jackson ship/computer survey] [http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18142452#post18142452 Eris psychic interrogation] === Common Starship Models === The following are some of the workhorse starship models of the State. The first generation craft were fairly experimental, as humanity was rebuilding its knowledge of how to scratch-build starships. As time has gone by, the innovators (The Reef and Nyx) have developed 2nd and later third generation craft. None of these hulls were configurable, the craft were built with all systems integral and later might be subject to some difficult and expensive modification. Humanity is now in the middle of the third generation of starships, and the new development is configurable hulls. These are the by-the-book craft, where you buy a hull and can install anything you like in it. Most navies and corporations do not have access to the new craft yet. They're flying the standard models or something close to them. Note that only one of these vessels has any TL5 components. There are only two Eris-class deep space cruisers in existence. *Set, 1st-generation Fighter **Speed 4, Armor 4, 7 HP, 1 Crew, 5 AC. **Sandthrower, Atmospheric Configuration *Horus, 2nd-generation Fighter **Speed 4, Armor 5, 8HP, 1 Crew, 5 AC. **Spike Drive 2, Sandthrower *Osiris, 3rd-Generation Interceptor Fighter **Speed 5, Armor 5, 8HP, 1 Crew, 4 AC. **Spike Drive 2, Reaper Battery *Huginn, 1st-Generation Shuttle **Speed 1, Armor 0, 10HP, 1/16 Crew, 9 AC. **Extended Life Support, Extended Stores, Atmospheric Configuration *Muninn, 2nd-Generation Shuttle **Speed 2, Armor 0, 12HP, 1/20 Crew, 9 AC. **Extended Life Support, Fuel Bunkers, Spike Drive 2, 2 tons cargo space, atmospheric configuration. *Kali, 1st-Generation Militarized Frigate **Speed 2, Armor 2, HP 16, Crew 1/6, 7 AC. **Atmospheric Configuration, Sandthrower x 2, Fuel Bunkers, Extended Stores *Hermes, 1st-Generation Non-Militarized Frigate **Speed 2, Armor 0, HP 12, Crew 1/4, 8 AC. **Atmospheric Configuration, Fuel Bunkers, Extended Stores, Ship's Locker, 100 Tons Cargo Space *Ares, 2nd-Generation Militarized Frigate **Speed 3, Armor 4, HP 20, Crew 5/20, 7 AC. **Atmospheric Configuration, Sandthrower x2, Fuel Bunkers, Spike Drive 2, Armory *Odysseus, 2nd-Generation Non-Militarized Frigate **Speed 2, Armor 1, HP 16, Crew 1/6, 7 AC. **Atmospheric Configuration, Fuel Bunkers, Extended Stores, Ship's Locker, 100 Tons Cargo Space, Spike Drive 2, Advanced Nav Computer. *Koschei, 3rd-Generation Militarized Frigate **Speed 2, Armor 10, HP 40, Crew 10/40, 7 AC. **Plasma Beam, Reaper Battery x2, Spike Drive 2, Atmospheric Configuration, Armory, Fuel Bunkers, 40 tons cargo space. *Edmund Fitzgerald, 3rd-Generation Non-Militarized Frigate **Speed 3, Armor 2, HP 20, Crew 1/6, 6 AC. **Atmospheric Configuration, Fuel Bunkers, Ship's Locker, Armory, 160 Tons Cargo Space, Spike Drive 3, Advanced Nav Computer. *Fenris, 3rd Generation Militarized Cruiser **Speed 1, Armor 15, HP 60, Crew 50/200, 6 AC. **Spike Drive 3, Armory, Ship's Locker, Workshops, Fuel Bunkers X3, Spike Inversion Projector, Plasma Beam x2, Flak Emitter Battery x3, Ship's Bay (Typically contains a shuttle), Extended Stores. *Eris, 3rd Generation Deep Space Explorer **Speed 1, Armor 15, HP 60, Crew 50/200, 6 AC. **Spike Drive 3, Armory, Ship's Locker, Fighter Bay (typically contains a shuttle), Workshop, Hydroponics, Fuel Bunkers x3, Precognitive Nav Chamber, Emissions Dampers, Survey Sensor Array, Cargo Lighter, 400 Tons Cargo Space, Charged Particle Caster x3, Sandthrower *Inanna, 3rd Generation Colonization Vessel **Speed 1, Armor 10, HP 50, Crew 50/3050, 7 AC. **Hydroponics, Advanced Nav Computer, Cargo Lighter, Drop Pod, Fighter Bay (Usually carries a shuttle), Spike Drive 3, Extended Med Bay, Fuel Bunkers x2, Fuel Scoops, Ship's Locker, Workshops, Cold Sleep Pods, 3000 tons cargo space. *Odin, 3rd Generation Battleship (Unique.) **Speed 0, Armor 20, HP 100, Crew 200/1000, 4 AC. **Spike Drive 3, Hydroponics, Fuel Bunkers x2, Ship's Bay: Frigate (Typically carries an Edmund-Fitzgerald class non-militarized frigate), Armory, Ship's Locker, Workshops, Hardened Polyceramic Overlay, Lightning Charge Mantle, Spike Inversion Projector, 2x Charged Particle Caster, Spinal Beam Cannon, Plasma Beam, 4000 tons cargo space.
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