FBB Elevation v1
FBB Elevation v1
E L E VAT I O N
first contact
michael larrimore
INTO THE UNKNOWN
Elevation was a proud organisation of
brave explorers, seeking new
worlds and alien species.
michael larrimore
FrostByte Books
E L E VAT I O N
written by michael larrimore
special thanks to
pete nash and lawrence whitaker
ISBN: 978-91-982393-5-5
© FrostByte Books 2019. All rights reserved
Contents
Introduction006
Circles028
Technology034
Aliens070
INTRODUCTION
M ost fans of science fiction are probably familiar with the classic voice over that
started every episode of Star Trek, and for me the line that always stood out
was “to seek out new life and new civilizations.” In a limitless universe it spoke of
limitless possibilities for other cultures, both foreign and oddly familiar. Creation in
a million different forms just waiting to be discovered, or to discover us. Our history
has been driven by exploration, first of our own little planet and now our dreams of
going beyond as the unknown calls out to us, begging to become the known.
That is the foundation of the Elevation campaign setting and the adventures con-
tained within these pages. Characters will hurtle themselves out into the vast, deep
dark of space in search of the weird, the dangerous, and the mysterious. They will
plant a flag on alien worlds and do their best to defend strange new cultures from
those that would take advantage of them. It is a freeform campaign setting designed
to take advantage of M-Space’s alien creation and world building systems, meaning
that no two campaigns will ever be the same and something new lurks in every plan-
Opposite: A Kleev, the killer robots used
etary system your characters explore. More than anything else, the galaxy of Elevation
by the cybernetically enhanced K’taar
species. is yours and will be whatever you and your gaming group make of it.
6 INTRODUCTION
INTRODUCTION 7
FIELD OPERATIONS
TRAINING MANUAL
A Message from our Founder
W elcome to our family here at Elevation! You are about to embark on the ad-
venture of a lifetime as we work together to bring light to the darkest parts
of unexplored space. Our goal is to seek out life in all its amazing and wonderful
forms, and ensure that whatever form that life takes it enters our galactic com-
munity in the best way possible. Through education and advocacy, we will ensure
that these burgeoning neighbors will find equal footing among those of us that
explore the stars, and join us in the search for whatever lies out in the endless
horizon of the universe.
If you are here, then odds are you share the same passion that drove me to leave
behind my home. That you have the same daring spirit that drove our ancestors to
hurl themselves into the cold void to uncover its secrets. And the same sense of
justice to make sure no one is treated unfairly, enslaved, or abused. History has
too many examples of an advanced culture supplanting a less advanced one, and
we seek to change that. It is our duty to protect those who are just taking their first
steps into the larger society of the Milky Way, and to stop those that would exploit
others for their own gain.
The operations manual you are reading is just the start of your training here at
Elevation, and when you are ready you will join your new family in exploring the
unknown. Together we will shed light in the darkness and represent those who need
guidance in the next stage of their development. Welcome to Elevation, and thank
you for wanting to be part of our important journey.
Marcus Earther,
Founder and Operations Director of Elevation
8 FIELD OPERATIONS
<< JEar012:
I would also like to welcome you to Elevation, and apologize up front for its
current state. My grandfather built an amazing organization with the best
intentions, but his vision of discovery unfortunately did not come to pass. As
I’m sure you are aware, the Gres were the last civilization advanced enough to
enter the galactic community, and since that time no other sentient species has
been found. When your whole mission is to facilitate entry into the galaxy
for new cultures, it makes it difficult to keep the lights on. While we have
been able to keep Elevation af loat for the past ten years, we’ve had to make
some compromises and cut some expenses. One of those expenses was the
publication of a new operations manual, so I will do my best to update and
amend our existing one to get you up to speed.
Despite the setbacks, our goals remain the same. We use the resources we still
have to explore the unknown parts of space in search of habitable worlds and
cultures advanced enough to approach regarding entry into the greater galac-
tic community. Upon discovery, Elevation will do whatever we can to serve as
first contact facilitators and ensure fair treatment of said species according to
established galactic law. Until every resource we have left is exhausted, that is
my life mission.
FIELD OPERATIONS 9
Elevation Characters
Mission Statement
Player characters for Elevation are
generated in the standard manner as All sentient beings have the right to fair and equitable treatment in the greater ga-
presented in the M-Space core rule-
lactic community, and Elevation will help facilitate their entry into said community
book. Players may also choose any of
by providing advocacy, education, and representation in legal and financial issues.
the alien species presented in this book
Elevation also recognizes the importance of exploration, and will act as part of the
with the Games Master’s permission,
using the attribute generation values effort to chart and catalog newly discovered planetary systems as per the guidelines
presented in each species description. established by the Accords of Planetary Domain.
Elevation began when Marcus Earther made first contact with the species known as
the Gres, and it was in that fateful meeting that a new idea was born. He knew that if
the Rajolans or one of the mega-corporations found them, the Gres would enter into
a trade deal that would ultimately benefit the Merchant Guild or the corporation but
not their people. If the K’Taar found them, the Gres would be enslaved or worse to fuel
the eternal war machine of K’Tarra. The Gres needed someone to act on their behalf to
10 FIELD OPERATIONS
A Diverse Skill Set
make sure their own traditions were preserved and they were not overwhelmed with
technology and knowledge far beyond their comprehension. So, on that day, Marcus The default Elevation campaign is a
mix of social interaction, exploration,
Earther dubbed himself a “first contact facilitator” and vowed to do everything he
and action, but often skills that are not
could to help his new friends.
common choices for most players can
Over the course of several months, Marcus and his friends spent time learning the make a big impact in the setting. When
negotiating with aliens, known or un-
Gres language, immersed themselves in their culture, and negotiated with their lead-
known, skills like Bureaucracy, Com-
ers to come up with the best strategy to introduce Gresol to the galaxy. By the time
merce, Courtesy, or Politics could be
they were ready to use the Binding Orb, Marcus had constructed an intricate treaty
very helpful. When trying to decipher
that would benefit the Gres first and foremost. He remained on Gresol for another year an unknown language or bit of script,
after the agreement was finalized to make sure the agreement was followed to the something like Knowledge: Linguistics
letter and no one else swept in to take advantage of the Gres. could be vital. Encourage your players
to go beyond the normal choices and
As a reward for his assistance, the leadership of the Gres agreed to pay Marcus a when they do, be sure to make use of
service fee equal to 0.00001% of their trade income for the first ten years after entry those skills in creative and interesting
into the galactic community. This proved to be a substantial sum, and Marcus imme- ways. For example, when dealing with
diately invested it in what would eventually become Elevation. He established courses the business-minded Rajolans, some
at several universities in the new field of “first contact negotiation” and gathered a expertise in Commerce might be more
effective than Influence or Deceit.
staff that would be suited to building his new organization. The money from the Gres
helped fund much of the groundwork, but additional funding came from government Pulp (Science) Fiction
programs, private investors, and select corporations to expand Elevation to the orga- If you want to let your players make
nization it is today. characters that are a bit more hardy,
you can use this optional rule to make
Elevation continues to grow each day, and we seek to recruit the best people to aid
them (and significant NPCs) a bit more
in our mission to bring the light of civilization to the unknown places of the galaxy. durable. If you are using the standard
Our efforts have lead to a rise in exploration from multiple sources and interests, and character creation rules, calculate hit
while it helps to expand the galactic community we realize that some organizations points using 1.5xCON+SIZ using the
do not share our altruistic mission. This makes what we do even more important, and table on page 14 of the main rulebook,
or x2 if you want exceptionally durable
we must seek out undiscovered lifeforms and make sure they receive the same fair
heroes. If you are using the simplified
treatment that our founder gave to the Gres all those years ago.
combat system, characters don’t suffer
a serious wound until they reach 0 hit
points and a major wound until nega-
tive the character’s total hit points.
FIELD OPERATIONS 11
<< JEar012: And then everything changed. My grandfather spent twenty years and
countless billions of trade units searching for another sentient culture, and while
Elevation mapped dozens of new planets none of them had life beyond feral beasts or
microbial organisms. No one else found a sentient species either, so in time the boom
of exploration started to fade. The Rajolans decided it was better to invest in their
existing clients, the corporations worked towards colonization, and the independents
found more money in shipping and trade.
Elevation was another passing trend, and soon the grants and investors started
disappearing. Staff was laid off and resources were sold or mothballed in favor of
supporting what programs were still the most viable. There was still value in locat-
ing new systems and planets, but not to the extent a new civilization would bring.
Alternate Timeline: My grandfather still believed in Elevation’s original mission, and fifteen years ago
The Glory Days he set off in a Starseeker with a few survey drones and his loyal linguistics robot in
The standard Elevation campaign re- search of the next big find. No one has heard from him since.
volves around a time when the orga-
I took up the mantle shortly after his disappearance, hoping to preserve the legacy
nization is on the decline and looking
for a way to restore itself to its former he built for me. Around that same time a claim by the Rajolans renewed interest in
glory. As an alternative, you could set galactic exploration. Footage was broadcast of ruins located on a recently discovered
the campaign in the early days of El- planet, and the Rajolans claimed it was a lost colony from their early days of inter-
evation when Marcus Earther is still stellar exploration. There have been many disputes to that claim, although no one
around and in charge. At that point in
has been allowed access to the site and the Rajolans have kept the matter tied up in
time the organization is well-funded,
the same galactic courts that they helped create. But once again independents and
well-staffed, and optimistic about their
chances of finding new life. And who’s corporate scout ships are traversing the far reaches of space in search of the next
to say in this alternative timeline it great find. Elevation is part of that, and with your help I believe we can still fulfill
won’t happen? The default tone of this my grandfather’s dream. >>
timeline is pulpy, with high adventure
and dangerous perils on the fringe of
the galaxy. If this sounds fun, have your
players strap on pulsors and head out
in their Starseeker to battle the K’Taar
and usher in strange new lifeforms at
the edge of known space.
12 FIELD OPERATIONS
DIVISIONS OF ELEVATION
Autonomous Data Analysis and Collection (ADAC)
Sending out manned ships to the most remote sections of space is a costly and
dangerous prospect, and the history of interstellar travel has a long list of names
of explorers who never made it back. Our personnel are the most valuable resource
Elevation has, so we do not send missions out to unknown systems without collect-
ing as much data as possible. To help with information gathering we utilize custom
modified Ranger class deep space autonomous survey drones. Designed for single
use data collection, these state-of-the-art robots are capable of wormhole jumps up
to 250 light years through a designated focal gate or when launched from one of our
Starseeker scout ships. Once at the location, the Ranger deploys advanced scanning
systems to gather information on all planetary and stellar bodies before sending back
a tight beam info dump via a miniature focal gate that is housed within the drone.
While this burns out the drone’s power source, it allows us to use the collected data
for analysis before we decide if a manned mission is needed. The Rangers are invalu-
able to our cause and have saved countless man hours and lives thanks to their use.
<< JEar012: We still use the Ranger class survey drone, but we can’t afford to be so
cavalier about leaving them in the middle of nowhere once they send back their data.
Currently we have twenty that are functional, with another ten slated for repair and
refueling. I believe it is worth sending one out before any mission, but I also believe
DIVISIONS OF ELEVATION 13
in recovering them when we get to our destination. It’s also important to closely
monitor their info dump transmissions. On several occasions we’ve lost out in the
race to claim a new planet because the transmission was intercepted by data pirates
or corporate monitoring satellites. That is why I instituted a policy that all transmis-
sions go to Farsight Station to reduce the chance of interception. >>
Although it restarted the drive to ex- Canton Advanced Holographic Environmental Simulation Facilit y
plore the unknown, the ruins discov-
<entry deleted>
ered by the Rajolans have remained a
point of contention within the galaxy. << JEar012: I had to sell this two years ago to repair our survey drones. >>
They are the only ones who have had
access to the planet, and the system is Farsight Station
protected by an automatic fleet of their In orbit around Neptune’s moon Triton, Farsight Station is a state-of-the-art research
security ships. A few leaked images facility with one of the most powerful space telescopes ever built. Capable of multiple
have made their way into the hands of
frequency band observation, the telescope allows Elevation to collect data on distant
enterprising conspiracy theorists who
systems from the comfort of our own solar system, aiding in our efforts to locate stars
claim the ruins actually belong to a
theoretical lost civilization that predat- with the best chance of having habitable planetary bodies within their orbit. The sta-
ed the Rajolans. Some of those same tion also includes a fully equipped ADAC laboratory so information collected can be
theorists expand upon their specula- studied on site to speed up the detection process. To date Farsight Station has aided
tion, claiming the reason the Rajolans us in locating three planets that are capable of supporting life, although they are still
protect the site so fiercely is that is
at very early stages of development. We rotate the active duty staff on the station ev-
contains either technology beyond their
ery three months, and all Elevation personnel are expected to contribute to the efforts
own, or that they were responsible for
the destruction of the ancient civiliza-
of maintaining Farsight so we can have it for years to come.
tion and they want to hide the evidence. << JEar012:I have fought tooth and nail to keep Farsight Station, although I’ve had to
While Elevation does not interfere with
make a few concessions over the past few years to keep it in Elevation’s possession.
galactic affairs, curious player charac-
I’ve allowed select universities and corporations to rent out time there for research
ters have a way of getting embroiled
in galaxy-spanning plots so the lost and training, and it has let me keep the lights on. Since the original training manual
colony may prove too tempting a target was written, the equipment there has located another four planets with potential for
to pass up. life, so I know the value. With our current staffing issues, rotations on board have
14 DIVISIONS OF ELEVATION
been extended to a year for those who volunteer, and I ask any who are willing to Linguistics Software Package
make time to visit the station and learn about the work we do there. >> Elevation uses a specialized program
that uses samples of an unknown lan-
Linguistic Analysis Division (L AD) guage to develop a database of com-
With each new civilization comes a new form of communication that must be under- mon words and syntax to aid in com-
stood before negotiations can begin. To prepare for this, our R&D division has created munication. The more samples the pro-
gram has to work with, the better the
several complex programs that can use samples of a new language and derive the
database and the more accurate the
basic structure to aid in communication. These programs are loaded into the personal
communication. In game terms, each
computers of field agents or onto autonomous support robots that accompany some hour of samples of native speakers us-
of our exploration missions. The software is not foolproof and it is vital that field ing the language is equal to 1% of skill
agents spend time observing a species before attempting initial contact. That time in the language for the database, to a
also allows the software to collect more data, giving it a better chance to come up with maximum of 40%. The program aids
in basic concepts and communication,
the best interpretation of the form of communication used by the civilization.
performing immediate two-way trans-
<< JEar012: Although our linguistics software has not seen much use, it is still a vital lation when used, and it can act as a
part of our standard gear and will be instrumental if we are able to locate a new teaching tool for characters who want
sentient species. We load the software onto the slates and wristcomps of new em- to invest experience rolls in learning
the language. Note that the translation
ployees, and on the few remaining X-O series of robots that can be requisitioned for
software only works for languages that
field missions. Just remember what it says above about the software not being infal-
use visual or auditory forms of com-
lible. It would not do us any good if you rush things and accidentally tell the planet’s munication. If the language relies on
representative that his mother’s posterior is the size of a small moon. >> something more exotic, such as pher-
omones or telepathy, the software is
Research and Development (R&D) useless.
Our cutting edge research and development facility in Dallas helps ensure that Eleva-
tion remains on the forefront of technological advancment in our search for intelligent
life. With a team of forty engineers and scientists.
<< JEar012: I’m going to cut things off right there before you get too excited. R&D was a
victim of budget cuts seven years ago, at least in its original form. I had to let a lot of
good people go and that was not an easy choice. Luckily they all landed on their feet,
but it left us in a bit of a bind. Dr. Galdus, our head of research, agreed to remain,
although her ideas are a bit... unique. Our chief mechanic Ryson and our doctor
Thorn also come up with their share of innovative ideas and solutions, although you
DIVISIONS OF ELEVATION 15
don’t want to let Thorn use you as a guinea pig. We have become an organization
that needs to make due with what we have, and be creative when we need to. It’s
why I seek out individuals who are willing to contribute whatever talents they have
to keep Elevation going, and I am always open to listening to whatever new ideas
they bring to the table. >>
<< JEar012: We don’t have a “fleet” of ships anymore. We still have five Starseekers,
although currently only two of them are working. And since the company that made
them went out of business years ago, parts can be hard to come by. Due to recent
increases in the price of nebulium, they are given enough for about five wormholes
at maximum jump distance, and we try to outfit each one with one survey drone
if we have enough working or repaired. That means when we send a crew out, we
have to do our research first to ensure that the mission is a valid one. I don’t want
to have a crew lost on my watch, or stranded in the middle of nowhere with no way
back home. I also make sure there are enough provisions and weapons on board to
maximize survival in case an unexpected situation occurs, but we currently only
have two working rovers and six extra liftbikes. >>
16 DIVISIONS OF ELEVATION
Sur vey and E xploration Division (SED)
By far our most active and vital section, Survey and Exploration is what Elevation is all
about. The dedicated members of SED take data collected by the research divisions
and head out into the unknown to discover what lies around each unexplored star we
find. Field agents are made up of a specialized team of scientists, pilots, first contact
facilitators, and security, all working together to keep each other safe and to use their
training to gather additional information on the systems they are sent to. We make
sure our field agents have the best equipment we can purchase or create in house to
help keep our personnel safe and to ensure they have the right tools for the job. These
missions are the lifeblood of Elevation and represent what we strive to accomplish,
so it is up to all divisions to do their part to make sure our SED teams have everything
they need to succeed.
DIVISIONS OF ELEVATION 17
<< JEar012: SED remains the lifeblood of Elevation, but gone are the days of dedicated
field agent teams. At this juncture our SED teams are pulled from volunteers that
are part of all remaining divisions, although I still try to match up team members
with the best skill sets to properly conduct survey and data collection missions. I
include myself in that pool of volunteers since I was practically raised in the halls
of Elevation’s offices. We also don’t have the luxury of sending out multiple ships
with cutting edge equipment, so we limit SED missions to leads that have the most
promising data. As I said before, I won’t risk the lives of the people who work for me
unless we’re absolutely sure the risk is worth the reward. >>
Elevation
Organization (Exploration)
18 DIVISIONS OF ELEVATION
“I’m going on record that this is a terrible idea.”
Sorgus crossed his metallic arms over his broad chest, eyes narrowing as he
looked across the field towards the forest. One eye glowed with dull green light,
and Marcus knew the big cyborg was scanning the creatures hiding in the trees.
“Recorded that Mr. Sorgus has proclaimed this a bad idea,” a chipper voice said
from behind them. XO-1 hovered over the tall grass, the robot’s gravity engines
displacing the plants underneath him.
“You say all my ideas are bad,” Marcus said, doing his best to drown out his
companions as he looked through his binoculars. He could just make out the
lanky shapes of the aliens, their fur and drab clothing blending in with the bark
of the thick trees. In the week they’d been there, this was the closest they had
been to the natives. He could feel the tingle of excitement building as he watched
the nervous aliens staring back at them.
“I’m usually right,” Sorgus said with his usual level of cynicism. “Isn’t that right,
XO?”
The robot drifted up closer to Marcus, his unfailing cheerfulness sounding grat-
ing in the moment. “Based on past ideas vocalized by Mr. Earther, my records in-
dicate seventy percent of them have proven to be dangerous or had poor results
after Mr. Sorgus voiced concern.”
“Thanks, XO.” Marcus frowned as he handed the binoculars back to the robot.
After a moment’s hesitation, he also unbuckled his gun belt and dropped it to the
ground. XO dutifully picked it up.
“Are you sure you don’t want to hold on to that?” Sorgus said, his cybernetic
hands keeping a firm grip on his rifle. “Those clockwork crossbows they are hold-
ing are primitive, but they’ll still pierce your heart at two hundred meters. Or
your eye. Or your lung...”
“Duly noted,” Marcus said, and with a deep breath he started walking towards
the trees, hands out at his side. Behind him Sorgus was still naming body parts
DIVISIONS OF ELEVATION 19
that were about the be perforated, but he ignored it. He focused on the aliens
ahead of him shifting in the dense undergrowth. Marcus thought about what
would happen if the Rajolans found them. Or the corporations. He didn’t know
if he was the best choice to bring them into the galaxy, but he was definitely a
better one.
The closer he got, the more nervous the aliens looked. Their long tails flicked
back and forth. Their fur stood up around their necks. The clockwork crossbows
raised up into firing position. Maybe this was a bad idea…
20 DIVISIONS OF ELEVATION
KEY PERSONNEL
<< JEar012: This used to be a more extensive list, but budget cuts have trimmed it down
quite a bit. While the listing below doesn’t encompass all of Elevation’s staff, I will
try to go over the key personnel who will be assisting you. >>
JEar012: I debated removing this entry since my grandfather has not been seen for
nearly fifteen years now, but I couldn’t do it. He is the reason we are all still here,
KEY PERSONNEL 21
The Fate Of Marcus Earther and he will always be part of Elevation. You may encounter a holographic version
Adventurer, explorer, and hero, Marcus of my grandfather if you visit our archives, and since it is built from his personal
Earther is meant to be larger than life. memoirs and recordings it can be uncannily accurate to the man he was. I still hold
Modeled after pulpy science fiction he- out hope that he is still out there somewhere, and it keeps me out there exploring. >>
roes, he can serve as a good example
for player characters to live up to. His Juhi “Jules” Ear ther
absence nearly destroyed Elevation and
You might encounter young Juhi if you spend enough time in our main offices, and
the organization still feels the effects
please take time to say hi to the next generation of the Earther family. She already has
of his disappearance. His final fate is
up to you to determine if you decide to her grandfather’s desire to explore, and it would surprise no one if she carried on the
make that part of your campaign. The family tradition when she’s old enough to join our team here.
simplest answer is that he died, one of
the many victims of the dangerous life
<< JEar012: OK, I really need to delete that entry. I think I was seven at the time that
was written. I have tried my best to carry on our legacy, even when other members of
of a space explorer, but he could also
have been captured by a K’Taar war- my family said to quit. My grandfather taught me everything I know, including how
ship or pirate raiders, left stranded on to negotiate with the unknown and how to defend yourself when those negotiations
a distant world a la Robinson Crusoe, go bad. The most important lesson I learned is to put the welfare of others above
or vanished into some bizarre deep your own. We live in a time when life is more of a precious commodity than any
space anomaly. Even in his seventies
mineral, technology, or currency. There are good people out there, but there are far
he would remain surprisingly spry and
too many who would take advantage of a less technologically advanced culture for
he could turn up to bail the players out
of a sticky situation. You could also take their own gain. There may not be another sentient species in the galaxy, but I won’t
things in a different direction and re- stop the search so I can make sure Elevation is the first one present if there is. >>
veal some of his heroic deeds were fab-
ricated and he was not the great hero Ryson
the stories made him out to be. His When Marcus Earther and his crew landed on Gresol, a skinny, shaggy youth was
disappearance can serve as a good plot the first one brave enough to approach their ship. Ryson was an orphan and Marcus
thread for your campaign if you choose
quickly took the boy under his wing as they worked together to understand each oth-
to give your players the opportunity to
er’s language and culture. Ryson was instrumental in forging the relationship between
see where the thread leads.
humanity and the Gres, and when all was said and done Marcus adopted the young
Gres as a symbol of the two worlds’ unity. Now a young man, Ryson has been part of
Elevation since day one and he continues to exemplify how the galaxy can be brought
together the right way. Fascinated with the very ships that first landed on his world,
he has become an expert mechanic and helps train new recruits in starship operation
and repairs.
22 KEY PERSONNEL
<< JEar012: Ryson is one of my best friends and my good-natured uncle in addition to
being an employee. Whenever I don’t know what course to take he is always there
to steer me on the right path. His presence is also the cause of some bad blood in my
family. My father was jealous of the attention my grandfather gave to Ryson, and
when I decided to take over Elevation my dad stopped talking to me. I know it affects
Ryson and he blames himself, but he is true believer in my grandfather’s dream and
I want him by my side until the end. And if you need anything fixed, he’s the best
Gres for the job. >>
Thorn
A recent edition to our Elevation family, the Aarqun known as Thorn trained under the
Thellar Council of Biodynamics on his homeworld and is a highly skilled and decorated
physician and healer. While his primary area of expertise is Aarqun biology, he is a
quick study and has been taking time to learn how to treat the many lifeforms of our
galactic community with the same skill as he treats his own people. Please be sure to
say hello if you see him, but also excuse any communication difficulties since he is
new to both Elevation and the diversity and wonders of Terra.
<< JEar012: Since the Aarqun communicate primarily through their innate telepathy,
they stopped using written or spoken names long ago and instead use complex psy-
chic signatures to identify each other. That was problematic when they became part
of the galactic community, so the ones who live off of Aarquen adopt simple names
that reflect some key aspect of their personality. Thorn chose the perfect name be-
cause he is sharp, prickly, and generally unpleasant. He is also brilliant and one of
the most skilled physicians I’ve ever met. Just be sure to remind him how important
anesthesia is before he operates and try to excuse his complete lack of bedside man-
ner. Or empathy. Or tact. >>
KEY PERSONNEL 23
the development cycle of the X-O series of robotic assistants and is currently working
on a defensive gravitonic shielding system for our Starseeker ships. We expect great
things from Dr. Galdus and her team, so please introduce yourself if you have the
chance.
<< JEar012: Dr. Galdus is basically our R&D department at this time, and while she is
brilliant she is also a bit... eccentric is the nicest word I can think of. She maintains
a lab on Farsight Station and that is where she spends most of her time, coming up
with strange and bizarre projects that only make sense to her. Somehow most of the
things she creates actually work, although sitting through her explanation of how
they function can give you a migraine. We do market some of her more normal and
mundane devices for extra funding, and I funnel as much of that as I can back into
her research. She is still working on her gravitonic shield, which has become Dr. Gal-
dus’ ‘white whale.’ We have a basic version installed on our remaining Starseekers,
but she keeps promising me an improved version ‘any day now.’ >>
Quincy Sorgus
As one of the crew that discovered Gresol, Quincy Sorgus was an integral part of the
foundation of Elevation. A former soldier in the Terran military, he moved into private
security after an unfortunate accident left him with extensive cybernetic modifica-
tions. After becoming unlikely friends with Marcus Earther, he gave up his job to serve
as security for their exploratory missions into the unknown parts of space. When El-
evation was formed, Mr. Sorgus signed on as chief of security and has remained in
that role ever since. He takes his new job seriously, and does his best to help protect
our organization’s staff and sites so we can continue our mission.
<< JEar012: Sorgus had a falling out with my grandfather about sixteen years ago, right
before the fateful mission where he disappeared. I know the big cyborg has never
forgiven himself for that, and he returned to Elevation shortly after I took over to
serve as my chief of security. Despite being in his late seventies, Sorgus remains one
of the best combatants I’ve ever seen and I would always want him on my side when
the going gets rough. If he offers to train you, I recommend you take him up on it but
be sure to have some good painkillers ready when he is done. >>
24 KEY PERSONNEL
KEY PERSONNEL 25
“How many do we have?”
As massive as the hanger was, in that moment it felt like it was closing in on
Marcus. Somewhere XO-1 was talking, but it sounded distant and indistinct.
“Fifteen Starseekers are finished, and the shipyards estimates the other five will
be complete within two weeks.”
“Two weeks,” Marcus repeated back, the words not really registering. He was
dimly aware of the shiny new starships that filled the space. They were stacked
on tiered platforms, much like the parking garages in downtown Houston. And
they were his.
“...nebulium shipments on Friday,” XO droned on. Apparently the robot had still
been speaking during Marcus’ daze. “I also need to confirm delivery of thirty
crates of personal body armor. And I need you to sign off on the purchase order
for the lift cycles. They are having trouble matching the paint color you request-
ed, but their representative assured me it will be corrected.”
“Right, lift cycles. Color.” Marcus’ eyes didn’t want to focus, and there was a dull
ache growing in his stomach.
“Are you well, sir?” XO asked from beside him. “Your heart rate is elevated and
your pupils are increased in size by a factor of twenty percent.”
Marcus leaned back against the wall, hoping it would keep the hanger from
spinning. His voice sounded very quiet through the roaring in his ears. “How did
we get here, XO?”
The robot turned his optic sensor towards him. “We got here in your personal
lift car, sir. Are you experiencing some form of memory loss? Perhaps it is some
residual effects of the virus you contracted on Aroosia.”
“That’s not what I mean,” Marcus said with a sigh. He waved his hand in the
direction of the ships. “I mean all this. A fleet of ships. Crates of supplies. Hiring
all these people. What the hell are we doing?”
26 KEY PERSONNEL
XO hovered in closer, one of his thin manipulator arms unfolding from his chas-
sis. The rubberized claw maneuvered over to rest on Marcus’ shoulder in an
awkward attempt at a reassuring gesture.
“We are fulfilling your dream, sir. That is what you said before. I can play the
recording if you need a reminder.”
Marcus stared into XO’s optic sensor. On the display under it an emoji of a smile
appeared. Many responses went through Marcus’ mind, but in the end he just
said, “Thanks, XO.”
The robot gave one more quick pat to his shoulder and then resumed reciting the
seemingly never ending list of equipment as Marcus slowly slid down the wall
as his legs finally gave out.
KEY PERSONNEL 27
CIRCLES
Elevation is just one of many organizations making their mark on the galaxy. The fol-
lowing are some other circles your player characters may encounter, either as allies
or as adversaries, and can serve to give your campaigns friends and foils to expand
beyond the adventures presented within this book.
With a history stretching back two thousand years, the Merchant’s Guild is the bed-
rock of the Rajolan people and unites them in their ambitions of governing trade and
commerce. In many ways the Merchant’s Guild serves as the formal government of
28 CIRCLES
the Rajolans, as it enacts rules and regulations that form the basis of their interac-
tions within their culture. As the galactic community expanded, the Merchant’s Guild
has allowed other species to petition for entry into the organization as long as they
adhere to the Guild’s regulations. Their overall goal is fair and equitable trade among
all members, and one of the worst crimes imaginable to the Rajolans is to cheat or
swindle another member of the guild. This guideline does not apply to anyone outside
of the Guild’s sanctions, so buyer beware.
With influence in nearly all aspects of galactic commerce, the Merchant’s Guild is
easily the most powerful organization in the setting. From establishing economic
standards for the value or trade units to regulating business practices and licenses,
the Guild has more power than most planetary governments. In most cases the Guild
serves as a background element in the Elevation campaign, but crossing one of its
members can quickly leave the characters in a sticky spot if they need to purchase
something or get aid from the Rajolans.
CypherCorp
Corporation (Technology) INF 15
One of the largest corporations on Terra, CypherCorp only came into being a few de-
cades ago but it has expanded rapidly thanks to aggressive takeovers of many of its
competitors. Their meteoric rise has brought about many questions regarding their
business practices, but CypherCorp has managed to avoid deep scrutiny thanks to
lucrative bribes and other underhanded tactics. They are involved in countless en-
terprises around the galaxy, even establishing their own colony called Neo so they
can control all aspects of operations there. Now CypherCorp aggressively pursues any
CIRCLES 29
Alternate Timeline: Acquisitions Cor-
leads into other habitable worlds so they can further expand their power base. This
porate: As an alternative, a campaign
has brought them into conflict with the Rajolans as well as other mega-corporations
could focus on characters who are
in their search for profitable worlds to exploit. It has also caused them to take an
members of one of the acquisitions
teams, either serving their paymasters interest in Elevation, and woe to any field agents that cross paths with the dangerous
loyally or looking for a way out after CypherCorp Acquisition Teams.
having a change of heart. CypherCorp CypherCorp represents the worst of corporate greed and ambition, and is meant to
has limitless resources and equipment
serve as an antagonist in the Elevation setting. They are ruthless in the pursuit of their
far beyond what is available to Elevation
agenda, and out in the relative lawlessness of the galaxy they can literally get away
agents, but they also have few scruples
and treat their employees as another with murder. Acquisition Teams are especially dangerous to player characters. Made
expendable resource. If your group pre- up of genetically engineered soldiers known as EnGees, they try to acquire rights to
fers morally gray campaign full of ac- planets through any means necessary and have no problem removing any competing
tion, this might be a good alternative. claimants to a newly discovered planet.
RES 14
Ideas: Egoism, Independence, Enlightenment
Attributes: Dedicated Followers 70%, Functional Stupidity 55%, Secrecy 60%,
Security 55%, Strong Leader 55%
Traits: Doctoral level scientists only, Follow the will of the Prophet
Most cultures have strict regulations that limit the realms of academic and scientific
experimentation so as not impinge on the moral standards that serve as the backbone
of society. Seeking a place to conduct their research without restriction, a group of
scientists found a home on Neo thanks to CypherCorp’s flexible morals. Despite their
loose ethics, the scientists knew they needed guidance to determine what were the
best research projects to focus their energies on. To that end, they developed a com-
plex artificial intelligence dubbed the Prophet, a massive supercomputer that guides
every action of the Order. Over the years the membership of the Order of Science
has grown, and their research complex on Neo has expanded to several city blocks.
CypherCorp allows them leeway on how they pursue their experiments as long as the
corporation gets first crack at any lucrative innovations the Order develops.
The Order of Science pushes the boundaries of science and engineering every day,
and their compound is home to some truly wondrous things and some things that
should never be known. The Order of Science can serve as a dangerous enemy, but
most of their members are more eccentric mad scientists than evil masterminds, so
the perils they create are often unintentional.
CIRCLES 31
INF 5 The Table of Avalon
SIZ 2 Organization (Security)
RES 12
Ideas: Peace, Group, Tradition
Attributes: Black Ops 65%, Dedicated Followers
Alternate Timeline: Rocket Knights: In- 75%, Info Retrieval 45%, Secrecy 85%, Security 70%,
stead of focusing on Elevation, as an Strong Leader 55%
alternative the player characters could
Traits: Only those approached may gain entry, Dress
be new recruits for the Table of Avalon.
code (futuristic knights)
As a secretive, benevolent organiza-
tion with deep pockets and a mission
When Avalon embraced the Arthurian legends that gave the colony its name, many of
to keep the galaxy safe, this could play
the existing personnel were quick to go along with the medieval themes to help with
out as an action packed battle against
the evils of the galaxy. With a few modi- the growing tourist trade. The local private security that policed the colony joined in
fications, the Table of Avalon could be as well, adopting the roles of “knights” that served to keep the colony safe. Several
re-skinned as a clandestine organiza- members of the security firm took things a step further after their captain did more
tion of secret agents who work to topple research into the legends they were emulating. They decided to be true to the char-
malevolent forces that attempt to mold
acters they modeled themselves after, even going so far as to take on code names
the galaxy to their own sinister designs.
based on members of the Knights of the Round Table. Now they act in secret to not
In you are using this option, CypherCorp
could serve as a front for an enemy or-
only keep Avalon safe, but also to do what they can to help those in need around the
ganization and their goal to discover galaxy. Known as the Table of Avalon, these space age knights vow to stop the wicked
new planets could actually be part of and protect the innocent.
a greater plan to establish bases to
The Table of Avalon is designed to serve as an ally to the player characters, helping
strike out in an attempt to conquer all
of known space. them out of tight spots or asking for assistance with a particularly difficult threat. They
can also serve as a patron for characters, offering membership if they prove them-
selves to be true heroes. In a campaign with a morally ambiguous slant, the Table can
act as potent adversaries, or even as a conscience for wayward characters to get them
back on the right path.
32 CIRCLES
The Pirate Confederacy INF 6
RES 15
Ideas: Egoism, Anarchy, Wealth
Attributes: Cellular 70%, Fear 65%, Secrecy 55%,
Spread 65%, Troops 45% Alternate Timeline: Starfaring Swash-
bucklers: As an alternative, a campaign
Traits: Open only to pirates, Labor union
could focus on characters who are
When the people and businesses of the galaxy moved out into the stars, the scourge working their way up in the Confeder-
acy to become the best space corsairs
of piracy moved right along with them. Haunting common trade routes and lurking
in the galaxy. They would need to make
near established focal gates, pirate vessels can be a serious threat to cargo ships and
names for themselves and navigate
poorly armed travelers. But pirates also have limited resources and few safe ports to
the aggressively competitive hierarchy
hide out in, so several years ago a group of enterprising space buccaneers decided to of the Confederacy while avoiding the
band together for their mutual benefit and formed a labor union for pirates. Known as duplicitous nature of the other bucca-
the Pirate Confederacy, the group offers resources, crew members, and safe havens neers that are members. Or the char-
to those willing to pay a percentage of their plunder as dues. Some of the groups that acters could be independent privateers
who are approached by members of the
have joined include the Void Tigers (flamboyant space buccaneers), the Freebooters
Confederacy. Are they willing to risk
(expert data hackers), and the Vellack Syndicate (space mobsters).
coming into conflict with the power-
The Pirate Confederacy is meant to serve as an antagonist to the player characters, ful organization to keep their freedom?
giving them an ample supply of criminals to battle or play the hero as they rescue in- Perhaps they secretly work for a law
agency or corporation and are tasked
nocent travelers from the predations of dastardly marauders. If they get wind of the
with infiltrating the Confederacy to
characters having potentially lucrative coordinates to a valuable planet, the Pirate
learn more about how it operates. Will
Confederacy will consider them high priority targets and send out ships to intercept they be able to play the role of pirates
the characters at all costs. or will they be uncovered and be forced
to walk the airlock?
CIRCLES 33
TECHNOLOGY
Field Operative Standard Kit
While each mission needs its own specialized gear, we issue all field operatives a
standard kit to give them essential equipment that our agents have found to be es-
sential during operations. You will receive the following items when you complete
your initial orientation and training: an Excelsior model 7 wristcomp outfitted with a
type III personal A.I. assistant, a standard planetary survival pack, a first aid module
featuring Autodiagnoz software, and a lightweight environmental suit with vacuum
seal upgrade. Field operatives are also fitted for class B personal defense armor and
given a sidearm of their choice, although these items are only issued when out on
assignment. Additional gear can be requisitioned on an as-needed basis depending
on what the mission needs, and your direct supervisor will provide you with the neces-
sary forms to request additional items.
<< JEar012: The standard kit has stayed the same, but is a bit outdated compared to
more recent equipment that is available on the market. My grandfather’s people
stockpiled quite a bit of the above gear, and since much of it is “last generation” we
couldn’t really sell it, so we make do with what we have. We also have supplies of
more advanced computers, survival gear, and weaponry if needed, but they are lim-
ited so we only give those out when necessary. >>
34 TECHNOLOGY
Standard Gear
Wristcomps: Made of a thin band of computer plastic, wristcomps are devices akin to
the modern smartphone. They act as communicators, store data, use apps, navigate
using local databases, and record audio and video. They can also access the dataweb
(the setting’s term for the internet) as long as a global network is present. The device
can display limited two-dimensional holographic displays and is voice activated. It
also uses mild electrical stimulation to simulate haptic feedback to give a tactile sen-
sation during use. When paired with special goggles or contact lenses, it can produce
detailed augmented reality overlays and allows for more complex operations. 350 TU
Personal Artificial Intelligence: PAIs are another common technology of the setting,
functioning like an advanced virtual assistant. They are most often used to search for
information or operate other connected technology, but PAIs are capable of much
more. Each one has specialized skill software to aid the user in specific tasks, gaining
a number of trained skills equal to its type rating (so a type II has two trained skills
while a type IV has four). One skill is primary and has a rating of 70%, and other skills
have a base rating of 50%. A PAI’s skills are technical or knowledge based since it is
incapable of physical action. A standard type III issued by Elevation has Courtesy as
the primary and one specific Culture and Language as additional skills. At least one
member of a survey team also has the linguistics software detailed above on his or
her wristcomp. When hooked up to a database, an hour of work and a successful Com-
puters check allows one of the current skills on a PAI to be switched out for another,
but the character must have the appropriate software for the new skill readily avail-
able. 250 TU per rank of rating, new skill software costs 100 TU per skill
Planetary Survival Pack: The survival pack comes in a durable polycarbonate back-
pack and contains specialized supplies to help in hostile or alien environments. It has
an inflatable two-person vacc tent with a 48 hour atmosphere recycler, dehydrated
rations for seven days, a water purification insulated mug, a solar powered lamp with
recharging port, a small plasma torch, a survival knife, and a small emergency beacon
with orbital range. 400 TU
First Aid Module: This module is an automated first aid kit that aids in the treatment Note: Prices listed here are in Galac-
of wounds, toxins, and illness. The kit contains coagulants, artificial skin patches, tic Trade Units (TU), the most common
pain relievers, broadband antitoxins, a small cache of powerful antibiotics and anti- currency used in the known galaxy.
TECHNOLOGY 35
radiation medications in auto-injectors. It also contains a basic set of sterilized surgi-
cal tools. On its own this kit allows standard use of the First Aid and Medicine skills to
treat injuries, poisons, and diseases up to five times before the supplies are used up.
The Autodiagnoz software has a basic A.I. with the First Aid skill at 65% and the Medi-
cine skill at 50%. While the kit cannot perform medical aid on its own, it can direct
users via voice instructions and videos so they can substitute the kit’s skill values for
their own when making a check to diagnoe or treat another character. 750 TU
Defensive Technology
Sometimes the best defense is a good offense, but we also know that a good suit
of armor will keep you around long enough to fight back. Here at Elevation we try to
ensure all our field agents have at least basic training in the defensive gear we offer,
and they are equipped with the latest protection available. Class B personal defense
armor is standard issue, and we also have several powered options in case there is a
serious threat indicated for an exploration mission.
<< JEar012: Yeah, we had to sell off the power armor a few years back. We needed
the money for some repairs to Farsight Station, and frankly the licensing fees were
pretty hefty on those things. We still have quite a few suits of Class B and Class A
armor, but if you have access to something better I recommend you bring it along
with you. Also Dr. Galdus keeps babbling to me about something called a “gravitonic
aegis,” but I’ve learned to just nod my head when she talks about stuff like that. >>
36 TECHNOLOGY
Armor
-5% to Head/Chest/
Class B 4 1000 TU
Perception skills Abdomen
-10% to
Class C 6 All 2500 TU
Physical skills
-25% to
Power Armor 10 All 100000 TU
Physical skills*
Heavy powered armor. Can operate 6 hours before needing a 12 hour charge. While
powered, skill penalties reduced to -10%, damage bonus increased by two steps, Ath-
letics and Brawn are increased by +20%, and jump distance is five times normal. Sen-
sors add night and thermal vision and increase Perception by +10%
After a successful parry, there is a 40% chance that the aegis will fail and it will not
work again until given a 4 hour recharge from a power source
Offensive Technology
We know that not everyone in the galaxy shares our benevolent ideals, and there are
those who believe violence is the only option when conflict arises. While Elevation
prefers more diplomatic means of resolution, we outfit our field operatives with ap-
propriate weaponry to defend themselves if negotiation fails.
TECHNOLOGY 37
Gravity Weapons: Developed by the Rajolans centuries ago, gravity based weapons
use spin technology for offensive purposes. Powered by minute nebulium cartridges,
gravity weapons fire small bursts of intense force to disable or incapacitate targets.
Cussors are relatively non-lethal sidearms that launch small kinetic spheres that bat-
ter and bruise anything they hit. Pulsors use focusing irises to channel the force into
a thin but extremely deadly needle of energy, tearing through armor and flesh with
ease.
Laser Weapons: Pulse laser weaponry is common on spacecraft, and smaller versions
serve as the primary sidearms of the Terran armed forces. While they are considered
antiquated by more advanced cultures, pulse lasers remain an effective weapon ca-
pable of burning through heavy combat armor and hull plating given enough time.
Mag Weapons: For all the developments in energy weaponry, sometimes there is
nothing better than a fast moving bit of metal when dealing with an enemy. While
chemical propellant firearms still exist, often on smaller colonies or among more
primitive cultures, firearms that utilize magnetic acceleration to launch projectiles are
much more common and cheaper than energy based weapons.
Plasma Weapons: The K’Taar have developed many deadly weapons over the years,
but plasma-based guns have been a mainstay for their armed forces for some time.
Firing superheated bolts of plasma, these deadly weapons melt through armor and
cause terrible burns to anything they hit. K’Taar weapons also have an alternate firing
mode that projects a stream of white-hot plasma at short range, much like archaic
flamethrowers, and their Kleev robots use this to clear our tight clusters of enemies.
<< JEar012: As much as I’d like to say weapons aren’t essential pieces of gear, a few
too many run-ins with space pirates and Kleev war bands have made me realize
otherwise. My grandfather told me guns should always be your last resort, but this
is the same man who gave me a cussor for my twelfth birthday, so clearly there are
lots of ‘last resort’ situations out there. And for your reference, plasma burns hurt
like hell. Avoid them. >>
38 TECHNOLOGY
Weapons
Cussor weapons knock the target back 1 metre unless a successful Brawn check is made, if the legs
are targeted the target must make a successful Athletics check or be knocked prone
Laser
1d6+1 7/25/50 1 3 15 350 TU
Holdout Pistol
1/3 rnd
Mag Rifle 1d10 50/200/500 3 30 1000 TU
burst
Mag rifles may fire short bursts of 3 rounds to increase damage to 2d6
Plasma weapons may use the Sunder special effect to damage armor
Pulsor pistols ignore 2 points of the target's armor. Pulsor rifles ignore 3 points of the target’s armor
TECHNOLOGY 39
Cybernetic Replacements
Melee Weapons Damage Size AP/HP Cost
A character who has suffered perma-
nent hit point loss for a hit location, or Molecular Blade 1d6+2 M 4/8 300 TU
has suffered the loss of a limb or or-
Molecular blades ignore 2 points of the target's armor
gan, may choose to have a cybernetic
replacement installed to regain full Stun Stick 1d6* M 4/6 150 TU
functionality. Cybernetics restore the
area to its full original hit point value Can use Bash and Stun Location special effects, if a location is reduced to a
and have an inherent armor rating of 1. serious wound it is stunned for minutes instead of turns
Replacing lost sensory organs restores
the lost sense.
armor rating of 5. Note that power cells age, but you might be better getting your own plan. We still have the hospital suite
and ammunition for integrated items here at the main office, but Thorn is our only doctor on staff and like the insurance
are still required, and the artificial parts you’d be better going to your own doctor than dealing with him. We do maintain the
have access points to reload. med bays on our ships, and in the field they are invaluable when you are injured,
The character can choose whether or poisoned, or worse. I’d like to assure you that rarely happens, but my grandmother
not the cybernetic part is capable of said it’s wrong to lie. >>
registering sensation, and if it is the
Slap Patches: Using a combination of coagulants, painkillers, and advanced artificial
character can make normal touch-
based Perception checks with the re- nano-skin, slap patches were developed to aid in treatment of trauma on the battle-
placement but is also subject to wound field. They appear as squares of gelatinous tissue when removed from their packag-
penalties as normal. If the part does not ing, and one can be applied to an injured area as an action to immediately restore
register sensation, the character auto- 1d3 hit points of damage. Once a slap patch is used on a specific hit location, another
matically fails touch-based Perception ... can not be used on the same area until at least 12 hours have passed. If another one
40 TECHNOLOGY
is applied before that time is up, the recipient must make a Hard Endurance check or
... checks but also does not suffer wound
penalties if the cybernetic hit location
suffer three levels of fatigue immediately. 150 TU
suffers a serious or major wound.
<< JEar012: I know eight languages, negotiation techniques from a hundred experts, The cost of a cybernetic replacement
and have mastered three martial arts, but computers terrify me. I can muddle my part costs at least 5000 TU for a hand or
way through basic functions, but they are not my area of expertise. We’ve been able an eye, with limbs and internal organs
to maintain the databases even with our downsizing, but I rely on people with a costing at least 10000 TU if not higher.
better understanding of computers than I have. We also still have portable systems
available, but unfortunately they are outdated compared to more current rigs. If
there is something you prefer, I ask you to look into your own system and I will do
my best to reimburse you if it’s necessary. >>
Starship Technology
While we don’t expect all of our staff to be expert starship mechanics or engineers,
we try to give each of you a basic knowledge of the inner workings of the spacecraft
that will be your home away from home when you are out in the field. Most of our
‘modern’ starship components have actually been used by the Rajolans for centuries,
but they remain highly effective and have allowed us to travel to distant star systems
TECHNOLOGY 41
Computer Plastic
with relative ease and safety. Below are some key concepts about how we travel to
Infused with miniaturized crystalline the far reaches of space.
storage and processing components,
this special clear polymer is the most The Orb and the Spin
common form of computer technology
Integral to both artificial gravity and deep space travel, the central component of
in the Elevation setting. It also has ho-
the gravitronic regulator at the heart of every starship is a sphere of a super-dense
lographic systems that allow for two di-
mensional displays and interfaces, but artificial material known as ‘nebulium,’ commonly referred to as the ‘orb.’ Nebulium
systems can also be linked to special was discovered by the Rajolans almost a thousand years ago in their attempts to
contacts or goggles to allow more intri- replicate matter similar to that found in a white dwarf star, and they were quick to
cate displays or even augmented reality harness its unique properties to aid in their exploration of the galaxy. When placed in
for the user.
a special electromagnetic field and set to rotate, referred to as the ‘spin,’ nebulium
Much like PAIs, most computers have creates an intense gravity field that can be channeled and redirected with specialized
integrated programs that act like skills, equipment. At the basic level, it allows a starship to have a constant, stable source
and each rig has a rating that indicates
of artificial gravity which makes life easier for those of us used to that fundamental
how many trained skills the computer
force of nature.
possesses. Computers are rated from
class I to class VI, and the rating indi-
The Rif t
cates how many trained skills the rig
possesses. The primary skill has a rat- Not long after its initial discovery, Rajolan scientists also applied nebulium to several
ing of 70% and all additional skills are theories they had about artificial wormhole creation. They developed technology that
rated at 50%, and like PAIs they are all allowed the intense gravitational energy of the material to be focused and directed
technical or knowledge based. Skills to create a short-lived wormhole that allowed travel of multiple light years within
can be changed with specialized soft-
the span of a few minutes. Known as the ‘rift,’ these artificial wormholes opened
ware, a hour of time per skill, and an
up the entirety of the galaxy once the Rajolans perfected ships with graviton fields
Easy Computers check.
that allowed travel through these rifts. A side effect of wormhole generation is the
Custom computers have specialized
progressive depletion of the nebulium orbs, each losing approximately three grams
apps and software that help their user
of material for every light year the wormhole stretches through space. Over the years
in specific situations, adding a bonus of
+5% to +15% to specific skills. Hacking rift drives have become more efficient and smaller, but the core design remains the
software adds the bonus to Computers same. Deep space automated probes use compact single use drives to reach their
skill, better search engines help with ... destinations, and within the last century the Rajolans have also introduced special-
ized comm arrays that use rift technology to transmit tight beam signals through near
microscopic rifts to make communications much faster and more efficient.
42 TECHNOLOGY
Focal Gates ... Research, and education software as-
sists with the Teach skill.
The most important part of rift drive technology, focal gates serve to channel the
artificial wormhole to ensure accuracy when making a jump. Without a focal gate, A base Type I computer slate costs 350
TU, with the cost increasing by 250 TU
it is nearly impossible to achieve a precise jump and a ship can miss their destina-
per type rating beyind that. Special-
tion by a few Au, or even a few light years if the navigator is not careful. Focal gates
ized apps and software cost 200 TU per
need to be maneuvered into the optimal positioning to achieve the most accurate 5% bonus they add to the skill they are
jumps, which can take time and intricate calculations. Populated systems usually have linked to.
multiple dedicated focal gates in place outside the gravity well of nearby planetary
bodies, some large enough to accommodate massive freighters, passenger liners,
or battleships. Most starships also have a small supply of folding, one-use portable
focal gates to use when in a system without an established one. We try to ensure all
of our Starseekers have a fully compliment of these gates to aid in return trips from
unexplored locations, and that they are always in proper working order.
<< JEar012: Truth be told I’m not much of a ship jockey, although I’m a fair pilot. I tend
to rely on others to get me where I need to go, and I can’t emphasize how important a
good pilot is. I also can’t emphasize how important it is to know how much nebulium
you have left before you use your rift drive. The worst scenario a deep space explorer
can find herself in is to be 200 light years in the middle of no where with no way to
jump back home. >>
TECHNOLOGY 43
With each step Marcus moved back, the Kleev hovered the same distance closer.
The robot’s single glaring red eye cast a bloody hue over everything, especially
the whipping tendrils that flailed under the armored bulk of its body. Marcus
watched the tendrils closely, keeping a close eye on the ones tipped in drill bits
buzzing like angry hornets. The Kleev already identified him as a threat and any
second the tendrils would lash out and bore through his all-to-soft flesh.
When it happened Marcus was ready. He’d fought enough of the K’Taar
robots to know how they operated, and how they killed. One tendril tried to wrap
around his arm to keep him from blasting the thing. Another darting in low, its
spinning tip curving upward to penetrate his chest and dig through the bone
right into Marcus’ heart. The Kleev attacked with the speed and precision of a
machine... and the predictability of one.
Marcus twisted his torso to the side, dropping his gun arm low. The trap-
ping tendril shot past, finding nothing but empty air. The twist was just enough
to cause the drill tip to miss him, whirring angrily past Marcus’ chin by a few
inches. He started into the baleful red eye, knowing internal sensors were reca-
librating and planning the next attack routine. Marcus never gave it the chance,
angling his lowered cussor pistol up so it fired into the mass of lashing tendrils.
In a flash of gravitonic pulses the Kleev was hurled back into the wall, tendrils
splayed out as its armored shell cracked from the impact. The red eye flickered
and went out, and Marcus let out the breath he’d been holding in before he
moved on, hopeful his friend was still alive somewhere in the K’Taar ship.
44 TECHNOLOGY
INTERGALACTIC LAW
While we don’t expect all of our staff to be experts in the latest technology, a dozen
alien dialects, and the inner workings of complex starships, we do expect them to
have an understanding of the galactic accords that govern the discovery of new sys-
tems and planets. Our entire mission is centered on exploration and discovery, and
nothing is more important to Elevation than following all the steps necessary to en-
sure we can be there to provide advocacy to new cultures upon their entry into the
galaxy. To that effect we present some of the key laws and processes involved so you
can gain the knowledge necessary to support that mission when in the field.
INTERGALACTIC LAW 45
<< JEar012: We’ve only had to deal with
trade income generated by the planet for the first ten years after the species is fully
the APD a few times since I’ve been in
integrated into the galactic community. For planets without native species or which
charge, but they have always been fair
are uninhabitable, the finder’s fee is based on guidelines established by the Accords,
and helpful with the processes and pa-
perwork required. There’s a lot of paper- determined by the approximate value of potential resources present on the planet.
work. I also know how paralyzing it can
As part of the Accords, an independent, neutral regulatory agency was developed to
be when you need to come up with a
survey any planetary body discovered to determine potential risks of development,
name for your newly discovered world.
My advice to you is don’t make the mis-
approximate value of resources, and the need for conservation of the ecology if it is
take of putting it up on the dataweb determined life could develop, or if existing life needs to opportunity to evolve with-
for the general populace to decide on a out interference. APD surveyors are taken from all spacefaring species that abide by
name. Just ask the poor workers who the Accords, and they are bound by rigid regulations and guidelines in their duties.
have to tell people they work on Snot- The Merchant’s Guild maintains strict oversight over the survey office and its staff, and
ball or Testiculous 69. >>
censure of employees who abuse their station is swift and harsh.
Once this part of the process is complete, the discoverer has thirty galactic median
days to conduct a more extensive survey of the system, establishing the number and
size of planetary bodies as well as any other stellar anomalies or objects within the
system. Once this data is collected, it must be beamed or delivered to the APRC as
soon as possible to establish the claimants as discoverers of the system. Elevation
prefers to do this by tight beam rift transmission, but due to of the risk of interception
delivery in person may be a better option. Claims are essential so things can proceed
to the APD and domain can be established.
If the survey data indicates the possibility of a planet that can or does support life,
there is an additional step in the process. When the data documenting the planet
46 INTERGALACTIC LAW
is received by the APRC, they will grant an extension of an additional thirty days to << JEar012: I can’t stress how important
this part of the process is. One mis-
determine the nature and extent of life on the planet. Data collection for this stage
step here could mean losing a claim on
must be meticulous, with biological samples taken and video footage of lifeforms col-
a newly discovered planetary body, al-
lected. If there is established sentient life on the planet, that information must be sent lowing someone else to step in and take
back to the APRC immediately. If the sentient lifeform is not of the appropriate level it from you. I also need to stress how
of development according to the Cultural Conservation Edict, the planetary system dangerous this part of the process is. If
will be declared off-limits so the species has the time it needs to develop along its you don’t do your research, don’t take
the time to gather data, or don’t take
natural course.
enough care approaching a newly dis-
If a sentient species is of the appropriate level determined by the Cultural Conserva- covered lifeform, you could end up in a
tion Edict, a petition can be made for an additional period of ninety days to study life or death situation all too easily. You
the species with the end goal of establishing first contact. At this time the APRC also also have to worry about claim jumpers
who will think nothing of shooting you
sends out a “binding orb,” a specialized sphere with nearly impenetrable security that
and leaving you in a shallow grave on
uses advanced biometrics to establish a legally binding contact between two entities.
an alien world so your claim runs out.
If first contact is established, the binding orb acts as confirmation that the discoverer Some of these scumbags are other ex-
was the one who completed the contact and is essential for gaining the finders fees plorers, but some are well-funded strike
associated with discovery. teams from major corporations. >>
INTERGALACTIC LAW 47
<< JEar012: Our own history shows why »» The species must have achieved a level of technology equivalent to the
the edict is so important. Humanity
pre-industrial or industrial level as outlined in the Cultural Conservation
gained much advanced technology from
Edict. This includes but is not limited to metallurgical processing tech-
our early interactions with Rajolan
representatives, and not all of it had niques, mass production of goods, established horticultural techniques
a good effect on our society. While we for the production of foodstuffs, and basic health and medical practices.
are resolute in our practice of following It is also recommended that the species have some form of means of
the Cultural Conservation Edict, I can’t communication across large geographic regions, such as a postal or news
say the same for other seekers of new
service, and established mass transportation services or they are capable
lifeforms. I’ve personally read inter-
of travel to distant areas of their planet.
nal memos acquired from sympathetic
CypherCorp employees that outline de- »» The species must have at least one major, established governing body
tailed plans to ‘artificially uplift’ spe- with a central seat of power. If there are multiple governing bodies, each
cies prior to contacting the APRC so the
must be allowed to participate in any negotiations following initial contact
company can stake its claim. >>
with majority vote deciding on entry into the galactic community. While
the edict does not pass judgment on what form of governing body is pres-
ent, it is preferred that the government allows representation and fair
treatment of all members of the species. No entity making initial contact
is to interfere or unduly influence the governing bodies of the species in
making their decision.
»» The species must have at least one form of written communication or its
equivalent and maintain dedicated records of its history, laws, and items
of cultural significance so those things can be preserved after contact. As
part of the edict, after initial contact during the time of transition efforts
must be made to grant access to mass storage technology to help the spe-
cies make records of all pertinent historical and cultural data.
»» Once first contact is made, the species will be granted a period of ten ga-
lactic median years as a transitory time to assimilate their culture into the
greater galactic culture. New technology and information will be provided
based on a time table established by the species, and travel off world by
native members of the species will be restricted until proper testing can
be done to establish any risk to the species or other species in the galactic
community. This is to rule out any microbes or pathogens that could lead
Opposite: Malthraxx species to an ecological or biological crisis to any species involved.
48 INTERGALACTIC LAW
INTERGALACTIC LAW 49
The Elevation office was Juhi’s favorite place. Her daddy didn’t bring her there
often, but whenever he did she knew it was going to be a happy day. Maybe she
would get to play with a robot. Maybe she would get to see her Uncle Ryson.
Daddy didn’t like her calling him “uncle,” but that’s what he was to her. Best of
all, she would get to see her Grampy Marcus.
Grampy Marcus always had the best stories. He would take red licorice and
chase her around, pretending to be one of those scary Kleev things he used to
fight in space. Then she would get to eat the red licorice. That was the best part
of all.
There weren’t many people in the office today. Juhi always liked seeing all the
people, and all the aliens. They were always so friendly to her, making sure she
had juice if she wanted it or they would take her down to the cafeteria if Grampy
was busy and get her a bowl of cereal. But it was nearly empty today. Last time
she was here there weren’t many people either. That was OK with her. It meant
she didn’t have to worry about bumping into anyone on her hover scooter. She
zipped around the hallways on a cushion of anti-gravity, pretending she was a
space fighter pilot chasing down pirates out to steal a shipment of licorice. They
were really bad guys.
Then Juhi heard something over the rocket engine sounds she was making as she
raced around. It sounded like someone yelling, and when she stopped to listen
she knew it was her daddy’s voice. It was coming from down the hall that lead
to her Grampy’s office. The door at the end was open, and there was no way
anyone inside would hear the low hum of her scooter over her daddy’s shouting.
“You’re bleeding money every day, dad!” Juhi had never heard him talk that
loud before. Her daddy was a quiet man. He never yelled at her, even after she
dropped the big jug of milk and it spilled all over the kitchen floor. “You’ve got
ten, maybe twenty years if you sell off some of the crap you have out there. You
need to be smart about this. You need to take Krayson’s offer.”
50 INTERGALACTIC LAW
“No, Daniel.” It was Grampy Marcus. He wasn’t shouting. The only time
she heard him shout was when he was being the ravenous ballor beast, chasing
her around as she pretend screamed and giggled. “I know you’ve never believed
in all this, but it’s important. We have an obligation to help new species, and I
won’t give up on that as long as I can keep things going.”
“You’re right,” her dad said, “I don’t believe in this. If you want to bury
your head in the sand, it’s fine by me. Maybe you can run off into space when
everything goes belly-up... just like when mom died.”
It was quiet for a minute. Juhi creeped closer to the door and peeked
around. Her daddy was in one of the big, comfy chairs, a frown on his face and
his arms crossed. Grampy was looking down at his big desk. He looked sad. It
wasn’t something Juhi had ever seen before. He looked up and caught her eye.
His frown disappeared immediately and he gave her a quick smile and a quicker
wink. With a grunt he stood up, leaning on the cane he always kept close by.
“We’ll talk about this later, Daniel,” he said quietly before walking over
towards Juhi. “Right now I need to spend some time with someone who still be-
lieves in Elevation.”
INTERGALACTIC LAW 51
THE GALA XY AT LARGE
Terra
Terra is a class I habitable world that is the third planet from the yellow star known as
Sol. Nearly 71% of the planet is water with land masses spread out over the remainder
of the surface, and it has a single moon called Luna. While it is not the only habit-
able world in its star system, it is home to the majority of the system population with
current census figures at about eight billion inhabitants. Its ecosystem is vast and
diverse, ranging from frigid polar regions to sweltering deserts and tropical areas near
the equator. Terra’s capital is based in the city of New York, which is also home to one
of the six class A spaceports on the planet, and there are nearly a dozen more class B
spaceports, including one on Luna.
The Terrans: Humanity was on the cusp of leaving their solar system for a long time,
but lacked the final piece of the puzzle to get them there. When the Rajolans made
contact and offered them nebulium, humanity finally left behind the Sol system to
explore the galaxy. Economists have only recently realized that Terra’s initial trade
contract with the Rajolans did not have humanity’s long term interests in mind, which
is often the case with the Merchant’s Guild.
But the Rajolans didn’t realize how tenacious and expansionistic humanity is when
they invited them to the galactic table. In a few short generations they have estab-
lished a dozen colonies and expanded their business interests to all corners of civi-
made contact a little over a century ago, privately they had been visiting us since the Atmosphere: Earth-like
mid 20th century. After a crashed scout ship was recovered, representatives of the
Starport: 6 large starports, 11 medium
Merchant’s Guild secretly met with government officials and began a limited trade starports, all equipped with emergency
of knowledge and goods that lead to a technological explosion on our world. For bet- facilities
ter or worse, it also made the Rajolans reconsider their long-standing policy about
Population Density: High. Settlements
contact with other civilizations and brought the galaxy to the state it is in now. >> in cities and towns of various sizes.
A class I inhabitable world approximately 142 light years from Terra, Aarquen is the Special Features: Densely populated in
fourth planet in the Fayx star system. Approximately 82% of the surface area is water, nearly all habitable regions. Colonies
established on Terra’s moon and early
with the landmasses existing as several large archipelagos and a few small conti-
stage terraforming on the fourth planet
nents. Nearly all areas of the landmasses are inhabited by the native Aarqun, their
Mars.
cities and towns built either among the lush tropical forests or extending underground
into vast networks of tunnels and rapid transit tubes. There are also several floating,
domed cities in the oceans, the largest being Blilgis, which is also home to the only
class A spaceport on planet. There are two class B spaceports in the cities of Tyssis
and Yyssal, but most of Aarquen’s shipbuilding and space docks are in orbit of the
planet’s moon Iisilil.
The Aarqun
One of the most advanced species in the galaxy, the Aarqun turned to intellectual
and philosophical pursuits long ago when all war was ended on their planet. They
developed advanced transportation and medical industries, eradicating disease and
genetic afflictions centuries ago. In time they also developed their own version of the
each Aarqun is an individual and has their own goals and interests. Most of them are Atmosphere: Earth-like
also strict pacifists, something that comes from their deep empathic gifts, and they try
Starport: One larger starport and two
to seek more peaceful solutions to conflict when they arise. medium starports, all with emergency
facilities
<< JEar012: Not everybody knows the true story of how the Aarqun got their telepathic
abilities. It’s not something they openly talk about, but it’s also not a closely guarded Population Density: High. Many com-
secret. They weren’t always pacifists. A long time ago they were just as savage and munities are integrated into wilderness
areas and floating cities.
violent as the rest of us, but a radical scientist came up with an extreme solution to
stop their frequent and petty wars. He disguised an advanced mutagentic compound Foreign Policy: The Collective is com-
as a routine vaccine that was scheduled to be given to the whole populace. Instead prised of a small council of scholars,
philosophers, and scientists that pro-
of a bolstered immune system, about 80% of the population developed an empathic
mote peace and unity.
hive mind with each other. It’s pretty hard to shoot someone when you know exactly
how they feel about it. Eventually their forced evolution became part of their biology, Special Features: The planet has a net-
work of crystal based “psychic nodes”
and their natural telepathy is why many of them seem distant and cold when they
that allow the amplification of inherent
interact with other species. We just aren’t on their wavelength. >>
Aarqun telepathy to a near global scale
and is used for an annual hive mind
bonding rite.
Aroosia
Aroosia is a class I habitable planet in the Roal system, the third planet out from the
star known as Roalu. Approximately 68% of the surface is covered in water, with large
ice caps at the poles that stretch down in much of the land masses closest to the polar
regions. The remaining habitable surface areas are vast plains and thick forests, much
of which is arable farmlands that support the planet’s primary industries. There is one
class B spaceport in the capital city of Beebus and two more class C spaceports in the
cities of Taasa and Opeen. Some smaller communities have simple class E landing
sites for transport ships that haul crops off-world. Opposite: Aarqun species
Atmosphere: Earth-like
their new space allies were able to reverse the ecological crisis using terraforming
technology.
Starport: One medium starport, two
small starports, eight landing sites. With their climate restored, the Aroosians no longer needed to spend all their time in
Only the medium starport has emer-
survival mode and became enamored with all the new technology the Rajolans and
gency facilities
other businesses offered them. Massive cities sprung up overnight and the landscape
Population Density: Very high in urban of Aroosia changed from rural to urban in a few short generations. Now many of the
areas, low to medium in rural areas.
Aroosians reside in their new mega-cities, enjoying a different lifestyle than their an-
Cities are found along coastal areas
cestors. The planet remains an agricultural center for the galaxy, with automated farm-
and other habitable regions center
around agricultural sites.
ing equipment doing the work while the Aroosians reap the rewards.
Foreign Policy: The Communion of El- << JEar012: The Aroosians serve as a perfect example of how a culture can be ruined by
ders is made up of elected politicians first contact. Once a simple agrarian society, they were dazzled by the technologi-
that dictate policies and stress trade
cal baubles presented to them by the Rajolans. The Aroosians entered into the trade
and development.
contract with their new neighbors without considering the consequences, desperate
Special Features: Aroosia has a higher to get help with their environmental crisis. A fever for new and better tech gripped
than standard gravity than other worlds
the simple farmers, and they quickly consumed any new device or convenience that
that can be uncomfortable for other
was offered to them. In just a few short decades their old culture was gone, replaced
species. The equatorial region is home
to many bio-luminescent plant life that by one full of apathetic, self-indulgent technophiles obsessed with the latest personal
is prized by traders and merchants. A.I.s, flashy liftcars, or flash-in-the-pan dataweb celebrities. They remain a fertile
market for any corporation looking to unload whatever cheap, mass produced item
they are looking to sell. It’s a sad object lesson about why new species need to be
eased into the current technological landscape instead of dropped in wholesale. >>
Atmosphere: Earth-like
with some arid desert regions on the western hemisphere of the planet. The capital Special Features: Most of Gres remains
city of Hragr has a class C spaceport outside of the city limits, and two additional class untamed and is home to some danger-
E landing sites have been established outside the settlements of Wargal and Mrross. ous natural predators. Some isolated
tribes of Gresol are hostile and savage
The Gres to their own people and especially to
off-worlders.
The last sentient species to be allowed entry into the galactic community, prior to
discovery the Gres were a pre-industrial society but they have adapted quickly to
the technology given to them as part of the Advancement Accords negotiated by our
founder, Marcus Earther. Living mainly in the jungle and rainforest regions, Gres have
adapted well to the dense foliage and are highly skilled at brachiating through the
arboreal parts of their world.
Mercant Prime
Planet Mercant Prime Mercant Prime is a class II planet located approximately 137 light years from Terra, the
Planet: Large. 2 small moons and 1 fourth planet in the Sxallis star system. It was previously a class I habitable world, but
very small moon. Fourth planet from years of industrialization, mining, and pollution have rendered the biosphere highly
the star. toxic to carbon based life. What little liquid water remains on the surface is acidic and
Star System: Yellow star (Sxallis), 10 incapable of sustaining life, and the polar regions were stripped of any potable water
planets, 4 large gas giants long ago. While most of the native Rajolans live on offworld colonies or spacecraft, a
Tech Level: 15 population of 4 billion still remains on Mercant Prime in large domed settlements or
Law Level: 3 (6 for weapons) underground communities. Mercant Prime’s primary function for the Rajolans is data
Atmosphere: Thin and heavily polluted storage for their business transactions and banking institutions.
It’s also good to keep in mind that the products most of us see from them are flashy,
trendy, and functional, but are also mass produced and have built in obsolescence
so you always need to buy more. The products they sell each other are much better
crafted and durable. Something to know for when you’re buying off one of them. >>
Tech Level: 0 (previously 5) There is no notable vegetation or life forms outside of some hardy microbes and a
few species of insects. There are many ruins of former cities and settlements, but the
Law Level: 9 (restricted access due to
radiation levels make them uninhabitable to anyone without a fully sealed environ-
toxic atmosphere)
mental suit. Due to the current conditions, the APCR has decreed that Thraxx is off
Atmosphere: Thin, toxic, and highly ra-
limits and has stationed orbital monitoring satellites and drones to ward off visitors.
dioactive.
Starport: None
The Malthrax x
Once a noble race of philosophers and warriors, the Malthraxx had the misfortune
of being discovered by the K’Taar. There was no attempt at a peaceful first contact,
and after the Malthraxx resisted the brutal aliens decimated their home planet and
enslaved the survivors. About one hundred thousand managed to escape the initial
invasion, and since that time a few thousand more have been freed from their captors
and live among other species in the galactic community.
The remaining Malthraxx are a brutalized and broken people, subjected to the worst
the galaxy could offer and nearly driven to extinction. Many are fearful of others, slow
to trust, and quick to look for an escape route if they feel there is any threat. They are
<< JEar012: While the Aroosians are an object lesson in conquest by consumerism, the
Malthraxx are a tragic example of conquest the old fashioned way. They were a
proud people with a rich history, and if the Rajolans or Aarqun had discovered them
they would have been a great asset to the galaxy. But the K’Taar found them first. A
war fleet arrived in the atmosphere of Thraxx and the magus in command demanded
surrender, but the Malthraxx elders were too proud to submit. The K’Taar bombarded
them for a week with plasma cannons and fusion missiles. The Malthraxx elders
still would not relent because they knew what would happen if their unwanted
guests were their new masters. Next the K’Taar send legions of Kleevs to decimate
their communities. By that time the elders were dead, and a resistance of young
Malthraxx did whatever they could to fight back. The K’Taar enslaved as many
Malthraxx as they could round up, took them aboard their ships, and irradiated the
planet to kill off any survivors. It’s important to remember this when you encounter
a Malthraxx, and why it is important to protect the few that are left. >>
K’Tarra
Located approximately 291 light years from Terra, K’Tarra is a type I planet and is the
third planet from the star Apallas, named after an ancient sun god of the K’Taar peo-
ple. It consists of approximately 63% surface water and the landmasses range from
bleak tundra to sweltering deserts, with little more than scrub grasses and the occa-
sional tree in the temperate zones. While not harsh, it is not idyllic by most standards
and might account for the miserable attitudes of its native species. There are numer-
ous cities across the surface, cold and cramped, with the capital of B’oor the largest
and most crowded. There are three class A spaceports on the planet, all controlled by
the military, and two more class B spaceports on the dual moons that orbit the world
that serve as shipyards for the K’Taar war machine. A Kleev, the killer robots used by the K’Taar.
Atmosphere: Earth like K’Taar culture is composed of three castes: the lowly workers, the battle-hardened
Starport: Three large starports and two warriors, and the ruling magus. Workers keep the gears of the war machines turning,
medium starports on the moons, all and develop new and deadlier weapons to unleash on others. Warriors are fitted with
have emergency facilities. cybernetic modifications that allow them to control and direct legions of war robots
Population Density: Very high in urban known as Kleevs against their enemies. The mysterious magus are said to be power-
areas, low to medium in smaller com- ful psychics, capable of directing K’Taar and robots with a mere thought. If you see a
munities and rural areas K’Taar ship in your travels, do everything you can to escape because you can expect a
Foreign Policy: The Magus direct all dozen more warships to be close by.
aspects of K’Taar culture and policy,
<< JEar012: The K’Taar have been a thorn in the side of the galaxy since they first
which is highly aggressive and places
acquired rift technology from a crashed Rajolan scout ship. It allowed them to stop
emphasis on the military and expansion
of their influence. fighting each other and go out and find brand new lifeforms to hate and kill. For a
long time it was thought the K’Taar were actually sentient robots that had destroyed
Special Features: The asteroid belt
their creators because no one had ever seen a living member of the species, but my
around K’Tarra serves as a natural
defense of the planet and also houses grandfather had many encounters with them and eventually brought back proof of
several military bases that help protect their existence.
the K’Taar homeworld.
Needless to say the K’Taar are not fond of my family, and I’ve had a few run-ins
with them myself. They are bred for battle, and each year they have something called
the Grand Game to determine who will be elevated up to the warrior caste from
the workers. It is a massive contest held in a virtual environment, but real pain is
inflicted on the losers. Despite that fact, millions of workers sign up for the chance
to participate each year out of hope for a “better life,” if your idea of a better life
is being fitted with invasive cybernetics that slave link you to squads of soulless
Opposite: K’Taar species combat robots. >>
Avalon Avalon
Location (Colony of Avalon) A Terran colony on the class III planet known as Dozmary IV, Avalon consists of three
large domes connected by a series of transit tubes and underground corridors. Origi-
INF 11 nally established as a mining colony, it exports mineral resources as well as chemicals
SIZ 8 extracted from the highly toxic mists that make up the atmosphere. Named after the
RES 15 mythic island from the legends of King Arthur, the corporations behind the colony de-
cided to capitalize on the association twenty years ago and built an elaborate theme
Ideas: Pleasure, Tradition park based on the Knights of the Round Table inside one of the domes. This has turned
the inhospitable mining colony into a popular tourist attraction for families and thrill
Attributes: Black Ops 50%, Connected
45%, Dedicated Followers 45%, Info Re- seekers across the galaxy.
trieval 50%, Legal 45%, Secrecy 55%,
<< JEar012: Avalon is a fun place to get away to when the pressures of the galaxy
Security 50%, Welfare 55%
threaten to weigh you down. In addition to the theme parks, it hosts some amazing
restaurants, a few bars (some of which I’m still allowed to go back to), and the mists
swirling outside the domes look positively amazing as the sun sets. It is also home
to the Table of Avalon, a secretive group of decent folk who are good to have in your
corner in a tight spot. >>
Ideas: Enlightenment, Peace have built small settlements and monasteries for their relaxation and contemplation.
In the last several years they have opened up some of these settlements to outsiders
Attributes: Ahimsa 60%, Cultural Heri-
seeking enlightenment or a peaceful place to meditate and escape the hectic nature
tage 70%, Dedicated Followers 50%,
Strong Leadership 55%, Welfare 55% of modern life.
<< JEar012: When I was able to get past his biting sarcasm and miserable personality,
Thorn explained that “psychic static” is a side effect of billions of telepaths sending
out constant signals into the air as part of their normal communication. He also let it
slip that he prefers living on Terra because of it, then quickly recovered with several
snide comments about our “inferior minds” not being able to send out signals strong
enough to bother him. >>
Neo Neo
Location (Colony of Neo) CypherCorp is one of the largest corporations on Terra, and their interests lie far be-
yond their home world. A few decades ago one of their survey vessels discovered a
INF 13 habitable world orbiting the star known as Nulla, and CypherCorp was quick to lay
SIZ 9 claim to the uninhabited world. They quickly built up operations there, and a massive
RES 15 city known as Neo was established to house their employees and colonists looking
for a new start. Billed as being on the ‘cusp of the new,’ Neo became a haven for
technophiles and technology companies who enjoyed the looser restrictions on re-
Ideas: Power, Wealth
search. The colony also became home to a religious movement known as the Order
Attributes: Black Ops 45%, Connected
of Science, who venerate a complex artificial intelligence called the Prophet to guide
50%, Fear 55%, Info Retrieval 55%,
Legal 60%, Media 55%, Politics 45%,
their enterprises.
Sanctions 50%, Secrecy 65%, Security << JEar012: I won’t get started on the dirtbags that make up CypherCorp, but watch
65%, Troops 55%
your backs in anything they are involved with, including Neo. It’s bad enough that
some of the worst people and companies in the galaxy are there, enjoying loose laws
<< JEar012: In the years that have passed since this training manual was written, only
a few dozen new star systems have been cataloged and registered. In that same time
a few hundred exploration ships have gone missing in the deep unknown. Those are
statistics that bother me, not only for the lives lost but because of the effect it’s had
on exploration of space. My grandfather set off in his ship seeking out new places, al-
ways knowing that he may never come back but also knowing how important what
he was doing was to the future. I believe in his cause, and in his dream to expand
the galaxy we know and find those peoples out there waiting to be found. If you are
still here I hope you feel the same, and are willing to take those risks alongside me.
Welcome to Elevation. Now let’s get out there and find something new. >>
Explorers of the Galaxy: The World Building and Alien Creation chapters of the core
M-Space rulebook give you endless possibilities to create new planets and creatures
for your players to encounter with just a few rolls of the dice. You could run an entire
campaign based on ADAC and Farsight Station discovering unknown systems and the
characters launching out into the deep unknown to explore what is found. And there
is always the potential for conflict with an hostile and unknown alien, or a rival faction
such as CypherCorp, or another group of explorers.
If life is found, things get a bit more complicated so it is a good idea to prepare ahead
of time. The Alien Creation rules found on pages 122-141 of the core rulebook allow to
to craft unique and interesting creatures to populate inhabited systems, but require
some preparation to get the most out of them. It is recommended that you limit the
number of lifeforms you create so the characters can focus on the most interesting
ones, unless you plan to keep them exploring planets for an extended period of time.
You can also take the pre-made aliens from the Lifeforms chapter of the rulebook
and use them as presented or modify them to create something new. If the species
is sentient, you need to take the extra step to create a culture to broaden the society
and to determine if it is a species that could be approached for first contact. Even non-
sentient species offer a plethora of opportunities for adventures. For example, Tony
uses the creation rules to make a non-sentient alien creature that is a multi-legged
insectoid omnivore that inhabits the deserts of the world he created. He rolls the
Advantage of regeneration, and using that as a hook he creates an adventure where
the characters discover the creatures while surveying the world and determine their
natural healing abilities could prove very valuable to medical research. The characters
need to decide if they want to exploit the creatures for profit, or protect them from
greedy corporate explorers who arrive not long after the characters do.
CHA 3d6 (10-11) Social: Aarqun living in tight-knit communities that vary from a few hundred to millions
Communication: Psionic (telepathic with any other Aarqun within POW metres), can
Move 6m
use sound (own language and other learned languages)
Action Pt 2
Universals: Aquatic (may hold breath for CON minutes under water)
HP 11
Weapons – Advantages: Armor (2 point shell), Fine Manipulation, Psionics
Armor 2
Disadvantages: High Empathy, Pacifists (Aarqun have the passion ‘Do No Lasting
PP 14
Harm to Other Sentient Beings’ at a base rating of 85%)
Dmg Mod –
Skills Varies Aarqun Psionics
As a species that has been communicating exclusively via telepathic rapport for cen-
turies, the Aarqun have mastered the powers of their mind like no other culture. While
they are able to learn any psionic sphere, they have a special affinity for the Mind
sphere and their abilities with it are more potent than other beings. An Aarqun that
learns powers from the Mind sphere halves all power point costs, rounded down, to
a minimum of 1 power point. Telepathy is accessible to them in the first arc and only
costs 1 power point per type of message sent if used on a willing being, or 3 power
points for one who is unaware or unwilling. Aarqun’s pacifism extends to their psionic
pursuits, and they never direct someone to do direct harm to another or themselves
while using powers like Affect Mind or Control Mind.
70 ALIENS
Aroosian STR 2d6+6 (12)
Communication: Sound HP 11
Advantages: None
Disadvantages: None
ALIENS 71
STR 3d6 (10-11) Gres
CON 3d6 (10-11)
Strangeness: 30
SIZ 2d6+6 (12)
Classification: Omnivore
DEX 3d6 (10-11)
Habitat: Arboreal regions and arable savannas
INT 2d6+4 (10)
POW 2d6+4 (10) Behaviour: Gresol value great deeds and ancestor worship but also have a deep cu-
Social: Most Gresol live in small communities within the vast forests, but some larger
Move 8m
settlements exist along rivers and near seas
Action Pt 2
Communication: Sound (own language and other learned languages), Scent
HP 12
Weapons – Universals: None
Armor –
Advantages: Adept Climber (+10% to Athletics to climb), Brachiation Expertise (may
PP 10
move normally using arms to swing on tree limbs, any Athletics or Acrobatics checks
Dmg Mod –
involving swinging are one grade easier), Claws (1d4 damage, Size S), Heightened
Skills Varies
Smell (+10% to Perception checks involving smell)
CHA 3d6 (10-11) transactions of some value, even if it is not material. They have a complex hierarchy
within their culture based on the worth and business skills of the individual.
Social: Rajolans live in densely packed urban areas and in large spacecraft or space
stations. They freely intermingle with other species and allow them to live on their
settlements.
72 ALIENS
Communication: Sound (own language and other learned languages) Move 8m
Action Pt 2
Universals: None
HP 9
Advantages: Business Acumen (Commerce is a standard skill), Enhanced Vision
Weapons –
(+10% to vision based Perception checks), High Intelligence
Armor –
Disadvantages: Low Empathy PP 11
Dmg Mod -1d2
Skills Varies
Behaviour: Malthraxx are isolative, slow to trust, and guarded with those who are not POW 2d6+4 (10)
of their species. If trust is gained, Malthraxx are deeply loyal but often skittish and CHA 3d6 (10-11)
nervous.
Move 8m
Social: Free Malthraxx keep to small, closely bonded groups that live among other
Action Pt 2
species, or live in hiding on remote or uninhabited worlds.
HP 12
Communication: Sound (own language and other learned languages) Weapons –
ALIENS 73
STR 3d6 (10-11) The K’Taar Species
CON 3d6 (10-11)
Strangeness: 70
SIZ 2d6+6 (12)
Classification: Carnivore
DEX 3d6 (10-11)
INT 2d6+4 (10) Habitat: Urban and underground caverns
POW 2d6+4 (10) Behaviour: K’Taar believe that power and might are the keys to advancement, and
CHA 3d6 (10-11) every K’Taar has a deep-rooted self interest and desire to reach a higher standing
within their culture. They also believe they are superior to other species and should
Move 5m rule the known galaxy.
Action Pt 2
Social: The K’Taar live in tightly packed cities and settlements. They have a strict
HP 12
caste system where all members must know their station and bow down to any K’Taar
Weapons –
of higher standing. They have a deep hatred of other species, but also have strong
Armor –
resentments for each other.
PP 10
Dmg Mod – Communication: Sound (own language, requires a translator to speak other learned
Universals: None
Advantages: Claws (1d4 damage, Size S), Extra Sense (Seismic Movement), Fine Ma-
nipulation, Natural Camouflage (Stealth checks against rocky or stone environments
are one difficulty grade easier), Toxin Resistance (Endurance checks to resist poisons
or toxins are one difficulty grade easier)
74 ALIENS
ALIENS 75
“I know this isn’t how I should say good bye, but if I did it face to face I might
not leave.”
Marcus took in a deep breath. He leaned forward and adjusted the camera one
more time before sitting back in the Starseeker’s pilot chair. He looked down at
the control panel, trying to work out the words rattling around in his head.
“Things aren’t going like I hoped. Maybe I was never cut out for this. A man
like me shouldn’t have been in charge of something so big. I just wanted to help
people. Make a difference. I’m not a business man. I’m not a leader.”
“I beg...beg... beg... to differ, sir.” XO was beside him, just like he had been for
over four decades. The poor robot had been repaired and upgraded as much as
his system could take, and while he still functioned, he’d acquired a few glitches
over the past few years. “My records indic... indic... indicate you have proven
your leadership qualities many times over.”
Marcus reached over and gave the robot a gentle pat on the side, a slight smile
on his weary face. He took another breath and continued.
Weathered hands worked the ship’s controls with an ease born from repetition.
XO extended a long actuator, assisting as best as he could. From all around the
dull hum of engines powering up filled the cabin.
“My lawyers have all the necessary paperwork. When you turn eighteen, Eleva-
tion is officially yours to do whatever you want with. Maybe I will be able to
find a little bit of the luck I had when I was young. Maybe I will be able to find
the next Gresol. Maybe not. But I’m going to try for your sake. And for whoever
76 ALIENS
is out there waiting for us to find them. I love you, Jules. Please forgive me for
leaving like this. Right now I need to pick a star and see what is waiting for me
out there.”
With a quick smile and a quicker wink the recording shut off. Juhi stared at the
empty space above her desk where the holographic display showed the last mes-
sage from her grandfather. At the door Sorgus stood against the frame, his metal
arms crossed over his broad chest.
“How many times have you watched that damn thing?” he asked.
“I lost count,” she said, standing up and tilting her head to crack her neck.
“What’s the latest report?”
The big cyborg straightened up as she walked past, falling in step beside her.
“Ryson said it will be another two days before Starseeker 3 is up and running
again. We had another two people hand in their resignations, but we have a few
promising candidates with no where better to go. And Dr. Galdus said the next
batch of survey data should be in within the week.”
She stopped at a window, looking out on the campus that made up Elevation’s
offices. She stared at each empty building, the few lift cars in the parking lot, the
landscaping she couldn’t afford to keep up. She hadn’t realized how long she’s
been staring until Sorgus cleared his throat.
She turned and looked up at him, jaw set. “We pick a star and see what’s wait-
ing for us out there.”
ALIENS 77
SCENARIO 1:
Little Drone Lost
Synopsis
After extensive analysis, recent data from Farsight Station revealed a possible exo-
Mission Report
planet that could sustain life. As per standard protocol, a survey drone was dispatched
What follows are three adventures set
to the coordinates but before it could reach its destination the drone’s tracking signal
in the universe of Elevation and a table
of brief adventure hooks designed to went offline. According to its last transmission, it had entered the Nulla system to
be expanded by the Games Master into recalibrate and make its final rift jump. The player characters are dispatched to the
larger adventures. drone’s last position to attempt to recover it or learn its whereabouts.
Non-player characters in each scenario Upon arrival in system, they find a small field of debris from the drone and locate a
have the relevant template from the
faint trail leading back to the colony of Neo. After some investigation, the player char-
NPC chapter below noted in bold print,
acters learn that a local junk dealer and scavenger named Toovol found the drone and
and several variants for each template
are provided in that chapter to custom- is trying to auction it off to make some quick cash. Unfortunately some of his custom-
ize your encounters. ers have decided they would like the drone without paying his asking price.
A free introductory scenario called The The player characters must locate Toovol before someone else beats them to the
Triton Incident is also available from punch, all while avoiding CypherCorp acquisition agents, petty thugs with big ambi-
FrostByte Books’ website: tions, rival space explorers, and deadly cyborg ninjas, all bent on taking the drone for
www.frostbytebooks.com themselves.
Batrus Jinx
A fixer for the Vellack criminal syndicate, he is a human criminal who keeps an eye
on all operations on Neo for his bosses and looks for any opportunity to make a quick
trade unit. He is a smooth talker and very charming, but underneath he is a relentless
shark that will kill anyone who gets in his way.
Arges
A top assassin in the Cyclops Clan, Arges is a human cyborg and is loyal to his mas-
ters and whoever is willing to pay his substantial fee. He rarely speaks and tries to
keep to the shadows when he is working, preferring his blades to do all the talking.
Mission Briefing
The characters are called in to meet with Jules Earther in her office at Elevation’s
headquarters in Houston, and immediately they notice she seems agitated. After ex-
changing brief pleasantries, she brings up two holographic displays above her desk.
One shows images from a deep space telescope showing the shadow of a planet
against a bright yellow star along side some numerical data. The other display is of a
star system labeled “Nulla” with several colored notes overlaid the map labeled “Rift
arrival point,” and “Last point of communication.”
Director Earther will answer any questions they have about the drone, the Nulla
system, and any potential risks they might encounter out there. Information on the
Ranger class drones, the Nulla system, and Neo is listed above, and Jules adds in the
following information about things to watch out for:
»» CypherCorp practically owns the entire star system, and their patrol craft
keep a tight perimeter on all well-traveled trade lanes. They will not re-
strict travel in and out of system under normal circumstances, but if they
believe the characters have potentially valuable data on an unknown sys-
tem they will not hesitate to detain them.
»» Because CypherCorp has looser laws and restrictions in system, there are
many dangerous criminal syndicates that take advantage of the freedom
to be had there.
Arrival in Nulla
Once equipped and on board their ship, the characters head out to one of the estab-
lished focal gates in the Sol system and make their rift jump to the Nulla system. If
they plan to jump to one of the established destination points within the system, it is
an Easy Astrogation check for the rift jump but they will have to travel several hours to
the site where contact with the drone was lost. If they wish to jump in closer to the last
known location, a successful Astrogation check is required. Failure on this roll puts
them nearly a day out from the site and a critical failure causes a malfunction in their
rift drive that needs repaired before they can use it again.
Launching the back-up survey drone is mostly automated, but an Easy Astrogation
check is required to ensure it heads off in the optimal direction to reach the unknown
system as fast as possible.
Searching for the missing drone requires a Sensors check and about an hour of time.
If this check is failed the characters can attempt again but each missed check takes
up more time and affects their ability to track the drone. Once successful, read the
following:
The sensors ping on a small field of debris close to the last know position of
the survey drone. An image appears of a grouping of pieces of broken polymer,
bits of melted metal, and broken pieces of a solar power panel. The ship’s
After breaking through the dense cloud cover you catch sight of the sprawling
neon-lit maze that is the colony of Neo. The city center is a densely packed
cluster of skyscrapers and office buildings that nearly reach the same clouds
you passed through, and that is surrounded by miles of tenements, smaller
offices, and massive factories that spread out like spokes on a wagon wheel.
Even this high up you can see the flashing holographic billboards, the strobing
spotlights marking glitzy nightclubs, and the angry swarms of lift vehicles vy-
ing for room on the fast-moving skylanes. There is a sinking feeling in the pit of
your stomach at the prospect of trying to find the drone in this mess.
If the characters provide their actual names and who they work for, they are tagged
by a protocol CypherCorp has in place regarding Elevation. The company knows El-
evation has limited resources and only sends out its people on promising leads, so
CypherCorp security will assign Acquisitions Commander 9483 to begin observing
the characters while they are on planet. Primarily this will be done through the CCTV
street cameras all over town, and the Starseeker will be tagged with multiple tracking
beacons while in dock. He will also dispatch a pair of plain clothes security agents
to shadow the characters and watch their movements. Characters can pick up on this
with a successful Insight or Perception check against the agents’ Stealth skill of 65%.
The agents are armed with mag pistols and concealed armor (armor rating of 3), and
they will attempt to flee or call for back-up if confronted.
Characters wanting to keep a low profile can attempt to present false information to Extended Conflict: Robot Hacking
the robot with a successful Forgery check against its Insight skill of 75%. They can also Skills: Computer or Electronics
attempt to hack the robot, which is an extended conflict against the robot’s Willpower
Conflict Pool: INT
skill of 60% and its POW pool of 12.
Round Length: 1 turn/check
Characters can also use Comms to disable or jam its communicator and Brawling to
Robot: 60%, Pool 12
grab it to keep it from escaping. If the robot wins this conflict or sees through their
deception, it immediately alerts CypherCorp security to the attempted hack. This re-
sults in the ship’s landing platform being locked down and a squad of eight CyperCorp
security agents being dispatched to their location to arrest them for attempted un-
authorized intrusion of company property. The security forces will attempt to subdue
the characters if they resist and impound their ship.
5
1
NEO
The Ship
If they were able to track the lubricant trail back to Neo, the characters know the
thief’s ship left with the drone three hours (plus any additional time it took for them
to locate the debris) before they arrived. With an approximate time, the characters
can make inquiries at the local port authority office about ships that landed around
that same time. The office is headed up by a human bureaucrat named Ilvin Poll, and
he takes his job quite seriously. Since the information is not public knowledge, they Robotic Assistance
will need a successful Bureaucracy or Influence check against Ilvin’s Insight of 75% to If the characters managed to hack into
the spaceport robot after landing, they
get the information. Attempting to bribe him will increase the difficulty of the check
can use it to access the port authority
to Hard, and being belligerent or threatening will result in Ilvin calling the colonial
database to see what ships landed and
security forces. If they are successful, the characters learn only three ships landed at
who registered from them. It allows
that particular time: a CypherCorp water transport ship in the northern spaceport, a them to access the same data as above,
civilian mass transport ship from Terra in the southern spaceport, and an older model but also gives Toovol’s name and that
Rajolan salvage vessel called the Skua in the eastern spaceport. Further investiga- he returned with salvage for sale.
The Sale
If the characters are patient, they can search local auction sites on the dataweb with
a successful Research check, or find some of the seedier virtual auction houses with a
successful Streetwise check. Toovol posts the auction an hour after he gets back to his
residence so he can unload the drone as fast as he can. He tries to keep to the black
market sites, but word of his sale gets out on several forums for explorers looking for
data on planetary systems. The posting reads:
“To all interested parties: I have a Ranger class survey drone belonging to the
Elevation organization. I believe it contains extremely valuable coordinates for
an uncharted system. The bidding starts at one hundred thousand trade units.”
There is a contact mailbox with no information on the seller, and the account only
accepts bids along with valid payment information for the buyer. The winning bid will
be picked after twelve hours and the buyer will be contacted with a location to pick
up the drone.
only lead to the missing drone. The characters can submit a bid, but they only have ac- Skills: Computers to hack in, Forgery to
cess to 5000 trade units for emergencies and Elevation doesn’t have the resources to falsify data
front them more money to keep pace with the other bidders. They can try to hack into Conflict Pool: INT
the system to either post falsified credit records or learn where the original auction
Round Length: 10 minutes
posting came from. Both are extended conflicts against the auction site’s security,
which has a skill rating of 70% and a pool of 15. Site Security: 70%, Pool 15
Failure shuts them out of the site. Success in falsifying financial information allows
them to easily win the bid since the auction site only needs payment data and Toovol
won’t realize he has been duped until he tries to access the funds the day after the
The gates are locked and there is a makeshift wall that averages at least five metres
tall. Getting past the lock requires a successful Lockpicking roll, while climbing over
the walls needs an Athletics check. Characters can also use their lift bikes to fly over
the walls, but the colony has a flight restriction on air traffic outside of approved sky
lanes. Automatic inhibitors on the bikes limit them to three metres, so getting over
the wall either requires a successful Drive check and something to use as a ramp, or a
Hard Mechanics check to disable to inhibitor.
»» Those marked with a C are linked to small explosive charges set under Junkyard
piles of loose trash and scrap. If the trigger is tripped, the charge goes A. Toovol’s Home
off and sends a barrage of refuse and shrapnel into an five metre wide B. Alarms
area around the trigger. Anyone in the area takes 1d6 damage with a force C. Explosive Triggers
of Large to 1d3 random locations and must make a successful Evade or
Acrobatics check or be trapped under the trash. Trapped characters can
pull themselves free with a successful Brawn check or wiggle free with
Athletics, or other characters can use Brawn to free them.
He also keeps a trio of ravenous, barely trained alien beasts known as Garzu, danger-
ous predators about the size of a small lion. When he is at home they are set loose to
roam the junk yard near his residence, and he keeps them hungry enough that they
will attack anything other than him on sight.
they are able to destroy its memory core, it is mission accomplished and they will be contains.
commended by Director Earther upon their return. Depending on how they managed
to get the drone and who they crossed along the way, they may also find themselves
with some dangerous new enemies looking for revenge.
If they are unable to get the drone back or destroy its data, the outcome depends on
who managed to get it. If either Acquisitions Commander 9483 or Arges manages to
get the drone, the outcome is the same. CypherCorp easily cracks the security within
a few days and sends its own survey drones out to the coordinates to gather infor-
mation. This will affect the next adventure, as detailed in the Race Against the Clock
sidebar below. If Batrus Jinx got the drone, he passes it onto his bosses in the Vel-
lack Syndicate. They eventually crack the security, but it takes them longer and does
not affect the next adventure but will factor into the final adventure (see Mobsters in
Space below).
“Only broker I am in all this rock who has what you need. Have something everyone
needs, if trade units are nice. Hope your trade units are nice. Would hate to see you
stuck on this rock. Think you hate to see that too.”
Location: Barterdome
Synopsis
After data is received back from the second survey drone, the player characters take
it to the nearest APRC branch office to register the information before someone else
can make a claim. The most centralized of the offices is on the colony of Barterdome,
and as long as there are no loose ends from their encounter on Neo the characters
make it to the office without any major issue. Upon arrival, they must navigate through
the maze of tunnels, cramped streets, and shifting gravity planes to get to the office.
While the registration process is involved and the official in charge is a stickler, they
are able to eventually complete it and are granted thirty galactic median days to sur-
vey the system before the claim expires. But upon returning to their ship, they dis-
cover it won’t take off due to a crucial component wearing out. The part is one that
can’t be jury rigged or replaced with something similar, and a search reveals a Rajolan
merchant known as Vincen the Broker is the only one who has a replacement. He is
already aware of their credit rating and offers them a part... for fifty thousand trade
units more than they have.
The Broker offers to give them the part at reduced cost if they perform a few tasks for
him. These tasks are either illegal or morally questionable, so the characters must
decide how far they are willing to go to get the part as the time on their claim ticks
92 THE BROKER
away. They can also look for others on the colony who are willing to pay for their help,
locate legitimate jobs, or find more dubious means to earn the money they need. But
no matter what they do, the clock is against them if they want to get to the new system
before time runs out and a rival poaches their claim.
Main NPCs
Sub-Bureaucrat Porsal
A Rajolan bureaucrat and worker at the APRC office on Barterdome, he takes his
job very seriously and follows the regulations set by his employer to a tee. He is no-
nonsense, humorless, and will not tolerate any missed or incorrect information on a
claim made in his office. He also has the utmost integrity, and is angered at attempts
to sweet talk, cajole, or bribe him to shirk his duties.
Kella Orson
Kella is a human merchant who came to Barderdome to fulfill a dream to see her art in
homes all across the galaxy, but things were not as easy as she thought. Not wanting
to give up on her dream, she borrowed some trade units from a shady backer to pay
for better advertising. It worked and her gallery began to take off, but her backer now
claims he owns the majority share in her business and she is desperate to get out of
the crooked deal. Kella is friendly and kind, helping out anyone less fortunate than
her if she is able, but her gentle demeanor is beginning to suffer under the stress of
the harassment by her backer.
THE BROKER 93
Gerbil
An Aroosian technician and information broker, Gerbil has a rare and incurable pul-
monary disorder that relegates him to a sealed and highly filtered environment at all
times. To that end he built a series of tubes made of advanced computer plastic that
he also resides in, and his home is one of the most powerful computers in all the gal-
axy. He sells information to whoever needs it and often relies on others for help since
he is stuck in his plastic home. Gerbil is awkward and a bit shy in person, preferring
virtual communication over face-to-face contact. He also is surrounded by a constant
stream of information, and spouts out random factoids for no reason.
Mission Briefing
Just as the characters arrive back in the Sol system en route to the Elevation base,
either from the previous adventure or a side mission after their time in Neo, they get
a priority communication from Director Earther. It is obvious when the video comes
through that she is excited about something.
Director Earther can barely contain her excitement, not even giving you a chance to
say hello before she blurts out:
“I think we found one! The information stream just came in from the survey
drone you launched and it found a planet in the Goldilocks zone in the un-
known system. Now we can’t be certain until we take a closer look, but initial
readings indicate that it has all the hallmarks of a potentially habitable world!
And while that is good news for Elevation, I’m afraid it may be bad news for
you. Right now that is our only working Starseeker, so until we can finish main-
tenance on the others you are the only bird in the air. I hate to do this, but I
need you to turn around and head out to Barterdome so we can begin registra-
tion of the data with the APRC immediately.”
She transmits the data recovered from the survey drone to their ship and then takes
time to answer any of their questions. She doesn’t have a lot of information about the
DRL-3491 seen from space unknown system, but Director Earther knows the following:
94 THE BROKER
»» The drone reported back that there are eight planetary bodies around
a yellow main sequence star. Two of the worlds are gas giants and the
third planet’s atmosphere and temperature readings fall in line with the
range typical of a type I planet. The planet has a single lunar body in orbit
around it.
»» While the drone did not pick up any transmissions or distinct signals from
the planet, it sent back pictures that show large bodies of liquid water and
several distinct landmasses.
»» The survey drone went offline after it transmitted the data stream as per
normal operating protocols. It used the last of its power reserves to make
the transmission and when it last reported in it was in orbit around the
third planet.
The other two Starseekers are down for annual maintenance and won’t be functional
for at least another week. Barring any side trips, the characters have enough Nebu-
lium for another 540 light years of rift jumps. Barterdome is a 90 light year jump from
the Sol system, and Director Earther will approve the funds if the characters want to
refuel while at the colony. She will also approve an additional 5000 trade units for
them to resupply other vital equipment such as foodstuffs, exploration supplies, and
weapons and ammunition.
Arrival on Barterdome
The route to Barterdome is well established and the rift coordinates are used so often
that most ships have them pre-loaded into their navigation systems, so unless the
characters want to get there faster or jump in at an usual destination it is an Easy
Astrogation check to get there. Upon arrival though they quickly find the system is not
as easy to navigate through.
THE BROKER 95
Do You Have a Permit for That?
As the ship emerges from the rift, you nearly collide with a fast moving private
Weapons are restricted on Barterdome, luxury vessel that rockets past so close you can see the angry pilot’s obscene
especially firearms of any type and ex-
gesture through your viewport. All around you ships of various sizes jockey for
plosive devices. Characters are not per-
position as they head towards Barterdome or try to get to one of the countless
mitted to bring any weapon larger than
a knife or baton out of their landing bay, focal gates that surround the colony.
and there are weapons detectors built A Piloting check is required to maneuver through the ship traffic safely, and a fail-
into the airlock doors that allow entry
ure results in a minor collision that inflicts 1d8 damage to the characters’ ship and
into the colony. It is possible to either
prompts another immediate Piloting check to regain control. If they pay attention,
bypass the detectors or shield weapons
to get them past, but Rajolan security the characters witness several other minor collisions but none of them seem to slow
measures are very advanced so it is not down the countless ships zipping past. Once they are closer to the colony, read the
easy to do. A successful Hard Electron- following:
ics or Sensors check allows the weapon
scanner to be bypassed for a short peri-
There’s no mistaking Barterdome when you see it. Carved out of an asteroid
od of time (a few minutes), while a Hard the size of a small moon, the crater-marked surface is dotted with artificial
Conceal check can hide a single weap- domes, some the size of a football field and others larger than a city. Ships
on from being detected. Failing any of with just as much variety in size buzz around it like swarms of bees surround-
these checks causes the hanger to be ing a hive, some docking, some leaving, and others working to maintain the
locked down as detailed above.
external systems that keep the colony going. From what you know this is one of
Characters can also purchase tempo- the most neutral places in the known galaxy, a hub of commerce and melting
rary weapons permits from the port
pot of species. Somewhere inside its titanic mass is the office that you need
authority. Permits for non-powered
to find.
melee weapons less than one metre in
length cost 25 trade units per day and Landing is an automated process since the port authority guides ships in using beams
powered melee weapons cost 50 per of artificial gravity, loading them into towering stacks of landing bays that rotate and
day. Non-lethal energy weapon permits
shift to accommodate the countless ships that dock daily. Upon arrival, the characters
(including cussors) cost 100 trade units
must register at an automated kiosk in every landing bay. This requires them to give
per day. No other weapon or explosive
device has a permit available and pos-
personal information, but because of the Rajolan emphasis on trade, they must also
session of one results in the weapon submit to a quick credit check. This makes note of their funds on hand as well as
being confiscated and has a fine of 5000 any trade units associated with their ship account. Characters can attempt to falsify
trade units. their personal information or credit rating, but the Rajolans have very strong security
measures and any Computers check to hack their system or Forgery check to generate
false records is at Formidable difficulty. Failure in these checks flags the attempt and
locks down the landing bay until correct information is submitted.
96 THE BROKER
Race Against the Clock
If CypherCorp managed to take pos-
session of the survey drone in the last
adventure, they send out their own sur-
vey probes to the unknown system to
gather information. Since the APRC will
not allow an office on Neo due to con-
flict of interest, the corporation must
submit their application on Barterdo-
me just like anyone else. If he was not
killed during the previous adventure,
Acquisitions Commander 9483 (or an-
other numbered agent if he was killed)
and a group of six CypherCorp security
agents arrive on Barterdome within six
hours of the characters’ arrival. If the
characters managed to complete their
application before that time, the Cy-
pherCorp agents will attempt to locate
them to either kill the characters or of-
fer them a substantial payoff (at least
one hundred thousand trade units) to
rescind their application.
The inside of Barterdome houses eight different sections and each has its own gravity
plane, with the smallest section at a scale larger than all of New York City. Buildings
are stacked like logs and hang off the side of the walls so no space is wasted, and
the domes above stream a hologram of a blue-gray sky that cycles through a twenty
hour day. The artificial sky also plays commercials and has areas sponsored by various
companies, featuring their logos floating in holographic clouds. The colony is always
moving, with pedestrians clogging walkways and lift vehicles zooming around in a
chaotic ballet. If the characters take the time, they can find nearly anything for sale
somewhere on Barterdome. Some items are regulated and restricted (see above re-
garding weapons), and slavery of any form is illegal, but nearly anything else can be
located there.
THE BROKER 97
Extended Conflict: Driving to APRC Filed in Triplicate
Skills: Driving, and characters can
augment with Locale (if they are na- Locating the APRC office is easy enough with the navigation systems on the charac-
tive to Barterdome or another Rajolan ters’ wristcomps, but traveling through Barterdome can be a harrowing experience in
colony) and Navigation (to not get lost
and of itself. The colony is a massive jumble of congested streets and sky ways, oddly
in the twists and turns)
shaped buildings jutting from odd angles, and shifting gravity between different sec-
Conflict Pool: DEX+INT/2 tions of the massive asteroid. An easier way is to hail one of the many drone taxis that
Round Length: 10 minutes ply the sky ways of the colony, and while the trip is stressful and expensive (250 trade
Making Paperwork Fun! Failing this conflict results in them getting horribly lost somewhere in the wrong part
Paperwork and bureaucratic tasks are of Barterdome, which means they have to repeat the conflict against a pool of 13. A
usually the part of a roleplaying ses- critical failure on any check results in a crash with another vehicle during the trip.
sion that most Games Masters skip
Once there, they must take a number and wait an hour before they are ushered into
over to get on to the action, and if that
works best for your group that is fine. the tiny office of Sub-bureaucrat Porsal for processing. Porsal is as by-the-book as it
This adventure is more about the char- gets and he makes sure the characters complete all the required paperwork for their
acters trying to get their ship off the initial claim and he doesn’t tolerate mistakes or tomfoolery. If he ever feels like the
ground before they run out of time to characters are attempting to bypass part of the process, trick him, or if they try to
explore the unknown system. But the
threaten him, he taps an alarm button under his desk and seconds later a group of
bureaucratic side of space exploration
four security robots arrive to escort the characters out of the office. He is annoyed by
is an important part of the Elevation
questions that don’t pertain to the task at hand, and will either ignore them, or gently
setting, and the banality of how the
Rajolans handle red tape is something request the characters return when they can focus on the application.
that defines their culture. Here are
The actual process of application is a tedious affair that takes four hours to complete,
some suggestions on how spice up the
and it involves both electronic and hardcopy documentation. Elevation provides the
encounter with Porsal so it isn’t just a
dull series of die rolls. characters with all the technical data and system survey information they need, and
Porsal is there to make sure everything is completed as required and will provide
Playing Porsal: As the epitome of dry
guidance as needed. Between the application, the cramped, stuffy office, and the fact
civil servants, Porsal comes off as dis-
interested in anything but his precious that Porsal likes to keep it warm in his workspace, the characters may have a hard
paperwork, but ultimately he serves time getting through it all without succumbing to bureaucratic fatigue. At the end of
the APRC system and doesn’t want to each hour of the process, characters participating must make an Endurance check or
impede the due process of space ex- ... suffer a level of fatigue. A successful Bureaucracy check lowers the difficulty of these
98 THE BROKER
checks to Easy for any character who succeeds at the roll. If a character is too tired to
... ploration. While he doesn’t like distrac-
tions, he does love his job and if the
continue, they can tag in a fresh ally to take over for them. If all the characters are too
characters are floundering he could
fatigued to make the rolls, they fail to complete the process before the office closes
take steps to help them, or even offer
and Porsal tells them they need to start over again tomorrow before asking them to them some Rajolan coffee to perk them
leave. This may be especially important if there is a rival attempting to make a claim up (and eliminate a level or two of fa-
on the sector (see above). tigue).
If they are able to complete the process, Porsal submits their application to the APRC Action Application: Instead of a se-
ries of Endurance checks, the process
computer system as soon as they finish. In stark contrast to the actual application,
could be handled as an extended con-
the approval process seems to occur almost instantaneously and Porsal informs them
flict where the characters must fight
they may now begin the next stage of the claims process. The characters are given through the APRC red tape to regain
thirty galactic median days to do their detailed analysis of the unknown star system their freedom!
and report their findings back to the office on Barterdome so the APRC can make a
Skills: Endurance, augmented by Bu-
decision. Porsal also notes that time starts as soon as the application was approved reaucracy or Politics (to know how to
and recommends they head out as soon as possible. navigate the process) and Willpower (to
not be driven mad by the tediousness)
The stabilization field coil is one of the most vital components of the ship’s rift drive “I said to use only black ink!”
and Nebulium containment field, and operating without one is impossible. Even if a “That’s not form 392A! That’s form
character tries to jury rig it (with a successful Formidable Mechanics check), there 392A1!”
would still be a significant risk of catastrophic failure during a rift jump as the coil “You left box 32b blank! Now we need to
disintegrates from the strain, leaving them stranded in the unknown system at best or start the entire page over again!”
turning them into a cloud of space dust at worst.
If the characters take time to study the coil, a successful Repair check reveals the part
is worn down from use, but some of the wear appears to be manufactured and the
THE BROKER 99
Part and Parcel
deed was done recently. Unless there is some tension within the group that causes
Characters may contact Elevation to them to point fingers, they may assume that their ship was somehow sabotaged. A
see about having a replacement stabili-
Computers check shows that the main entry hatch was accessed while they were out
zation field coil sent to them. Ryson has
at the APRC office, and taking an hour to review footage from the ship’s external cam-
the replacement part, but due to the
shipping needs it will take ten days for eras shows two humans wearing goggles and scarves to conceal their features enter-
it to arrive at Barterdome and the char- ing the landing bay around the same time. A successful Perception check notices one
acters are instructed to look for other of the men is wearing a stylized wristcomp with a bright red design on the side. The
options first. port authority for Barterdome has no records of who entered their landing bay. The
Enterprising characters may try to fab- characters can request access to the local street cameras with a Bureaucracy check
ricate a new one. This is possible with or try to hack in with a Hard Computers check, but the footage only reveals the two
a successful Mechanics check, but it men arriving in a black lift car already wearing the disguises. A successful Perception
takes five days, requires specialized
check notices the car has a dent on the left rear panel right above the gravity nodes.
materials, and a fabrication facility with
the right equipment to engineer and Whether the characters uncover the sabotage or not, they still need a new stabiliza-
create the coil. The cost to acquire the tion coil and time is ticking away. A search of local parts dealers shows the only mer-
materials and rent the facility would be chant in all of Barterdome who has the coil is Vincen the Broker. He runs a large shop
comparable to what Vincen charges,
called Vincen’s Brokerage in the same section as their landing bay, but he only deals
so it may be an alternative if they don’t
in person and will not deliver. Upon arrival read the following:
want to deal with the Broker.
The automatic doors give way to a vast open room, brightly lit from recessed
lights high above. All around you people of various species sift through display
holograms of items of all kinds, from appliances to high-end sports vehicles.
As purchases are made small robots fly out of tubes to finalize electronic pay-
ment and print out slips that are given to the buyer. High up on the wall oppo-
site to you a well-dressed Rajolan watches it all from a window that overlooks
the whole store. It all seems to flow with the precision of an expensive time-
piece, but not all of the customers seem happy with their transaction. A burly
Gres starts shouting, “This is robbery! Your price is twenty-five thousand more
than it’s worth! You’re a crook and I’m reporting you to the Merchants Guild!”
He starts loping in the direction of the Rajolan, but before he gets within a few
metres several of the robots fire pulses of energy that sends the Gres sprawl-
ing to the floor. As the robots haul the unconscious man past you and out the
main door, the Rajolan touches something on the glass in front of him and his
voice booms out into the room. “Prices do not negotiate. Sales are final.”
dian years ago. Only one on Barterdome. Vincen will trade in goods or services. outside the ship that targets a defect in
the Starseeker and fries their stabiliza-
What you have to give?”
tion coil. In this case the ship was never
The characters can offer any weapons, equipment, or vehicles they have with them, entered, but the goons can still be seen
but no matter what they offer Vincen tells them it is not enough. He asks if they would on the camera footage.
be willing to help him with three tasks as payment for the part. He wants them to
acquire a rare bottle of wine, a valuable vinyl record, and deal with an annoying rival.
If they are not able (or willing) to complete all three tasks, he will take one-third off
the price off for each one they finish. Vincen will not negotiate or budge on what he
is asking, and if the characters refuse or become belligerent, he reiterates the price
given and the wall becomes opaque once again. If they point out that his requests
are illegal, Vincen gives a slight smile and says, “Legality has price on Barterdome.”
If they become aggressive, a group of ten security robots emerge from hidden panels
around the room. They are outfitted with cussor pistols and will demand the charac-
ters leave immediately in monotone voices. They will attack if the characters refuse
or initiate combat, and if defeated Vincen will send out more robots (he has fifty at
his immediate disposal) and he will retreat to a safe room behind his office until the
characters are dealt with. His Rajolan nature means even if they are thrown out or
The Album
The album in question is a first pressing of John Coltrane’s Blue Train, and it is one of
the few remaining copies in all of the galaxy. Vincen’s buyer is a jazz aficionado and
Opposite: Brokerage delivery robot demanded an actual vinyl copy, which the broker located in a private locker of the
Extended Conflict: Disgrace Pilaro Frame Pilaro: If it was revealed Pilaro was making illegal purchases and he was
Skills: Deceit or Influence, augmented caught in the act, the Merchants Guild would investigate and it would ruin him. Pilaro
by Computers (for online efforts) and operates with a tight margin on his expenses, and at times he barely scrapes by. That
Research (to find other trends that turn is why he uses his thugs to acquire goods through less than legal methods, so the
customers away)
sales are pure profit. Uncovering evidence of illegal actions is an extended conflict
Conflict Pool: INT+CHA/2 and Pilaro resists with a pool of 14 and uses his Streetwise of 65%, representing his
Round Length: 6 hours skill at covering his tracks. The active characters use the stats in the sidebar.
Opposing Force: 70%, Pool 15 If the characters are successful, the Merchants Guild temporarily revokes Pilaro’s busi-
ness license on Barterdome until they investigate and the Seller leaves the colony to
go into hiding. Failure either results in the characters alerting Pilaro to their efforts,
or the active character getting caught doing something and Pilaro and his men will
respond accordingly if they are present.
Threaten Pilaro: While he is all charm when trying to make a sale, Pilaro is a coward
and without protection he will not stick around. Pilaro rarely leaves his store and re-
sides in a small apartment on the third floor. His thugs are almost always close by, but
at times some of them are off on jobs or head out for personal business. At night he
keeps only four of his men around to guard the store, and Pilaro has a security system
activated on both the storefront and his apartment. If the characters take a day (20
hours) to observe the store, they can learn the times when Pilaro is most vulnerable.
Accessing his apartment requires an Electronics roll against the security system’s rat-
ing of 65% to disable his alarm, and a successful Lockpicking or Brawn roll to gain
entry. If confronted when there are no thugs present, Pilaro will try to bribe or bargain
No matter how they accomplish it, if Pilaro is removed from the equation Vincen will
be pleased and reward them as detailed above. If he survived, Pilaro has a long mem-
ory and when he recovers he may seek revenge on the characters if he was aware of
their involvement.
Small Jobs
The work that Vincen offers carries a lot of risk for the characters, and the illegality of
it might go against some of their moral codes. While Vincen would prefer them to do
his dirty work, ultimately he is more concerned about getting paid for the stabilization
field coil and doesn’t really care where the trade units come from, so the characters
can look into alternate employment to earn the money they need to get back out into
Mundane Work
Although it is not glamorous, the characters always have the option of seeking out
general employment as a way of earning money. They can work as laborers or mechan-
ics at a business or the docks for 350 trade units a day, get jobs as security personnel
for 500 trade units per day, or those with scientific or medical backgrounds can work
at a lab or hospital for 1000 trade units per day. A success on an appropriate skill
check relevant to the type of work doubles the amount earned, while a critical success
triples it. This can be treated as simple downtime activities for the characters, with the
time factor being the main source of tension.
“Hello, I saw your need for employment and I was hoping you could help with
a problem I am dealing with. It is hard to explain, so please contact me when
you have the chance and I will give you the details. Thank you.”
Her studio is called A New Hue and is found in the cultural section of Barterdome. If
the characters take her up on the offer, she arranges to meet them for lunch at a small
cafe down the block from her studio. She tells them about her business and initial
struggles, and how during a conversation with a customer named Marko Vale he of-
fered to help by investing in her business. The money gave her a chance to expand
her studio and pay for much needed advertising, and now the gallery is thriving, but
Marko came back with some men and informed her he was taking a controlling inter-
est in the studio and she worked for him now. Kella never signed a contract with him
and she realized too late that Marko was actually a loan shark and very dangerous.
Marko is a typical wannabe criminal, dressed in an expensive looking cheap suit with
gold rings on all his fingers. His six thugs share his fashion sense and have more
muscle than brains. They come into the bar around 10PM and if left alone they do a
lot of drinking, talk way too loudly, intimidate anyone who looks at them cross-eyed,
and hit on any unfortunate female who walks past. If approached, Marko and his men
immediately go on the defensive and try to intimidate the characters if they mention
anything about Kella. Marko has no problem picking a fight if he feels threatened,
although he requests they take things outside because it’s his favorite club. Any non-
violent attempt to dissuade him from harassing Kella will either end in him and his
men laughing it off or becoming aggressive towards the characters.
If the characters want to avoid a fight, they will need to figure some way to either trick
Marko into leaving her alone, find a way to scare him off, or find a way to get him and
his men arrested. If it does come down to a fight and Marko is left alive and free, he
will slink off but will plot his revenge against the characters and Kella.
Gerbil Cage
If the characters make their need for work known on any job site or other public forum,
within five hours they are contacted by an anonymous individual on their private com-
munications channel and get the following message:
Gerbil presents as awkward and emotionless, his gaze more focused on the countless
displays instead of the characters as he talks. He delivers his request and answers any
questions they have in brief, matter-of-fact responses. While he is talking he spouts
random factoids that have no relation to the topic at hand. Some examples are:
Orrius works at the Xandrius Institute of Higher Learning in the cultural section of
Barterdome, and when he is not lecturing he can be found in his office there. If the
characters don’t make an appointment, he refuses to meet with them until they do
and can’t fit them in for another two days. They can attempt to speed up the process
with a Bureaucracy or Deceit check to trick his receptionist into giving them an ear-
lier time. Orrius is a know-it-all and has a massive ego, and he believes the texts are
too valuable to sell and no one else is qualified to handle them. He is very alert and
clever (Insight and Perception of 85%), so it’s difficult to convince or manipulate him.
Attempts to threaten or intimidate him cause Orrius to alert campus and colonial se-
curity if he feels he can do so safely. There are a few things the characters can try to
attempt to get the books from him – see the sidebars for various tactics.
If the characters are able to get Gerbil access to the texts (without breaking too many
laws), he is very grateful and doesn’t seem too concerned with how much it cost them
If for some reason the characters are delayed until after the initial exploration claim
expires, they will need to rush back to the APRC office and start over as soon as pos-
sible. Depending on the outcome of the previous adventure, they may have to deal
with other potential claimants who are there to stake their own petition for first rights
to explore DRL-3491.
TO LANDING PORT
6
5
3. Aquired Rarities
4. A New Hue
3
5. Night Shyft
6. Gerbil’s Warehouse
“Awful nice of you to find this planet for us. I must say it’s the most kindness I’ve seen
from someone in a long time. I’ll be sure to let my bosses know how you did us such
a wonderful service. And maybe if I am feeling in good spirits, I’ll even let them know
where we buried you.”
Synopsis
Once their claim is sorted out and the ship is repaired, the player characters race to
the uncharted system to begin the process of gathering data. The Ranger class drone
did most of the initial mapping of the planetary bodies, and its data indicated the
third planet from the sun has all the hallmarks of being able to support life. This is an
exciting discovery, and as per Elevation protocols the characters rush there to do a
deeper analysis to see what lifeforms, if any, might exist there.
Unfortunately at some point during their journey there the characters’ ship was tagged
with a tracking device by CypherCorp agents who became aware of their mission. An
Acquisitions Team has been dispatched to pursue them, and although their launch
was delayed, the team is not far behind the characters and arrives a few days later.
Their mission is to observe the characters before terminating them and acquiring
whatever data they’ve collected so their corporate masters can use it to hijack the
claim once the initial time frame of the Elevation registration expires.
During their exploration, the characters learn that the planet is home to an indigenous
intelligent species known as the Squin. Through observation the characters learn they
are sufficiently advanced to be approached for entry into the galactic community,
Main NPCs
The Esteemed High Eminence Bluubo
A male Squin bureaucrat, Bluubo believes that he is the most important being in his
little microcosm and tries to ensure that everyone around him knows it at all times.
He is constantly trying to stay in the limelight, make speeches, kiss little grublings if
there is an audience, and is quick to lay the blame on someone else if something goes
wrong. When it comes to meeting new lifeforms, Bluubo sees which way the wind is
blowing with his people before he decides to be friendly to alien visitors and tries to
ensure whatever he decides benefits him most of all.
Paab
A simple Squin laborer and farmer who lives on the outskirts of Issuu, Paab was os-
tracized by his people long ago for his outlandish claims about strange beings who
live out in the stars. Paab witnessed the Elevation survey drone during one of its low
orbit scanning runs of the planet, but most of his fellow Squin chalk up his ravings
to mental illness or a bit too much of the local spiced spirits. Paab now diligently
watches the skies for more signs of life from out in the stars, hopeful that he’ll find
some real evidence.
headquarters, which requires a successful Comms check. Once established, a grainy, sure to remind the players of how much
time they have left at the beginning of
garbled Director Earther appears on their main screen.
the scenario.
The image is flickering and filled with static, but during the moments it stabilizes you
can see the excitement on Director Earther’s face. Her voice sounds distorted before
the comm is able to adjust for the weak signal.
“I can’t believe... finally found a system like... This may be our chance to
achieve... grandfather’s dream. You need to head towards... third planet to
start gathering data... observing the flora and... If there are any signs of intell...
life contact... immediately. Good luck and God spe...”
With a final crackle the transmission cuts out. Across the room a panel opens on the
wall, and behind it there is a slim book bound in clear plastic. The cover reads “Eleva-
tion Protocols for Planetary Exploration.” It is obvious the book has never been read,
and from what you know of Elevation’s history your mission is the first of its kind.
A successful Astrogation check charts a course for the third planet, and from the point
the ship jumped in it will take twelve hours to reach orbit. A character that takes time
to read the manual learns the following:
»» During that same time, the crew also needs to use the Starseeker’s tele- Opposite: The Esteemed High Eminence
scopic lens to observe the surface in a grid pattern and take still pictures Bluubo
»» During the time spent on the surface the crew should gather examples of
local flora and take images and non-invasive scans of local fauna to aid
in cataloging the lifeforms native to the planet. Crew members should be
careful not to cause undue harm to any lifeform unless they are at risk
from an aggressive or dangerous bioform. If there are any signs of intelli-
gent life, the crew is to take measures to remain hidden and isolated from
the lifeform and report back to Elevation to determine the next course
of action and if further contact with the APRC needs to be made. If there
would be risk of discovery, the crew is to lift off immediately and either
move to low orbit or find another suitable landing point at least fifty kilo-
metres from any settlements to continue analysis and study of the planet.
also be seen from orbit and the green color visible suggests plant life of some kind. As planet from the star.
per the above protocols, the characters need to take photographs of it all. If they also Star System: Yellow star, 8 planets, 2
take time to analyze the planet with a successful Sensors check, they pick up images large gas giants.
of several large walled settlements near the northern coastal region of the largest Tech Level: 3
landmass, all clustered within 50 to 100 kilometres of each other. If they report back
Law Level: 6
to headquarters, within two hours they get a text message back: We notified the APRC
Atmosphere: Earth-like
and sent your images. You have thirty days to gather information planet side. Proceed
to the planet surface immediately. Gather as much information on the settlements as Starport: None
you can without making your presence known. Report back with your findings ASAP. Population Density: Medium in urban
areas, low to very low in other areas
If they take time to search and make a successful Sensors check, the characters can
also find the Ranger-class survey drone that did the initial analysis of the system. As Foreign Policy: The Council of Leader-
ship is loose in its policy making, but
per current Elevation protocols, they are to attempt to bring it back so it can be re-
emphasizes cooperation among the
paired and cycled back into use.
Squin settlements it rules over and
protection of the people from outside
dangers.
Gluburu
Special Features: None
The homeworld of the Squin is a class I habitable world, the third in the system desig-
nated DRL-3491. Approximately 79% of the planetary surface is liquid water, with polar
caps made up of seas full of ice. The landmasses rest near the equatorial region and
are comprised of island chains surrounding two small continents. The surface regions
are primarily made up of mountains, dense tropical jungles, and vast swamps out
towards the oceans. Gluburu has no spaceports but does have grasslands and plains
that could serve as a class F landing area in an emergency. The largest settlement is
the walled city of Issuu at the edge of the great swamps located at the northern end of
the larger continent. There are other smaller settlements spread out over the two con-
tinents and on the island chains, but the most organized and civilized surround Issuu.
Mountain
Boreal Forest
Temperate Forest
Temperatures
GLUBURU
01. Mud Trap: A three to five metre-wide pool of loose, sticky mud that acts
like quicksand. The character(s) in the lead must make a Perception or Survival
check to notice it, and failure results in the character(s) falling in and sinking
1d3 metres. Any character that goes under begins drowning, and anyone stuck
must make a Brawn check every round. Success allows characters to pull them-
selves one metre up or towards the edge, and anyone who reaches the edge
can escape. Failure means the character remains at the same point in the mud,
and a critical failure causes the character to sink another metre lower. Anyone
outside the pool can attempt to aid victims stuck in the mud by making Brawn
checks as long as they can reach them. A critical failure on the check causes
the assisting character to fall in.
03. Deadly Predators: A small pack (1d6+1) of a local vicious beasts known as
pyokes. They are treated as alien beasts, and they try to quietly stalk their prey
05. Tangling Vines: A native species of vine that hangs from trees and en-
snare anything that passes underneath or comes into contact with them. A
successful Perception or Survival check spots the vines and the presence of
bugs and small animal carcasses on their surface. Failure to notice them re-
sults in 1d3 random locations getting trapped in the vines. The surface of the
plants is covered with sticky sap that makes it difficult to pull free (successful
Brawn check) or they can be cut or burned by inflicting 5 points of damage to
each entrapping vine. If a vine traps the character’s head he or she is subject
to asphyxiation until freed.
06. Apex Predator: A massive creature known as gurzur stomps out of the
jungle in search of food. It is treated as an alien beast, but it has a STR:25,
CON:20, SIZ:30, HP:25, and it attacks with a bite that does 3d6 damage. The
beast has poor eyesight but well-developed senses of smell and hearing, so
characters attempting to hide from must mask their scent and be quiet or
have the difficulty of their Stealth check increased by one grade. It is vicious
and dumb enough to fight to the death, but extremely loud noises or pungent
odors can be used to drive it off due to its potent senses.
Once the characters complete their initial scouting and data collection (as determined
Opposite: Pyoke pack by the Games Master), they are to make contact with Elevation headquarters. It takes
The CypherCorp Acquisitions team has orders to secure the claim at all costs if there is
sentient life present, so when Commander 643 learns of the Squin he begins planning
the best way to eliminate the characters so their application expires and the corpora-
tion can swoop in. Unless the characters were delayed for a significant time on Barter-
dome, the Acquisitions team arrives in system two days after the characters and they
remain at a distance of 2 Au from Gluburu using advanced telescopes and sensors to
take readings and make observations. They also monitor all communications from the
planet, so when they tap into the transmission about the presence of the Squin, the
CypherCorp team springs into action.
Commander 643’s Acquisitions team consists of five EnGee soldiers, ten security
agents, three technicians, two scientists, and a bureaucrat specialized in negotiation.
They touch down on the planet’s surface fifty kilometres from the city of Issuu and
sets up a command base outside of their ship. 643 orders two of his EnGee soldiers
to head out on lift bikes to locate the Elevation ship using the tracking beacon and
observe it, or sabotage it if they see an opportunity to do so without being discov-
ered. They are also to attempt to steal the binding orb if it is left unguarded. 643 also
dispatches four data collection service robots to monitor local Squin settlements and
to use linguistics software to learn the basics of their language. While the characters
are out exploring the planet, they might notice the soldiers out in the jungle if they
succeed in an opposed Perception against the soldiers’ Stealth skill of 65%. The sol-
diers will try to escape if they are noticed, taking their lift bikes back to their base.
The characters might also notice other signs of passage by CypherCorp staff out in the
If he feels the characters are getting ready to make contact with the Squin, or if they
are observed interacting with a native (see below), 643 steps up his plan and dis-
patches six security agents to join the EnGee observers and orders them to kill or cap-
ture the characters and secure all their data. The strike team will try to attack at night,
using the darkness and the dense jungle to catch the characters off guard. The two
EnGee soldiers each take three security agents and split up, attacking the ship from
two different directions to flank the characters. The CypherCorp agents are subject
to all the same dangers of the wilderness as the characters, and to add some drama
one of the frequent sudden, torrential rainstorms could strike just as the strike team
launches its attack. This will lower visibility for everyone, cause random tree branches
to drop down from above, and render the ground slick or thick with mud.
If the attack fails, 643 will immediately begin planning another assault with himself
in the lead. He knows that if word gets back that CypherCorp is trying to usurp a valid
exploration claim, the company could lose its rights with the APRC for an extended
period of time. Since the first assault failed, it becomes a priority to kill the characters
before they can make any reports back to either Elevation or the APRC.
643 has his remaining EnGee soldiers watch the Starseeker to find a time when the
characters are away from the ship, and then he heads to the ship with a technician.
643 and his soldiers take out any guards left behind and the technician hacks into the
ship’s security to gain access. Once inside they destroy the communications equip-
ment and transmitter, and the technician accesses the reactor and sets it to overload
Extended Conflict: Reactor Overload
when the ship tries to take off. The assault team then moves to a safe distance from
Skills: Mechanics, augmented by Com-
the Starseeker to wait to see the effects of their sabotage.
puters (to conduct a system analysis
If the characters don’t take time to do a full system check before they try to take off, to find the problems) and Electronics
the reactor begins to overload and they only have a short time to repair it before the (to rewire vital systems to bypass the
sabotage)
ship explodes. This is treated as an extended conflict against a pool of 16 and a skill
of 70%. Active characters use the stats in the sidebar. Conflict Pool: DEX+INT/2
Close Encounters
Paab has been looking for evidence of alien life for some time, and when he catches
sight of the characters’ ship he sets out to find it. He is clever enough to calculate
their general trajectory based on the ship’s course, and he travels using a native flying
alien beast known as a hyax so he can get a bird’s eye view. On the day the charac-
ters land Paab has a 30% chance of locating them or their ship, and each additional
day this chance rises by a cumulative +10%. Paab is not subtle about his search, so
the characters can spot him flying around with a successful Perception check. If they
are following the protocols of both Elevation and the APRC, they are to avoid contact
with native lifeforms until suitable intelligence is gathered on their level of cultural
and technological development. If they attempt to conceal their presence from him,
the characters will need to make opposed Conceal and Stealth checks against Paab’s
perception of 55%.
If he locates them, Paab lands a kilometre away and makes his way through the jungle
to find a spot to hide and observe the characters’ actions from a distance. While he
knows the jungles well, he is subject to the same perils as the characters while he is
on the ground. Paab is both fascinated and terrified, and if the opportunity presents
itself he will attempt to snatch a loose item of technology or some other item (Sleight
skill of 65% and Stealth 60%) to prove to the other Squin that he is not insane. His
attempt at theft or him stumbling into danger would be a good opportunity for the
characters to meet Paab, and depending on how they react to him, it could lead to
learning them more about the Squin by befriending the alien. Paab is only armed with
a staff and a knife, so if they act hostile, even just to scare him off, he will attempt to
flee from the characters and warn his people.
Roleplaying Paab
Paab is the only alien conspiracy theorist on his planet, and his wild ideas have kept
him ostracized by his people for some time now. He is desperately lonely, and even
more desperate to prove that he is not a lunatic. While he is thrilled to confirm that he Above: A flying Hyax – the Squin’s air-
was right all along, he is also terrified by the strange new beings he has found. If ap- borne mounts.
First impressions really count when it comes to initial contact, and roaring in on their
Starseeker or trying to cow the natives with a display of advanced tech would not be
the best way of establishing a good rapport with the Squin, making initial checks to
interact with them one grade harder. If the characters have not taken time to learn the
Squin language, or if they don’t have someone like Paab to interpret, interactions are
one grade harder cumulative with any other penalties. Violence or aggression will be
met in kind, and each city has a militia of a thousand guards (treat as laborers with
rifles and simple body armor that provides a rating of 2 to all locations) that will be
called out to defend the city as best they can.
Arriving at the gates on foot or in a lift vehicle will raise alarms, causing the tower
guards to train weapons on the characters, but as long as the characters don’t take
any hostile actions the Squin will be wary but not aggressive. They will call out for
someone of higher rank and within fifteen minutes Sub-Esteemed Low Eminence
Quuaal will arrive and approach the characters with a group of a dozen Squin guards.
While she is as nervous as the other Squin about the presence of aliens, she is better
at maintaining her composure and attempts to start a dialogue with the characters.
B A
FARML AND
ISSUU
The native species of Gluburu, the Squin are an early industrial society that evolved
from amphibious stock and became the dominant species of their planet. They adapt-
ed to the harsh and savage conditions of their world by developing tools and walled
communities that kept them safe and allowed them to flourish. These communities be-
came their own city-states, cut off from other pockets of civilization by large swathes
of dangerous jungles and wetlands, and that has led to some differences in language,
culture, and technological development among the Squin. The most advanced settle-
ment is the city known as Issuu on the northern tip of the largest continent, and that
city forged an alliance with two other smaller city-states to form the most advanced
Squin society on the planet.
ters made first contact. The characters are escorted there by guards and dignitaries and clubs and they can be intimidated
with a show of superior force, but may
from all three cities, and Squin citizens line the streets to watch the procession. Every-
also decide the high tech gear of the
one is ushered into a large, round assembly hall in the center of the tower, and Bluubo
alien visitors would make a better prize
steps up to a podium to make an impassioned speech. If the characters understand and attack.
the Squin language, or have a translator available, read the following. If their knowl-
Claim Jumpers: Depending on what has
edge of the language is limited (less than 25%), omit the words in bold (or replace
happened with the CypherCorp Acquisi-
them with something weird or menacing) unless the characters make a successful tions team, 643 may opt for a different
Language: Squin check. approach in their attempt to steal away
the exploration claim. He sends in his
The Squin known as The Esteemed High Eminence strides up to the podium and gives
bureaucrat Danel Torr along with four
all his assembled people a wide smile, his watery eyes looking over them as he clears security agents to make a counteroffer
his throat with a deep croaking sound. He leans into a metallic megaphone mounted to the Squin leadership in the hopes of
on the podium which helps his voice carry over the quiet murmur of the gathered swaying them away from the Elevation
crowd. crew. Danel brings along some cheap
technological baubles as a way of brib-
“My people! This is truly a momentous occasion! We have been visited by be- ing the Squin, and tries to convince them
ings from beyond the sky above, and they approach us with peaceful inten- that CypherCorp will be a better option
tions. From what my dear assistant Sub-Esteemed Low Eminence Quuaal has to help guide them into the galaxy. The
told me, they want us to be part of the great civilization that lies out there characters need to convince the Squin
that they have their best interests in
among the stars! It is my honor to bring our people into this new and enlight-
mind, and deal with any surviving EnGee
ened place, and into a future that will be great for all of us! Today I will take the
soldiers, who sneak into the community
first steps into guiding us there, and with your ruling council we will meet with to assassinate the characters. If Danel is
these strangers from beyond and see what they can provide us to help make part of the negotiation with the Squin, he
the Squin even greater!” is added to the extended conflict in the
Staking the Claim encounter below and
With a raise of his blubbery arms, the gathering explodes into applause and raucous
has a pool of 15 and a skill of 70%.
cheers. The High Eminence seems to eat it up as he struts around the room towards
“Let’s see what you have to offer. And I hope I like it.”
Bluubo leads them into a smaller circular meeting chamber and sits the characters
at a small stone table at the center. All around them are dour-looking Squin in or-
nate ceremonial robes, glowering down at the characters. Bluubo and Quuaal sit in a
small balcony that overlooks the table, and both have changed into the same robes,
although Bluubo’s are gilded and covered in intricate designs and beads. Quuaal
asks the characters how this sort of thing is normally handled, and if they produce
the binding orb she asks about it and what it signifies. They also ask what Elevation
will do to assist the Squin if they agree to enter into a contract with them, and Bluubo
seems especially interested in what benefits it will have for him, and to a lesser extent
his people. At least one of the characters will need to make an Oratory check to ad-
dress the crowd, or if no one has the skill a Hard Influence check. If that check fails,
see below to see how that affects things. After all of that is explained, the council
Extended Conflict:
members discuss it among themselves in hushed tones and then several representa-
Agreement Negotiations
tives whisper to Bluubo and Quuaal. Then Bluubo stands and tells the characters be-
Skills: Influence or Oratory, augmented
fore they agree to anything they will need to discuss all the terms. This is handled as
by Bureaucracy (to know how to handle
an extended conflict against the Squin ruling council, including Bluubo and Quuaal,
this kind of negotiation), Commerce (to
discuss financial benefits), and Politics with a pool of 16 using a skill of 70%. Active characters each make checks against
(to know how to play the game with the them with the stats in the sidebar.
ruling council)
If they are successful, the Squin agree to enter into a contract with Elevation to help
Conflict Pool: INT+CHA/2 them facilitate entry into the galaxy. Bluubo also agrees to use the binding orb to de-
Round Length: 1 hour clare the characters as the ones who initiated first contact with them. The characters
are invited to a celebration in their honor, a citywide festival of song, dance, and food
Opposing Force: 70%, Pool 16
that lasts for several days. With the negotiation successful, the characters must make
Note: If the characters or their transla-
contact with Elevation command immediately and must get the binding orb back to
tor don’t have at least 30% in the Squin
the APRC office on Barterdome as soon as possible. They can either put it back in the
language, all of their checks are one
grade more difficult. Also if the Oratory automated drone to ship it back, or take it there in person. If 643 and the Acquisitions
(or Influence) check failed, the pool for team was not dealt with earlier, they may seek to intercept the drone or attack the
the Squin council is increased to 18. characters to prevent the orb from getting back.
Conclusion
If the characters were successful in negotiating with getting the Squin to use Elevation
to help facilitate entry into the galaxy, once the binding orb is delivered to the APRC
the mission is successful. It will take some time before all the details are ironed out,
and even longer before Elevation reaps the benefits of the deal, but the organization
is back on the path to becoming what it once was. Director Earther and her senior
staff will give the characters a hero’s welcome when they get back to Terra, and they
will be assigned to help with the facilitation efforts with the Squin while still heading
out to find more unknown systems in the depths of the galaxy. If they have evidence
of CypherCorp’s attempted interference with their efforts, the APRC levels sanctions
against the corporation and the characters make a very powerful enemy.
If the characters were not successful and if they survived, CypherCorp eventually finds
a way to sneak in and broker a deal with Bluubo that gives them first rights with the
Squin. While Director Earther is very disappointed that they lost out on the chance
to help the Squin, the discovery of a new species bolsters her spirits enough to have
Elevation continue their mission to find the next new planet and the characters are
once again sent out into the unknown.
A campaign focusing on a group exploring the unknown and 21-22: A scientist creates a universal key that can open any com-
staking claims on new worlds could last a long, long time. But puter or electronic lock. Does it really work and who will come
sometimes your players need a break from exploration, so here after it once word gets out?
are 50 adventure hooks for you to inspire your own adventures 23-24: A lone K’Taar approaches the characters seeking asylum,
in the Elevation universe. claiming to be a traitor to his people. Is he being truthful or is it a
dangerous ploy?
01-02: The Order of Science accidentally creates a dangerous, 25-26: While on Gres a group of savage Gresol known as Furies
sentient nano-virus that warps living beings into rage-filled kill- kidnaps a visiting Rajolan merchant. Can the characters save the
ers. When the virus is unleashed will Neo survive? merchant before he is slain by the savages?
03-04: An abandoned focal gate is found with a set of unknown 27-28: A deadly combat robot somehow evolves and manages to
coordinates that lead to a distant, unexplored system. What lies remove its programming limitations. Can the characters stop it
there and who previously used the gate? before it starts a robot revolution?
05-06: On Avalon, a knight of the Table of Avalon has gone missing 29-30: A long-lost Elevation probe drone suddenly sends out a dis-
in the mists. Why did he go missing and is he still alive? tress signal from a waste management planet. What caused it to
reactivate and what secrets does it contain?
07-08: A merchant offers to sell the characters a high-end robot
for a surprisingly low price. Why is the robot so cheap? 31-32: While out in deep space the characters spot a derelict
spacecraft of unknown make. Is it the ship of an unknown civiliza-
09-10: Very well equipped pirates begin hitting corporate trans-
tion and what lies on board?
port ships. Are they true buccaneers or are they privateers from a
rival corporation? 33-34: On Aroosia the characters attend an annual technology
convention and hear of several thefts. Can they help locate the
11-12: A group of poachers travels to an off-limits world in search
tech thief before he or she gets away?
of exotic beasts. Will the characters intervene if they learn of this?
35-36: Krayson Industries launches an experimental deep space
13-14: An informant contacts the characters with information on
exploration ship, but it disappears shortly after launch. Was there
the Lost Colony. Will they get to him before the Rajolans silence
a malfunction, was it sabotage, or did the crew mutiny?
the informant?
37-38: A series of murders seems to link back to a kindly Aarqun
15-16: A Malthraxx freedom fighter asks the characters to help
doctor. Is someone trying to frame the poor alien or did the good
her liberate slaves from a K’Taar work camp. Can they trust the
doctor break away from her people’s pacifistic ways?
angry, bitter former slave to keep her cool?
39-40: While docked on the planet Gres, several small but danger-
17-18: A seemingly worthless planetoid actually contains ruins of
ous predators sneak on board the characters’ ship and lie in wait.
a lost alien civilization. What lies there and who else wants to dis-
Will the characters be able to survive their attack and clear out
cover its secrets?
their ship?
87-88: The characters wake up with their minds implanted into 99-00: A prominent peacemaker and ambassador has arranged
cloned alien bodies. They must learn how to function in their new a conference on Barterdome to help improve relations between
form, who did this to them, and how to get back to their original the known space faring species of the galaxy. Not everyone wants
bodies. peace though, and the characters must foil an assassination plot
that might spark intergalactic conflict.
89-90: The K’Taar attack the colony world of Fedarus and take
many Aarqun prisoner, including a friend of the characters. A Ma-
Note that the listed Combat Style includes any weapons the non-player character is STR 2d6+9 (16)
equipped with, and any Standard Skills that are not listed are assumed to have a rat- CON 2d6+5 (12)
ing of 40%.
SIZ 2d6+9 (16)
Venomous Beast: Some beasts have venomous bites or stings. If the beast’s attack Skills: Athletics 65%, Brawn 55%, Com-
penetrates armor and deals damage, the target must make an opposed Endurance bat Style: Natural Weapons 60%, En-
check against the venom’s potency rating of 70%. If this check is failed, the target is durance 65%, Evade 55%, Perception
paralyzed for 1d6 minutes or suffers 1d6 damage each round to the chest or abdo- 60%, Track 55%, Willpower 45%
men for the next 1d6 rounds. Medical treatment with antivenom alleviates the poison Demeanor: Alien beasts are usually ag-
effect. gressive, stalking potential prey until
they find the best opportunity to strike.
Special Traits: Natural attack (bite, claws, gore, or stinger; 1d6+1d4 Size M), either Some are solitary hunters while others
Superior Sense (Perception and Tracking checks with one sense are one difficulty travel in packs lead by an alpha who has
grade easier) or Unique Sense (night vision, sonar sense, vibration sense). superior stats.
INT 2d6+6 (12) Bounty Hunter: Although they are often cold-blooded killers, most bounty hunters
POW 3d6 (10-11) prefer to bring in their targets alive if the price is higher. Bounty hunters have the fol-
CHA 3d6 (10-11) lowing skill adjustments and additions: Drive or Pilot at 65%, Gunnery 65%, Survival
70%, and Track 75%. They are often equipped with mag shotguns, mag pistols, stun
Move 6m sticks, and usually have superior body armor (armor rating 4+).
Action Pt 2 Cyborg Assassin: These semi-mechanical killers share the same stats as other assas-
HP 12 sins, but they have retractable weapons such as holdout lasers or molecular blades
Weapons See equipment hidden in cybernetic limbs. Their cybernetics are disguised as normal living body
Armor 3 (Concealable) parts and are sensor shielded (increase difficulty grade to detect by two steps).
PP 11
Sniper: These assassins use high powered firearms and energy weapons to kill tar-
Dmg Mod –
gets from a great distance while staying hidden. They use the same base statistics, but
Skills: Acrobatics 65%, Athletics 70%, trade the listed weapons for a laser rifle or a mag rifle equipped with a scope (lower
Brawn 55%, Combat Style: Assassin the difficulty of the combat check by one additional step when aiming).
70%, Conceal 65%, Disguise 55%, En-
durance 70%, Evade 65%, Insight 55%, Equipment: Molecular blade (Damage 1d6+2, Size M, ignores 2 points of armor), ul-
Lockpicking 55%, Perception 65%, traviolet holdout laser (Damage 1d6+1, Range 7/25/50, Capacity 12, Load 3, ignores 2
Stealth 75%, Track 65%, Willpower 60% points of armor, Formidable Perception check to notice shot without special vision),
Unarmed 60% concealable body armor with active camouflage (Stealth checks are one difficulty
Demeanor: Assassins are often cold grade easier while active, ceases to function when assassin is damaged).
and detached, devoid of true emotion
and relentless in their pursuit of their
target. Assassins prefer to strike at
foes while hidden, fading back into the
shadows once the target is dead or the
assassin is compromised.
bureaucrat could be a corporate drone, an APRC claim manager, or a powerful politi- DEX 3d6 (10-11)
cian looking to get ahead. INT 2d6+7 (13)
Ambassador: In a diverse galaxy made up of species with their own beliefs and POW 3d6 (10-11)
agendas, ambassadors are the ones who try to make peace and develop new bonds CHA 2d6+6 (12)
between worlds. Ambassadors have the following skill adjustments and additions:
Courtesy 75%, two Cultures at 70%, Influence 75%, Insight 70%, two Languages at Move 6m
65%, Oratory 70%, and Politics 60%. They also have ceremonial garb or documents Action Pt 2
identifying their role. HP 10
Politician: Governments are made up of people who are assigned or elected to serve Weapons –
the very people being governed. Politicians have the following skill adjustments and Armor –
additions: Deceit or Influence at 70%, Insight 65%, Oratory 65%, and Politics 75%. PP 11
Dmg Mod –
Equipment: Computer slate, wristcomp, identification badge.
Skills: Bureaucracy 65%, Courtesy 55%,
Influence 60%, Insight 55%, Perception
55%, Willpower 60%, and either Com-
merce or Computers at 55%
INT 2d6+6 (12) Con Artist: These criminals get by on their looks, their charms, or their ability to trick
POW 3d6 (10-11) the naive and gullible. Con artists have the following skill adjustments and additions:
Acting 65%, Courtesy 60%, Deceit 75%, Disguise 60%, Forgery 65%, Gambling 70%,
CHA 3d6 (10-11)
Insight 70%, Seduction 70%, and Willpower 65%. Con artists usually favor smaller
Move 6m weapons such as a holdout mag pistol.
Action Pt 2 Crime Boss: At the top of the underworld food chain lie the bosses, veteran criminals
HP 11 tough enough or smart enough to make other criminals fall in line. Crime bosses have
Weapons See equipment the following skill adjustments and additions: Deceit 70%, Influence 75%, Insight 75%,
Armor 2 (Light Vest) Oratory 65%, Perception 70%, Streetwise 75%, and Willpower 80%.
PP 11
Thief: Whether its a pickpocket working a crowd or a suave cat burglar planning an
Dmg Mod –
elaborate heist, thieves get by by stealing whatever they fancy. Thieves have the fol-
Skills: Athletics 50%, Brawn 50%, Com- lowing skill adjustments and additions: Acrobatics 65%, Athletics 65%, Conceal 70%,
bat Style: Criminal 60%, Conceal 55%, Deceit 65%, Disguise 60%, Evade 65%, Lockpicking 75%, Perception 65%, Sleight
Deceit 55%, Drive 60%, Endurance 60%, 75%, and Stealth 75%. Thieves usually carry tool kits appropriate to their line of work,
Evade 55%, Gambling 55%, Insight 50%,
such as lockpicks or climbing gear.
Perception 55%, Streetwise 60%, Will-
power 60%, Unarmed 60% Equipment: Mag pistol (Damage 1d8, Range 20/100/200, Capacity 12, Load 3), knife
Demeanor: Criminals vary wildly in (Damage 1d4, Size S), light undercover vest.
personality, from ruthless sadists to
charming sociopaths to career mob-
sters who live by a twisted code of
honor.
POW 2d6+2 (8) The control units on the robots have extensive and complex security measures to
CHA 2d6+2 (8) prevent them from being overridden or hacked, but it is still possible with a Hard
Computer check. Fail safes within the robot make hacked units go offline at the end of
Move 6m the combat round they are compromised, rendering them inert until rebooted by their
Action Pt 2 warrior commander. If the commander is subdued, Kleevs will enact their last order
HP 13 until given new commands. If the ship or command module from where they are be-
Weapons See equipment ing directed is disabled or destroyed, all Kleevs linked to it will go offline until a new
Armor 4 (Arm. Carapace) command module is linked to their systems.
PP – Special: Robots are artificial beings and are not subject to toxins or diseases that
Dmg Mod – only affect living organisms. They have no need to breathe, eat, or sleep and are no
affected by hard vacuum or low levels of radiation, heat, or cold.
Skills: Athletics 60%, Brawn 60%, Com-
bat Style: Plasma Weapons 65%, Evade Onboard equipment: Plasma rifle (Damage 2d6+1, Range 25/75/300, Capacity 24,
55%, Perception 55%, Unarmed 65%
Load 3, may use Sunder special effect, expend 3 shots to fire stream out to 8 metres
Demeanor: Kleevs have no personal- for 2d6 damage), lashing drill tentacles (Damage 1d6+1, Size M, Ignores 2 points of
ity at all, communicating only to the armor), multi-band scanner (allows scanning of multiple bands of electromagnetic
K’Taar warrior that leads them and they
spectrum and x-ray scanning), flight systems (move 10m).
can also transmit messages from their
commander
INT 2d6+4 (10) Dockhand: At any spaceport there are countless dockhands ready to handle cargo,
POW 2d6+4 (10) refuel ships, or assist mechanics to keep vessels flying. Dockhands have the follow-
CHA 2d6+4 (10) ing adjustments and additions: Comms 50%, Mechanics 55%, Pilot 50%, and Sensors
50%.
Move 6m
Farmer: The one constant among all cultures is the need for foodstuffs, and farmers
Action Pt 2 are the ones who do the hard work to ensure there is always something to eat. Farm-
HP 12 ers have the following skill adjustments and additions: Commerce 50%, Craft (choose
Weapons See equipment one) 55%, Knowledge: Horticulture or Veterinary 65%, Ride 55%, and Survival 50%.
Armor –
Equipment: Large tool or implement (Damage 1d6, Size M), worn uniform, late model
PP 10
wristcomp.
Dmg Mod –
to get those goods to consumers, whether in a small storefront or behind the desk of DEX 3d6 (10-11)
a billion trade unit corporation. INT 2d6+6 (12)
Space Trader: With the advent of space travel the landscape of trade changed dras- POW 3d6 (10-11)
tically, and space traders are the ones who ply the stars in search of new markets CHA 2d6+6 (12)
among alien species and displaced brethren. Space traders have the following skill
adjustments and additions: Astrogation 65%, Comms 55%, Computers 55%, Culture Move 6m
(choose two) 65%, Language (choose two) 65%, Pilot: Starship 55%, and Sensors Action Pt 2
55%. Space traders also have at least a light scout. HP 10
Equipment: Computer slate or wristcomp, various goods for sale. Weapons See equipment
Armor –
PP 11
Dmg Mod –
INT 2d6+6 (12) Pirate Captain: The scourge of the space lanes, pirates have evolved with the times
POW 3d6 (10-11) and now seek their ill-gotten fortunes by plundering lone ships deep in space. Pirate
CHA 2d6+6 (12) captains have the following skill adjustments and additions: Astrogation 65%, Deceit
75%, Endurance 60%, Gambling 60%, Pilot: Starship 65%, Stealth 55%, Streetwise
Move 6m 75%, and Track 60%. Pirate captains may also have mag weapons, a melee weapon
Action Pt 2 such as a sword or a molecular blade, and a small robotic animal companion.
HP 12 Ship Captain: From the smallest scout ships to massive freighters, a ship’s captain
Weapons See equipment helps keep the crew in line and the vessel on course. Ship captains have the following
Armor 2 (Reinforced Uni.) skill adjustments and additions: Astrogation 70%, Pilot: Starship 75%, and Sensors
PP 11 65%.
Dmg Mod –
Equipment: Laser pistol (Damage 1d8+1, Range 10/30/120, Capacity 30, Load 3, ig-
Skills: Bureaucracy 55%, Combat Style: nore 2 points of armor), computer slate, tactical wristcomp, reinforced uniform.
Officer 60%, Comms 60%, Drive 60%,
Evade 60%, Influence 75%, Insight 65%,
Knowledge: Tactics 70%, Oratory 70%,
Perception 65%, Willpower 70%
INT 3d6 (10-11) Soldier: War never changes, and because of that there will always be a need for brave
POW 2d6+4 (10) individuals willing to fight for their planet, country, or beliefs. Soldiers have the fol-
CHA 2d6+4 (10) lowing skill adjustments and additions: Athletics 65%, Combat Style: Soldier 65%, De-
molitions 55%, Evade 65%, First Aid 50%, Knowledge: Tactics 50%, and Survival 60%.
Move 6m Soldiers are usually equipped with mag or laser rifles, combat knives, two grenades,
Action Pt 2 and they wear combat armor (armor rating 5).
HP 12 SWAT Officer: With the advent of advanced weapons and armor, security forces need
Weapons See equipment people trained in special tactics to deal with the most dangerous threats. SWAT of-
Armor 3 (Light Tactical) ficers have the following skill adjustments and additions: Athletics 65%, Combat Style:
PP 10 SWAT 65%, Demolitions 65%, Evade 60%, Lockpicking 55%, and Stealth 65%. They are
Dmg Mod – usually equipped with mag shotguns, two flash grenades (Endurance check or blinded
for 1d6 rounds for all in 4 metre radius), and tactical body armor (armor rating 6).
Skills: Athletics 50%, Brawn 55%, Com-
bat Style: Security Agent 55%, Drive Equipment: Mag pistol (Damage 1d8, Range 20/100/200, Capacity 12, Load 3), baton
55%, Endurance 55%, Evade 55%, In-
(Damage 1d6, Size M), flashlight, communicator, light tactical armor.
sight 60%, Perception 60%, Streetwise
45%, Willpower 55%
Warbot: Battlefields are the most dangerous places in the galaxy, and some govern- Action Pt 2
ments are working to use combat robots instead of endangering living beings, or to HP 13
supplement regular troops. Warbots have the following skill adjustments and addi- Weapons See equipment
tions: STR 14 (2d6+8), CON 16 (2d6+10), SIZ 16 (2d6+10), Hit Points: 16, Brawn 75%, Armor 4 (Armored Shell)
and Combat Style: Warbot 70%. Warbots are often equipped with integrated pulser PP –
rifles, micro-missile launchers (Damage 2d8, Range 50/200/500, Capacity 8, affects 4 Dmg Mod –
metre radius), gravity mauls (Damage 2d6+1d2, Size L), and reinforced armor (armor
Skills: Athletics 60%, Brawn 65%, Com-
rating 10). bat Style: Security Robot 65%, Endur-
On-board Equipment: Cussor pistol (Damage 1d8, Range 4/12/50, Capacity 10, Load ance 75%, Evade 55%, Insight 50%, Per-
ception 70%, Sensors 65%, Track 50%,
3, knockback), Stun Stick (Damage 1d6+1d2, Size M, stun effects), sensors (infrared
Willpower 50%
and motion).
Demeanor: Security robots are outfitted
Special: Robots are artificial beings and are not subject to toxins or diseases that with the bare minimum personality pro-
only affect living organisms. They have no need to breathe, eat, or sleep and are no tocols, interacting only when necessary
affected by hard vacuum or low levels of radiation, heat, or cold. and presenting as cold and emotionless
in most situations
POW 2d6+2 (8) Labor Bot: Working as cargo haulers in shipyards and factories, labor bots are de-
CHA 3d6 (10-11) signed to serve as mobile, automated forklifts to aid in transporting cargo and equip-
ment. Labor bots have the following skill adjustments and additions: STR 31 (3d6+20),
Move 6 m (Flight 10 m) CON 25 (3d6+14), SIZ 25 (3d6+14), DEX 8 (2d6+2), INT 8 (2d6+2, CHA 6 (2d6), Hit
Action Pt 2 Points: 25, and only the skills Brawn 85% and Endurance 85%.
HP 10
Mechanic Bot: Sometimes it takes a machine to repair a machine, and mechanic bots
Weapons See equipment are programmed to fix nearly anything. Mechanic bots have the following skill adjust-
Armor 2 (Polymer Shell) ments and additions: Brawn 55%, Computers 60%, Craft (any two) 65%, Electronics
PP – 65%, Engineering 55%, Mechanics 65%, and Sensors 60%. Mechanic bots also have
Dmg Mod – more intricate built-in tools.
Skills: Computers 50%, Courtesy 65%, On-board Equipment: Scanner (allows scanning of multiple bands of electromag-
Culture (choose two) 65%, Evade 50%, netic spectrum and x-ray scanning), built-in general toolkit, holographic display, flight
Endurance 50%, First Aid 55%, Influ-
systems (move 10 m).
ence 65%, Insight 55%, Knowledge
(choose two) 60%, Language (choose Special: Robots are artificial beings and are not subject to toxins or diseases that
two) 60%, Oratory 60%, Perception 55%, only affect living organisms. They have no need to breathe, eat, or sleep and are no
Willpower 50% affected by hard vacuum or low levels of radiation, heat, or cold.
Demeanor: XO robots are programmed
to be congenial and friendly to their as-
signed crew, and they are also designed
to help facilitate communication among
different species
Hacker: Computers have become an integral part of the galaxy, and hackers have INT 2d6+6 (12)
mastered the art of accessing them. Hackers have the following skill adjustments and POW 3d6 (10-11)
additions: Comms 65%, Computers 75%, Culture: Dataweb 70%, Deceit 60%, Electron- CHA 3d6 (10-11)
ics 65%, and Insight 55%. Hackers usually have a customized computer slate based
on their area of expertise. Move 6 m (Flight 10 m)
Mechanic: Vehicles and star ships break down or need upgrades, and mechanics are Action Pt 2
the ones who tinker and patch up whatever needs it. Mechanics have the following HP 12
skill adjustments and additions: Brawn 55%, Craft: Starship or Vehicle 65%, Drive 55%, Weapons See equipment
Electronics 65%, Mechanics 70%, Pilot 50%, and Sensors 65%. Armor –
PP 11
Equipment: Tool kit, computer slate, wristcomp.
Dmg Mod –
INT 2d6+3 (9) Mercenary: Soldiers for hire for whoever has the money, mercenaries are often ex-
POW 2d6+2 (8) military and have more training and focus than regular thugs. Mercenaries have the
CHA 2d6+2 (8) following skill adjustments and additions: Athletics 60%, Brawn 60%, Combat Style:
Mercenary 65%, Demolitions 55%, Evade 60%, First Aid 55%, Stealth 50%, Survival
Move 6m 55%, and Willpower 55%. Mercenaries usually have light combat armor (armor rating
Action Pt 2 4) and a mag rifle.
HP 12 Raider: Making up the crews of pirate vessels, raiders are undisciplined and poorly
Weapons See equipment armed but in numbers they are dangerous. Raiders have the following skill adjust-
Armor – ments and additions: Astrogation 45%, Comms 45%, Evade 55%, Gunnery 55%, Pilot:
PP 8 Starship 50%, and Sensors 50%. Raiders often wear piecemeal armor (armor rating 3)
Dmg Mod – and they may be equipped with laser pistols, mag rifles, or molecular blades.
Skills: Athletics 50%, Brawn 55%, Com- Equipment: Mag pistol (Damage 1d8, Range 20/100/200, Capacity 12, Load 3), Club
bat Style: Thug 55%, Drive 50%, Endur- (Damage 1d6, Size M).
ance 55%, Evade 45%, Streetwise 50%,
Willpower 45%, Unarmed 55%
SPEED 12 Weapons –
SIZE 50 Dimensions L: 4 m W: 2 m
Weight 1.5 ton
Lift Cycle
A light, fast lift vehicle for one or two people
SPEED 15 Weapons –
SIZE 30 Dimensions L: 3 m W: 1 m
Weight 0.5 ton
Lift Truck
A larger, heavy lift vehicle used for transporting goods and materials
SPEED 10 Weapons –
SIZE 70 Dimensions L: 6 m W: 2 m
Weight 4 ton
Cockpit 2
Hit Points 45
Crew 4
Shields 6
Weapons 1 (Laser, damage 1d6)
Armor 2
Engine 8 (Thrust Rating 560)
Weapons Laser (1d6)
Maneuver 8 (Thrust Rating 320)
Apps Nav +10%
Cargo 20
Hit Locations Cockpit 01-04
Hyperspace 2*
Crew 05-12
Weapons 13-19 Shields 6
Engine 20-39 Armor 2
Maneuver 40-55 Apps Navigation +10%
Cargo 56-89
Hypersp. 90-00 * 50 light years per jump, fuel for 400 light years of jumps
Cockpit 1
Hit Points 6
Crew –
Shields 6
Weapons 2 (Pulse Laser, Torpedoes x4)
Armor 2
Engine 2 (Thrust Rating 140)
Weapons Pulse Laser (1d8)
Light Torpedoes Maneuver 1 (Thrust Rating 100)
(2d8) Cargo Personal Gear
Apps Target +10% Hyperspace –
Hit Locations Cockpit 01-20 Shields 6
Weapons 21-40 Armor 2
Engine 61-80
Apps Targeting +10%
Maneuver 81-00
Cockpit 4
Hit Points 80
Crew 20 (8 crew, 12 boarding troops)
Shields 10
Weapons 5 (Pulse Lasers x4, Torpedoes x12)
Armor 8
Engine 10 (Thrust Rating 1000)
Weapons 4 Pulse Laser
Maneuver 10 (Thrust Rating 1000) Cannons (1d8)
Cargo 30 Torpedoes (3d6)
Hyperspace 1* Apps Sensors +10%
Shields 10 Targeting +15%
Cockpit 4
Hit Points 70
Crew 6
Shields 10
Weapons 2 (Dual Pulse Laser, Torpedoes x8)
Armor 6
Engine 8 (Thrust Rating 70)
Weapons Pulse Laser (2d8)
Maneuver 8 (Thrust Rating 100)
Torpedo x8 (3d6)
Cargo/Other* 40
Apps Nav +10%
Sensors +10% Hyperspace 3**
Target +10% Shields 10
Hit Locations Cockpit 01-04 Armor 6
Crew 05-12 Apps Navigation +10%
Weapons 13-19
Sensors +10%
Engine 20-39
Targeting +10%
Maneuver 40-55
Cargo 56-89
Hypersp. 90-00 * 20 tonnes cargo, sick bay, hangar for two lift bikes and
ATV, launch for two Ranger drones
** 100 light years per jump, fuel for 800 light years of jumps
I also want to express my gratitude to Bill Yon and Dave Cunningham for all their help
in editing and their input on Elevation, and additionally Steve Burk and Rob Colondo
for their suggestions and support along the way.
Most of all I want to thank my fantastic wife Jenn for putting up with all my late nights
of writing and her support, love, and encouragement, and my amazing daughter Vic-
toria for helping to keep my imagination alive every day.
Finally, I would like to thank the early readers team for providing valuable insights:
Brian Ashford, Michael Beck, Rickard Falk, Robert Graves, Viktor Haag and Emilio Ser-
vidio.
GET THE PLAYER’S KIT FOR ELEVATION:
» Starseeker deck plans and starship sheet
» Pre-generated characters
FREE DOWNLOAD
https://bit.ly/2WZLVs1
INTRODUCTORY SCENARIO FOR ELEVATION
FREE DOWNLOAD
https://bit.ly/2K9lkCH
SCI-FI MYSTERY IN THE 1920s
‘Oh, shit. Haven’t read it from a to z, but i think i’m in love. Looks really neat! ’
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