Star Frontiersman Issue #4
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ISSUE MAY 2007 OPTIONS IN FTL TRAVEL SCREE FRON – YAZIRIANS WITH A TWIST CINEMATIC MARTIAL ARTS, STAR-FRONTIERS STYLE! HELMETS AND SCATTERGUNS A SEEDY FOUNTAIN BAR/CANTINA THUGS, MOOKS, GOONS & MINIONS! THE DIMINUTIVE YINNI WAITING TO BE DISCOVERED AND LOTS MORE, READY TO USE! Issue 4: May 2007 Technical Journal FTL Travel ......................................................1 Star Systems Scree Fron......................................................4 New Rules Cinematic Martial Arts ......................................9 Starting Gear ................................................13 Species/Gender Ability Modifiers ......................14 Equipment Defensive Equipment: Helmets ........................15 Miscellaneous Equipment ................................16 Scatterguns ..................................................17 More Guns....................................................19 Robot Programs ............................................20 Melee Weapon Illustrations .............................22 Locations Outpost Refinery ...........................................23 Fountain Bar .................................................24 Descriptions..................................................25 Adversaries Thugs, Mooks, and Goons ...............................26 Stop in to show your love. If you are an experienced web programmer and want to lend a hand, it would be most welcome. Archetypes I currently own the domain and am hosting it on an inexpensive Human Xenomedical Specialist ........................29 server, and am pre-paid for a full year. I have a guestbook (sign Yazirian Priest ...............................................31 in please!!) and a main frames page with a few pages full of links. I didn’t purchase any SQL databases or any extra features... but Character Races I’d love to have a forum where we could all share ideas and to Yinni............................................................33 make it easier to submit stuff for the webzine. I can do a little html and even less java – but am willing to learn. Drop me an Adventure! email if you’re interested in helping out with the site: Death Implant...............................................36 [email protected]. Mystery of Starshine ......................................36 If you have a Star Frontiers fan site (I know there are lots out The Usurper..................................................36 there) or have a Sci-Fi site in general that includes material that Temple Raiders .............................................36 might be useful for this system, please give me a link (with a The Great Hunt .............................................37 graphic/logo if you have one) so I can make a nice links page. After the release of this issue – I’ll make the old geocities site Classifieds forward you to the new domain, but you don’t have to wait – go ..................................................................38 ahead and change your bookmarks! STAR FRONTIERS, WIZARDS OF THE COAST, and the Bill Logan WIZARDS OF THE COAST logo are trademarks belonging to [email protected] Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and Last Revision: 05.04.2007 Weare have used a newhere home without for ourpermission. project... © 2001 Wizards of the Coast. All Rights Reserved. The free distribution of this revised edition of the out-of-print game system is not intended to detract income from Wizards of the Coast. By Andrew Modro method are the starships using? Is it classic hyperspace? FTL TRAVEL Space-time warping fields? Extra dimensional wormhole Travel between star systems at speeds greater than light tunneling? Quantum foam sliding? We are not told. This is a staple of science fiction. Without the ability to tran- leaves the door wide open for the GM's imagination and scend the speed of light, travel between even the closest personal tastes. A few options are examined here. stars takes years. In a place like the Frontier, FTL (Faster-Than-Light travel) is absolutely essential. The STAR FRONTIERS game treats FTL in a very abstract manner, especially in the Alpha Dawn rules. Knight Hawks attempts to add a bit of flavor, but also confuses the issue when compared to Alpha Dawn. The purpose of this article is to examine interstellar travel and to provide flavor options for Alpha Dawn and Knight Hawks games that can be used without altering the rules as presented. THE VAST DEEP Space is big -- ask any Douglas Adams fan how big it is for an entertaining answer. Light, the fastest thing in the cosmos, takes years to traverse the cold dark between the stars. Galaxies are tens or hundreds of thousands of light-years across, and lie millions of light-years apart. The observable universe itself is many billions of light- years wide. Science tells us that nothing can travel faster than light. HYPERSPACE To travel from one star system to another would take The most classic FTL method in all of science fiction, many years. Even with incredibly powerful futuristic rock- hyperspace invokes a set of dimensions lying "parallel" to ets, a slower-than-light ship would spend years our physical universe. In this different space, distances accelerating ever closer but never completely up to the between locations are warped or condensed, allowing a speed of light, then more years turning over and deceler- ship to traverse great distances in the real universe while ating after the halfway mark. The "Inhibitor Universe" moving much less in hyperspace, much like a grand cos- novels of Alastair Reynolds and Vernor Vinge's "A Deep- mic "shortcut". ness in the Sky" present excellent views of space opera in which light speed is never broken, and the consequences Hyperspace traditionally touches all points in our physical of that limitation. universe, but access can be limited by such things as gravity wells around large bodies like stars or giant plan- But many are willing to believe that a way can be found to ets, or by the necessity for powerful "jump gates" circumvent this cosmic "speed limit". Science fiction is full containing machinery much too large for starships to carry of faster-than-light travel of many wondrous varieties, in their hulls. from "warp speed" and "hyperspace" to "space folding", "wormholes" and "slipstream drive". Eventually we may Many variants of the hyperspace concept exist. For ex- discover a real-world method for getting around the limi- ample, in some hyperspace concepts, ships can roam tation of light speed. In the meantime, we can dream. freely within the extra dimensional space, while in others they are restricted to prescribed routes due to naviga- The STAR FRONTIERS game touches on FTL only in brief. tional hazards (gravity wells, fluctuating distortion rates, The Alpha Dawn rules only mention how fast FTL is, and strange alien inhabitants...) In some variants, "hyper- do not describe how it is achieved. The Knight Hawks set space" is a kind of infinite void in which nothing exists does offer an explanation -- a unique method invoking the outside the ship. Void -- but does not sit easily with the Alpha Dawn expla- nation. This is more of an opportunity than a difficulty, Examples of science fiction using hyperspace are too nu- however. Each GM is free to explain, in as much detail as merous to encompass. The most famous is, of course, she wishes, just how FTL is achieved in the Frontier. Star Wars, in which ships can cross an entire spiral galaxy in mere days. FTL IN ALPHA DAWN Using hyperspace with Alpha Dawn is simple. The "one Alpha Dawn is quite specific about FTL. The rules state day per light-year" rule becomes an average cruising that travel between star systems takes one day for every speed for ships in hyperspace. Some ships could be much light year of distance -- and that's all they say. What 1 faster, such as couriers and powerful small military war- JUMP GATES ships. Some could be slower, such as heavy freighters or Or JUMP POINTS or FIXED WORMHOLES: These variants old junkers. Alpha Dawn games would likely use a version are notable more for the idea of a fixed and controllable of hyperspace in which ships generally ply well- "entry point" than for the actual method of FTL. In each established routes. Deviating from these explored courses variant, ships must journey to a set location to make use could be possible, but would require great computational of the FTL technology. power and a lot of courage. Jump gates, such as those seen in "Babylon 5", and jump SPACE FOLDING points, such as in the "Starfire" military space opera nov- This concept turns hyperspace on its ear. Instead of trav- els, offer fixed points of entry into hyperspace. Entry into eling through an extra dimensional space just as it would hyperspace may (B5's more powerful ships) or may not through normal space, a ship using folding tech breeches (ships in the Starfire universe) be possible outside of space-time to connect two distant points, making a tem- these fixed points. Jump gates are actual constructions porary bridge with no real distance at all! which tear open a hole into hyperspace, while jump points are natural rifts in space. This concept is related to the idea of wormholes. Worm- holes are a kind of "space subway tunnel", slipping Fixed wormholes, such as those in David through dimensions outside our own normal Weber's "Honor Harrington" novels space to bridge two different points. (which also use "normal" Space folding can be considered a kind hyperspace), provide fixed of controlled wormhole generation. points of