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Category Archives: Creatures/Races

Young Sathodragon

This is a young sathodragon, the creature that the sathar use to make cybodragons. This young specimen doesn’t have the cybernetic implants. These sathodragons stand around 1 meter at the shoulder and are 2-3 meters long.

These creatures are offspring of the cybodragons that were seeded on Pale during the sathar invasion. A female sathodragon will lay a clutch of 3-7 eggs (1d5+2) but the first one to hatch will eat the others so these creatures are typically found alone as they are fairly territorial without sathar influence.

As with all sathar bioconstructs on Pale, there is a bounty by the Pale government for the killing and/or capture of sathodragons.  The bounty for a young cybodragon offspring is 1,000 cr.

Type:Medium Omnivore
Number:1
Move: Fast (60 m/turn)
Stamina: 120
Attack:70 claws / 55 bite
Damage3d10 claws / 4d10 bite
Special Attack:None
Special Defense: None
Native World:Unknown, found on Volturnus and Pale in the Frontier. Typically found in the mountains, plains, and forested area of a world.
Iguana image by Rjcastillo. Click image for original file
May 24, 2020 Tom Leave a comment

Pale Mountain Lion

The Pale mountain lion is a large feline-like creature similar to mountain lions on Earth.  Typically 1.4-1.8 meters in length, these creatures stand about 1 meter at the shoulder.  Stealth hunters, they like to ambush their prey and can move quietly through their native terrain. They typically hunt either singly or in pairs.

Their claws are toxic to most creatures.  A successful attack that does damage injects a venom that is S5/T10 in strength.  Antitox will neutralize the poison with a successful Neutralize Toxins skill check.  The venom effect lasts for the first four successful attacks of an encounter, after which the creature must wait several hours for the venom to build back up.

Type:Medium Carnivore
Number:1-2
Move:Fast (70 m/turn)
IM/RS:8/75
Stamina:100
Attack:70 claws / 60 bite
Damage:2d10 claws / 1d10 bite
Special Attack:venomous claws – S5/T10 poison if claw successfully attacks
Special Defense:none
Native World:Pale, mountain regions
Image by Troy Hisgett. Click for original image.
May 23, 2020 Tom Leave a comment

Legends and Lore – Yazirians

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This is the second part of my post on the history, legends, and lore of the yazirians in my Star Frontier universe. Part one, Yazirian History, was posted last week. Both of these posts are part of February’s RPG Blog Carnival, Legends and Lore, being hosted by the Enderra blog.

In last week’s post, we looked at the history of the yazirian species in relation to their arrival in the Frontier region and colonization of the worlds they now occupy. Most of the material presented there is both fact and general knowledge in the Frontier that most characters would either know or be able to discover with just a little bit of research. In this post, we look at things that may be true but unknown, true but hidden, rumor, speculation, or conjecture, the latter three may be true or false. I’ll try to flag each of these items as I discuss them.

Some of this information is part of the ideas I have for an major campaign where the PCs go in search of the yazirian homeworld, the fate of those that remained behind, and the Warhon’s ship. They are definitely spoilers for anyone that may play in that game if I ever run it.

I think the best way to do this will be to organize the ideas by general topic, possibly with a miscellaneous section at the end. In each section, I’m just going to provide a bulleted list with the relevant information. Let’s get started.

The Fate of Yazira

  • The last exodus ship that arrived in the Frontier departed Yazira some ten years before closest approach of the interloping brown dwarf. (fact, known)
  • Millions of yazirians remained on Yaziria unwilling to leave their world. (fact, known)
  • No ship has ever returned to the Yazira system. (fact, known)
  • In the early days after yazirians arrived in the Frontier, several ships attempted to go back to Yazira to see what happened. None of these ships have ever returned. (fact, obscure)
  • Most of these ships that failed to return were destroyed by agents of the Family of One. (fact, deeply hidden) Some simply disappeared and their fate is unknown, but none made it to Yazira.
  • There is no known jump route data back to Yazira. (false rumor). Deep within the archives of Clan Anglann and the Family of One, there is a stored set of routes back to Yazira. They are known only to a few yazirians and heavily guarded and obscured. They are also nearly a century out of date at this point and may not be valid.
  • Modern yazirians don’t even know which star is their homeworld, just the general direction in the sky. (fact, known) There are some members of the Family of One who know, but this knowledge is a closely guarded secret as well.
  • Predictions of Yazira’s fate, based on the path of the brown dwarf, indicated that the planet would be hurled out of the system into deep interstellar space. (fact, obscure)
  • Instead of being spun out into interstellar space, Yaziria was actually captured by the brown dwarf as it passed through the system and now circles that object in a wide orbit as it continues on its journey. (fact, unknown)

Fate of the Warhon and his Guard

  • Of all the exodus ships, only the Warhon’s ship failed to make the trip to the Frontier (fact, known)
  • The Warhon’s ship was sabotaged by agents of Clan Anglann so that it wouldn’t arrive and they could seize power. (discredited rumor, but true). There is no evidence to support this anywhere in the Frontier but Clan Anglann did sabotage the Warhon’s ship. All records possibly relating to this were lost in a computer “crash” early after the exodus. Only two living yazirians, seniors elders in the Family of One, know the truth and they aren’t saying anything.
  • Most of the Warhon’s personal guard that were part of the early exodus died soon after arriving in the Frontier. (fact, obscure) Most of these deaths were “accidents” caused by Clan Anglann (obscure rumor, fact). Most modern yazirians have moved on and just don’t care.
  • Some of the Warhon’s Guard survived the purge and quickly emigrated to the Prenglar, Triad, and Truane’s Star systems where they went into hiding from the Family of One. (fact, obscure)
  • The survivors of the Warhon’s Guard formed a secret society named “True Yaziria” that word to oppose or diminish the influence of the Family of One (fact, obscure)
  • Despite the sabotage of the Warhon’s ship, it was not destroyed and managed to survive long enough to make planetfall on an unknown world. (fact, unknown) Rumors exist that it is still out there, spread by True Yazira, but it is all speculation. No facts exist to support it.
  • The genetic Ark on the Warhon’s ship survived and is completely intact in the remains of the ship. (fact, unknown)
  • All of the conspiracy against the Warhon was a very small slice of Clan Anglann. (fact, unknown/hidden) Most clan members were not involved and would be horrified to know the truth.

The General Population

  • Very few living yazirians actually remember their homeworld as most were born in the Frontier. There is a small and dwindling population (maybe 10%) of older yazirians that actually lived on Yazira. (fact, known)
  • There is a fairly large generation gap between this older population and the next wave of yazirians. In the final years leading up to the exodus, the birthrate dropped off significantly. (fact, known)
  • The yazirians of the Frontier, while aware of Yazira, don’t give it much thought except as it is used in holovids and expressions about how things used to be. (fact, known)
  • The problems with terraforming operations on the worlds in the Scree Fron, Athor, and Gruna Garu systems are intentional problems caused by the Family of One and the General Overall Development Corporation (GODCo) to keep those systems in line. (false, rumor). The problems truly are technical and result from GODCo being overextended trying to work on five different worlds instead of just the one they original planned for. Despite having nearly a century to grow, they still don’t have the resources and manpower they need. These issues provide openings for rumors to be spread by the True Yazira society in their effort to undermine the Family of One.
  • Interaction with the other species of the Frontier dealt a serious blow to the yazirian cultural identity as a warrior species. (fact, obscure) They discovered that despite their history, they were neither the strongest nor the nimblest species in the area. Although it is slowly fading away, ripples of this are still seen throughout yazirian culture, especially among older yazirians.

Lost Scoutships

  • There were many scout ships sent out from Yazira shortly after FTL travel was discovered, most of these never returned. (fact, obscure)
  • Several of these lost starships made it to systems in or near the Frontier, including Volturnus in the Zebulon system. There may be survivors, possibly descendants of the crews, in primitive societies to be discovered. The crew that made it to Zebulon did not survive. (fact, unknown)
  • Some of the scoutships penetrated into sathar space and were captured or destroyed. (fact, unknown)

Family of One and GODCo

  • All of the upper management of GODCo are members of the Family of One (fact, discoverable).
  • All of the upper management of GODCo are members of Clan Anglann (false, rumor). While a significant portion are, not all of them are from the same clan.
  • The Family of One is using the work done by GODCo to attempt to control all of the yazirian populated worlds. (false, rumor). While the upper leadership of GODCo are members of the Family of One, they are not ideological power-mongers. At least not any more than leaders of other mega-corps. While some fervently believe in the idea of a unified yazirian species according to the Family of One precepts, many are only interested in helping their fellow yazirians and are members of the Family of One out of necessity – they couldn’t hold their position if they weren’t.
  • Many members of the Family of One are members in name only and only minimally hold to many of the tenants of the religion. (fact) They are members because you need to be to hold any significant position on Hentz (Araks).
  • Family of One members on worlds other than Hentz tend to me more fervent as membership is optional on those worlds. (fact)
  • The Family of One is watching all aspects of yazirian culture, everywhere. (partially true, rumor). While the Family of One tries to keep abreast of everything going on, they don’t have nearly as many spies, inquisitors, and informants as the rumors (spread by the True Yazira society) would have you believe.
  • The Family of One is preventing GODCo from deploying all of its technology and releasing all the flora and fauna from Yazira on the worlds other than Hentz. (fact). Debates about this practice arise regularly in yazirian society. GODCo claims that it is because the environment are not ready or suitable, but most of the restrictions come from the Family of One and their effort to ensure that Hentz is the only “New Yazira”.

HSS History’s Hope

In my Detailed Frontier Timeline, one of the story threads is covering the travels of the HSS History’s Hope, a small exploration ship registered on Hakosaur (Scree Fron) that is currently trying to chart a route to a star system believed to be Yazira. If you want to use this little storyline in your campaign, there are some rumors about it, even though the project has just started.

  • The Family of One tried to cover up and suppress the discovery of the star system with the nearby brown dwarf because they knew it was Yazira. (fact, rumor) This rumor popped up almost immediately and is based in fact. The star system is Yazira and the Family of One doesn’t want people poking around because no one knows what they will find.
  • The HSS History’s Hope is being financed by True Yazira. (partially true) While many of the original supporters of the expedition, and and many that provided initial funding, are members of True Yazira, not all of them are and it isn’t a project being directed by the secret society. It just aligned with the society’s goals and many members independently jumped on the opportunity.
  • Most of the entire crew of the HSS History’s Hope are members of True Yaziria (fact, obscure rumor). Since the society’s membership is very obscured, it is hard to tell for sure who is and who isn’t a member. The rumor circulates among upper members of the Family of One. Most others don’t know about the secret society or don’t care. The fact is that about 80% of the crew are members of the society simply because they have an interest in finding Yazira. It wasn’t intentionally planned.
  • The Family of One has sent ships to eliminate the HSS History’s Hope. (fact, hidden). This one is a spoiler for the timeline. As I’m writing this, the History’s Hope has had a bad string of calculations and made some misjumps. When they finally get back to the known space lanes, they are going to have to deal with this.

Outstanding Questions

The points above provide some ideas and background but they also raise a number of questions. These are either things I’m going to flesh out in the future as I develop the storylines more or things that someone using this information could expand upon as well. Some of these are:

  • What exactly happened to the Warhon’s ship?
    • How did it fail? What was the damage?
    • Did the crew survive? All enter freeze fields?
    • What happened to the Warhon’s family?
  • If they made it to a planet surface, what is their current state?
    • Another yazirian colony?
    • What tech level are they at?
    • What happened to the genetic ark?
  • What is the “True Yaziria” society doing?
    • How to you become a member?
    • How well known is it?
    • What resources does it have access to?
    • I invented this organization just recently as I was working out the detail of these two posts so this is an area I plan on expanding on. This may very well show up as an entry in June when I’m hosting the Blog Carnival.
  • What events and consequences will the HSS History’s Hope expedition trigger? What will they find?

Final Thoughts

That’s what I have for now. There is still a lot of legend and lore for the yazirians that could be explored. I intentionally didn’t cover much in regards to the daily life of a typical member of the species and current events in the Frontier, just items that are part of their cultural heritage. Some of these other ideas will undoubtedly show up in future posts. Other bits may show up in the pages of the Frontier Explorer.

What legends and lore do you have for the yazirian species? Share your ideas in the comment section below.

February 25, 2020 Tom Leave a comment

Yazirian History

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The RPG Blog Carnival this month is being hosted by the Enderra Worldbuild & Role-playing Games blog and the topic is Legends and Lore. You can follow that link to find all the other posts people have made on the topic.

When I read this topic, my mind immediately went to the Yazirians in the Star Frontiers setting. They were a natural choice to pursue in greater depth, especially based on much of the fan material that has been developed for that species. And while I’ve been thinking about these ideas for all of the Star Frontiers species, the yazirians are particularly relevant to me right now since part of my Detailed Frontier Timeline (most recent post as of this writing) is currently dealing with a plot line exploring this history directly, namely a ship, the HSS History’s Hope, that is headed toward a system that they think might be Yazira, the yazirian homeworld.

A lot of the foundation for this background is set in two articles that we published in the Star Frontiersman nearly a decade ago in issue 16, back in December 2010. The first is an article written by my friend Tom Verreault entitled “Origin of the Species & the UPF” on page 34 of that issue. In this he gives his version of how the various species in the Frontier got there. The second article, which I wrote to support the ideas he presented for the yazirians in that article, is entitled “Interstellar Interloper (Brown Dwarf)” (p. 46), and discusses what could happen to a planetary system if a brown dwarf sized object passed close through the center of a star system. I recommend you grab issue 16 and read both articles.

This is going to be a two part series. In this first post will look at the background and history of the Yazirian race as I conceive them when running games. The next one will look at the Legends and Lore as it exists at the current point in the campaign. Some of the material is fact, some is common knowledge, some is belief, and some is propaganda. I’ll be looking at it from all those angles.

The Loss of Yazira

The yazirian homeworld, Yazira, orbited a K4 star that is located some 100 light years “west” of the Frontier in an area known as the Vast Expanse, so named because of its low stellar density and large distances between neighboring star systems. Interestingly, very, very few yazirians living today actually know the location of this star system. More on that in the next post. To start let’s go back to about 200 years ago.

It was a time of relative peace and growing industrialization and prosperity for the world. The world had been united under a single government for several centuries and was beginning to develop spaceflight and really start looking into the universe beyond the Yazira system.

A Threat Discovered

It was at this point, as they began to survey the cosmos, that the yazirian astronomers noticed something in the sky that would completely change the course of their specie’s history. When it was first discovered, it was a curiosity. An object extremely bright in the infrared but extremely faint in the visible, even with the yazirian’s definition of visible light that extended somewhat into the infrared. It wasn’t long before a theoretical model was developed for the object, something we today call a brown dwarf.

The astronomers were excited. Based on the observed characteristics, they realized it had to be very close to Yazira. It would allow them to study this type of object up close. As the object was studied more, the distance, a mere 1500 AU, was established.

However, what was also established was that it was coming closer. Over the next few years, the orbit of the object was refined and it was realized that the brown dwarf was falling nearly directly toward their star and would pass very close to their world in the process. Simulations showed that depending on the mass of the object and its exact path, their world and species was in for a major catastrophe ranging from severe and drastic orbital and therefore climate change to complete ejection from their solar system. If something wasn’t done, they were probably doomed as a species.

The bad news was that they were in trouble. The good news was that they had nearly 140 years to prepare. To the Warhon’s credit (the leader of the yazirians), he took the news in stride and neither dismissed it since it wouldn’t happen in his lifetime, nor panicked. Rather he understood the issue for what it was and began charting a course for his people.

The general populace wasn’t so stoic. Many denounced the scientists as alarmists. Others claimed the discovery to be a hoax. Still others used it to as an excuse to hoard survival gear, food, and other essentials and drop out of society. Many just ignored it due to the long time scale. The most troubling, however, were those that took the news to mean that society was over and reverted to lawlessness and anarchy. It was these latter groups that would plague yazirian society for the next century.

A Plan Takes Shape

Over the next decade, as the Warhon’s troops dealt with the anarchists and the astronomers worked to refine the object’s trajectory even more, the government began investing heavily in space technology. While yazirians had already visited their two moons and had many low altitude orbital flights, the extra push from the government allowed them to set foot on other worlds in the system for the first time before the decade was over.

With the development in space technology well under way, the government also started a few other projects. One was increased medical research, especially related to long duration spaceflight and how the yazirian body would adapt and change under different conditions (gravity, stellar flux, etc).

The other was called the Ark Project. This had two areas of focus. The first was to catalog the genomes of every species on the planet, plant and animal, and collect this into a large database as well as collecting samples of as many species as possible. The second was a push into cloning technology that would allow the recreation of those species from the database.

The ultimate goal was to move the yazirian population off of their homeworld to somewhere else. Where was yet to be determined. The initial plan called for the creation of huge generations ships that would travel to likely star systems looking for a world to inhabit. Astronomers had already begun looking for worlds around other suitable stars.

A Change of Plans

Some thirty years after the original identification of the brown dwarf, a discovery occurred that would change the very foundation of what had come to be called the Exodus project.

Using a variety of propulsion technologies, a major break through had been achieved that would allow them to accelerate small probes fast enough to reach some of the nearer star systems before the generations ships would have to leave the Yazira system. The first probes were launched, and as they achieved speeds of about 1% the speed of light, only a fraction of their final velocity, they vanished.

At first it was believed that the probes had broke up or otherwise become inoperable. However, deep radar scans of the region of space they should have been in returned no data. And having five probes, all going different directions, vanish in exactly the same way was more than mere coincidence.

Another set of probes were launched as a test which ended with the exact same result. Yazirian scientists realized that this was some fundamental aspect of physics that they had not suspected or known about. Hundreds of researchers started working on the problem.

It was nearly a decade before a breakthrough was made and a theory of hyperdimensional travel was discovered. In the mean time, work had been going on to improve technology to the point that a crewed vessel could achieve the speeds necessary to invoke the effect.

It would be another decade before a ship was ready to make the first attempt at testing this theory. With a total delta-V of 5% of the speed of light, the ship should be able to achieve the hyperdimenional travel speed, slow down and do it again. Thus is should be able to make a trip and return. In theory.

A Historic Flight

With an all volunteer crew, the YSS Grand Voyager set out on its maiden voyage in an attempt to make history. It took a month of acceleration to get up to near the 1% speed of light threshold and then another agonizing month of small bursts of thrust to precisely measure and cross the threshold. Then just like the the probes, the Grand Voyager vanished.

It would be months of anxious waiting before the fate of the Grand Voyager would be learned. Most people had given up hope when a faint radio signal was received from the ship coming from high out of the orbital plane of the system. They had survived the trip and hyperdimensional travel, which would come to be called Void travel when they met the other species in the Frontier, was possible. There was still much to learn about this new form of travel, but the travel time for the exodus had been greatly reduced.

Looking for a Place to Call Home

Over the next two decades, propulsion technology was innovated and improved and more and more ships were launched to scout out the nearby star systems looking for a world that they could move the population of Yazira to. Most of these ships would eventually be lost as they explored further and further from Yazira. It was not known if there were troubles with the Void travel, mechanical failures with the ships, or they had suffered misfortune in the systems they visited.

As ships did return, they learned much about the nearby stellar systems but no suitable world was found. Finally, after nearly two more decades of searching, a ship returned from a two year journey reporting that a suitable world had been found, nearly 100 light years away. The star was significantly brighter and yellower than Yazira but the world itself was nearly Yazira’s twin in climate and gravity.

During this time, the designs of the exodus ships were rebuilt from the ground up to use this new mode of faster than light travel. With a destination finally established, exploration ceased and construction began on the first ship, the YSS Yazira’s Ark, that would take a select crew, along with a copy of the genetic archive, to this new world to start preparing it for the arrival of the rest of the population.

The Exodus Begins

It took five years for the YSS Yazira’s Ark to be completed. Crewed primarily by members of Clan Anglann, it departed for the new system which had been dubbed Araks to colonize and begin yaziriforming the planet Hentz.

By this time, the brown dwarf was visible to the unaided eye on Yazira and was year by year growing brighter. The world began to focus almost completely on the construction of the exodus ships. While there were some that decried the damage being done to the environment due to the industrialization of the planet, most understood that the world was doomed and so accepted the changes.

Five years after the YSS Yazira’s Ark left, five more ship were completed with nearly twenty-five more in some stated of completion. These later ships were gigantic, nearly ten times the size of the Yazira’s Ark. It would take nearly two hundred more to move the entire population. With the first five ships complete, the exodus of the yazirian population to Hentz began in earnest.

It had been decided early on that when the time came, ships would be populated by clans. While the crews were often from Clan Anglann, the passengers were drawn from a single clan or possibly two. Depending on the size of the clan, it could take two or three ships to hold the entire clan population.

Over the next two decades, a steady stream of ships departed the Yazira system. Finally, the last ships were completed, three of the giant colony ships and a final, smaller ship modeled on the original Yazira’s Ark. This last ship contained the Royal Court, the Warhon and his family, who was the son of the Warhon who had started the project, 120 years earlier. It also contained a final copy of the genetic database including all the additional data that had been collected since the Yazira’s Ark had left. It was the last ship to leave their doomed world. The interloping brown dwarf was clearly visible in the night sky and only 18 years away. It was the last ship to leave.

Trouble at the Destination

As the second wave of colony ships were arriving at Hentz, the yazirians detected signals from other spacefaring species not too far from their new world. Concerned that they might be hostile, Clan Anglann, which had been organizing the exodus, diverted ships from waves three and four to several new worlds in systems nearby. These ships went to the Athor, Gruna Garu and Scree Fron systems. The worlds there were not as desirable as Hentz, but the yazirians wouldn’t have all their eggs in a single basket if these new species proved to be hostile.

Loss of the Warhon

The trip from Yazira to Araks was a long one requiring nearly twenty Void jumps along the way. As the final fleet of ships made the journey, disaster struck. On the 5th jump, the Warhon’s ship didn’t arrive in the destination system. The other three ships waited for nearly two months but the Warhon never reappeared. Finally, they completed their journey and delivered the news to the yazirians on Hentz and it was related to the others in the Athor, Gruna Garu, and Scree Fron systems.

A week of mourning was held for the Warhon’s family. And then political chaos erupted. With the entire royal family gone, a power vacuum was created. In the end, Clan Anglann and the Family of One, who had been organizing the exodus on behalf of the Warhon, took control of the yazirian government.

Fallout

Many suspected foul play. Of the nearly 250 ships built, only the newest ship with the most up to date technology was unable to make the trip. Coincidentally, it also happened to contain the Warhon and his family. The most vocal opponents of the Family of One’s rule was the Warhon’s personal guard that had arrived in advance. Their voices were quickly surpressed. Many just vanished. Others emigrated to the Prenglar, Cassidine, and Truane’s Star systems, integrating with the other races in the Frontier who the yazirians had established contact with some years before.

It wasn’t too many years later that the sathar first appeared in the Frontier. This effectively put an end to the inter-clan conflict as the species in the Frontier united to fend off his new foe. With the formation of the UPF, the yazirian race started looking forward instead of back. Some still remember the old days but most have accepted the new order and are working toward the future.

Next Time

That represents the history of the Yazirian people as most people know it. There are a few things in that narrative that are not widely known (such as the suppression of dissension by the Family of One, but that information should be familiar to most yazirian characters and many non-yazirians as well.

Next week we’ll look at lots of details behind the scenes and outside the Frontier that impact the store and contribute to the lore of the yazirian species.

February 18, 2020 Tom 5 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

Pursale [Work in Progress]

I was working on the one of the sections of the Ghost Ship Osiris module and it includes an alien robot.  I realized that to do the alien robot justice, I needed to know the race that created it.  So I busted out the Alien Species rules from the FrontierSpace Referee’s Handbook (p. 98) to give me some ideas.  I didn’t need a completely functional race as they are all dead (at least the ones you encounter in this adventure) but only a rough physical description.  The write-up below is what I came up with.

The following is the Referee’s write-up on the race to be included in the module.  It’s a working draft, hence the work in progress flag in the title.  It will probably go through some revisions as we flesh the module out a bit more and Bill chimes in.  I’ll also probably add more to the physical description as we go.

Pursale

Physical Description

The Pursale are a large omvinorous species. They are quite massive, over 3 meters in length (front to back) with six legs, two arms, and a short squat “head”. Their main body is typically 3-3.5 meters in length, 1-1.5m in width and about a meter in height. They weigh in at about 2-3 tons.

The Pursale’s head, which sits at the front of the body, contains its mouth, another set of olfactory organs, and is where the sensory stalks are attached. The mouth sits low on the head which can be bent downward to touch the ground. It has no upward range of motion beyond the horizontal.

Rising up from their head are two slender, long (about 1.2m) appendages that end in their sensory clusters. Each cluster contains an eye as well as olfactory and auditory organs.  The sensory stalks are also flexible and can be positioned as high or as low as they can reach. Typically held high and wide, the Pursale have excellent depth perception and directional hearing.

Their legs are relatively short (about 0.7m long) keeping the body low to the ground but each one ends in a four-toed foot.

The Pursale’s brain is not located in its head but rather further back in the body just behind the creature’s arms. The arms themselves are attached just behind the neck. The arms look like longer skinnier legs, 1.2m in length each ending in a hand with three fingers and an opposable thumb. The Pursale’s shoulder joints have a full 360 degree range of motion.

History

The Pursale are descended from large plains-grazing animals on their homeworld. For millennia, their technology developed slowly and was primarily focused on food-production and medicine. Over time they slowly developed spaceflight and colonized the other semi-habitable planet in their star system which they terraformed into a food production world.

They had just recently discovered FTL travel capabilities when one of their outposts was discovered by the Thazzar, a war-like race bent on conquering known space. Luckily for the Pursale, a ship managed to escape the Thazzar attack and warn the home world of the pending danger.

While not a war-like race, they learned quickly. However, with only a single industrial star system, they were no match for the much larger Thazzar forces. In the last years of the war, Pursale scientists developed a new technology, the phase shield, that allowed material affected by the shield to pass through normal matter and remain unaffected.

Unfortunately for the Pursale, this discovery came too late to turn the tide of war. However, it did provide a way for some ships to escape damage from the Thazzar weapons. In an effort to save their race from destruction, a number of colony ships were built and equipped with this new, although unperfected, technology. These ships were launched in many directions in the hope that some would escape and be able to rebuild the Pursale society.

Relation to the Module

The ship embedded in the Osiris asteroid is one of these colony ships. Unfortunately, the second system it arrived in, now known as Duergan’s Star in the frontier, was occupied at the time by a Thazzar battle cruiser that detected the ship and pursued it. Using its phase shield, the Pursale vessel attempted to hid inside the Osiris asteroid which they discovered to be partially hollow.

That was when the final tragedy struck. While hiding, the phase shield temporarily failed, fusing the ship with the rock and permanently disabling it, dooming the crew and colonists. Not all of the ship was destroyed and there are portions that are not fused with the surrounding rock. The ship lay dormant and entombed for millennia until it was discovered by the miners on Outpost Osiris.

When the ship was entered, some of its security systems were activated prompting the call for help. The scavengers’ activities on the ship have also activated more of the defenses that are now threatening the lives of the outpost’s crew.

Robots

Once I had the physical description of the Pursale, I was ready to create the robots.  There are actually two different robots (at least) that the PCs will encounter as part of the adventure.  The first is the basic combat robot.  The scavengers took one (or more depending on play balance) of these and activate them in an attempt to drive the PCs off their ship.  The second is a command and control warbot that is coordinating the efforts of several combat robots within the confines of Outpost Osiris itself.

Pursale Combat Robot

Frame:  Medium
STR:  50
AGL:  45
CRD:  60
PER:  45
INT:  50
BP:  100
INIT:  2
Move:  12, Walking
Docking:  4CU

Skills:  Marksman +5, Warrior +0

Equipment:  Audio/Visual, IR, motion, & lifeform scanners, communicator, military grade reflec & sonic screens, laser rifle, distruptor, 2x 100 EU backpack.

Weapons: Laser Rifle, Distruptor

Description:  This robot is like no other you have ever seen in the Frontier.  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.  Attached to the back, are what appear to be power packs.  The arms end in manipulator hands that have three fingers and a thumb.  Each arm has some sort of weapon built into it.

Referee Notes:  The left arm has a built in laser rifle while the right one is sporting a distrutpor.  These robots look like miniature, metallic versions of the Pursale and are designed for front line combat.

Pursale Combat Coordinator Warbot

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

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

Equipment:  Audio/Visual, IR, motion,, vocal & lifeform scanners, communicator, computer link, military grade reflec & ballistic screens, 800EU power source, military grade armor, comm jammer

Weapons: Heavy Laser, Devastator, Grenade rifle with 4 EMP, 4 tangler, 8 smoke, & 8 frag grenades

Description:  At first glance, this robot is basically a larger version of the combat robot, roughly the size of the Pursale themselves. It is heavily armored and has a number of large weapons mounted on (and into) its “arms”.

Referee Notes:  The left arm has a built in heavy laser while the right one is sporting the devastator and grenade rifle.  It has a computer link to allow coordination with a central control point but can operate independently.  It can coordinate the operations of up to 64 Combat robots at any given time.

When directing the robots it controls, it has the equivalent of the Commander skill benefit Violent plan (+5 to hit, +2 damage) and uses it effectively during its operations.

It uses its grenades to attempt to disable or pin enemies and reduce visibility for its opponents.  The robots can see right through the smoke from the smoke grenades and both the Combat Coordinator Warbot and the Combat Robot are shielded against the EMP blasts from the grenades the Combat Coordinator Warbot carries.

Images

The jury is still out on the final look for the Pursale.  I handed off the physical description above to my resident biology artist (aka my daughter) and she came back with a few possible sketches of what these things might look like based on the description I gave her.  Here are some possible options:

Insectoid:

Puffy:

Leafy:

(she actually called this one Butterfly)

The interesting thing is that I didn’t give her any direction at all.  I was actually thinking more of a leathery, rough body like an elephant or rhino or a smoother leathery body like a seal or hippo.

In any case, work is progressing.  I’ve basically finished section 3 of the module and have sent it out to my Patreon supporters.  If you’d like to get the early releases, consider supporting me on Patreon.

What do you think about the race and robots?  What physical description came to mind when you read the write-up above?  Let me know in the comments below and it might get incorporated into the final version.

August 9, 2018 Tom Leave a comment

The Lesser Quickdeath

Here’s another critter that the PCs are going to have a run-in with while investigating at Rosegard.  It’s a variation on a Star Frontiers classic.

Image showing head, neck, and tentacles of the quickdeath
Quickdeath by Don Freeman

Lesser Quickdeath
Type: Medium Carnivore
Number: 2-4
Move: Very Fast (120 m/turn)
IM/RS: 8/75
STA: 100
Attack: 60
Damage: 4d10 bite, claws
Special Attack: Poison dart S10/T3, (RW 60, 10/20/30/40/50), attacks extra creature with maw (10 points damage)
Special Defense: Immune to needler weapons; ½ damage from laser or projectile weapons, 70% chance will remain unseen until within 100m
Native World: Sathar attack monster bred on Pale – all terrains

Description

The lesser quickdeath is a smaller version of the full-size quickdeaths which were originally released on Pale during the Sathar War and encountered on Volturnus.  Where the full-sized quickdeath is about 5m long, the lesser quickdeaths are only about 3m in length.  While individually smaller and less powerful, the lesser quickdeaths hunt in packs of 3-4 creatures instead of the solitary or breeding pair nature of the full-sized creatures.

While not as fast as the full-sized version (max speed is only 72 kph instead of 100 kph) they otherwise resemble their larger ancestors.  Its great legs resemble those of a jaguar.  They maintain the claws on their legs, keeping them razor sharp.  These claws are used to attack prey and for climbing.  Three sets of smaller, tentacle-like limbs which end in suction cups grow from the quickdeath’s sides.  These limbs are used to catch unwary prey and stuff the victims into the quickdeath’s digestive maw.  Any creature in the maw takes 10 points of damage until it frees itself (as if breaking free from a hold).

The quickdeath has a long, flexible neck that ends in a snout and large mouth.  It has four eyes which are mounted on retractable stalks near the top of its head.  The creature’s brain is located at the base of its neck.  When the quickdeath strikes, it retracts its eye stalks making it nearly blind.  With a successful attack, there is a 50% chance it will actually strike something other than its intended target if that object is roughly the same size as the target and within 2 meters of the target’s position.

The quickdeath also has a long, whip-like tail that can fling a poisonous dart once every four hours. It typically uses this dart as it first engages in melee to strike a secondary, more distant target if one exists.

The quickdeath’s hide is covered by a moist, reflective armor provides excellent camouflage making it nearly invisible until it approaches within 100 meters.  Ouickdeaths are constantly on the move, seeking to appease their hearty appetites.

The female can lay hundreds of eggs each year, typically burying them deep in the sand or soil.  Egg caches can contain up to 50 eggs (4d10 + 11). The first young hatchling eats the remaining eggs as its first meal, and then sets out to begin its lifelong search for more food.

Ouickdeaths are not native to Pale. The Sathar used advanced genetic manipulation to create them from a common type of cat found throughout the universe. During the invasion of Pale, they released hundreds of these in the area around Point True to terrorize any survivors outside the city. These lesser quickdeaths have only recently been sighted in the areas north and west of Point True in the last couple of years.  Originally thought to be adolescents, examination of recently killed specimens show them to be a fully grown subspecies.

GM Notes

There are still many full-sized quickdeaths on Pale.  You can use the normal stats for those from page 19 of SF0: Crash on Volturnus for other encounters on the planet.  However, the full-sized versions do not figure into this adventure.

The lesser quickdeaths are a newly bred version of the larger creature.  They have been bred by a former bounty hunter and recently released into the wild.  He originally was simply breeding quickdeaths as a “safer” way to collect the bounties on the creatures.  However, about 10 years ago, he had an encounter with some sathar on Pale and was converted to their cause.  He has been working on this new version of the creature since then and has been releasing them into the wild for only a couple of years.  The lesser quickdeaths are currently only found in the areas around his breeding facility.

Currently there are only about 50 lesser quickdeaths on the planet but their numbers are slowly growing and their range on the planet is increasing.

July 9, 2018 Tom 2 Comments

Pale Tailless Squirrel

One of the encounters the PCs have while investigating the murder at the mining facility near Rosegard is a run-in with a new Sathar bio-construct, the Sathar Poison Squirrel.  Based on a native Pale species, this bio-construct is new in the Frontier, having only been released in the last year or so.  The PCs will be one of the first to encounter it.  Here is the description and stats for both the native Pale Tailless Squirrel and the Sathar Poison Squirrel.

Pale Tailless Squirrel

The Pale Tailless Squirrel is a small rodent, native to Pale remarkably similar to squirrels of the human homeworld but lacking the signature big bushy tail.  They can be found all over Pale in any temperate, tropical, and even some arctic climates.

Pale Tailless Squirrels range in color from light tans and greys to nearly snow white depending on their environment.  They are generally skittish and shy away from members of the Frontier races although may approach if there is a chance of free food.  If cornered these creatures will fight but their small mouths and jaws, primarily designed for eating vegetation and nuts, do not do much damage (1d5 pts).

Pale Tailless Squirrel
STA: 10
RS: 70
Move: Medium (30m/turn)
Size: small
#Appearing: 1d2
Attack: 50
Damage: 1d5

 

Sathar Poison Squirrel

This is a sathar bio-construct based on the native Pale Tailless Squirrel.  This is a new creature in the Frontier that has just been released in the last year or so and is starting to invade the ecosystem. It was engineered in sathar biolab somewhere on Pale.  Although first seen near the village of Rosegard, the bio-lab in question is not near that village.

The Sathar version is more gregarious and will be much more likely to approach members of the Frontiers species.  It is more playful than the native version but will inevitably try to bite, typically fingers or toes.  While the bite only does 1d5 points worth of damage like the native creature, unlike the native squirrel, the bite is highly poisonous.  The Sathar Poison Squirrel’s bite contains a S4/T20 poison. A successful STA check results in half damage.  Standard Anti-Tox will treat the poison if properly administered.

Side by side comparison of the Pale Tailless Squirrel and the Sathar Poison Squirrel showing the faint strip down the back of the latter.
Pale Tailless Squirrel (left) compared to a Sathar Poison Squirrel (right). The only immediate difference is the faint pale stripe down the back of the Sathar Poison Squirrel which is not always obvious.

Physically, they are nearly identical to the native species. The most noticeable difference is that the bio-construct has a stripe of fur down its back that is slightly paler than the rest of the fur. The native species does not have this stripe. If examined closely there are other small details that set it apart from the native version such as stronger jaws, sharper teeth, slightly more hook like claws on its toes, and a stronger musculature.

Sathar Poison Squirrel
STA: 20
RS: 70
MV: Medium (30m/turn)
Size: small
#Appearing: 1d2
Attack: 60
Damage: 1d5
Special Attack: poisonous bite, S4/T20, current STA check for half damage.
June 19, 2018 Tom 1 Comment
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