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No GM’s Sky is designed to enhance the play of your favorite 2d6 sci-fi role playing game and no
challenge is intended or implied to any author or owner of such game systems. The Cepheus
Engine and Samardan Press are the trademarks of Jason "Flynn" Kemp, and I’m are not affiliated
with Mr. Kemp or Samardan Press.
A Little History
After the dawn of the Atomic Age, a strange thing happened. Humanity started losing its taste
for war. Oh, it took some time and there were still plenty of regional fires, but WW2 was the
last major war between the nation-states of the day. It seems regardless of heated words and
saber rattling, we had collectively lost our desire for large scale carnage. Where governments
sometimes stalled or faded from the global scene, corporations remained a stabilizing force and
became the new ambassadors and the drivers of technology, exploration, and cooperation.
High thrust drive systems, reliable power plants, and a healthy appetite for profit and knowledge
drove mankind to the farthest reaches of the solar system. Within two centuries we had stations
all over the place and Mars was responding well to terraforming efforts.
The invention of the Denisova-Keller Drive (aka the Jump Drive) gave mankind the stars. It was
probably one of the worst kept secrets in history, the details of the drive tech were actually
stolen/released before the first probe even returned from its maiden voyage. Within a year,
more than a dozen companies and governments were working on their own versions. The next
century was a wild rush to explore the region and colonies followed where the worlds were fair
and the resources plentiful.
Fifty years ago, the unrestricted expansion of Humanity came sliding to a halt. That was the
year that Fred was found abandoned in orbit around Hawson's World. What gave Humanity
pause? Fred wasn't human. While the occupant of the spacesuit had been dead for a long time,
the mummified body was a treasure trove of data. Bilateral symmetry, CHNOPS biochemistry,
genetic markers (at least those that were not destroyed by the environment) showed a very
high degree of similarity to organic life as we know it. Fred wasn't terrestrial by a long shot,
four eyes, a long snout, omnivore-like dentition, and with a sloth-like opposable claw on its
hands. The suit had been drifting for decades, perhaps centuries, based on analysis of micro-
meteor pitting and cosmic ray damage to electronics.
Fred's discovery caused Humanity to check its expansion, Hawson's World was well inside
humanity's bubble of colonized worlds. Planets that had been previously colonized were checked
again for signs of visitors, asteroids scanned for previous mining, every moving chunk of debris
got a visit. Space, which was for the most part demilitarized, started to see ships now quietly
carrying weapons.
Fred held one other secret, a mysterious crystal about the size of a cricket ball. The white
crystalline matrix appeared to be artificial in construction but no obvious function that could be
determined. The most common speculation is that the device was a holographic data storage
medium. As a unique object, no one dared to cut it open or otherwise damage it.
Ten years ago, the Sphere was being transferred via courier to the labs at New Eden. During
the outbound leg of the trip, Navigator Mia Naur somehow became attuned to the crystal and
when the ship jumped, it went sideways 40 parsecs. It took the crew of the Goldenrod almost a
year to return back to normal space and to tell the tale. Perhaps the sphere triggered
something bigger as well, more of them started turning up on colony worlds, on ancient moons,
and drifting in asteroid belts. It is almost like they wanted to be found.
Scientists don't know how the crystals (popularly called Jump Cores) work, but they seem to
psychically connect to a random person. In close proximity, the crystal even emits a soft glow.
If that individual is actively concentrating on the crystal when a jump drive is used, it jumps
them to a star system roughly 40 parsecs towards the galactic core. There appears to be some
kind of size/mass limit. No active core has ever moved a ship
that is larger than 100 tons. The jump cores appear to be very
old and pre-date Humanity. Based on the technology in Fred's
suit, the spheres are probably older than Fred's people as well.
Now, the greatest lottery in all of human space is the Jump Core.
Only one in a billion will feel its pull. And, only they can make it
light up. Some call it a curse, this lure of the unknown, like
moths to a flame. Today, it called for you.
What is NGS?
No GM's Sky is a solo game system, you control a protagonist that is attuned to a jump core and
the crew of volunteers that choose to travel with your character and explore the fringes of
human space and beyond. Some seek knowledge, others look for fortune, and who knows what
mysteries will be revealed along the way. Game-wise it is kind of a reverse Oregon Trail, you
jump as far as you dare and then try to return to civilization.
The scout and courier classes are small ships. Its crew consists of a pilot, a navigator, an
engineer, and a gunner. Your character might fulfill one of those duties or just be along for the
ride. With double occupancy, you can bring along up to four specialists to build the team.
The odds are such that you're not going to own your own ship to go zipping off into the
unknown. Either a government, corporation, or wealthy patron can provide a ship. That usually
comes with some strings, they'll want to bring some of their own people and they have their own
goals as well. Perhaps they want to get first crack at new discoveries or to make sure no dire
threat to humanity waits for them out there. Or, maybe they have a more personal agenda…
Each Jump Core assisted jump pushes you closer to the galactic core, each jump places you a
year further from home. You have it easier than the crew of the Goldenrod. They weren't
prepared for an extended trip and it was a rough ride home. Your crew has the advantage that
you know at least what you're getting into.
There is life out there, mysteries to discover, worlds to chart and explore. Some ships jump and
are never heard from again (or are long overdue), others have returned and their findings have
made them and their sponsors very wealthy.
Preflight Checklist
Before you can start your adventure, we have a few items that need to be filled out. The
choices made here will have an impact on the composition of your crew and its mission. If you
want to fast-track the checklist, a pre-generated crew is available in Appendix A.
Create a character using Trav, Cepheus, or your favorite set of sci-fi rules. The only real
restriction is that you have to be human. Even that can be tweaked if you want to change the
default history of humanity offered by this setting and add your own aliens. Your protagonist
can come from any branch or career. A character that somehow manages to end up with a
scout ship will be re-activated by the Service and asked to carry out one more mission. Buy
personnel equipment as normal. Due to the unique nature of your mission, even restricted
items such as military grade equipment are available, if you are trained and can afford it.
Choose a Sponsor. Pick from the list, roll dice, or create your own. Mission length is determined
by one long jump out and approximately 20-30 jumps to get back plus in-system time for
refueling, surveying, and exploration.
1. Scout: Exploration
Usually a two to five year mission to survey planets and astronomical bodies. Earn credits for
scanning new worlds and a bounty for valuable finds plus scout pay. It’s a long time between
paychecks, but the rewards can be huge.
2. Scout: Establish a forward base
Only a one or two year mission to search out a habitable planet and set up a landing pad with an
automated fuel collector for extracting hydrogen from a local water supply. Standard scout pay,
plus a bonus for completing the mission.
3. Navy: Gather Intelligence
Signs of alien civilization need to be investigated and reported. A one to three year mission with
navy pay but no other bonuses. First contact is to be avoided unless a xenologist is on the crew.
4. Marine: Rescue / Recovery
A previous mission is over-due, every Attuned person is valuable so we're sending you in to
bring them back. At least one marine needs to be on the crew and cargo space dedicated to low
passage berths if passenger space is not available. Standard marine pay plus a bounty if the
Attuned and their jump core are recovered.
5. Corporate: Pathfinder
A one to four year mission to find colony sites and claim them. Bonus rewards for finding
suitable colony sites. At least one Corp Scientist needs to be part of the crew, lab optional but
preferred. Civilian pay can be negotiated.
6. Corporate: Resource Hunter
A one to three year mission to find mining sites and claim them. Bonus rewards for finding
potential mining sites. At least one Corp Scientist needs to be part of the crew, lab optional but
preferred. Civilian pay can be negotiated.
7. Corporate: Artifact Raid
The Corp has gotten intel on alien activity in this region. Bonus rewards for bringing back alien
culture and technology. A Corp Specialist (aka a Mercenary with a degree) needs to be included
in the crew. Civilian pay can be negotiated.
8. Corporate: Science
A one to three year mission to find biological samples. Bonus rewards for finding profitable
species. At least one Corp Scientist needs to be part of the crew, lab and low berths (for storing
large samples) are optional but preferred. Civilian pay can be negotiated.
9. Patron: The Collector
A one to two year mission to find unique items. Bonus rewards for successful finds. The Patron
insists on being part of the crew and on search missions. Flat fee.
10. Patron: The Tourist
Usually a one year mission where a rich Patron (they do have their own ship) is just along for
the ride and is checking off an item on their bucket list. Bonus for coming back alive and in one
piece. Flat fee.
11. Patron: The Hunter
One to two year mission for a Patron that is seeking new species to find and shoot. Bonus for a
completed mission and rewards for interesting trophies. The Patron will come along and often
bring their own steward. They'll also want one ton of cargo space for luxuries per year. Flat fee.
12. Patron: Missing Person
Two to three year mission for a Patron that is seeking a member of a previous mission that has
not returned. The sought person may or may not be the attuned one. Bonus for return of the
person and a smaller reward for confirmation of being alive or dead. The Patron might come
along, but is more likely to send a trusted mercenary as their man. Flat fee.
Mission Details
In addition to any retirement pay that a character may have earned, the protagonist is entitled
to 'active duty' pay. Extra rewards are possible depending on the mission.
Scout Pay: 14K credits per year, +1500cr bonus for establishing a forward base
Navy Pay: 16K credits per year
Marine Pay: 12K credits per year, +1000cr bonus (each) for the Attuned and the jump core
Civilian Pay: 15K credits per year + 1000cr for a successful Negotiate/Liaison roll and + 1000cr
for every point higher that 8+
Flat Fee: 20k credits, +5000cr mission complete bonus, +2000cr missing persons bonus or
+500cr for confirmation of status, +500cr for interesting finds (as determined by the Patron)
All missions: +1000cr for scans of marginal and habitable worlds, +1,000cr for detailed surveys
of colony sites (requires probes or on-site survey), +1000cr for asteroid mining scans. Double
the survey bonus for Pathfinders. Double the asteroid scan bonus for Resource Hunters.
It’s possible through role play to earn higher pay or other rewards, especially if you’re willing to
create custom missions and sponsors. Seasoned ‘jumpers’ that have survived at least one
mission can certainly negotiate higher prices.
Ship Loadout
Due to the variations between editions and systems, I'm not going to include the full specs on
each ship. What is important is the specific loads that they are carrying. That will have a direct
impact on what missions can be performed, available cargo, passenger capacity, etc. This can be
distilled down to a set of choices; Scout or Courier hull, and deciding what equipment you want
and need to complete the mission. Of course, if you love the nuts and bolts of outfitting a star
ship, you can use your favorite system. Both ships are 100 tons and rigged for long duration
missions (food processing, recycling, and extra provisions.) They have streamlined hulls with
advanced sensors, fuel scoops, two fuel processors, four staterooms, a ship's locker, and a
model 2 computer.
Various modules, vehicles, supplies, and gear that can be stowed in the cargo bay.
If you drop the turret, you can gain an additional ton of cargo space (a simple probe launcher
with five probes is a common choice.) And, you can give up the gunner crew position for an
additional crewman or mission specialist.
Exploration is a curious thing. We can chart a billion stars, but we rarely know what's out there
until we actually visit them. Space telescopes can help with some details, but not enough to
know which systems will make good colonies or support profitable mining operations. You need
scouts for that and scouts need fuel. Fortunately, scientists can study the spectrum and
determine if gas giants or water/ice is present in many systems. This greatly improves the odds
of not being stranded.
In the NGS setting, your crew will launch from Gateway Station, the last stop for Humanity on
the core-ward fringe of space. Each long jump is four subsectors in length (10 parsecs each.) If
this is the first time you have played, you'll need to create new subsector maps or use the ones
provided in Appendix C. If you want to roll up your own, use the standard distribution model of
a 50% chance of a system per hex, but do not generate the system details, the only known
system is Gateway's (a mineral rich asteroid belt with a gas giant in the system.)
For example, this is our first long jump mission and it is only going to be one year long (in
theory.) We'll need four subsector maps (40 hexes or parsecs in length total.) The first map will
have your destination star in the top row. Anything off the bottom of that map is rim-ward and
leads towards Gateway Station. The other subsector maps will sit below the first map. On the
last map in the bottom row will be the Gateway System. Can you go off the sides of the map?
Sure, it will extend your journey, but the adjacent subsector might also provide a short cut.
Since this is the fringe of known space and there are no refueling stations, tankers, or even drop
tanks to extend the range of a ship. Look at the unexplored maps, if there is a bottleneck where
a jump three drive is required, add a system to bridge the gap. Gateway's location was chosen
in part due to the star density and configuration that would allow a ship with a jump 2 drive to
make it back to the station.
If you’re using another sci-fi gaming system that uses a different style of FTL travel, replace the
one week jump time with a one week survey job to find a warp/jump point to the next star
system. Long jumps will still be exceptionally rare with the average being one or two parsecs.
System Generation
Most systems within the standard Trav or Cepheus setting are heavily populated with all the
infrastructure of civilization in place. The Fringe is not like that at all, so we need to alter the
system generator process to match that. You will also need a custom encounters to reflect the
frontier and the mysteries that are out there.
To save you a lot of dice rolling, NGS uses an encounter chart with 216 entries on it. This chart
has all the high level details you need for most systems. When you jump into a new star
system, roll three dice and read it as digits (ranging from 111 to 666.) Each entry also has a
check box. Mark that when an entry is used. On the off chance that the same number is rolled
later, re-roll or skip down a random number of unchecked entries to find the next unchecked
system to use.
Every entry in the Fringe Space Encounters table has the potential for fuel. Some are easy,
others are back breaking and dangerous work. If you’re creating your own systems, that’s really
the only rule to follow.
Tracking Mysteries
There's more to the fringe than exploration. There are mysteries and threats waiting to be discovered.
Some worlds will have triggers like Monolith+1. When you enter the system and start exploring, advance
the appropriate track. You might need to apply some common sense here. If you run into a system with
Ruins+1 and you refuse to land on the surface to examine them, don't add anything to the Ruins track.
On later missions, feel free to create your own tracks and add triggers for them. There are more triggers
than there are tracks. That is intentional. It increases the odds that you will fill up a track and it open up
the mysteries to go the next step beyond the track. Perhaps even solving other mysteries or unlocking
new ones. The end of a track (*) and each step past that can also trigger a Missing Persons event if you
are on that type of mission. Use the Random Referee table to see where that takes you.
Monolith Track
A powerful signal rocks the ship and every intercom on the ship squeals out something like whale
song. Analysis or tracking of the signal might provide additional clues.
A great black ‘thing’ beams a crap ton of alien data at you and promptly leaves.
The Monolith jumps in close and wails at you. Its shape is simple but it also exists in multiple
dimensions at the same time. Hopefully, you've prepared the right response. *
Ruins Track
The ruins are ancient and predate any of the other civilizations in this region of space.
There are plenty of curious looping runes, but they hold no meaning, yet.
More ruins, not as badly decayed, some interesting statuary. More clues to find.
Ruins with intact murals help with the translation. Something about a great treasure...
Okay, this city looks too well maintained. Somewhere there is a vault or temple, but you can bet
that it is still protected even though you have seen no guardians or workers. *
Derelict Track
It's a graveyard of ships, some ancient, some disturbingly recent. Nothing functional.
You find a derelict courier, freshly gutted with bright frozen blood glinting like rubies. Maybe the
logs or analyzing the wreck will tell you something.
You get a distress signal, a human distress signal. It's coming from that horrible thing, an
amalgamation of ships; human and alien. It's heading in the direction of Human Space. You
know damn well it is probably a trap. But, what if there are survivors from the courier in there? *
Others Track
Well, you didn't expect that here. It’s a statue or monument to a Fred. The snout and four eyes
are distinctive. There is script that matches what little is known about them.
You pick up a strange sensor ping on a nearby chunk of rock and ice. There's an abandoned
habitat down there. It doesn't take much to determine that Freds built it.
She's dead, Jim. The markings on the hull are Fred script. No surprise, the hull is about 100
tons. I wonder what killed her and what happened to the crew? *
Doomsday Track
Something ripped apart a planet leaving nothing but glowing chunks of debris.
Another dead planet, newer than the last. Whatever happened, it wasn't an accident.
Oh, wow. I didn't think that was possible. How are we going to stop it? Can we? *
How to Solo – It’s easier than you think.
Okay, I’ve thrown a lot of nuts and bolts at you, but how do we bring that all together and play?
First off, there is no wrong way. You can play it sparse or as rich as desired. It’s your game and
for some folks that means a lot of dialog and descriptions. For others, they are quite happy to
play it out in their head and keep a minimum of notes. I prefer digital, but you are totally free
to print everything out, scrawl notes and doodle to your heart’s content.
Our favorite 2d6 sci-fi role playing game is no stranger to solo play and tools. Zozer Games has
Solo which uses a scene based resolution system and Robert Pearce created a huge spreadsheet
of random Trav tools (http://travellerrpgblog.blogspot.com/2016/05/gms-helper-spreadsheet-
so-much.html). Even the main rules have handy tables for random animal encounters.
My favorite solo tools are generic GM engines and custom oracles. Oracles are essentially
random event and encounter tables. The Fringe Space Encounters section is one large oracle at
its heart, it revolves around the questions that spring from jumping into a new system to see
what’s there. It provides events and locations for the player to interact with. Due to the nature
of the fringe, there will be very little space traffic. But, there will be plenty of opportunities to go
planet-side to survey, explore, and get work done (refueling, probe recovery, base set-up, etc.)
Animal and alien encounters will be the most common events with occasional hazards from the
local environment that might require survival rolls and the like. Remember, for a normal bio-
sphere (something other than a barren rock), the referee is supposed to check for encounters
twice a day with a 33% chance of one happening.
GM engines are simple (or optionally complex) methods for answering questions. Some engines
dig into story elements such as plot twists and scene interruptions as part of an encounter.
Check out the CRGE (Conjectural Roleplaying GM Emulator by Zach Best) or the GME (Mythic GM
Emulator by Word Mill Games) for examples of full blown systems for solo story telling.
Because I want to keep it light weight and still stick with two six-sided dice, I’ll borrow from
another game that I wrote. When you have a question and the answer is not obvious or no
applicable skill applies, roll 2d6 and consult the Random Referee table:
If the odds are not 50/50, apply a situational modifier from -2 to +2 depending on how likely the
outcome will be true. For example, “Is the door guarded?” Might be 50/50, but if there is
strange things going on you might add +1 and if it is a full station alert +2 to the roll.
Delayed/Interrupted is a special result that adds complication to the question but does directly
answer the question. Going with “Is the door guarded?” again, a delay/interrupt might be, “Just
before you can get around the corner to check, your com-badge begins to vibrate. Incoming
call.”
The Random Referee table can also be used for task resolution when you don’t want to engage a
more detailed set of rules. Give the player a +1 if they have the appropriate skills (or a zero if
they have a level 0 and a -1 if they are unskilled) and a situational modifier if they have the
right tools or if there is a complication like unbearable cold or working under fire.
Let’s go with an example where the crew is on a Corporate Resource Grab. They jump into a
new system and roll 1+4+5 on the Fringe Space Encounter table. [Check the box, when used.]
Mission Log: We jumped into the system and Dr. Albanez immediately started her survey
sweep. It didn’t take long to spot an anomaly in the inner system. The planet should have had
an atmosphere.
“Does Captain Veroce want to take a closer look?” We had previously determined that Veroce
was an overly cautious leader, so let’s roll 2d6-1 on the Random Referee table. We get a 7 with
mods, delayed/interrupt.
Mission Log: Albanez wants to immediately investigate, but Veroce is having none of it. “Dead
world, Elizabeth. There’s no profit in it.” The two bicker over it for a bit and the Captain decides
to put it up to a vote just to shut the scientist up.
If we were role playing it out, we could include a scene where Dr. Albanez tries to gather votes
for hers case and make some skill rolls and such. We’ll just fast track it with another question,
note that the best questions tend to be binary but still open to interpretation. “Does Albanez get
enough votes to sway the Captain?” We get a 6 – No, but…
Mission Log: Elizabeth makes the rounds and bugs the rest of the crew but fails to get enough
votes to break the deadlock. The Captain decides to make a deal, “Okay, let’s scan the asteroid
belt for mineral claims. I checked with Nav and we can do a fly-by this dead world on the way
out to hitting the gas giant for fuel. No way am I going down there, especially if it is hot.”
A note on writing style, are mission logs the only way to play? Not at all, you can easily write it
out in a more cinematic style or even do something like a movie script. Use whatever works for
you. Mission Logs are a good fit for these examples because they stand out as in-game fiction
separate for the NGS mechanics.
I’d like to explain some of the fuzzy bits to the solo experience. There are a lot of meta-gaming
elements to solo gaming, it can sometimes seem like you’re playing a game about playing a
game. That’s not necessarily a bad thing, but it is something to be aware of. It’s up to the
player to decide on how much role playing they want to put into the experience.
When you need more input to spark the imagination, try using word lists or random images.
Story Cubes are a big favorite for solo gamers since they are open to interpretation and you can
get themed sets. Tarot and Dixit cards can serve a similar role. Another option is to go online
and use icon generators.
We’ll use Zero Dice as an example of how that would look. We rolled up three icons and got.
Mission Log: Dr. Albanez got her close scan of the planet. It did turn out to be a natural thing.
The scars were fresh and as we rounded the planet we saw one massive impact event after
another, it was just like Shoemaker-Levy 9. But instead of crashing into a gas giant, this little
planet had gotten savaged and its atmosphere was literally blown into space by the forces
inflicted on it. We left the dead world and headed out to the gas giant for refueling.
Could we have read those icons a different way? Sure! I love Story Cubes and other image
sources because there are so many ways to assemble them into your own scenes.
If all you did was jump from system to system, it would be kind of stale. Fortunately, you will
have plenty of opportunities to go planet-side. You’ll need to set up equipment, replenish
supplies and water, refuel (and hack up ice if there is no water), recover launched probes, follow
collectors and hunters, and perhaps explore a mystery or two.
The default systems use a seven digit code for the primary world in the system. For example,
the UWP code X867000 would be a perfect earth-like planet and a good candidate for a colony.
The first digit is the starport type which will be X for most worlds on the fringe. The other codes
represent size, atmosphere, and hydrographic percentage. These values will be explained in the
description for each world. The flags are codes for Asteroids present, Gas Giants present, ‘$’
means that it is a great potential colony site, and a ‘?’ means that it is probably a marginal
colony site. Worlds with native populations ‘!’, can never be claimed as a colony site.
[] 113 X9550000 -GA$ Size 9 (1.25 G), thin atmosphere, hydro 50%
A little off on everything, but still a short sleeve environment at the lower elevations.
A detailed survey will reveal several choice spots for colony sites.
[] 114 X7240000 -GA Size 7, very thin tainted atmosphere, hydro 40%
Primitive plant life has seeded this atmosphere more with spores than oxygen.
Science would love some samples.
[] 125 X9980000 -GA? Size 9 (1.25 G), dense tainted atmosphere, hydro 80%
The heavy dense air of this world smells like something died in its vast oceans.
[] 133 X9A80000 -GA Size 9 (1.25 G), atmosphere unbreathable, hydro 80%
Life never really flourished on this world and as a result the air is critically low in
oxygen.
[] 136 X6300000 -GA Size 6, very thin atmosphere, no significant bodies of water
A barren world that seemed to have missed out on the earlier cometary bombardment
phase of its life. Any water is subsurface or locked in lichen-like plants. Science would
like some biological samples.
[] 141 X2300000 -GA Size 2, very thin atmosphere, ice patches on dark side
A tidally locked inner world that never had a chance to keep any standing water.
[] 161 XAAA0000 -GA Size 10 (1.4 G), exotic atmosphere, hydro 100%
The heavy gravity has trapped heavier elements in the air and water and rendered the
atmosphere unbreathable.
[] 223 X4230000 -GA Size 4, very thin tainted atmosphere, hydro 30%
Welcome to fungi planet. Try not to breath in any of the spores. Vast fields of molds,
mushrooms, and lichen cover this world. Full decontamination protocols are in place.
Of course, Science would love a bazillion samples to study.
[] 232 X99A0000 -GA Size 9 (1.25 G), dense tainted atmosphere, hydro 100%
Dangerously high levels of oxygen require protection for extended breathing. A huge
moon and shallow oceans create extreme tidal forces. The oceans are teeming with life.
[] 262 X9890000 -GA$ Size 9 (1.25 G), dense atmosphere, hydro 90%
The few islands are prime colony sites. Worth investigating to see if they’re safe.
[] 311 X2210000 -GA Size 2, very thin tainted atmosphere, hydro 10%
A frozen rock with barely any atmosphere or water.
[] 334 X3220000 -GA Size 3, very thin tainted and atmosphere, hydro 20%
Life has evolved to be very thin and hard skinned with a powerful thirst for water.
[] 335 XAAA0000 -GA Size 10 (1.4 G), exotic atmosphere, hydro 100%
A huge exotic water world, except that might not be water.
[] 336 E9653105 -GA! Frontier port, Size 9 (1.25 G), thin atmosphere, hydro 30%
An old world that has already been settled by some corp, strange that they're way out
here in a region that has officially not been opened for colonization.
[] 344 X9A90000 -GA Size 9 (1.25 G), exotic atmosphere, hydro 90%
The level of hydrocarbons and petroleum sources is amazing. Would be a great place for
plastics manufacturing. Just don’t drink the water, eat the food, or stay on the surface
too long (you might get cancer.)
[] 351 X945A8A5 -GA! Size 9 (1.25 G), thin tainted atmosphere, hydro 50%
Dwald: Tens of billions of these squat apes pack the cities and drive the bureaucratic
nightmare that is their political system. These aliens have rules for everything and any
weapons are high on the list. Be a good consumer and don’t sneeze without the proper
hand gesture to warn your neighbors. Looks like they have already invented pollution as
well as power plants and internal combustion engines. Due to the higher gravity and
thinner air along with smaller oceans, railways are the preferred system for
transportation.
[] 361 XA945011 -GA! Size 9 (1.25 G), dense atmosphere, hydro 40%
Mahu: Vast herds of these gentile giants roam the endless grasslands of this world. The
dense haze of the atmosphere does make it seem that the plains go on forever. Their
tribal structure has few laws and they carry everything on their backs.
[] 365 X6250000 -GA Size 6, very thin tainted atmosphere, hydro 50%
The planet's large moon has helped to strip off the atmosphere. Monolith+1
[] 412 X5230000 -GA Size 5, very thin tainted atmosphere, hydro 30%
Not much here to investigate.
[] 421 X9890000 -GA$ Size 9 (1.25 G), dense atmosphere, hydro 90%
A lot of floaters and flyers take advantage of the dense air. Fields of airborne jelly fish are
colorful and fanciful sight as long as the wind doesn’t blow you way.
[] 444 X99A0000 -GA Size 9 (1.25 G), dense tainted atmosphere, hydro 100%
Foul is the best word to describe this world of shallow oceans and reeking mud flats.
[] 451 XA8A0000 -GA Size 10 (1.4 G), dense atmosphere, hydro 100%
A giant ball of water, the only solid surfaces are the polar ice caps.
[] 515 X3250000 -GA Size 3, very thin and tainted atmosphere, hydro 50%
Most of the water on this bitterly cold planet is locked in the two large polar ice caps.
[] 526 X6230000 -GA Size 6, very thin tainted atmosphere, hydro 30%
As this world dries up, it leaves behind spectacular canyons.
[] 532 XA880000 -GA$ Size 10 (1.4 G), dense atmosphere, hydro 80%
A massive planet with lush jungle covering its equatorial continents. Most creatures here
are stout and powerful.
[] 533 X68A0000 -GA Size 6, dense atmosphere, hydro 100%
A grand blue marble of a planet but tidal forces from its large companion have long
eroded any land.
[] 545 X9553304 -G! Size 9 (1.25 G), thin atmosphere, hydro 50%
Olmn: While the population is in the millions, there are only a few thousand of these
mammalian creatures that are actual individuals. Each mountain-like warren is the home
to an Elder who has absolute power over their subjects. They don’t want their status-quo
upset. The fact that they have technology and no qualms against using it makes them
very dangerous.
[] 565 XA9A0000 -GA Size 10 (1.4 G), dense tainted atmosphere, hydro 10%
Close proximity to the main star in the system has helped to create something of a
pressure cooker of a planet with a hot and heavy climate that is perpetually clouded.
There is plenty of microbial life that makes breathing the air a major risk. Science
would love to get some air and water samples.
[] 616 X9530000 -GA? Size 9 (1.25 G), thin atmosphere, hydro 30%
Due to the extreme temps at the lower elevations, the habitable zones for this world are
the numerous mountain peaks and plateaus of this world. The water cycle starts with rain
and snow at the higher elevations. The water then flows into rivers and lakes, and that
flows into the dead lands where the water evaporates and starts over in the mountains
when it condenses.
[] 631 X9875674 -GA! Size 9 (1.25 G), dense atmosphere, hydro 70%
Masters: Parasitic invaders have taken control of the local population! The short but
strong humanoids of this planet didn’t stand a chance against the Masters. Hundreds of
thousands of them are hosts. There are strict laws against firearms to quell the non-
infected. If there is any benefit to this mess, the general level of technology has
advanced rapidly in recent years. Derelict+1
[] 641 XAB90000 -GA Size 10 (1.4 G), corrosive atmosphere, hydro 90%
Battery Acid World might be a good name for this place.
[] 642 X6856744 -GA! Size 6, dense atmosphere, hydro 50%
Weltyr Ra: Millions of citizen live in cities and nations under no centralized government.
The people are tall and thin humanoids with a fair degree of technology. The fragmented
political system creates stress and visitors are at risk of being used as pawns.
[] 646 X3250000 -GA Size 3, very thin tainted atmosphere, hydro 50%
Wind-swept deserts dominate the interiors of the continents on this world and carve out
fantastic shapes to see.
Some folks that actually run the ship. Choose or roll for each group. Gunners are optional,
especially if you have convinced your sponsor to pull the turret on your ship. The player’s
character may qualify for one of these jobs as well and open up room for more specialists. As a
reminder, the UPP code represents hexadecimal values for Strength, Dexterity, Endurance,
Intelligence, Education, and Social Standing. Each career slot is four years in length. I used
Cepheus Engine as a generator, feel free to tweak to your preferred game system if needed.
Pilot 3 – Commodore Bos Goltatami, 32A697, Age 46, Drifter (1) + Navy (6),
Archery-1 Bludgeoning Weapons-2 Carousing-0 Energy Rifle-1 Engineering-1
Gambling-1 Jack o' Trades-1 Leadership-1 Mechanics-0 Medicine-0 Mole-0
Natural Weapons-0 Piloting-2 Recon-0 Slug Pistol-0 Streetwise-0 Tactics-1 Zero-G-1
Pilot 5 – Scout Bill Garu, 5657C7, Age 42, Scout (3) + Navy (3),
Admin-0 Bay Weapons-1 Bludgeoning Weapons-1 Comms-0 Computer-1 Electronics-0
Engineering-0 Grav Vehicle-1 Linguistics-0 Medicine-2 Navigation-1 Piloting-3 Recon-1
Screens-0 Shotgun-0 Slug Rifle-0 Tactics-1 Zero-G-1
Pilot 6 – Flic Bless, 46B526, Age 34, Scout (1) + Drifter (1) + Scout (1) + Drifter (1),
Archery-1 Bay Weapons-0 Bribery-1 Comms-0 Electronics-0 Energy Rifle-0 Gambling-1
Linguistics-0 Medicine-1 Piloting-2 Recon-1 Streetwise-1
Navigator 2 – Lieutenant Etra Bates, 75ABB7, Age 34, Scout (1) + Surface Defense (3),
Archery-0 Battle Dress-1 Bay Weapons-0 Bludgeoning Weapons-1 Carousing-0
Comms-0 Electronics-0 Linguistics-0 Navigation-1 Piercing Weapons-1 Piloting-1
Recon-0 Slashing Weapons-1 Slug Pistol-1 Tactics-1 Zero-G-1
Navigator 5 – Commander Gray Ergotha, 59A964, Age 46, Belter (1) + Navy (6),
Advocate-0 Comms-0 Demolitions-0 Gambling-1 Gravitics-1 Leadership-1
Natural Weapons-1 Navigation-2 Piercing Weapons-1 Piloting-0 Prospecting-0
Rotor Aircraft-1 Shotgun-0 Slashing Weapons-1 Space Sciences-0 Spinal Mounts-0
Tactics-1 Zero-G-2
Navigator 6 – Lady Oraeshe Nak, B7489A, Age 46, Navy (4) + Belter (2) + Navy (1),
Bludgeoning Weapons-1 Comms-3 Computer-1 Energy Pistol-0 Engineering-0
Medicine-1 Navigation-1 Piercing Weapons-1 Piloting-1 Riding-0 Screens-0
Slashing Weapons-1 Social Sciences-0 Tactics-2 Tracked Vehicle-1 Zero-G-3
Engineer 1 – Lt Commander Flare Lem, A77BB8, Age 32, Scout (1) + Navy (3),
Advocate-1 Archery-0 Bludgeoning Weapons-1 Carousing-0 Comms-0 Electronics-0
Engineering-1 Heavy Weapons-0 Linguistics-0 Mechanics-0 Medicine-0
Piercing Weapons-1 Piloting-1 Recon-0 Tactics-1 Zero-G-1
Engineer 2 – Commander ‘Hash’ Grove, 6584B9, Age 46, Navy (2) + Maritime Defense (5),
Admin-0 Advocate-1 Archery-1 Comms-1 Electronics-1 Energy Rifle-1 Engineering-1
Heavy Weapons-0 Leadership-1 Life Sciences-0 Mechanics-2 Motorboats-0
Natural Weapons-0 Ocean Ships-1 Sailing Ships-1 Slashing Weapons-1 Slug Pistol-0
Social Sciences-0 Submarine-1 Tactics-1 Zero-G-1
Engineer 3 – Lec Pectraski, DA6369, Age 40, Navy (2) + Drifter (1) + Scout (1) + Drifter (1),
Bludgeoning Weapons-0 Carousing-0 Comms-0 Electronics-0 Energy Rifle-0
Engineering-1 Gambling-1 Grav Vehicle-0 Natural Weapons-1 Piloting-1 Recon-1
Space Sciences-0 Spinal Mounts-0 Zero-G-1
Engineer 6 – Commander LADY Beth Eslo, CA863A, Age 38, Navy (5),
Advocate-0 Bludgeoning Weapons-0 Comms-0 Electronics-0 Engineering-1
Leadership-1 Mole-0 Natural Weapons-1 Slashing Weapons-1 Slug Pistol-1
Spinal Mounts-1 Tactics-1 Turret Weapons-0 Wheeled Vehicle-1 Zero-G-1
Gunner 1 – Flight Officer Bren Orn, 58A574, Age 42, Scout (4) + Aerospace Defense (2),
Bludgeoning Weapons-2 Comms-0 Electronics-0 Energy Pistol-0 Engineering-0
Grav Vehicle-2 Mechanics-0 Navigation-1 Piloting-1 Recon-0 Slashing Weapons-1
Turret Weapons-2
Gunner 2 – Captain Crow Hacr, 7C8784, Age 38, Navy (2) + Marine (3),
Admin-0 Advocate-1 Comms-0 Energy Pistol-0 Engineering-0 Leadership-1
Linguistics-0 Piercing Weapons-0 Recon-1 Turret Weapons-1 Wheeled Vehicle-0
Zero-G-2
Gunner 3 – Flight Officer Malih Effrow, 697678 Age 42, Aerospace Defense (6),
Advocate-0 Archery-1 Athletics-1 Bludgeoning Weapons-0 Carousing-0 Comms-1
Electronics-0 Grav Vehicle-2 Piloting-1 Rotor Aircraft-1 Shotgun-1 Space Sciences-0
Spinal Mounts-1 Survival-0 Turret Weapons-1 Winged Aircraft-0
Gunner 4 – Slim Flock, 989A27, Age 38, Navy (2) + Surface Defense (1) + Drifter (2),
Archery-1 Bludgeoning Weapons-1 Comms-0 Energy Rifle-1 Engineering-0 Gravitics-1
Medicine-0 Natural Weapons-1 Rotor Aircraft-0 Shotgun-1 Slug Pistol-1
Turret Weapons-1 Zero-G-1
Gunner 5 – Lady Occine Lepragraf, 46BB6A, Age 46, Aerospace Defense (2) + Scout (5),
Bay Weapons-0 Bludgeoning Weapons-1 Comms-1 Demolitions-2 Electronics-0
Energy Pistol-0 Jack o' Trades-1 Life Sciences-0 Medicine-1 Navigation-1
Piercing Weapons-0 Piloting-1 Rotor Aircraft-2 Shotgun-0 Slashing Weapons-1
Spinal Mounts-1 Survival-0 Turret Weapons-1 Winged Aircraft-0
Gunner 6 – Scout Plato Dimaza, 68CC68, Age 30, Surface Defense (1) + Scout (2),
Battle Dress-0 Computer-0 Electronics-0 Mechanics-0 Piercing Weapons-1 Piloting-1
Recon-0 Screens-0 Shotgun-2 Slashing Weapons-0 Slug Rifle-0 Turret Weapons-1
Appendix B – Mission Specialists and Patrons
Here are some guys and gals to help fill out the mission specific characters. Choose or roll for
each group taking note of mandatory personnel as dictated by the mission type. The player’s
character may qualify for one of these jobs as well. The Collector, Hunter, and Tourist
characters are usually reserved for NPC patrons. Scientists tend to specialize in sensor ops and
analysis. Xenologists specialize in alien biology and first contact scenarios.
Collector 1 – Dame Kathe Uswakovik, 8A7A5B, Age 42, Entertainer (2) + Pirate (2) +
Drifter (2), Admin-1 Athletics-0 Bay Weapons-1 Bribery-0 Carousing-1 Computer-1
Electronics-1 Gambling-0 Mole-2 Piloting-1 Recon-1 Rotor Aircraft-0 Shotgun-1
Social Sciences-0 Space Sciences-0
Dame Kathe, following the tradition of most nobility, was bored. She managed to
convince a ship captain of ill-repute that he needed an accountant. Eight years later, they
had earned enough loot to retire. After going on a walk-about for eight years, she found
you and decided that a treasure hunt beyond the fringe was the adventure that she
craved. She insists that her technical skills means that she’s not dead weight.
Collector 4 – Captain Petro Owens, 977685, Age 46, Surface Defense (1) + Navy (6),
Advocate-0 Battle Dress-0 Bay Weapons-0 Bludgeoning Weapons-1 Comms-1 Gravitics-1
Leadership-1 Mechanics-0 Ocean Ships-0 Recon-0 Shotgun-1 Slashing Weapons-1 Slug
Pistol-0 Tactics-1 Zero-G-1
Captain Owens (retired), is interested in meeting new alien species and collecting their
weapons to add to his own impressive collection back home.
Collector 5 – Mur Shosirinos, 688BD8, Age 46, Surface Defense (1) + Aerospace Defense (1)
+ Noble (5), Admin-1 Archery-1 Carousing-1 Comms-2 Computer-1 Electronics-0
Energy Pistol-0 Liaison-1 Medicine-2 Mole-1 Piercing Weapons-0 Recon-1
Slashing Weapons-0 Space Sciences-1 Spinal Mounts-0 Streetwise-0 Submarine-1
Survival-0 Winged Aircraft-1
Mur is currently not in social or political favor and decided that now would be a good time
to disappear and pursue her love of painting. She’s looking for fantastic vistas to inspire.
Collector 6 – Nefrum Blezo, 958457, Age 30, Entertainer (3),
Admin-0 Athletics-1 Bribery-1 Carousing-1 Comms-0 Computer-1 Gambling-1
Piercing Weapons-1 Survival-0 Tracked Vehicle-0 Wheeled Vehicle-1
Nef might not be the best race car driver out there, but he’s certainly one of the most
popular. His current goal is to drive on 1,000 alien worlds. After running out of suitable
worlds in human space, he’s turned his eye to the fringe. Belzo insists on bringing his
own custom ATV (four tons.) His steward is also his camera-man.
Tourist 1 – Glyph Awesome, 68572A, Age 28, Entertainer (1) + Bureaucrat (1),
Admin-1 Athletics-0 Bribery-0 Carousing-1 Engineering-0 Gambling-2 Submarine-0
Lord Jessie Rayburn was born with a silver tongue and turned that into a pretty good
career as a rock and roll star. Then, he burned through his inheritance and gambled
almost all of it away. He tried the family business for a while but he was so far behind the
learning curve. Glyph decided it was time to ‘tune out’ society and visit some place less
demanding. The ship belongs to his father and he’s supposed to turn a profit.
Tourist 3 – Cromwell Queen, 5645F9, Age 46, Entertainer (1) + Bureaucrat (6),
Admin-2 Athletics-1 Bribery-0 Carousing-1 Comms-0 Computer-2 Gambling-0 Liaison-1
Linguistics-0 Physical Sciences-0 Tracked Vehicle-1 Wheeled Vehicle-0
Cromwell started out his career as a stand-up comic. His best joke? He leveraged that
popularity into a 24 year political career. He’s now sick of the game and decided that
politics is the one thing he won’t have to worry about on the fringe.
Tourist 5 – Lady Tabula Glaw, 48698A, Age 42, Noble (5) + Surface Defense (1),
Admin-1 Athletics-0 Carousing-1 Energy Rifle-1 Gambling-0 Jack o' Trades-1 Leadership-0
Life Sciences-0 Motorboats-0 Piercing Weapons-1 Slashing Weapons-1 Space Sciences-0
Lady Glaw wanted to see something new. She came up with the idea on her own to go
out on the fringe, but her husband forbid it saying she was too frail. She used her status
to swing a recruitment deal and joined the Army where she became a crack shot with a
laser rifle just to prove her husband wrong.
Tourist 6 – Oxide Alice, 887B59, Age 26, Entertainer (2),
Admin-0 Athletics-0 Bribery-1 Carousing-2 Gambling-0 Natural Weapons-1
Space Sciences-0 Wheeled Vehicle-0
Oxide Alice is the pen name for Alice ‘Ox-Eye’ Ramirez. She wrote some smoking hot
romance novels and now has hit a brick wall in the creativity department. She decided
she needed new scenery and change in the people she associated with. Alice hopes that
will reset her muse.
Hunter 2 – Eve Pravka, 67B678, Age 46, Drifter (1) + Surface Defense (3) + Hunter (3),
Admin-1 Archery-1 Bludgeoning Weapons-0 Demolitions-1 Mechanics-1
Natural Weapons-0 Piercing Weapons-1 Recon-1 Shotgun-0 Social Sciences-0
Streetwise-0 Survival-1 Tracked Vehicle-0 Winged Aircraft-1
Eve is a famous bow hunter and is seeking new game. Due to the demands of her
referred hunting style, if you’re not as stealthy as her, she would rather you stay far
away. As in, “Go sit on the ship and I’ll call if I need you.”
Hunter 3 – Jipp Borhoffer, B687B4, Age 42, Barbarian (1) + Surface Defense + (2) +
Drifter (3), Advocate-0 Archery-0 Athletics-1 Bribery-1 Comms-1 Computer-1
Electronics-1 Energy Pistol-2 Mechanics-0 Recon-1 Riding-0 Shotgun-1
Slashing Weapons-1 Slug Rifle-1 Survival-0 Tactics-2
Jipp turned a family claim on a diamond mine into a good sized fortune, joined the
military to gain citizenship, and then drifted around trying to find himself. He realized
that he missed the barbarian life and decided to try his skills out in the fringe.
Hunter 4 – Lady Adeline ‘Flash’ Prosar, 57579A, Age 38, Rogue (5),
Advocate-1 Computer-1 Electronics-0 Energy Pistol-0 Gambling-1 Life Sciences-0
Mechanics-0 Medicine-1 Piercing Weapons-0 Recon-1 Sailing Ships-1 Streetwise-1
Wheeled Vehicle-0
Flash has pulled off many a con jobs, but this one is unusual even for her. She’s
collecting pets and doesn’t care if they’re alive or dead. She has her sights set on
anything cute and collectable (and can turn a profit.) She insists on having low berths
installed so she can store her trophies.
Hunter 5 – Iggy Riglana, 979777, Age 46, Hunter (1) + Aerospace Defense (5) + Drifter (1),
Admin-1 Advocate-0 Bay Weapons-1 Bludgeoning Weapons-0 Comms-1 Grav Vehicle-2
Leader-1 Mechanics-1 Piercing Weapons-1 Piloting-1 Recon-0 Rotor Aircraft-1 Slug Rifle-0
Streetwise-0 Submarine-0 Survival-1 Tracked Vehicle-0 Wheeled Vehicle-1
Iggy is not a particular skilled hunter. He prefers to ‘stalk’ his prey from the inside of an
air-raft or comfortable safari vehicle. He’s willing to give up his one ton of luxuries for a
grav vehicle or ATV. He has a bet with an old friend to kill the ugliest thing in space.
Hunter 6 – Marquis Palani ‘Lani’ Varadan, 75697D, Age 46, Agent (6) + Surface Defense (1),
Admin-0 Athletics-1 Bribery-1 Computer-2 Energy Pistol-1 Leadership-0 Medicine-0
Mole-0 Recon-1 Shotgun-1 Streetwise-1
The Marquis served honorably in a service he can’t name. He spent the last term on
attached duty to the military. Now retired, he wants to pursue his hobby of bird hunting
without having to look over his shoulder for people trying to settle old scores.
Missing Person 1 – Faheed Sass is a powerful energy tycoon and he’s looking for his daughter,
Soledad Negiva. She was a corporate scientist on a previous pathfinder mission.
Missing Person 2 – Leigh Urbane is a news reporter with suspiciously deep pockets. He’s
looking for any information on the famous pilot, Emma Rodeway. Emma disappeared
on a scout mission several years ago into the fringe.
Missing Person 3 – Duke Oconoco sponsored a previous mission to survey possible mining sites.
He seems more interested in recovering his ship and the jump core than the crew. The
Attuned on that unfortunate mission was Nadine Enka, a drifter with a checkered past.
Missing Person 4 – Grover Holden has scraped together every credit he has to find his son,
Lt. Lex Holden. Lex was the navigator on a Navy sponsored expedition. The Navy has
remained tight lipped about the fate of that mission.
Missing Person 5 – Diez Cash is looking for Tetra Tenara. Tetra skipped out on a lot of creditors
and you don’t cheat Mr. Cash. Even leaving known space won’t put you beyond his reach.
Diez will actually pay a full mission bonus if you bring back proof of Tenara’s death.
Missing Person 6 – Ellen Crane is the agent for Lilu Naropeak. Lilu ran off with her roadie,
Frex Wilson for a fringe tour. Ellen would like to know what happened, as a friend and
because there is a substantial insurance settlement involved. On the off chance that Lilu
and Frex have gone native and started their own colony, she wants you take along a
release form for Lilu to sign. She’ll pay the full mission bonus for returning Lilu or a
signed document.
Marine 3 – Captain Brie Plazma, 976987, Age 42, Surface Defense (5) + Marine (1),
Advocate-1 Battle Dress-0 Bludgeoning Weapons-1 Comms-1 Computer-1
Energy Rifle-1 Engineering-0 Heavy Weapons-0 Leadership-1 Mechanics-0
Medicine-1 Natural Weapons-1 Recon-1 Slug Rifle-1 Turret Weapons-1 Zero-G-1
Captain Plazma is not a grunt. Normal people don’t spend 20 years in the Army and then
join the Marines for giggles. If she’s probably on a secret mission for the Marines.
Marine 4 – Trooper Ezra Glotsler, 78699A, Age 22, Marine (1),
Battle Dress-0 Bludgeoning Weapons-0 Broker-0 Comms-0 Demolitions-0 Screens-0
Slug Rifle-0 Social Sciences-0 Zero-G-1
Marine 6 – Trooper Trafla Quill, 6787B7, Age 42, Drifter (1) + Marine (5),
Bay Weapons-1 Bludgeoning Weapons-0 Broker-0 Computer-1 Engineering-1 Mechanics-0
Mole-0 Navigation-2 Physical Sciences-0 Piercing Weapons-1 Recon-0 Slashing Weapons-1
Slug Pistol-0 Slug Rifle-1 Social Sciences-0 Streetwise-0 Tactics-1 Wheeled Vehicle-1
Zero-G-2
Compared to Captain Plazma, Quill is a f*ck up. Twenty years and still a trooper?
Mercenary 1 – Homer Nes, 985888, Age 34, Marine (1) + Mercenary (1) + Belter (2),
Battle Dress-0 Bludgeoning Weapons-0 Carousing-0 Comms-0 Demolitions-0
Electronics-1 Energy Pistol-2 Energy Rifle-0 Grav Vehicle-1 Heavy Weapons-0
Medicine-1 Piercing Weapons-1 Social Sciences-0 Zero-G-2
Mercenary 3 – Pope Calaca, 978AB9, Age 38, Mercenary (4) + Navy (1),
Archery-1 Battle Dress-0 Bludgeoning Weapons-0 Comms-1 Energy Rifle-1
Engineering-1 Gambling-0 Life Sciences-0 Linguistics-0 Mechanics-0 Medicine-1
Shotgun-1 Social Sciences-0 Space Sciences-1 Tactics-1 Zero-G-3
Mercenary 4 – Afreda Dhal, 997649, Age 30, Mercenary (1) + Surface Defense (1) +
Scout (1), Battle Dress-0 Comms-0 Energy Rifle-1 Gambling-0 Mechanics-0
Medicine-0 Piloting-1 Shotgun-0 Slashing Weapons-0 Slug Rifle-2 Spinal Mounts-1
Mercenary 6 – Gos ‘Goose’ Jalokavic, 7B8867, Age 46, Mercenary (3) + Drifter (1) +
Marine (3), Admin-0 Battle Dress-0 Bludgeoning Weapons-0 Comms-0 Electronics-0
Gambling-0 Gravitics-1 Mechanics-0 Mole-1 Natural Weapons-2 Piercing Weapons-1
Slashing Weapons-1 Slug Rifle-1 Social Sciences-0 Tactics-1 Zero-G-2
Specialist 1 – Edna Cudgel, 64BC69, Age 46, Scientist (4) + Surface Defense (2) +
Marine (1), Admin-1 Bay Weapons-1 Bludgeoning Weapons-1 Bribery-1 Carousing-0
Computer-2 Electronics-1 Energy Rifle-1 Grav Vehicle-1 Life Sciences-1 Medicine-2
Physical Sciences-0 Slug Rifle-1 Social Sciences-1 Space Sciences-0 Zero-G-1
Specialist 2 – Thale Gamebro, A99BC5, Age 34, Scientist (1) + Mercenary (1) + Marine(1) +
Drifter(1), Admin-1 Advocate-0 Bribery-0 Computer-0 Demolitions-1 Electronics-0
Farming-0 Medicine-0 Rotor Aircraft-1 Slug Rifle-1 Social Sciences-1 Space Sciences-0
Streetwise-2 Survival-0 Zero-G-1
Specialist 3 – Diego Ireland, A57C88 Age 34, Surface Defense (1) + Scientist (2) +
Drifter (1), Battle Dress-0 Bludgeoning Weapons-0 Bribery-1 Energy Pistol-1
Gambling-1 Heavy Weapons-0 Life Sciences-0 Mechanics-0 Medicine-1 Navigation-1
Physical Sciences-1 Recon-1 Slug Pistol-0 Tracked Vehicle-1
Specialist 4 – Brother Zamoize, 5B6967, Age 26, Scientist (1) + Mercenary (1),
Admin-0 Bribery-0 Carousing-0 Computer-0 Electronics-0 Life Sciences-1 Medicine-0
Physical Sciences-0 Slug Pistol-2 Social Sciences-2
Specialist 6 – Florence Fleagle, 576966, Age 46, Scientist (1) + Surface Defense (6),
Admin-0 Advocate-0 Athletics-1 Battle Dress-1 Bribery-0 Computer-0 Electronics-0
Energy Rifle-2 Life Sciences-1 Medicine-0 Motorboats-1 Physical Sciences-0
Piercing Weapons-1 Shotgun-1 Slug Rifle-1 Social Sciences-0 Space Sciences-0
Steward 1 – Nathan Erie, 695A77, Age 34, Merchant (3) + Belter (1),
Bay Weapons-1 Broker-0 Comms-0 Energy Rifle-0 Engineering-1 Jack o' Trades-1
Life Sciences-0 Linguistics-0 Mole-0 Natural Weapons-0 Navigation-1 Piloting-1
Steward-2 Zero-G-1
Steward 5 – Trixie Nelson, 786A49, Age 38, Navy (3) + Drifter (1) + Merchant (1),
Bay Weapons-0 Bludgeoning Weapons-0 Bribery-1 Comms-1 Computer-0
Electronics-0 Energy Pistol-0 Engineering-0 Jack o' Trades-2 Mole-0 Navigation-1
Steward-1 Tactics-1 Zero-G-1
Steward 6 – Senda Alfie, 756759, Age 38, Agent (2) + Merchant (3),
Admin-0 Athletics-1 Bludgeoning Weapons-1 Bribery-1 Computer-0 Leadership-0
Medicine-0 Physical Sciences-0 Piloting-1 Slug Pistol-1 Steward-2 Streetwise-1
Tracked Vehicle-0
Xenologist 3 – Pajdemiroeshe Trip, 45A7A9, Age 46, Scientist (6) + Merchant (1),
Admin-1 Advocate-1 Bribery-0 Comms-0 Computer-2 Electronics-0 Farming-1
Grav Vehicle-1 Jack o' Trades-1 Life Sciences-0 Linguistics-0 Medicine-2 Navigation-1
Physical Sciences-1 Social Sciences-1 Steward-1
Possible starting locations after the long jump include #04, #20, and #28 (row 00.)
____ ____ ____ ____ ____
/0000\ /0200\ /0400\ /0600\ /0800\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0100\ /0300\ /0500\ #20 /0700\ #28 /0900\
\____/ \____/ \____/ \____/ \____/ \
/0001\ #04 /0201\ /0401\ /0601\ /0801\ /
/ \____/ \____/ \____/ \____/ \____/
\ #01 /0101\ #07 /0301\ /0501\ /0701\ /0901\
\____/ \____/ \____/ \____/ \____/ \
/0002\ /0202\ #11 /0402\ /0602\ /0802\ #32 /
/ \____/ \____/ \____/ \____/ \____/
\ /0102\ /0302\ #16 /0502\ #21 /0702\ #29 /0902\
\____/ \____/ \____/ \____/ \____/ \
/0003\ #05 /0203\ #12 /0403\ #18 /0603\ #24 /0803\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0103\ /0303\ /0503\ /0703\ /0903\
\____/ \____/ \____/ \____/ \____/ \
/0004\ #06 /0204\ /0404\ /0604\ /0804\ /
/ \____/ \____/ \____/ \____/ \____/
\ #02 /0104\ /0304\ /0504\ /0704\ #30 /0904\
\____/ \____/ \____/ \____/ \____/ \
/0005\ /0205\ #13 /0405\ /0605\ #25 /0805\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0105\ #08 /0305\ /0505\ /0705\ /0905\
\____/ \____/ \____/ \____/ \____/ \
/0006\ /0206\ /0406\ /0606\ #26 /0806\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0106\ #09 /0306\ #17 /0506\ /0706\ /0906\
\____/ \____/ \____/ \____/ \____/ \
/0007\ /0207\ #14 /0407\ #19 /0607\ /0807\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0107\ /0307\ /0507\ #22 /0707\ /0907\
\____/ \____/ \____/ \____/ \____/ \
/0008\ /0208\ /0408\ /0608\ #27 /0808\ #33 /
/ \____/ \____/ \____/ \____/ \____/
\ /0108\ #10 /0308\ /0508\ #23 /0708\ #31 /0908\
\____/ \____/ \____/ \____/ \____/ \
/0009\ /0209\ /0409\ /0609\ /0809\ /
/ \____/ \____/ \____/ \____/ \____/
\ #03 /0109\ /0309\ /0509\ /0709\ /0909\
\____/ \____/ \____/ \____/ \____/ \
/ \ / \ #15 / \ / \ / \ #34 /
/ \____/ \____/ \____/ \____/ \____/
____ ____ ____ ____ ____
/0010\ /0210\ /0410\ /0610\ /0810\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0110\ #13 /0310\ /0510\ #27 /0710\ /0910\
\____/ \____/ \____/ \____/ \____/ \
/0011\ /0211\ #18 /0411\ /0611\ /0811\ #36 /
/ \____/ \____/ \____/ \____/ \____/
\ #01 /0111\ /0311\ /0511\ /0711\ /0911\
\____/ \____/ \____/ \____/ \____/ \
/0012\ /0212\ /0412\ /0612\ #31 /0812\ /
/ \____/ \____/ \____/ \____/ \____/
\ #02 /0112\ #14 /0312\ /0512\ /0712\ /0912\
\____/ \____/ \____/ \____/ \____/ \
/0013\ #07 /0213\ /0413\ #23 /0613\ /0813\ /
/ \____/ \____/ \____/ \____/ \____/
\ #03 /0113\ /0313\ /0513\ /0713\ /0913\
\____/ \____/ \____/ \____/ \____/ \
/0014\ #08 /0214\ /0414\ /0614\ /0814\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0114\ #15 /0314\ #21 /0514\ /0714\ /0914\
\____/ \____/ \____/ \____/ \____/ \
/0015\ #09 /0215\ #19 /0415\ /0615\ /0815\ /
/ \____/ \____/ \____/ \____/ \____/
\ #04 /0115\ /0315\ /0515\ /0715\ /0915\
\____/ \____/ \____/ \____/ \____/ \
/0016\ /0216\ /0416\ /0616\ #32 /0816\ #37 /
/ \____/ \____/ \____/ \____/ \____/
\ /0116\ /0316\ /0516\ #28 /0716\ /0916\
\____/ \____/ \____/ \____/ \____/ \
/0017\ /0217\ #20 /0417\ #24 /0617\ /0817\ #38 /
/ \____/ \____/ \____/ \____/ \____/
\ /0117\ #16 /0317\ /0517\ #29 /0717\ /0917\
\____/ \____/ \____/ \____/ \____/ \
/0018\ #10 /0218\ /0418\ /0618\ /0818\ /
/ \____/ \____/ \____/ \____/ \____/
\ #05 /0118\ /0318\ #22 /0518\ #30 /0718\ #34 /0918\
\____/ \____/ \____/ \____/ \____/ \
/0019\ #11 /0219\ /0419\ #25 /0619\ #33 /0819\ /
/ \____/ \____/ \____/ \____/ \____/
\ #06 /0119\ #17 /0319\ /0519\ /0719\ #35 /0919\
\____/ \____/ \____/ \____/ \____/ \
/ \ #12 / \ / \ #26 / \ / \ /
/ \____/ \____/ \____/ \____/ \____/
____ ____ ____ ____ ____
/0020\ /0220\ /0420\ /0620\ /0820\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0120\ /0320\ /0520\ #17 /0720\ /0920\
\____/ \____/ \____/ \____/ \____/ \
/0021\ /0221\ /0421\ /0621\ #20 /0821\ #28 /
/ \____/ \____/ \____/ \____/ \____/
\ #01 /0121\ /0321\ /0521\ /0721\ #25 /0921\
\____/ \____/ \____/ \____/ \____/ \
/0022\ /0222\ #07 /0422\ /0622\ /0822\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0122\ /0322\ #12 /0522\ /0722\ /0922\
\____/ \____/ \____/ \____/ \____/ \
/0023\ /0223\ /0423\ /0623\ /0823\ /
/ \____/ \____/ \____/ \____/ \____/
\ #02 /0123\ /0323\ /0523\ /0723\ #26 /0923\
\____/ \____/ \____/ \____/ \____/ \
/0024\ #05 /0224\ #08 /0424\ /0624\ #21 /0824\ #29 /
/ \____/ \____/ \____/ \____/ \____/
\ /0124\ /0324\ /0524\ /0724\ #27 /0924\
\____/ \____/ \____/ \____/ \____/ \
/0025\ /0225\ /0425\ #14 /0625\ #22 /0825\ #30 /
/ \____/ \____/ \____/ \____/ \____/
\ #03 /0125\ /0325\ /0525\ #18 /0725\ /0925\
\____/ \____/ \____/ \____/ \____/ \
/0026\ /0226\ /0426\ /0626\ /0826\ /
/ \____/ \____/ \____/ \____/ \____/
\ #04 /0126\ /0326\ /0526\ /0726\ /0926\
\____/ \____/ \____/ \____/ \____/ \
/0027\ /0227\ #09 /0427\ #15 /0627\ #23 /0827\ #31 /
/ \____/ \____/ \____/ \____/ \____/
\ /0127\ /0327\ /0527\ #19 /0727\ /0927\
\____/ \____/ \____/ \____/ \____/ \
/0028\ /0228\ /0428\ #16 /0628\ /0828\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0128\ /0328\ #13 /0528\ /0728\ /0928\
\____/ \____/ \____/ \____/ \____/ \
/0029\ #06 /0229\ #10 /0429\ /0629\ /0829\ #32 /
/ \____/ \____/ \____/ \____/ \____/
\ /0129\ /0329\ /0529\ /0729\ /0929\
\____/ \____/ \____/ \____/ \____/ \
/ \ / \ #11 / \ / \ #24 / \ #33 /
/ \____/ \____/ \____/ \____/ \____/
____ ____ ____ ____ ____
/0030\ /0230\ /0430\ /0630\ /0830\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0130\ /0330\ #14 /0530\ /0730\ /0930\
\____/ \____/ \____/ \____/ \____/ \
/0031\ #06 /0231\ #11 /0431\ /0631\ /0831\ #23 /
/ \____/ \____/ \____/ \____/ \____/
\ #01 /0131\ #08 /0331\ #15 /0531\ /0731\ /0931\
\____/ \____/ \____/ \____/ \____/ \
/0032\ /0232\ /0432\ /0632\ #19 /0832\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0132\ /0332\ /0532\ /0732\ #21 /0932\
\____/ \____/ \____/ \____/ \____/ \
/0033\ #07 /0233\ /0433\ /0633\ /0833\ /
/ \____/ \____/ \____/ \____/ \____/
\ #02 /0133\ /0333\ #16 /0533\ /0733\ /0933\
\____/ \____/ \____/ \____/ \____/ \
/0034\ /0234\ /0434\ /0634\ /0834\ #24 /
/ \____/ \____/ \____/ \____/ \____/
\ /0134\ #09 /0334\ /0534\ /0734\ /0934\
\____/ \____/ \____/ \____/ \____/ \
/0035\ /0235\ /0435\ /0635\ /0835\ /
/ \____/ \____/ \____/ \____/ \____/
\ #03 /0135\ /0335\ /0535\ /0735\ /0935\
\____/ \____/ \____/ \____/ \____/ \
/0036\ /0236\ #12 /0436\ /0636\ /0836\ #25 /
/ \____/ \____/ \____/ \____/ \____/
\ /0136\ /0336\ /0536\ /0736\ /0936\
\____/ \____/ \____/ \____/ \____/ \
/0037\ /0237\ /0437\ /0637\ /0837\ #26 /
/ \____/ \____/ \____/ \____/ \____/
\ #04 /0137\ /0337\ /0537\ /0737\ /0937\
\____/ \____/ \____/ \____/ \____/ \
/0038\ /0238\ /0438\ /0638\ /0838\ /
/ \____/ \____/ \____/ \____/ \____/
\ /0138\ /0338\ /0538\ /0738\ #22 /0938\
\____/ \____/ \____/ \____/ \____/ \
/0039\ /0239\ /0439\ #17 /0639\ #20 /0839\ /
/ \____/ \____/ \____/ \____/ \____/
\ #05 /0139\ #10 /0339\ /0539\ /0739\ /0939\
\____/ \____/ \____/ Gate \____/ \____/ \
/ \ / \ #13 / \ #18 / \ / \ /
/ \____/ \____/ \____/ \____/ \____/