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Monthly Archives: January 2019

State of the Frontier – Jan 2019

I seem to have gotten into a pretty good rhythm of posting this month by getting a post out on every Tuesday. I’m going to try to keep to that schedule going forward. I’m not sure I will be able to add to that schedule (see the big announcement below) but hope to not fall below that.

Looking Back

I actually managed to meet all of my expected targets this month. The big one was getting the next section of the Ghost Ship Osiris adventure – Osiris Under Siege – finished. The full text went out to my Patreon supporters on the 18th with the post going up here on the 22nd.

Along the way we got the Laco Sand Dragon, which I mentioned in last month’s “state of the Frontier” post and finally got to use in my on-line game last Friday, the post on the Clarion calendar system, and one post on the starship construction system.

That calendar system post came completely out of the blue as I was working on the timeline project. The starship construction system post was originally going to go out the day the calendar system post dropped but I wanted to post the calendar system immediately. That will probably be a recurring theme for those construction system posts. I’m using them primarily as filler when I have a slow week. Although if I get a lot of requests, they might get a higher priority. Similarly for the calendar post. I had a lot of fun doing that one and think I might work out the calendars (and in some cases system details) for all of the systems in the Frontier. Let me know what you think.

Looking Forward

The next step for the Ghost Ship Osiris adventure is to design the alien craft that is embedded in the center of the Osiris asteroid. That may take a while as it’s a fairly big ship. I hope to have that design done, probably as the last post of the month.

I need to get back to finishing up the Murder at Rosegard adventure as well. You’ll probably see a post on the sathar inhabited cave system for that adventure which really is the last location map (I think) I need. Otherwise, there is a lot of writing to put together all the bits and pieces I’ve posted into a coherent package.

You’ll probably get another starship construction post at some point in the month together with the update on the Frontier Timeline. I have a few other ideas for posts included a requested post on how I make system maps, a discussion on starship construction in the Frontier, and some thoughts on Spacefleet crews. Those last three are just ideas with nothing really concrete written as of yet but if you’re interested in me fleshing them out, let me know and I’ll bump them up on the priority list.

But Wait …

I mentioned at the top of the post that I had a big announcement. Starting in February I am officially relaunching the Frontier Explorer fan magazine.

The first new issue will probably come out in April, exactly one year after it would have come out if WotC had not asked me to put it on hold. I’ve been thinking about this a lot over the past year and given all that has happened and the information I’ve received from WotC, it’s time to get the magazine back up and running.

I might get started on this and have to stop, but as of now, I’ve told WotC of my intention to restart it and they haven’t told me that I can’t. So keep an eye out here and on the Frontier Explorer website for more details as I work out the plans going forward. I’m hoping to get some more community involvement in the production of the magazine and broaden its scope but we’ll have to see how that pans out.

And that’s it for now. Things are moving along nicely and I hope you are still enjoying the content being produced. Feel free to share suggestions, questions, or ideas in the comment section

January 31, 2019 Tom Leave a comment

A New Starship Construction System – part 3 – Life Support

My previous posts about my new starship construction system generated a bunch of interest and several people expressed a desire to see more. So I thought I’d post up bits and pieces of this over a series of posts. I’ll start by posting the things that are new relative to the starship construction system in the Star Frontiers Knight Hawks Campaign Book.

I already posted the introduction the the “A New Starship Construction System” post back in early November. Although it wasn’t labeled as such, the “Starship Engines” post that came shortly after the first one was part 2 as that was taken from the new system as well.

The timing of these posts will be probably be fairly sporadic as I’m using them as filler between posts on other topics and when I’m working on things that I’m not ready to post about.

I’ve already posted about the engines. The next major change is the life support system which is the topic of this post. With each of these posts going forward, I’ll try to include some of the rationale and thinking behind the choices I made and the way I designed it. So let’s get going.

Design Considerations

One of the things that I found problematic with the life support system as described in the standard rules was that it always felt way too small. For example say you had a ship that could support 9 people. According the the standard rules, all of the life support equipment for the entire ship, including all the food, oxygen, and water for 200 days of operation would weigh only 9 kg (20 lbs)!

That 9 kg is split half and half between the equipment and the consumables so there is 4.5 kg (10 pounds) of equipment to get all that food, water, and air throughout the ship and then 4.5 kg of the food and water itself. Now I don’t know about you, but there is no way I can feed my family of 9 for a week, let alone 200 days on 10 lbs of food. Maybe if it was all just a nutrient pill that you took once a day that had all your calories, vitamins, and minerals. But I think even that is stretching it and definitely not very satisfying.

One could argue for transmutation/replicator technology ala Star Trek but that just doesn’t jive with the feel of Star Frontiers for me and I don’t want that in my game. Beside the rules state that the life support systems “include food storage and preparation, and water, atmosphere and wast processing and disposal.” (KHCB p 14) That sounds like it should include a bunch of machinery and storage space.

So looking at the life support systems I saw two things that needed to address. One was food storage and preparation, and the other was water, air, and waste circulation and processing. All of that was going to take up space. I needed to make sure the system had enough mass and volume associated with it to include all the various bits of machinery and storage and pipes and duct work needed to get the various bits around the ship as needed.

Another aspect was that I wanted it to be completely configurable by the ship designer. The default rules were for a 200 day supply in the system. Since I knew this new system was going to be bulkier, I wanted to give the option to go for a smaller system if you knew that was all your needed. For example, a shuttle, that just goes up and down from the ground to orbit probably doesn’t need a life support system that can go 200 days without recharging. It probably only needs a few days at most and so can have a much lighter system.

Related to that I wanted to have different types of system for shuttles, system ships, standard interstellar ships, and first class accommodations. Each of those have different requirements and therefore should have different costs, volumes, and masses.

Taking all of that into account results in the following system. The excerpt of the rules that follows assumes that you’ve determined the crew size and number of the various passenger cabins you will have on the ship before to select the life support system.

Life Support Equipment

Now that you know the number of crew and passengers, you can select the amount of life support equipment the ship needs. It is recommended that you have at least one backup life support system in case there are problems with (or damage to) the primary system.  The life support system includes a variety of systems such as air filtering and circulation, food preparation, sanitation facilities, and waste management.  Life support on starships are mostly a closed system, almost everything gets recycled.  However there are some consumables that do need to be replaced (mainly foodstuffs) every so often.

Your life support system needs to be at least large enough to support the crew and passengers.  Typically, ships are designed with a little extra capacity as a safety margin or for emergencies.  There are four basic levels of life support available for ships, depending on the ship’s needs:

Rudimentary – This is an air supply system only.  It doesn’t handle food or waste materials and just provides an air supply and air circulation system with filtering.  This is the life support system you find on launches, workpods, fighter craft, and other ships that are not designed to be occupied for a long time.

Basic – This level of life support adds basic food storage and preparation, sanitation facilities, and waste management to the air supply system of the rudimentary life support level.  Supplies are stored and consumed and waste material has to be removed regularly.  There is little to no recycling of materials except for air and water.  This level of life support is typical of shuttles and some short distance system ships that typically operate for only short periods of time between calling on bases where their life support can be resupplied and waste material removed.  It may also be found on some lifeboats.  While you could equip a starship with this type of life support system, making it large enough to support long missions uses up valuable space in the ship and tends to be more expensive in the long run.

Standard – This is the typical system for any starship.  It consists of complete air and water recycling, as well as recycling of waste material.  It typically includes some sort of hydroponics system for both growing fresh food and recycling carbon dioxide back into oxygen.  There are full food preparation facilities as well as complete sanitation facilities.  This level of life support is required for Journey class passenger accommodations.

Deluxe – This is a more advanced version of the Standard system.  It provides better recycling, larger food preparation facilities, more variety in the fresh foodstuffs, and better (nicer) sanitation and waste management facilities.  This level of life support is required for any First Class passenger accommodations.

A ship can have different life support levels for different parts of the ship.  This is quite common on passenger liners.  For example, if a passenger liner has 20 First Class cabins and 100 Journey class cabins.  It is not very likely that the owners will invest in Deluxe life support for the entire ship (although if they did, it would figure prominently in their advertising).  Rather they would invest in a Deluxe life support system to cover the First Class cabins and a standard system to cover the Journey Class cabins and the crew.

The volume listed for the life support system includes both the machinery and hardware for processing the air, water, food, and waste material as well as storage space for raw materials and duct work to move material around the ship.

Every life support system has two ratings.  The first is the maximum number of beings the system can support.  This determines the amount of mass and volume allocated for the life support machinery (pumps, filters, ducts, pipes, etc.).  The second is the maximum number of days that the system can support those beings without being refilled/recharged.  This determines the amount of volume committed to storage of life support supplies.

Base hardware costs and volumes per being supported

All values except base system volume are multiplied by the maximum number of beings the system can support at one time.

Type Cost Mass Base system volume Volume
Rudimentary 500 cr 0.2 tons 1 cu m 0.1 cu m *
Basic 1500 cr 2 tons 6 cu m 5 cu m
Standard 3000 cr 4 tons 15 cu. m 8 cu m
Deluxe 5,000 cr 6 tons 30 cu. m 10 cu m.

* This volume assumes you are equipping a small one or two room craft with this system like a fighter or launch.  If you try to put this into a larger ship the volume goes up by a factor of 10 for the ducting and pipes needed.

For example, our passenger liner has 20 First Class cabins and 100 Journey class cabins for crew and passengers.  It would need two life support systems.  The Deluxe system would support 20 beings.  It would cost 20 x 5000 = 100,000 cr, have a mass of 20 x 6 = 120 tons, and take up 30 (base volume) + 20 x 10 (volume per being) = 230 cubic meters.  The Standard system for the Journey class cabins would cost 100 x 3000 = 300,000 cr, have a mass of 100 x 4 = 400 tons and take up 15 + 100 x 8 = 815 cubic meters.  Thus the Standard system while being just a little more than 3x the size of the Deluxe system, supports 5x as many beings.

Supply cost per being per day

In addition to the base machinery costs, there is the cost of the food, air, and water needed for the beings on board.  Multiply each value times the maximum number of beings the system can support and then by the number of days you want to be able to support those beings without a reload/refill of the system.

Type Cost Mass Volume
Rudimentary 10 cr 0.05 tons .1 cu m
Basic 15 cr 0.15 tons .4 cu m
Standard 25 cr 0.1 tons .15 cu m
Deluxe 40 cr 0.15 tons .25 cu m

So if our passenger liner wanted to support its full complement of crew and passengers for 200 days without a resupply, the cost of the supplies and storage areas would be as follows:  For the Deluxe system the cost is 40cr x 20 beings x 200 days = 160,000 cr, the mass would be 0.15 tons x 20 x 200 = 600 tons, and the volume would be 0.25 cu m x 20 x 200 = 1000 cubic meters.  The standard system supplies would cost 25 cr x 100 beings x 200 days = 500,000 cr, the mass would be 0.1 tons x 100 x 200 = 2000 tons, and the volume would be 0.15 cu m x 100 x200 = 3000 cubic meters.

Thoughts and Comments

That’s the life support system rules in the the new system. Let me know what questions or thoughts you have in the comments below.

January 29, 2019 Tom Leave a comment

Osiris Under Siege

This is section 4 of the the Ghost Ship Osiris module. In this section of the module, the PCs dock at Outpost Osiris and have to liberate it from the alien robots that have taken control and are exterminating the outpost’s staff. I’ve posted the maps and room descriptions already, this post fills in the rest of this section of the adventure. At the end you can find a PDF of the full adventure section that you can download.

While this section is basically done, it is just a draft for the final module. If you find any issues, or have questions, comments, or suggestions, feel free to let me know in the comments below.

Arrival

Approaching the outpost, there is no response to any attempt to contact or communicate with the miners at the outpost.  Power appears to be on and there is nothing preventing the PCs from simply approaching and docking with the outpost.

As you approach the asteroid, you see that it is slowly rotating.  It is about 1.4 km long and 1 km wide, one of the smaller asteroids in the Outer Belt.  The stream of ejected tailings from the mining operation that you followed in ends several kilometers before reaching the base, as if the ore processing has stopped.  The docking bay doors are wide open with light spilling out into the darkness of space. You also see some lights through a few small windows about 50m from the docking bay.

The docking bay is more than large enough to accommodate the Mirage and is located right on the rotation axis of the asteroid.  Unless they try some strange maneuver, docking is straightforward.  There is no gravity in the docking bay at the moment but it can be turned on by a control panel next to the airlock if desired.  Gravity is present in the rest of the base.

As the PCs open the airlock’s inner door, they are greeted by a member of the mine staff, covered in blood, running down the corridor toward them.  Rounding the corner at the far end, is a Pursale combat robot exactly like the one encountered on the Dawn’s Luck. (see this post)  It takes aim at the mine staff member and fires, hitting her squarely in the back.  She collapses to the floor at the PCs’ feet, wounded but not dead. The robot shifts its attention to the PCs still standing.

The robot has orders to eliminate the alien lifeforms and will fight until it is destroyed or has killed all the PCs.

After defeating the robot, the PCs can stabilize the miner.  They learn that she is Kella Rezal, one of the scientists at the outpost.  A few hours after the scavengers left, a number of alien robots emerged from the deeper mine area and began attacking the staff.  She and another staff member had been holed up in the sensor and communications office and when they saw the PCs’ ship approaching, decided to try to reach them.  Unfortunately, they were detected by one of the robots roaming the halls. Her companion was killed as they tried to escape.

She can lead them back to the sensor and communications nexus where they can begin the process of clearing the outpost of the robots.

Clearing the Complex

Pursale Combat Coordinator Warbot

STR:    100        BP:    500
AGL:    60         INIT:    3
CRD:    70         Move:    13, Walking
PER:    65         Frame:    Huge
INT:    65         Docking: 15CU

Programming:  Warrior +0, Marksman +0, Commander +10 (Violent Plan)

Equipment: A/V, IR, motion, vocal, & lifeform scanners, communicator, military grade reflec & ballistic screens, heavy laser rifle, devastator, grenade rifle, comm jammer, 800 EU powerpack, military grade armor, computer link, 4 EMP grenades, 4 tangler grenades, 8 smoke grenades, & 8 frag grenades.

Styled similarly to the combat robot, the coordinator warbot is about the same size as a full grown Pursale.  It has a short squat body with six legs and two arms extending from the sides of the body near the front. Extending up from the front of the body are two long slender stalks, about 1.2 m in length that end in sensor clusters.

The arms end in manipulator hands that have three fingers and a thumb.  The left arm has a built in heavy laser while the right one is sporting a devastator and grenade rifle. The powerpack is built into the body as is the magazine that feeds the grenades to the grenade launcher.

These robots are designed for both front line combat and controlling and coordinating squads of combat robots in independent actions while communicating with a central command if necessary.

The Pursale robots have effectively taken control of the mine complex and are attempting to eliminate the mine staff.  There are a total of 16 combat robots all controlled by a single Combat Coordinator Warbot (see sidebar for stats). The arrival of the PCs and elimination of the combat robot at the airlock  has alerted the warbot to the PCs’ presence and it will begin marshalling its forces to oppose the PCs.

Complete maps of Outpost Osiris can be found in the room descriptions post.  The following sections describe the complex, the initial location of the robots and mining staff, and tactics that they will use to capture and eliminate the PCs.

The PCs should quickly realize that the robots they encounter are not just working at random but are being directed.  A successful skill check (Technician or Scientist) with a -20 modifier for working with alien technology should allow them to identify the communication channel being used by the robots to communicate and track it back to the warbot.  If the PCs attempt to jam the communications, see the section Jamming the Robots’ Communications near the end of this section for details on that process.

Initial Locations of Robots and Mine Staff

Mine Staff

When the PCs arrive, the surviving mine staff are scattered throughout the complex attempting to hide from the robots that are trying to eliminate them.  Of the original 16 staff members only 12 are still alive. Three were killed in the initial foray of the combat robots into the complex and the fourth was killed as she and Kella attempted to reach the Docking Bay and the PCs.  The staff members (both surviving and dead) are in the following locations.

  • Dr. Jamis Grandt (Hm) – Overwhelmed by the situation, Dr. Grandt has hidden himself in the hydroponics lab where he has so far been undetected.  If rescued, he will be able to provide lots of information about the staff and operations but will not have any suggestions as to solutions for the current situation.
  • Kella Rezal (Hf) – Kella is with the PCs and will either accompany them as they move through the complex or will stay on the Mirage.  She doesn’t want to stay anywhere else until she knows that the robots have been eliminated.
  • F’Vothee (Yf) – F’Vothee is hiding out inside the nuclear reactor on the power level figuring that would be one of the last places the robots would search for her.  Unbeknownst to her, in her haste to get into the reactor, she tore a very small hole in her radiation suit and is taking radiation damage (1D/hour – currently has 12 BP left).  If she is not found and treated within a couple of hours she will succumb to radiation poisoning.
  • Hiloo (Nm) – Hiloo is hiding  out in the Mineral Processing Plant (Docking Level).  He has backed himself up into one of the little side maintenance passages and wedged himself under some of the machinery.  The robots are a little too big to enter the maintenance passages directly but are starting to dismantle and destroy the machinery in an attempt to get to him.
  • Reid Esperon (Hm) – Reid had ventured down to the alien ship after Thrawl’s crew left to investigate and was caught by the robots leaving the vessel.  His body is about 2/3rds of the way from the mine airlock on the docking level to the alien ship. He was able to get a warning back to the staff allowing them to attempt to defend themselves or hide.
  • Clese Whayeson (Hm) & Vothi (E) – These two were killed in the Ore Loading Area (Docking Level) trying to defend the airlock connecting the mines to the outpost against the advancing robots.  They managed to destroy one of the robots whose body is in that area with them before they were overwhelmed by the other robots.
  • Petoph Baker (Hm) – Petoph is hiding in one of the robot storage room.  He’s working on trying to activate and reprogram the spare mining robot in that room to use it to attack the invading robots.  If he is not found, he will have the robot ready to go in 2d10+10 minutes after the PCs dock at the outpost.
  • Donio Welley (Hm) – Donio grabbed the blankets off of his bed and is hiding out in the Freezer.  He’s been there for a while though and is starting to succumb to the cold.
  • K’Yuuxan (Yf)- K’Yuuxan is hiding in the gym.  She has turned the lights out and set the area to zero gravity.  She has hidden himself in one of the upper corners of the room. She has a laser rifle and a 50 EU power pack and will fire on any robot that discovers her.
  • Melni (Nf), G’Vorta (Ym), & Taxu (E) – These three are attempting to hid out in the mine shafts.  They have managed to evade the robots searching the shafts for now but are slowly being herded toward capture.
  • Yo’Viltri (Yf) – Her body is in the stairwell between the Crew and Docking levels.  She and Kella were attempting to reach the PCs’ ship when they were caught by one of the combat robots (the one destroyed by the PCs) she was killed as they made their way through the stairwell buying Kella time to escape.
  • Chofa (Nf) – Chofa is hiding in the largest of the mineral storage bays.  She has squeezed herself into one of the shipping containers by removing some of the refined material that was originally in there which is spilled out on the floor.
  • Yuror (E)- Yuror is hiding out in one of the currently unused housing units.  They has barricaded themself into the bathroom with the lights out.

Robots

There are 16 robots currently active and moving throughout the outpost.  They are initially in the following locations but will start converging on the PC’s location as directed by the Combat Coordinator Warbot.  These are the positions of the robots when the PCs dock at the outpost.

  • Mine shafts – there are 6 robots here working in three pairs to search the shafts for the miners hiding there.
  • Stairwell – There are two robots in the stairwell.  One is sitting in the area between the crew and power level.  It is currently just on station watching for anyone to traverse this area.  The second is descending the stairwell between the docking deck and crew deck and is enroute to start searching the recreational areas of the crew deck.
  • Life Support and Hydroponics – A robot has just entered this area to start searching it.  
  • Central housing corridor – There is a robot in the central corridor between the housing units.  It is at the end of the corridor and will break down the door to and enter each room in turn working it’s way up the corridor.  It has already searched the units off the left corridor.
  • Raw Ore Intake – There is one robot in this area that has started to smash and dismantle its way down the maintenance access corridors searching for crew members.
  • Processing Control Center – There are two robots here attempting to dismantle and work their way into the maintenance passages looking for Hiloo whom they know is in the area somewhere.
  • Mineral Storage Corridor – There is a robot about to enter the leftmost Mineral storage area.  
  • Robot Repair Shop and Storage Rooms – A single robot is in this area looking for Petoph Baker.
  • Airlock to Mines – A single robot is stationed in this location to prevent any of the staff moving between the outpost and the mine shafts.
  • Alien ship access tunnel – About half way down this tunnel from the airlock to the ship is where the Combat Coordinator Warbot has stationed itself allowing it to communicate with all of its robots and the ship.

Robot Tactics & Timeline

Tactics

The destruction of the combat robot at the airlock has alerted the Combat Coordinator Warbot to the presence of a potential threat.  1d5 turns after the robot is destroyed, it will begin marshalling its other combat robots to identify and eliminate the threat.

The warbot does not have access to the outpost’s camera and security system so it only knows where the PCs are when they encounter one of the combat robots.  It will start by sending the combat robot from the Mineral Storage area to the airlock to investigate the destruction of the combat robot there.

If the PCs are still at the airlock when the combat robot arrives, or it sees them in the corridor, it will engage them immediately.  Otherwise it has a 60% chance per turn to pick up their trail and pursue them.

If a robot encounters the PCs and is destroyed, the warbot will retask the closest robot to that position to resume the pursuit.  If the PCs are making short work of the robots, feel free to direct two or more robots to their location.

It should become quickly obvious to the PCs that the actions of the robots are coordinated and being controls from somewhere.  If they can jam the communications, then the robots will just go about their last assigned task.

If the communications are jammed, the warbot will come out of the access tunnel to deal with the threat directly.  If needed the warbot can summon up to eight additional combat robots from the ship embedded in the heart of the asteroid (provided communications haven’t been jammed).  This gives the referee some flexibility to provide the necessary challenge for the PCs.

Timeline

The PCs can’t afford to take their time once they enter the outpost.  The robots are looking for them and for the mining staff. The longer the PCs take to eliminate the threat, the more of the mining staff will be killed by the robots.  The referee should convey this sense of urgency through the actions of the robots and any NPCs encountered.

The following timeline assumes the PCs do nothing to intervene or are ineffective.  Adjust events appropriately based on the PCs’ actions. All times are given in minutes after the initial encounter at the airlock with the combat robot.

Time (min)Event
3Chofa found in Mineral Storage Bay and killed.
5Petoph Baker found in robot repair shop.
8Yuror found in housing unit and killed.
13Dr. Jamis Grandt will be discovered in the Hydroponics lab and killed.
18Donio Welley will be found in the freezer by the robot that killed Dr. Grandt.
22K’Yuuxan will be discovered in the gym by the robot originally traversing the stairwell.  A short fight will ensue before he is killed.
26The robots will have smashed their way through enough of the mineral processing machinery to capture and kill Hiloo.
35Donio Welley will exit the freezer due to the cold if not previously discovered and start looking for survivors or a new place to hide.
60Melni, G’Vorta, & Taxu finally cornered and killed in the mines.
74F’Vothee  will succumb to radiation induced damage if not found and treated.

Jamming the Robots’ Communications

One option the PCs have for dealing with the coordinated assault of the combat robots is to jam the communications between them and the warbot.  To do this, a successful skill check with a -40 modifier would allow them to jam the communications. However, this check would have to be performed either using the equipment on the Mirage or in the Sensors and Communications room.  PCs with the relevant skills would know where they would have to be to jam the communications. Setting this up takes 1d10 minutes.

If the PCs jam the communications, the warbot no longer has input from the combat robots as to the PCs’ location and can no longer task robots to intercept and pursue the PCs allowing them to move around more freely.

The combat robots themselves will pursue their last assigned task, i.e. searching whatever set of rooms they were in, and then go idle and assume a defensive posture.  They will attack anyone that approaches them them will not actively patrol or seek out engagements.

Even with communications jammed, the warbot will still be broadcasting attempting to contact its combat robots and the PCs can still follow this signal to the warbot if they have thought to do so.

Destroying the Warbot

The warbot is actively controlling the combat robots as an extension of itself during this encounter.  If it is destroyed or deactivated, all robots without a specific target (e.g. the combat robots pursuing s3 and m3 or engaging the PCs) will immediately stop all action.  They will defend themselves if attacked but will not initiate an attack or pursue anyone. Those robots who are already pursuing someone or engaged in a fight will continue their current task and then stop when it is completed.

This deactivation only occurs if communications between the robots are not jammed.  If the warbot is destroyed or deactivated while the communications are being jammed, the robots will not stand down until the communications jamming stops.

Aftermath

Once the PCs have secured the outpost and defeated the warbot, the surviving mine staff can fill them in on the events that occured before they arrived.  The PCs can also send a message back to Nova Vista appraising them of the situation and outcome. If they have not already decided to do so, NVC will direct them to explore the ship embedded in the asteroid (Section 5) and secure it for future study.

Here’s a PDF of the full adventure section including the room descriptions:

GhostShipOsiris-section4Download
January 22, 2019 Tom 1 Comment

The Clarion Calendar

One of the things about sci-fi games that span multiple worlds is that each world has its own length of year and length of day that impact the way the planet operates. And while I’ve been pretty good about initially describing it for the worlds my on-line game has been set in, I’ve not been very good about keeping track of it during actual play.

I got to thinking about this some more as I was working on the Frontier Timeline. I needed an entry for a blank day and decided to make it the birthday of a notable person in the Frontier (Crown Princess Leotia Valentine Leotius of Clarion). And that got me to thinking about the time keeping on that planet.

Another thing that came out of this is the realization that so far, I’ve only really looked at this on planets that have really slow rotation periods. My online game has so far taken place on Pale in the Truane’s Star system which has a rotation period of about 55 hours and on Laco in the Dixon’s Star System which has a rotation period of about 60 hours. Clarion’s is 50 hours, 5 minutes. Which is funny to me since the length of a “Galactic Standard” day is only 20 hours. Maybe some day I’ll work on a system with a period close to that.

So this post is going to talk both about Clarion’s calendar and also about how I went about calculating it. We’ll start with what we know from published materials and work our way to a final calendar.

Stellar Data

From both the Expanded Game rules and the Warriors of White Light module, the star is described as a yellow-orange star. Zebulon’s Guide gives it a spectral type of F7 but that is a yellow-white star not a yellow-orange one. Yellow-orange would give it a spectral type of late G or early K so from notes I have in other places, I’ve assigned White Light the spectral type of K1.

This means that the star is about 72% the mass of our sun. The exact value I assigned is .72155 solar masses (actually I took it to a few more decimal places) or 1.43516×1030 kg.

Orbital Data

Orbital Distance

In the Warriors of White module there is this image of the White Light system:

Based on the scale on the image I estimated that the orbital distance of Clarion was about 93 million kilometers (for reference the Earth is about 150 million km from the sun). This makes sense for a K1 star that is less luminous than the Sun as a habitable planet would have to be closer. The exact value I gave for the semi-major axis of the orbit was 93,027,587 km. That was generated by simply rolling six d10s for the digits after 93. Had the first digit not been low, I might have rolled a d4-1 but I actually rolled a zero so I was happy.

Orbital Period

Now that we have the mass of the star and the orbital distance we can calculate the orbital period of the planet. This can be done simply by applying Newton’s form of Kepler’s Third Law of planetary motion:

Where we have the following:

  • P = the planet’s orbital period
  • a = the semi-major axis
  • G = the gravitational constant
  • M1 = the mass of the star
  • M2 = the mass of the planet (which we’ll ignore here as it is about half a million times smaller than M1)

I’m working in hours since I’ve decided that everyone in the Frontier uses that same unit of measure and it’s equal (for the convenience of us Earthlings playing the game) to an hour here on Earth. So an hour on Clarion is the same as an hour on Pale is the same as an hour on Gran Quivera (Prenglar system) is the same as an hour on Earth.

Plugging everything in in the correct units (left as an exercise for the reader) we get that the orbital period of Clarion around White Light is 5059.77 hours. This means that the “year” on Clarion is just under 253 Galactic Standard days; significantly shorter than the 400 Galactic Standard days in a Galactic Standard year (which is only ~91.3% of an Earth year). Compared to Earth, the year on Clarion is only 211 days long, about 58% of our year.

But we’re not quite done yet as we need to calculate that in terms of the local day.

Rotational Period

This one is easy. The Warriors of White Light module says that the rotation period of the planet is 50 hours and 5 minutes, with is just a little more precise than the 50 hours given in the Expanded Rules and Zebulon’s Guide so we’ll go with that number. I’m just going to leave it as is and not add any extra seconds on to it.

So if we take that value, it turns out that Clarion rotates 101.027 times every year. Or said another way, the year is 101.027 local days long. The fact that it was almost an integer number of days was a happy coincidence. I did not try to make that happen. I was pleasantly surprised when it did.

The Calendar

Okay, now we have everything we need to get the calendar set up. Well, almost everything. There is one more bit we need to do.

Clarion was settled by humans. Who we assume are somewhat like us Earthlings in that they work better on a 20-25 hour day than a 50 hour one. When the humans landed on Clarion, the decided to simply divide the long 50 hour diurnal period into two 25 hour days. They deal with the extra 5 minutes by adding in an hour the “night” period every 12 days and most people get a little extra rest that night.

Each of these 25 hour day periods are divided into a “day” period and a “night” period even though it may or may not be light or dark as one would expect by the name. Like the locals on Laco, they refer to the periods throughout a single diurnal cycle as “day-day” and “day-night” when the star is up and “night-day” and “night-night” when the star is down.

With this set up, there are 202.054 days in the year. They break it down as follows. (From here on out, unless specified, the term day refers to one of these 25 hour periods).

  • 1 week = 8 days (4 diurnal periods)
  • 1 month = 20 local days (10 diurnal periods)
  • 1 year contains 10 months with two special holidays occurring mid-year (between months 5 & 6) and on the last day of the year.
    • The mid-year day is Observance Day, set aside to remember and commemorate all those who have sacrificed for the survival and safety of the planet.
    • The end year holiday is Landing Day, commemorating the day the original settlers landed on the planet. In many ways it is also a celebration of the ruling Leotus family and is often the day for coronations of new monarchs or other events related to the ruling family.
  • Every 37 years, that 0.027 of a local day catches up with the calendar and they have a leap year. On that year, they add an extra day to both Observance Day and Landing day making each a 2 day holiday. The next such occurrence of the Clarion leap year occurs during FY 69.

Reckoning Age

One impact of the calendar is that people have a lot of birthdays. Because of the very short local year, and the fact that the rate that the settlers grow and mature is similar to us here on Earth, people on Clarion mature much slower than their “age” would indicate. A 16 year old Clarionite is only 9.25 Earth years old. You probably shouldn’t give them the keys to the hovercar.

Because of this, the early settlers established the age of 35 (in local years) as the age of majority on the planet. This roughly corresponds to someone that is 22.13 Galactic Standard years old (or 20.2 Earth years old). There has been a bit of a push in recent years to lower this to 30 local years but the movement has not gained much traction.

Crown Princess Leotia

Which brings me back to what started all of this in the first place – Crown Princess Leotia’s birthday. The Warriors of White Light module contains this little tidbit:

The current king, Leotus XIX, has ruled for 37 years and soon will no doubt abdicate in favor of his daughter, Leotia XX.

If you’re following along with my #SFTimeline posts on Twitter, and reading this on the day the post publishes (Jan 15, 2019), I’m going to spoil a timeline entry for next week:

FY60.017 – Leotia Valentine Leotus, crown princess of Clarion (White Light), celebrates her 32nd birthday (18.5 earth years) #SFTimeline

I’m taking the “soon” in the quote from the module to be within the next decade or so (GST) and have decided that it will probably occur during the 2-day Landing Day celebration in FY 69. I also want Leotia to be young but she will have had to reach her majority by then. So I decided that she is about to celebrate her 32nd birthday.

The abdication might have occurred sooner but by the time Leotia reaches her majority (which will occur on FY61.375, the Second Sathar War will be in full swing and Leotus XIX doesn’t feel that she’s quite up to that task at her young age and so decides to wait until the big celebration in FY69.

Final thoughts

I had a lot of fun working this out. I’ll probably be doing it for more of the Frontier worlds in the future, again probably tied to trying to tie a series of local events into my timeline project. Although I may go do Pale and Laco first as part of my game background.

Have you ever done this for any of your worlds? Do you think it adds to the verisimilitude of the game or is it just too much of a hassle? Is there anything I didn’t explain to your liking? Share your thoughts and ideas below.


January 15, 2019 Tom 1 Comment

Outpost Osiris Room Descriptions

I thought I’d have these done back in November but better late than never.

What follows are the basic descriptions for the rooms on the Outpost Osiris maps that I presented back in the Outpost Osiris post back in October (which I’m reposting here so you don’t have to jump back and forth). So without further ado…

Docking Level

  • Docking Bay – This is the docking bay for the base.  It is capable of holding up to a large size freighter.  The outer doors can be opened or closed from either inside the bay itself or from the Sensors and Communications room on the crew level.  There are separate large pressure doors going to the airlock, the various storage bays, and the refined ore extraction area to allow for direct loading and unloading of ships dock here without having to move everything through the airlock.
  • Airlock – This is the main airlock for the base connecting the docking bay to the rest of the complex. Primarily designed for personnel, it is also the route for getting large equipment (such as the mining robots) into the base.  Because of its size, it takes 30 seconds to cycle.
  • Mineral Storage Bays – These rooms are designed to hold the processed minerals extracted from the asteroid.  Their primary access is through the large pressure doors in the docking bay although they can be accessed via smaller doors from the main hallway.  Each of these rooms acts like an airlock and both doors cannot be opened at the same time.
  • Food Storage – This large room stores excess food stuffs for the life support system after it arrives until it is needed on the crew level.
  • Equipment Storage – This room contains a variety of equipment and machinery that can be used to repair and maintain the systems on the bases, especially the life support system and mineral processing center.
  • Tech Repair – This room is used for repair and maintenance of the equipment on Outpost Osiris.  It counts as an Engineering Facility (RHB p29) for equipment repairs.
  • Robot Repair – Similar to the tech repair room, the equipment in this area focuses on the upkeep of the outpost’s robot workforce.  There is always one or more robots in this facility for maintenance and repair. Like the tech repair room, this area also counts as an Engineering Facility for robot repair.
  • Robot Storage – These rooms house storage and charging facilities for the robots working the mines and maintenance at the Outpost.
  • Mineral Processing Center – This area is loud and full of machinery that processes the raw ore (taken in at area C) and refines it into the raw materials ready for shipment (deposited at area A).  There are various narrow walkways and passages through the machinery to allow for maintenance and repairs. Tailings of unusable ore are ejected out into space from the upper left corner through a series of airlocks built into the system.
  • Refined Ore Extraction – This is where the refined materials are deposited once the refining process is complete.  They are then moved from this area to the various mineral storage bays to await shipment.
  • Processing Control Center – This is the control center for the mineral processing center.  It allows the operators to oversee the refining process and monitor the state of both the material being processed and the machinery itself.
  • Raw Ore Intake – This is the area were the mining robots deposit the raw ore mined from the asteroid to be processed.  It contains a number of large bins and hoppers that move the raw material into the processing center. It is connected to the ore loading area (area H) via a series of airlock chambers.
  • Airlocks to Mines – This airlock provides access to the mine shafts.  The shafts are not pressurized so a vac suit is needed beyond this point.
  • Ore Loading Area – This is the unpressurized area where the mining robots bring raw ore to be fed into the mineral processing center.  
  • Stairwell – This is a stairwell that descends down to the crew and then power levels of outpost Osiris.  It is very rarely used as there are about 50 meters between the docking and crew deck and another 100 meters between the crew and power decks.  It is present primarily for evacuation in case the main elevator fails.
  • Elevator – This large main elevator connects the three inhabited levels of the outpost and allows for the movement of large machinery between the levels as needed.  It takes one minute to travel between the docking and crew levels and two minutes to travel between the crew and power levels.
  • Storage Room – This small storage room is used to hold various spare parts for the robots.

Crew Level

  • Sensors and Communications – This room contains several consoles that control the various internal and external communications and sensors.  There are also a number of windows allowing the occupants to see out into space. From this room all of the security cameras, radios, and other sensors can be accessed and monitored.
  • Offices – These offices are used to conduct the day to day administration of the outpost.  Each contains a desk, some chairs, and a computer terminal.
  • Life Support and Hydroponics – This area contains the life support machinery for the outpost and a large hydroponics lab that produces both fresh fruits and vegetables but also some of the oxygen used throughout the complex.  All of the water and air circulation pumps and filters are located in this area.
  • Dining – This the main dining hall filled with a number of tables and chairs and a large video screen along the left wall.
  • Galley – This is the kitchen where the outpost’s food is prepared.
  • Food Storage – This is a giant pantry containing the unprepared food.  There are a number of shelves and refrigerator units in this area.  When supplies here are low, they are replenished from the food storage bay on the docking level.
  • Freezer – A large walk-in freezer for holding perishable foods long term.
  • Main Computer – This room houses the main computer for the outpost and has, in addition to the computer itself, three terminals for accessessing the software on the computer.  The computer contains all of records on the mining and ore processing activities at the outpost as well as any information collected on the alien spacecraft. With access to the computer, an operator has access to all the security cameras and locks, the life support system, and can control the mineral processing center and robots.  The computer has a level ?? security system.
  • Housing – These apartment are approximately 100 sq meters (1000 sq ft) in size and each have the same floor plan (or mirrors of their neighbors).  The four units closest to the main hall are slightly larger (120 sq meters) and are designed for double occupancy.
  • Theater – This is a large theater and holovid room where the crew and staff can go to watch movies shows.  It is also used for teleconferences with Nova Vista headquarters and meetings of the entire outpost staff.
  • Pool – This room contains a large swimming pool that the staff uses to relax and stay in shape.
  • Sauna – This room contains a sauna that the crew can use on their off hours.
  • Changing Rooms – This area contains a number of changing rooms and showers as well as toilet facilities for use when using the pool, gym, sauna, and steam room.
  • Steam Room – For those that prefer a wet heat to a dry heat, this room provides a steam room for use by the staff.
  • Gym & Track – This large room contains a gym floor that can be used for any number of recreational activities.  The artificial gravity in this area can be adjusted to allow for a variety of different games and sports to be played if desired.  Unlike the rest of the complex, which has a 3m high ceiling, the gym has a 10m ceiling. Around the outside of the gym floor area, there is a running track that is not affected by the changing gravity.
  • Stairwell – This stairwell connects the three levels and can be used in case of emergency or failure of the elevator.
  • Elevator – This is the access to the large elevator that connects the three levels of the outpost.

Power Level

  • Stairwell – This is the stairwell access on the Power Level.
  • Elevator – This is the elevator access on the Power Level.
  • Control Room – This is the control room for the nuclear reactor that powers the outpost.  The room is secured by a level ? lock that only grants access to the technicians that operate the reactor.  It is usually empty as the system is fully automated and only requires checks once or twice a day.
  • Maintenance Access – This is an decontamination airlock that allows access to the reactor itself for any maintenance tasks.  The room contains several radiation suits that allow the technicians to work on the reactor without sustaining radiation damage.  Both doors cannot be opened at the same time and it takes 10 minutes to cycle the system once the inner door has been opened to clear out the irradiated air.  Both doors have a level ? security lock that only opens for the technicians that operate and service the reactor
  • Fuel Loading Access – This door is used to add new or remove spent fuel from the reactor.  It accepts only specially designed fuel canisters that are designed to hold the atomic fuel for the reactor and keep it contained and safe.  It is not large enough for any of the races to enter the reactor.
  • Nuclear Reactor – This is the nuclear reactor proper that powers the outpost and contains the fuel cells, turbines, piping, and heat exchangers that keep the reactor running and the energy flowing.

Coming Next

The next thing up for this adventure is the completion of the section involving the outpost. This includes bios of the staff, their location when the PCs arrive, and where the robots terrorizing the outpost are located and their tactics. I made some progress on that over the weekend and will continue working on it and get it posted as soon as I can. In the meantime, you can expect another post from my starship construction system if I don’t get it finished this week.

It’s also been requested that I do a post on how I actually created the Duergan’s Star system map so that might show up before I finish writing out the rest of this section of the Ghost Ship Osiris adventure.

As always, let me know if you have any questions or thoughts in the comment section below.

January 8, 2019 Tom 2 Comments

Laco Sand Dragon

It turns out this is 50th post on the site. I can’t believe I’ve already had that many posts since I started this back in May, just over eight months ago. I hope to be able to keep at least that rate of posting going into the future if not increase it. We’ll have to see how it goes. Regardless, I hope you continue to enjoy the material presented. Thank you for your support of this endeavor.

In this post you get a little critter I developed for my on-line game. Depending on when this drops, my players may not have actually encountered this little creature yet but they will soon. Depending on the size of the pack, the appearance of the sand dragon could be a small nuisance or a major threat to the party.

Laco Sand Dragon

  • Type: Small carnivore
  • Number: 2d5
  • Move: Fast (80m/turn)
  • IM/RS: 7/65
  • STA: 50
  • Attack: 60
  • Damage: 1d10 claws & bite
  • Special Attack: None
  • Special Defense: None
  • Native World: Laco – desert, mountains

Description

The Laco Sand Dragon is a small (60 cm long), four legged reptile that hunts in small packs throughout the desert and mountain regions on Laco.  They tend to be dull green, tan, or brown in color to blend in with their surroundings.

The sand dragons are cunning and fast and will use subtly and deceptive tactics to aid them in their hunts. The pack hunts as a group and will focus their attacks on a single creature or maybe two in an attempt to bring them down quickly.  They prefer to hunt solitary targets but will go after groups if necessary.  When going after a group they will single out a target that the majority of the pack will attempt to bring down while the others engage the rest of the group to separate and distract them from the primary target.

January 4, 2019 Tom Leave a comment

Detailed Frontier Timeline – FY59.368 – FY59.394

Here is the next set of events from the detailed Frontier timeline. This covers the events that will eventually be considered the start of the Second Sathar War, namely the activation of the Glass Pyramid on Laco broadcasting a signal into sathar space as well as the activation of the sathar artifact on Volturnus calling the eventual sathar fleet to the Zebulon system.

The data presented in this blog post cover only the new dates but the downloadable document at the end is cumulative over all the timeline posts up to this point.

Date (FY)Event
59.368 An enclave of sathar, ostensibly survivors from the Great Sathar War, found and eliminated on Pale. Based on intelligence gathered, it is believed that there may still be other enclaves on the planet. Citizens are warned to be alert.
59.369 Initial investigation of the “Kraatar Incident” completed. Those responsible for the severe Vist’Lat actions shown to be under some sort of cybernetic control by Legrange. Vist’Lat cleared and restored to Commercial Council.
59.370 The Streel interstellar shuttle, SCSS Laco Purveyor, shot down while landing on Pale. Origin of blast unknown. A skirmish over the downed shuttle results in over a dozen mercenaries dead but no loss of Streel forces or the injured shuttle crew.
59.371 News from investigations on Pale indicate that the new breed of Quickdeath was bred by local, long-time exotic creature supplier and bounty hunter, Trey Mulden, for unknown reasons. Mulden’s location is currently unknown. If seen, call Star Law immediately.
59.372 Several research institutions and zoos across the Frontier, expecting quickdeath shipments from Mulden, received multiple examples of the new variety. Forewarned of potential issues, most were contained but word had not yet reached Clarion and one handler was severely injured trying to contain the unexpected extra creatures.
59.373 Despite efforts of the Family of One (FoO), data on the newly discovered brown dwarf is now available. The FoO reaction to the news fuels speculation that the K4 star is Yazira, the “lost” yazirian home system.
59.374 The Cassidine Development Corporation’s new prototype paramilitary freighter, the CDCSS Nightwind, goes missing on its maiden voyage.
59.375 A small freighter, operating under a Streel charter, is attacked and destroyed in the Dixon’s Star System.  Crew escapes in lifeboats and are rescued.  Streel claims attack was by PGC vessels.
59.376 StarPlay releases the newest holovid movie in the Hawc, Star Law Ranger franchise.
59.377 UPFS Admiral Clinton completes its refit. As the remaining ships in SF Nova come out of refit over the next two days, the strike force prepares for another tour of the Frontier.
59.378 The governments of Kawdl-Kit (K’tsa-Kar) and Ken’zah-Kit (K’aken-Kar) sign a mutual trade and defense agreement.  It is expected that the Zik-Kit (Kizk’-Kar) government with join the trade alliance in the near future.
59.379 The General Overall Development Corporation unveils the Yazira Dome on Hentz. This massive, 100 square kilometer habitat is claimed to enclose a biome identical to that on the lost Yazirian homeworld.
59.380 Strike Force Nova, after completing a long refit in Prenglar, departs for a tour of the vrusk loop of the Frontier.  First stop, Cassidine.
59.381 Spacefleet dispatches several ships (1 AC, 8 F, 2 LC, 2 DD, & 2 AS), designated Patrol Group Virgo, from Prenglar to Dixon’s Star to help put a dampener on rising Streel-PGC hostilities.
59.382 A Vrusk-owned shopping complex on Kidikit (Madderly’s Star) is destroyed by the explosion of several bombs.  Many beings injured but no fatalities. The Kraatar Liberation Corps claims responsibility.  There is concern over rekindling the Free World Rebellion tensions.
59.383 Despite budget delays and squabbling over the need for upgraded defenses, Fortress Kidikit (Madderly’s Star) reaches the 75% complete milestone.
59.384 Tensions in Dramune on the rise as Outer Reach industries continue to ignore and violate Inner Reach trademarks and patents.
59.385 Astronomers on Hargut (Gruna Goru) claim to have detected artificial signals from a system several light years beyond the Frontier. They begin organizing a petition to request that the UPF send and exploration mission.
59.386 Galactic Task Force mercenaries, working under PGC direction, attack three Streel archeology sites on Laco. Two are captured while the third is successfully defended by Streel personnel. Streel personnel at the captured sites are not harmed but evicted from the sites.
59.387 Glass Pyramid on Laco begins glowing with an unidentifiable energy source. After 20 minutes of increasing brightness, it releases a beam of energy nearly vertically. Beam consists of both electromagnetic energy across the full spectrum and subspace signals.
59.388 Unmarked Streel ships attack the KSS Dawn’s Glow hijacking cargo. Crew is left on immobilized ship to effect repairs and await rescue.
59.389 Subspace signal from Great Pyramid received in sathar space.

SF Nova arrives in Cassidine.  It will be in system for 9 days exercising with Task Force Cassidine.

A raid on a PGC dig site by unknown forces results in one dead and one PGC scientist captured. The PGC scientist, a former Streel employee, is later released and identifies the assailants as Streel employees.
59.390 A message, transmitted by an artifact left on Volturnus (Zebulon) is received at a sathar listening post alerting then to the space-faring activity in the Zebulon system and the detection and penetration of the artifact by technologically advanced races.

A subspace message is received on Pale from the presumed lost Second Volturnus Expedition explaining the sathar and pirate presence in the Zebulon system and warning of imminent attack from sathar forces. Immediate assistance is requested.

PG Virgo arrives at Laco and takes up patrol duties around the system.

A raid on a PGC records vault on Laco results in the loss of all backup data related to the Glass Pyramid activation. Suspected corporate espionage by Streel but no concrete proof exists.
59.391 Streel sub-orbital shuttle shot down on Laco. Assault scouts from PG Virgo are sent to investigate. Injured crew taken to Tyrell’s Landing.
59.392 Fighting breaks out between PGC, Streel, and CDC forces near the site of the downed shuttle over a newly discovered Tetrarch ruins site on Laco exposed by a recent landslide.

After several days of discussion, the sathar decide to send a “cleansing” fleet to Volturnus.
59.393 After deliberations between the Pale Government and the Council of Worlds about the message from the Zebulon system, UPF Patrol Group Virgo cuts its time in Dixon’s Star short and departs Laco for the Truane’s Star System on its way to Zebulon.
59.394 Sathar attack fleet (1 AC, 8 F, 2 HC, 2 LC, 6 DD, & 2 FF) depart sathar SCC#5 for Volturnus

Here’s the compiled file:

DetailedFrontierTimelineDownload

Let me know if you have any thoughts, questions, or comments on any of the events in the timeline.

January 2, 2019 Tom Leave a comment
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