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- SMUGGLER'S RUN(c) TECHNICAL MANUAL
- Version 1.02
-
- by M. W. Martin
- JANUARY 1994
-
- (c)1993 Distant Vistas. All Rights Reserved
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- Distant Vistas
- Post Office Box 90993
- City Of Industry, CA 91715-0993
- (818) 336-9994 12pm-6pm Pacific Time
-
- * * * * * * T A B L E O F C O N T E N T S * * * * * *
-
- INTRODUCTION
- The Smuggler's Role..................................................... 1
- It's Not Just A Job..................................................... 1
-
- A BRIEF HISTORY OF THE CORE
- You Are Here............................................................ 2
- Early History............................................................3
- Middle History...........................................................3
- Current History..........................................................3
- The Advantages Of Neutrality.............................................4
-
- HOW TO PLAY THE GAME
- Turn Phases............................................................. 5
- Completing Your Turn.................................................... 5
- Please, Have Fun........................................................ 5
- Your Reputation......................................................... 5
- Your Net Worth.......................................................... 6
- You're Under Arrest..................................................... 6
- What To Expect Out There................................................ 6
-
- CREATING A CHARACTER
- Nine Easy Steps To Creation............................................. 7
- Step 1: Choose Your Alien Species....................................... 7
- Step 2: Give Yourself A Name............................................ 8
- Step 3: Choose Your Gender.............................................. 8
- Step 4: Adjust Your Attributes.......................................... 8
- Step 5: Set Your Personality Flags...................................... 8
- Step 6: Adjust Your Skills.............................................. 8
- Step 7: Name Your Ship.................................................. 9
- Step 8: Purchase Your Equipment......................................... 9
- Step 9: Select Your Starting Equipment.................................. 9
- The Skills List......................................................... 9
-
- YOUR HAPPY CREW
- Selecting Your Crew.................................................... 12
- Making The Payroll..................................................... 12
- The Crew Professions................................................... 13
-
- THE SMUGGLER'S EQUIPMENT
- Using Equipment........................................................ 14
- Personal Weapons....................................................... 14
- Personal Armor......................................................... 14
- Miscellaneous Equipment................................................ 16
- Survival Equipment..................................................... 19
- Medical Equipment...................................................... 19
-
- THE SMUGGLER'S SPACESHIP
- Your Ticket To The Stars............................................... 21
- Spaceship Systems...................................................... 21
- Damaged Ship Systems................................................... 23
-
- GALACTIC ECONOMICS
- The Basics............................................................. 24
- Economics 101.......................................................... 24
- Buying And Selling Cargo............................................... 25
- Transporting Contraband................................................ 25
- The Supply And Demand Formula.......................................... 26
- The Cargomaster's Guild................................................ 26
-
- ORDERS: HOW TO DO THINGS
- Entering Your Orders................................................... 27
- The Turn Orders........................................................ 27
-
- THE 7 ALIEN SPECIES
- The Terran............................................................. 34
- The Brogian............................................................ 35
- The Gecko.............................................................. 36
- The Mechbot............................................................ 37
- The Piil............................................................... 38
- The Rhesian............................................................ 39
- The Zephyr............................................................. 40
-
- APPENDICES
- Appendix A: Items For Sale............................................. 41
- Appendix B: Cargo Lists................................................ 42
- Appendix C: Ship Types................................................. 43
- Appendix D: Sample Names............................................... 44
- Appendix E: Exploration Log............................................ 45
- Appendix F: Summary Of Orders.......................................... 54
- * PAGE 01
- >>> INTRODUCTION
- SMUGGLER'S RUN is an open-ended play-by-mail adventure game that takes
- place in the far off future in a galaxy that may or may not be quite unlike
- our own Milky Way. You should have fun playing this game. You will not win
- any fantastic prizes. There will be no automobiles or shiny new microwave
- ovens... only fun. Just exactly what a play-by-mail game is will be
- explained later. For now, read on.
-
- The Smuggler's Role
- You're a smuggler in a distant outer space setting of extreme adventure
- and excitement, called The Core. There will be so much adventure and
- excitement, in fact, that you might very well die from it. But you'll have a
- spaceship, a crew and other equipment that you can use to help you accomplish
- your mission, which is the transport of cargo from one star system to
- another, hopefully for a profit. You'll even have a map to help you find your
- way around the galaxy. Each square on the map represents an area of space
- called a Quad, and there are 2,500 quads on the entire map, so The Core is a
- pretty big place, and it takes a long time for a small ship like yours to go
- from one end of the galaxy to the other.
-
- The life of the smuggler is full of action and danger. You might be
- transporting a cargo load of unrefined radiates to a star port near
- Betelgeuse. Or perhaps a shipment of beer, ale and wine to thirsty asteroid
- miners off Rigel. Sounds easy, right? Well, not quite. With all of the trade
- tariffs, taxes and other really annoying restrictions imposed by The Empire,
- it's getting almost impossible to make a decent profit and still have a good
- time. So most smugglers barely scrape by to make a living and keep up with
- starship repairs and other expenses.
-
- It's Not Just A Job...
- If you really want to get ahead and have more fun than is probably
- healthy for you, you'll have to take on a second cargo. One that's small,
- easily concealed and, most likely, very illegal. Contraband is where the real
- profits lie, and it takes the form of artifacts, weapons, drugs; almost
- anything that The Empire restricts. Of course, this cargo is very valuable
- and dangerous to transport.
-
- But before you can even get a shipment of contraband, you need to make a
- contact for the cargo. Dealing with the underworld and other shifty
- characters is a necessary part of the smuggler's job... and a dangerous one
- at that. You never know who you can trust, but you can always count on your
- trusty laser to get you out of a jam. You can make contacts by frequenting
- the gambling casinos, bars and taverns whenever you make planetfall. Contacts
- can get you illegal cargo, special equipment... profitable jobs. Of course,
- once you enter the world of the black market, you make friends for life.
- Literally.
-
- The more frequently you visit any particular planet, the more familiar
- you can become with it, it's people and its places of interest. You will use
- your street smarts to help guide you through your city adventures, and many
- of your skills will come in handy. It is wise to be prepared to protect
- yourself in the event of a double-cross, and although they aren't common,
- they do occur. But if this all sounds too dangerous, you can always stick to
- transporting regular cargo, but it's not nearly as profitable or as much fun.
- But wait, there's more!
- * PAGE 02
-
- Thieves abound, waiting to rob you blind. They won't actually steal your
- eyes or anything, but they will run off with all of your cargo, if given half
- a chance. There's all kinds of things out there trying to rip you off. Even
- kill you! Competitors, the mob and tax collectors all want a piece of the
- action. And if you get past them, there's always Imperial Customs agents to
- deal with. And in between all of this awaits the hazardous journey through
- space, which is another story altogether. Pirates, other smugglers, space
- storms... it's a hard way to make a living, but it's steady work.
-
- And you can make life easier if you get yourself a competent crew. It's
- true that you'll have to pay them to keep them happy, but a happy crew can be
- worth its weight in QPs. A skilled engineer, a tough mercenary or a savvy
- doctor can help your company succeed and prosper. Just be careful who you
- hire, and trust nobody! Some smuggler's prefer the route of the lone trader,
- quietly slipping from planet to planet without any help at all, while others
- prefer to maintain a full ship's crew. It's all up to you.
-
- >>> A BRIEF HISTORY OF THE CORE
-
- You Are Here
- The Core. It's big. Really big. Did we mention just how big it is? We're
- talking budget deficits. You can't count the stars in a lifetime, it's so
- big. Vastly, hugely big. Gargantuanly mightily humungously largely big. An
- immensely gigantic region of space, populated by trillions and trillions of
- sentient beings... all just trying to survive. Trillions! Now that's big,
- too.
-
- In this vast, big, huge, monstrous cosmos, a few stout beings lead the
- fight against the tyranny and oppression of The Empire. Not to mention the
- badness, the meanness, the nastiness and the just plain rotten sportsmanship.
- These valiant rebels fight to keep the Imperial forces from overwhelming the
- masses and clamping down an iron fist of total domination, but The Empire's
- grip is ever tightening. These beings work hard to keep the last bastions of
- freedom and capitalism alive. They strive day in and day out to give hope to
- those who are in the midst of a tyrannical dictatorship. But you're not one
- of them. You're a smuggler, and you're interested in making profits, not
- peace.
-
- Early History
- In early historical times, the semi-intelligent Terrans of the Sol star
- system were the first to develop advanced interstellar space flight
- technology. This new ability, plus a naturally greedy, selfish and
- materialistic nature, led them to off-world colonization and exploitation of
- the local galactic arm. Then, late in the 21st century, the United Government
- Of Earthlings was formed in an emergency response to recent subspace contact
- with two alien species; the Rhesians and the Zephyr.
-
- Interstellar trade between the Rhesians and the Zephyr had been
- flourishing for a number of years, and they had become powerful allies
- because they both had common enemies, the Gecko and the Piil. The Gecko were
- a militaristic lizardoid race who sought to enslave the Rhesians and Zephyr
- with the help of the Piil, a strange morphing blob-like species. These aliens
- had all developed limited interstellar technologies and had been warring
- amongst one another for quite some time. And it was during one of these
- skirmishes that the Terrans got their first glimpse of extraterrestrial life.
- And it scared the heck out of them.
- * PAGE 03
-
- Fearing the newcomers as a threat, the Terrans attacked the two warring
- groups with such force that they had no choice but to surrender. Excited at
- their obvious military superiority, they then went on an anti-alien war
- campaign that lasted for two-and-a-half centuries. Massive global invasions
- and interstellar wars were fought against the four alien empires. The
- Terrans, with their virtually unlimited resources and military capabilities,
- had little difficulty in establishing total rule throughout the galaxy. With
- the four alien races under martial law, resistance was rampant, but useless.
- Thus was the beginning of the glorious Empire Of Sol. Not since the Great
- Gyrating Empire Of Cirinikus The Unsympathetic had the galaxy seen such a
- vast and expansive realm of oppression and tyranny.
-
- Middle History
- Centuries later, after The Empire had finally settled down and treaties
- between the five species were signed, the Brogians arrived. They were a
- vicious and hostile species who had been planning an invasion of the new
- Empire for many decades. Having come from the farthest reaches of the
- unexplored Wilder Places, they brought with them hoards of Mechbots, a
- strange mechanical race of beings who were very indifferent to galactic
- politics and basically just came along for the ride. Raging in and ready to
- unleash total and complete nuclear death on the still blossoming Terran
- Empire, the massive surprise attack was foiled when a young Brogian navigator
- mistook a 1 for a 7 on a badly handwritten piece of paper which supposedly
- contained the hyperspace destination coordinates for the command ships of the
- Brogian attack fleet.
-
- When the reinforcements arrived, they found, to their dismay, that nobody
- actually knew what the plan was or why they were there in the first place.
- And, seeing as how all the command ships had somehow mistakenly jumped into
- the center of a small white dwarf star somewhere in the vicinity of
- Aldebaran, they decided to settle the matter and immediately signed a treaty
- with the Terrans to prevent their total annihilation. That is all now
- ancient, unrecorded history. And history is, as you know, a thing of the
- past.
-
- Current History
- There have been many coup attempts, lowly peasant uprisings, poisonings,
- assassinations, shootings and tasteless jokes, but the Emperor has always
- managed to maintain his seat on the throne. Those who support the Emperor
- make up the legions of the Imperial Navy, and those who have the real power
- in The Empire are Terran. Because Terrans outnumber the rest of the alien
- races by 10 to 1 (due to an unbalanced preoccupation with mating), bigotry
- and prejudice are very common. The only non-Terrans who have any sort of
- clout in The Empire are employed as spies, insurgents and mail carriers. Even
- so, The Empire is running relatively smoothly, except for a few war-torn
- areas and hot spots.
-
- The Emperor himself is the sole and final authority in The Core. It is,
- however, said that the Emperor is ancient. Only great technology, wickedness
- and several aspirin each day keep him from the snapping jaws of death, but he
- is too wicked and clever to let anyone sit in his throne. So, he has created
- a tremendous bureaucracy to maintain his bloated empire, since he is often
- too run-down and testy to perform his imperial duties. The bureaucracy
- consists of the 12 Imperial Bureaus, each with its own jurisdiction and
- duties. The bureaus of the government are (in no particular order):
- * PAGE 04
- Navy and Postal Service Interstellar Customs
- Taxation, Economics and Finance Planetary Redevelopment
- Colonization and Relocation Alien Relations and Trade
- Reading, Riting and Rithmatic Law, Justice and Security
- Religion and Pseudoscience Medical Experimentation
- Redundancy, Red Tape and Redundancy Civil Service and Disposal
-
- It is this bureaucracy that runs the 50 colonized star systems in The
- Core. Some of the systems are more independent than others, but only those
- that are nearer to the edge of the known universe where The Empire has the
- least influence, and everyone is generally happier and more outgoing, like
- Wilder Places and The Colonies. The Empire does its best to maintain law and
- order, but it is difficult. Each planet is different from the others. There
- are desert planets, jungle worlds and even planets with toxic atmospheres,
- where the inhabitants must wear special breathing apparatus and smoking is
- absolutely prohibited.
-
- Different species, cultures and societies must coexist in this turbulent
- environment, like the Terrans, the Brogians, the Gecko, the Mechbots, the
- Piil, The Rhesians and the Zephyr. But over the years, most people have
- learned to basically get along with each other and not fight. And so The
- Empire goes on.
-
- Recently, however, things have really gotten nasty. Nowadays, bribery and
- extortion are the only ways to stay within the boundaries of imperial law and
- order. Local officials, colonial governors and even mail carriers have fallen
- from grace into the corruption which is running rampant in the imperial power
- structure. An entire interstellar underworld has set up shop and operates
- across the length and breadth of the galaxy, loaning money to desperate
- smugglers and running the seedy gambling casinos. It's getting so that the
- imperial standard monetary unit, the QP, isn't worth a Betelgeusean Farthing
- anymore.
-
- And because of the tremendous size of The Core, the few legitimate
- authorities that do exist simply cannot govern effectively. So there are many
- places, especially on the fringes, where anything can be had... for a price.
- One such place was the legendary and secret pirate planet of Themthelgia,
- whose location was so well hidden that even the Office Of Interstellar
- Terraforming, a branch of the Imperial Bureau of Planetary Redevelopment,
- didn't know it was there. Which was really quite unfortunate and surprising
- for the Themthelgians, who were unexpectedly wiped out in a freak
- terraforming accident.
-
- The Advantages Of Neutrality
- But you don't want to take sides in this thing. You've got a business to
- run, a ship to maintain... and debts to pay. You can't go gallivanting around
- The Core fighting The Empire and being a do-gooder! Leave it up to someone
- else. Things will work out; they always have. Ever since you were knee-high
- to a Rigelian skraphosker, you've been dreaming of having your own ship; of
- visiting strange and exotic new worlds, encountering bizarre alien life forms
- and basically roaming about the galaxy with no real obligations or
- responsibilities. So load up your ship with cargo and choose a destination...
- there's gobs and gobs of QPs to be had and fantastic new places to visit!
- * PAGE 05
- >>> HOW TO PLAY THE GAME
-
- Turn Phases
- Each turn of play in SMUGGLER'S RUN consists of 2 phases. The first phase
- is the "Orders" phase. You fill out a turn card with up to 15 orders that you
- want your character to follow, and then you send in your turn card to us. A
- complete explanation of the orders should be listed somewhere later in this
- manual. The second phase is the "Turn Generation" phase, which is completed
- by our computer. Your orders are programmed and carried out by the computer
- and the printed results will be sent to you in the mail, along with a new
- turn card, an updated Character Status Sheet and your turn results. By the
- way, a turn represents 1 week in game time, so as a year of real time passes,
- a year of game time passes, too.
-
- Completing Your Turn
- There is 1 turn every week, so the pace is fast. But you may skip turns
- at any time without any penalty, so you can play at your own speed. This
- schedule should be easy to follow, and it will allow players to enjoy the
- game without worrying if the mail is going to be on time. If you do manage to
- send in your turn card late, then your turn will be held back until the next
- turn of play, at no charge to you, of course. You will not be penalized for
- being late, but the game situation will probably be different when your turn
- is played and the results might not be what you expected!
-
- The 1st turn of each month will include The Galactic Inquirer, our
- newsletter that includes the latest in economic information, intergalactic
- politics, stock market indexes and lively interviews with some of the
- galaxy's most interesting and notorious characters. There is a lot of
- information useful to the smuggler in The Galactic Inquirer. Look in it for
- clues and events that can shape the economic future. Planetary disasters, new
- discoveries, corporate mergers, presidential assassinations, labor strikes,
- advances in technologies and many other news tidbits can give you the edge
- you need to be a smuggler worth reckoning with.
-
- Please, Have Fun
- Remember always, your goal should be to have lots of fun, make lots of
- QPs, build a great ship, be the best being you can be, make others cower at
- the very mentioning of your name, and maybe even get to the top of one or
- more of the Standings Lists. There are three Standings lists, and they are
- sort of scorecards to show who is doing the best in the game.
-
- If you aren't on a standings list, it doesn't mean you aren't doing well.
- It can take a long time to get on a list, especially after many people have
- been playing for a long time. It takes patience and a lot of careful planning
- to succeed as a smuggler and make big profits, so don't expect to see your
- smuggler on a list for a while at least. The three lists are the Reputation
- List, the Net Worth list and the Demerits list. Your reputation, net worth
- and demerits are listed on your character status sheet. They will change with
- time based on your performance in the game.
-
- Your Reputation
- The Reputation List is for those who have really been around, gotten
- into lots of fights and survived. Every time you kill someone or win in
- ship-to-ship combat, your reputation goes up a notch. That is to say,
- whenever you off someone into the great unknown, people will respect you for
- it. Life's cheap. Real cheap. So the more you fight and succeed, the better
- your reputation will proceed you, and beings will generally mess with you
- less often.
- * PAGE 06
- Your Net Worth
- The Net Worth List is for the investor at heart. The money grubber. The
- tightwad. The greedy b*st*rd. This includes the assessed value of your ship,
- all of your cash, and any stocks owned. Cargo is not included because of its
- instability on the open market. This value is a measure of your relative
- success and affluence. The Empire looks at your net worth when calculating
- various taxes and fees. You must have a minimum net worth of 10,000,000 QPs
- to make it on this list.
-
- You're Under Arrest
- The Demerits List is for the aspiring outlaw. If you're into attacking
- innocent ships, then you're getting into a risky business. If you blow up a
- legitimate ship, then there's not much that can be done to you since there
- won't be any witnesses. But if the spacecraft manages to get away, and if
- they report your actions to the authorities, you will get a demerit on your
- pilot's license. The Empire deems un-provoked attacks as a criminal act.
-
- And what that means is that attacking peaceful ships is a crime. If your
- demerits ever reach 25, you are more likely to be attacked by imperial ships
- as an outlaw. Anyone with 50 demerits or more is considered a pirate, and an
- enemy of the people. Pilots who frequently break the laws are dealt with by
- the Imperial Bureau Of Law, Justice and Security, often paying hefty fines
- and losing cargo shipments to the state. And people will basically not like
- you very much, either. You can reduce your demerits by actively attacking
- pirate ships, thus helping to rid the galaxy of excessive scum and villainy.
-
- What To Expect Out There
- It's an exciting and often dangerous universe. Use the Planetary Index
- on the back of your map for physical data on the planets, such as atmosphere,
- predominant terrain and gravity. This information can help you figure out
- what might happen to you if you make planetfall without an envirosuit, which
- you shouldn't do. The more frequently you visit a planet, the more familiar
- you become with it. Bar hopping, gambling and snooping are all good ways to
- familiarize yourself with a planet and its inhabitants. Familiarity makes
- finding contacts for goods and services easier. You will start with
- familiarity for your home planet.
-
- You can use the Economic Page to find the current economic indicators for
- each planet. You can plan profitable trade routes by locating planets with
- high production values to buy cargo from and selling to planets with low
- production values. Also, you can look up the levels of influence that The
- Empire and the underworld have throughout The Core. The more influence The
- Empire has, the more lawful the planet is, and the more likely that you can
- get searched for contraband. And the more influence the underworld has, the
- higher the level of criminal activity. If both levels are relatively high,
- then there is probably a large element of corruption in the government. A
- good place to try some bribery, if you happen to get caught doing anything
- illegal! One very important note: A high Empire Level indicates an occupied
- planet or an imperial military stronghold. Melee weapons are the only weapons
- allowed on planets with an Empire Level of 7 or more, so you will
- automatically arm yourself with a melee weapon on these planets, if you have
- one. Are you confused yet? Well, if you are, it's not necessarily a bad
- thing. But relax... you're supposed to enjoy all of this.
- * PAGE 07
- >>> CREATING A CHARACTER
-
- Nine Easy Steps To Creation
- It's time that you designed your character, which will from here on be
- known as you. You must decide your species, gender, skills and other
- abilities. You can even give yourself a personality which will help to
- determine your actions during the game. As the game proceeds, and if you do
- well and don't get yourself throttled, you can improve your character by
- learning new skills, improving old ones and you can modify your ship.
- Everyone has 5 main attributes that describe their physical and mental
- capabilities, and they're listed below. Use the included Character Creation
- Sheet to simplify the task of creating yourself, along with the instructions
- below.
-
- Step 1: Choose Your Alien Species
- You are one of the 7 main species, and they each have advantages and
- disadvantages. Choose the species to which you belong. Your father was one,
- and most likely so was your mother. Since you are not just an average member
- of your species, you will be able to improve your attributes from the average
- ones listed in Table A. See "The 7 Alien Species" section for details about
- each alien.
-
- Table A: The Attributes For The Alien Species
- AGI STR TOU MEC PER
- Terran.................... +0 +0 +0 +3 +0
- Brogian................... +0 +3 +1 -1 +0
- Gecko..................... +2 +2 +0 +0 +0
- Mechbot................... +0 -1 +3 +1 +0
- Piil...................... +0 +0 +0 +0 +0
- Rhesian................... +3 +0 -1 +0 +1
- Zephyr.................... +1 -1 +0 +0 +3
-
- Agility [AGI]: Your dexterity, speed and deftness. This is a very
- important attribute for fighting of all kinds and anything requiring manual
- dexterity. You will most definitely get into fights. Lots of fights. Bar
- fights, street fights, gun fights, knife fights... you name it. A high
- agility can help you live to fight another day.
-
- Strength [STR]: This is power, raw physical strength and stamina.
- Strength helps you do extra damage in melee combat, and also helps you to
- brawl and look really big and nasty. The stronger you are, the more damage
- you can take in fights.
-
- Toughness [TOU]: Your constitution, ruggedness and ability to take
- damage. Both Strength and Toughness are used to calculate how much life you
- have in you. Also, it helps you resist poisons and toxic substances,
- radioactive stuff and hostile environments.
-
- Mechanics [MEC]: The innate ability to use mechanical machines, such as
- spaceships, medical kits and the like. The majority of machines in the galaxy
- were invented by Terrans for use by Terrans, so they have an affinity for
- machine use. Mechbots, being machines themselves, also have some of this
- natural ability, whereas Brogians are generally inept.
-
- Perception [PER]: This is awareness and observational skill. Perception
- is used when you are dealing with other beings. Bribery, gambling and con are
- just a few examples of the crucial skills that are affected by your
- perceptive abilities. And perception will be a bonus when haggling for cargo.
- * PAGE 08
- Step 2: Give Yourself A Name
- You can use up to 40 letters. Be creative with the name. A list of sample
- names has been included in Appendix D to help you see how different alien
- names are constructed.
-
- Step 3: Choose Your Gender
- All the aliens in this game are either male or female, usually reflecting
- the gender of the player. It really doesn't affect your abilities in any way,
- it's just a way to personalize yourself.
-
- Step 4: Adjust Your Attributes
- You have 6 Build Points (BPs) to spend to improve your attributes, which
- start at the average level for your species. Table B shows how much it costs
- to raise an attribute. Any points left over will be converted to Victory
- Points (VPs) for development of skills. To add 1 to any attribute costs 1 BP,
- to add 2 to any attribute costs 3 BPs, and to add 3 to any attribute costs 6
- BPs. Build Points spent are not cumulative, so you can't spend 1 point three
- times to add +3 to an attribute. Each point that is not spent is converted to
- 50 VPs for use on skills. An example: Yorg K'Kirka, a Brogian, starts with a
- STR of +3, a TOU of +1 and an MEC of -1. He spends three BPs to add 2 to his
- STR, making it +5, one BP on TOU making it +2, and one BP on MEC raising it
- to +0. He then uses his last BP to get 50 extra VPs for his skills. Once you
- settle on your attributes, that's it. You cannot improve attributes the way
- that you can improve skills. The maximum level for any attribute is +6
-
- Table B: Attribute Adjustment For New Characters
- Build Point Cost...... 1 point 3 Points 6 Points
- Raise Attribute By.... +1 +2 +3
-
- Life Points (LPs) are used to determine how much damage you can take
- before dying. Your LPs are calculated by the formula ([Strength + Toughness]
- x 5) + 50. Lost LPs are regained by healing, either naturally or by the use
- of technology and medicine. Your current LPs total is called your Health. It
- is listed after Life Points on your Character Status Sheet.
-
- Step 5: Set Your Personality Flags
- There are 7 personality flags that you must set for yourself. They
- describe your likes and dislikes and they are listed on your Character
- Generation Sheet. Each flag must be given a number from 0 (something that you
- really won't do if you can avoid it), to 4 (something that you do every
- chance that you get). The CF order can be used to change your flags. See the
- CF order in the Orders section later in this book for more details.
-
- Step 6: Adjust Your Skills
- You have 300 Victory Points to spend on skills. If you didn't spend all 6
- of your Build Points on your attributes, then you get an additional 50 VPs
- for every Build Point that you have left over. Once a skill has been
- acquired, you can improve it. All of your skills start at level -2, which
- means that you are "Unskilled". When you do something unskilled, you are
- working with a handicap. Once you learn a skill, it goes from -2 to +0, so
- you become "Skilled". The maximum for any skill is +6. You can select as many
- of the skills as you want, as long as you have enough VPs to spend. To buy a
- new skill at +0 costs 10 points. If you want to increase the skill to +2, for
- example, you would have to spend 20 additional points for level +1, and then
- another 40 points for level +2. Your total cost would be (10 + 20 + 40), or
- 70 Victory Points. You cannot skip skill levels. Refer to Table C for
- complete information on skill costs. Any Victory Points left over are
- converted to 100 QPs each, which can be spent at your leisure.
- * PAGE 09
- Table C: Skill Adjustment Chart For New Characters
- Skill Level...... +0 +1 +2 +3 +4 +5 +6
- VP Cost/Level.... 10 20 40 80 160 320 640
- Total Cost....... 10 30 70 150 310 650 1270
-
- Step 7: Name Your Ship
- You can use up to 40 letters. You can change the ship's name any time you
- want to using the Modify Ship order, explained in the Orders section below.
- Changing the name of your ship costs 100 QPs for registration fees and taxes.
-
- Step 8: Purchase Your Equipment
- You will be given an Envirosuit and 12,000 Imperial QPs to buy yourself
- some equipment, plus 100 QPs for every Victory Point left over from your
- creation. You can carry any number of items with you, as long as it isn't
- more than your carrying capacity. Carrying capacity can be calculated by the
- following formula: (Strength x 2) + 12. So someone with a strength of -1
- could carry ((-1 x 2) + 12), or 10 items. And so on. You can shop from the
- Items List in Appendix A and buy up to 9 items at the listed base price. Once
- you enter the game, prices are affected by the usual bargaining and haggling.
-
- Step 9: Select Your Starting Position
- Choose one of the following star systems as your starting location.
- You'll begin the game with your ship docked here. Select one: Alpha-Centauri,
- Antares, Benelnasch, Canopus, Diphda, Fomalhaut, Miaplicidus, Sabik, Shaula,
- Sol, Spica or Wezen.
-
- The Skills List
- Each skill is listed below in alphabetical order, with a complete
- description of the skill. Every skill has a primary attribute that affects
- the skill listed in brackets [ ] after the name of the skill. So, strength is
- the primary attribute used for brawling. Someone with a low strength will be
- less effective at brawling than someone with a high strength, assuming they
- are both equally skilled. The maximum level for any skill is +6. Skills are
- used automatically when needed.
-
- Admin [PER]: That's The Empire; one great, big bureaucracy. Taxes and
- other expenses can be avoided or reduced if you know a way through the red
- tape, and it's easier to deal with imperial bureaucrats and judges when you
- know the proper channels. It also makes getting special permits and licenses
- easier.
-
- Brawling [STR]: Every once in a while, you may get caught up in a bar
- fight. Brawling can be really useful here. In the crazed frenzy of a brawl,
- it's not unusual to have your wallet lifted, not to mention the injuries you
- can sustain. But if you can handle yourself well, you will probably come out
- of it in one piece, more or less. You may even find some "loose" change lying
- about.
-
- Con [PER]: This skill is used to con others into helping you get what you
- want. It is used often when attempting bribery, and can help when dealing
- with contacts. Perhaps you can con a merchant into giving you wholesale
- prices for that slightly illegal cargo you've been wanting, or maybe you can
- convince the local customs inspector that it really isn't illegal to
- transport covert electronics if you have a permit...
- * PAGE 10
- Dodge [AGI]: If you are in a tough situation, like getting shot at from a
- really angry Brogian, this may be the most useful skill you have. The better
- your dodge is, the more difficult it will be for anyone to hit you in a
- brawl, a melee fight or shootout. And that could lead to your survival of the
- many different encounters you will have in your travels.
-
- Electronics [MEC]: Your education gave you basic computer skills, but to
- really be able to use a computer system, you need this skill. Electronics is
- used primarily for making minor ship repairs and maintenance, and in
- assisting with spaceship piloting. Pilots who are skilled in electronics will
- often be able to avoid ship repairs and system failures by maintaining their
- ship's systems efficiently and preventing equipment failure.
-
- First Aid [MEC]: You are lying in a ditch. Your ankle is sprained. You're
- bleeding and it's starting to rain. It's been one hell of a day. Now it's
- time to sit back, relax and tend to those wounds. Well, more likely you've
- just been shot or stabbed or whatever and you are in need of immediate
- medical attention. You will need a Medical Kit, which you can purchase, and
- this skill to help fix those pesky injuries. The better you are at First Aid,
- the more Health Points you will recover.
-
- Gambling [PER]: Hit the casinos! Cheat if you like, but don't get caught.
- The casinos are run by mobsters, so be careful. Many gamblers have
- mysteriously disappeared not long after winning big at some of the more
- notorious casinos!
-
- Haggling [PER]: Haggling is especially useful when you are buying an item
- or a shipment of cargo. Some of the shopkeepers you will be dealing with are
- a little unscrupulous. Haggling can help you get a fair price for whatever
- you are buying or selling, and your profits will improve as you get more
- adept at using this skill. Interpret [PER]: This skill helps you to verbalize
- your thoughts, use appropriate gestures and generally get your point across.
- It is especially useful when buying and selling stuff. Each of the species
- speaks a different language, so a sort of "Trade Speak" has evolved over
- time. Almost everyone knows Trade Speak, but this skill lets you use body
- language and other gestures to add extra meaning and subtlety to your verbal
- exchanges.
-
- Lasers [AGI]: These days, you have to protect yourself from the dangers
- of everyday life, like thieves, brigands and the law. One of the most popular
- weapons in use today is the hand laser. But this skill is used for all guns
- and pistols, including the handy pip laser.
-
- Melee [AGI]: Forgot your hand laser? On a high security planet? Got your
- trusty sword handy? Good! This skill lets you use a melee weapon in combat to
- defend yourself or to attack a foe. Melee weapons are the only weapons
- allowed on planets with an Empire level of 7 or higher, so you do need to
- know how to use them if you are going to protect yourself. Remember, whenever
- you buy a new weapon, sell an old one, or lose a weapon, you will always arm
- yourself with the best weapon in your possession.
-
- Pilot [MEC]: Anyone can fly a spaceship. It's really very simple. But you
- don't just "fly" when you are being harassed by space pirates or The Empire.
- This kind of flying requires special talent and a certain flair with the
- console. Also, this skill is used in conjunction with Electronics to maintain
- all of your ship's systems.
- * PAGE 11
- Shields [MEC]: The effective operation of a ship's shield generator can
- mean the difference between victory and disaster. Although the computer's
- firmware helps operate the shields, nothing beats a highly skilled shield
- technician for fending off precise laser shots. And once your shields fail,
- your hull begins to take damage...
-
- Streetwise [PER]: A very important skill, Streetwise allows you to know
- your way about the seedier side of town, where much of your business will be.
- It is used for making contacts, getting contraband and having access to the
- underworld. Use it in conjunction with other skills like Admin, Con, Haggling
- and Interpret to get an edge on business transactions of all kinds. Also,
- Bigelow's Guide is a useful electronic street book that every wary traveler
- should have. It is chock full of useful maps and info bits that can help you
- get around in the vast cities of The Empire with great ease. You can purchase
- Bigelow's Guide at sleazier shops and magazine stands throughout the galaxy.
-
- Theft [AGI]: Pilfer, pillage, pinch and plunder. Agility plays an
- important role, so if you're bumbling and inept, don't bother or you'll
- probably lose a hand... or worse. You can also get into entanglements with
- the law if you get caught. But whenever you beat up or kill someone, their
- body usually ends up at your feet. And since it's there anyway, you might
- want to see if there's anything worth taking... just in case. And whenever
- you get knocked out, the same could happen to you!
-
- Weaponry [MEC]: Your ship has a laser cannon and fire control firmware
- installed, so this skill will come in handy. Even the best gun is pretty
- useless if you don't know how to work it correctly, and a good laser cannon
- is a must in a space dogfight. Ship combat can usually be avoided altogether,
- which is wise for beginners. But later on, when your ship is better, and your
- savvy has improved, you may want to dabble in ship-to-ship combat. It can be
- very profitable. You can be a pirate, or a pirate hunter. It's all up to you.
- You could also be dead real fast, or maybe you'll just loose your ship and
- all of your cargo. You'd better be sure you can handle it before you jump in
- with both feet...
- * PAGE 12
- >>> YOUR HAPPY CREW
-
- Selecting Your Crew
- There's really no method for correct crew selection. You simply hire the
- professionals that you think you need and that you can afford. A good crew
- can be as important to your success as a well maintained ship. It all really
- depends on how you decide you want your operation to be run. If you want to
- have a well-rounded crew, then you can hire several different pros with
- varied job descriptions. It is important to note that you can only hire one
- of each type of crew member. The table on the next page lists all of the
- different kinds of crew members, their base salaries and their abilities.
- Every crew member is rated on a scale from 1 (novice) to 6 (a real pro). A
- novice is someone who has the basic skills for his trade, and can often be
- helpful in assisting you on performing certain routine tasks. A pro might
- actually out-perform you in his abilities. Also, each crewman has his or her
- own personality quirks. These are similar to your own personality flags, and
- you will learn each crew member's oddities as time goes on. Greedy crew
- members will usually demand more money if they think they are worth it. Loyal
- members will stay by your side even in dire situations. Honest crew members
- won't embezzle from you. And cowardly ones will run away if things get too
- hazardous. Well, you get the idea. Sometimes personality conflicts within
- your crew will arise, but a good captain will deal with these kinds of
- difficulties with swift, yet fair decisiveness.
-
- Making The Payroll
- Each crewman must be paid a salary every turn . If you fail to pay a
- salary, then the crew member will abandon ship at the soonest possible time,
- starting with the least loyal, most greedy crew members. And if you owe
- money, you can expect trouble. Salary is based on the skill level of the
- individual, plus or minus a bit depending on various factors like greed,
- loyalty and profits. For example, the base salary of a level 3 Rogue is 800
- QPs per turn, but in can vary by as much as 15% either way. Every crewman
- will be paid his salary out of your personal funds automatically, so you
- don't have to worry about the messy little details. If a crew member decided
- to ask for a raise, then you can do one of two things: fire him or pay him.
- There's no room for negotiations here, which is why crew members rarely ask
- for raises unless they feel they really deserve them. All crewmen provide
- their own equipment and weapons. The order used to deal with crew members is
- the "HC" order. See the Orders section later for more information.
-
- Crew members can be beaten, robbed, stabbed, shot, killed and arrested
- just like you. As the owner of your ship, imperial naval law considers you to
- be the captain of your vessel, and as such you have a definite responsibility
- once you hire a crew. You can be held liable for any damages or destruction
- wrought by them, and so you must maintain a well-ordered and disciplined crew
- if you want to avoid trouble with The Empire. Again, until you fire a crewman
- or until he quits or dies, you will be responsible for things like bail,
- medical expenses and all other legalities. The maximum size of your crew is
- yourself plus 5 crewmen. Your ship can support 1 being per level of computer,
- so a ship with a level 3 computer can support a crew of up to 3 beings,
- including yourself.
- * PAGE 13
- The Crew Professions
- The Attorney Lvl Salary
- Yes, they do come in handy when the legal chips are 1 800
- down. Your attorney can arrange your bail when you get 2 1,600
- arrested, handle those messy administrative red-tape 3 3,200
- tangles, and generally interpret for you in many foreign 4 6,400
- lands. They can even help in financial negotiations of 5 12,800
- all kinds. Attorneys are skilled in admin, haggling and 6 25,600
- interpret.
-
- The Doctor
- Try as you might, you get injured being a smuggler. You 1 600
- get shot, stabbed, beaten and throttled. And all of 2 1,200
- those things can cause bodily harm, sometimes even 3 2,400
- death. In comes the handy doctor. Doctors can help you 4 4,800
- beyond the usual patch job of a medical kit and they 5 9,600
- even know how to call the hospital. Doctors are 6 19,200
- proficient in first aid.
-
- The Engineer
- Running your ship is no simple matter, so here's where 1 400
- an engineer would come in real handy. Although you 2 800
- often tinker with your ship and maintain its systems, 3 1,600
- an extra pair of hands can sure be valuable, especially 4 3,200
- during a hot space battle. Engineers are skilled at 5 6,400
- electronics, pilot, shields and weaponry. 6 12,800
-
- The Mercenary
- Probably the most popular crew member, mercs will always 1 1,000
- help you fight your battles, and are often fierce 2 2,000
- Brogians or Terrans. It is very unwise to be late paying 3 4,000
- a merc, because they are known for their bad tempers. 4 8,000
- The more loyal mercs will often fight to the death to 5 16,000
- protect the life of their captain. The mercenary is 6 32,000
- proficient in melee, lasers, brawling and dodge.
-
- The Rogue
- Being all-around street punks, rogues are good guys to 1 200
- take along on your planetary expeditions. They are 2 400
- streetwise conmen with a knack for stealing and 3 800
- pilfering. Although rogues are not often entirely 4 1,600
- trustworthy or honest, they will usually maintain 5 3,200
- loyalty when the profits are good. Rogues are very good 6 6,400
- with using con, gambling, streetwise and theft.
- * PAGE 14
- >>> THE SMUGGLER'S EQUIPMENT
-
- Using Equipment
- Each item includes an Item#, a simple description, a base cost and a
- production sector code. The Item# is for use with your orders so that you can
- refer to specific items when trading or using them. When you first create a
- new smuggler, you get a free Envirosuit, and then you may purchase up to 9
- additional items at their base costs. From then on, you will have to pay the
- normal price, whatever that might be, and you will typically haggle and
- bargain with another merchant for the best value. The final price of an item
- will depend on how well you can wheel and deal with the shopkeeper.
-
- Equipment can be stolen by thieves, lost while evacuating an exploding
- spaceship, or sold to a merchant. The production sector code (AGR, IND, MIN
- or TEC) of each item is listed after the item's description and base cost. It
- tells which area of planetary production will affect the item's availability.
- So TEC items will be more readily available on a planet with a high
- technology production than on one with a low production, and so on. Most
- items are used automatically, but a few must be operated or consumed using
- the Use Item order (see Orders section). These items have an asterisk ( * )
- after their name, and some of them, like the medications, can get used up.
- None of the drug, medicine or food items have any affect on the Mechbot
- species, but then Mechbots don't need to use envirosuits.
-
- Personal Weapons
- 01) Knucklethorn: A small, spiked weapon made from the cured thorny
- spines of the Danokan Guigvine bush. It is worn much like a glove, with the
- spikes and barbs protruding from the knuckles. It is a favorite weapon of
- the Brogian, because it causes lots of bleeding and is fun to use,
- although it doesn't actually do a great deal of damage. But in the hands
- of a Brogian, it is still a pretty useful weapon. (Cost: 12 QPs, AGR)
-
- 02) Plastoknife: This dagger is made of high impact plastic steel.
- Very light weight and impossible to detect using standard sensors, it is
- often used by terrorists, military personnel and postal workers for light
- combat and for opening letters and small packages. Most plastoknives are
- very ornately cast in a plastic-steel compound and have intricate designs
- engraved on them. (Cost: 15 QPs, IND)
-
- 03) Bladeshard: A weapon much like the scimitar, bladeshards are made
- from the curved crystals of Zenschezebar Quartz, which has been hardened
- using a secret process developed deep in the mine shafts of the planet
- Jo-Jumba. It is this hardening technique that makes the crystals
- shatterproof and extremely sharp. The damage done by the weapon is quite
- considerable, especially to unarmed opponents who often resemble Swiss
- cheese after the fight is over. (Cost: 35 QPs, MIN)
-
- 04) Dragontail: This is a serrated club made from the tail of the
- dreaded Draak lizard of Kochab. The tail is usually acquired by a brave
- hunter who hides in the bushes near a Draak lizard's lair, and, upon the
- lizard's exit for its evening hunt he surprises the unwary reptile with a
- large bowl of rice pudding. The poor creature succumbs to the horrible fate
- of this most appalling dish and subsequently loses its tail from the sheer
- terror of it all. The tail is then collected, cured and dyed lovely shades,
- and then sold on the open market. Draak lizards regenerate their tails during
- the mating season in early summer or late in spring. (Cost: 120 QPs, AGR)
- * PAGE 15
- 05) Plastosword: This long sword, made of plastic steel, was the most
- common weapon used for the Great Invasions of the Kappakaphkappians during
- their insurgent uprising against The Empire in 1291.70. It was unfortunate
- for the Kappakaphkappians, however, that the uprising only lasted for about
- 25 minutes, at which time the entire renegade army was sucked into a freak
- time vortex even before the imperial troops landed. Even so, plastoswords are
- used extensively in melee combat, and in military ceremonies and parades.
- (Cost: 250 QPs, IND)
-
- 06) Pip Laser: The laser has been highly refined into a small, hand-sized
- package that is both easy to carry and simple to fire. Since it comes in a
- great variety of fashion colors, you can always find one to match your
- outfit. The pip laser is the smaller cousin of the hand laser, the preferred
- weapon of the smuggler. (Cost: 500 QPs, TEC)
-
- 07) Nettle Gun: A small air pistol that fires tiny, piercing nettle-like
- projectiles at its target and causes the same kind of wounds as knucklethorns
- do, only more so. The nettles are actually created by the gun itself by
- sucking stray photons and electrons into the gun's nettle chamber and
- synthesizing the matter into very small globular clumps of ammunition, so
- there's never any need to reload the gun. (Cost: 2,500 QPs, TEC)
-
- 08) Hand Laser: A Powerful hand-held laser pistol, it is used throughout
- the galaxy, especially by smugglers and other undesirable types. The hand
- laser delivers a powerful blast of energy strong enough to blast a Terran
- into another plane of consciousness, often called death. All lasers get their
- power from HyperDyne's SolarKastic liquid gel solar bits, so they never need
- recharging. (Cost: 7,000 QPs, TEC)
-
- 09) Thunker Gun: This weapon fires a powerful blast of airified plasma at
- any target, and uses the same power source found in lasers of all types. The
- blast of air causes no bleeding, messy odors or unsightly stains, and usually
- only ends up crushing the victim's ribcage into a fine, powdery substance.
- (Cost: 15,000 QPs, TEC)
-
- 10) Laser Rifle: Exactly like a hand laser, only more deadly and bigger.
- (Cost: 24,000 QPs, TEC)
-
- Personal Armor
- 11) Leather Armor: Made from the hides of simple quadrupeds, this is the
- most basic armor that you can buy. Often studded with bits of steel for added
- strength, and highly decorated with exotic feathers and beads, it offers
- minimal protection for the wearer. (Cost: 500 QPs, AGR)
-
- 12) Monkey Armor: A more durable armor made from the hides of more
- complex quadrupeds, it offers finer protection to its wearer. The long tail
- on the backside is simply decorative and offers no real useful purpose, save
- to make the wearer look like a large monkey, hence the name. (Cost: 1,100
- QPs, AGR)
-
- 13) Plastic Armor: This is a lower grade of riot armor often used by
- backwater planetary police departments, whose budgets are usually so tight
- that you could fill one with bits of coal and in a week you'd have a Benarian
- megadiamond. The lightweight armor provides cheap protection and includes a
- very neat adjustable helmet with embossed chin strap. (Cost: 3,500 QPs, IND)
- * PAGE 16
- 14) Riot Armor: Better grade riot armor is used throughout most of The
- Core and its outer regions by the majority of imperial troops and local
- police alike. Plus, it provides cheap yet strong protection for a small
- amount of money, so it is favored by petty imperial bureaucrats and meddling
- equipment purchasers everywhere. (Cost: 5,800 QPs, IND)
-
- 15) Aluminite Armor: This is full body armor made from Aluminite, which
- is the strongest and lightest material in its class. It is manufactured on
- Earth, in the Sol star system, and the process is a well-guarded secret. It
- gives its wearer strong protection against the hazards of combat. (Cost:
- 13,000 QPs, MIN)
-
- 16) Plate Armor: Ancient design and modern technology have combined to
- create a heavy, yet lightweight, suit of armor that can withstand a great
- deal of abuse and still slice a ripe tomato so thin you can read the morning
- paper right through it. Plate armor is used by the imperial guard and other
- honorary military units, for, although it is certainly not the most
- protective armor available, it is one of the prettiest and is therefore well
- suited for elaborate ceremonies and parades. (Cost: 30,000 QPs, IND)
-
- 17) Plasteel Armor: Much better than plastic armor, plasteel armor is
- made of a revolutionary new compound composed of plastic, steel and tungsten
- filaments, interwoven with kevlar sheets and bits of sponge cake. This
- incredibly flexible material is comfortable to wear and easy to tailor.
- (Cost: 55,000 QPs, IND)
-
- 18) Aluminite II: Exactly like Aluminite Armor, but double-layered.
- 75,000 QPs, MIN
-
- 19) Broganite Armor: The preferred armor of the Brogian, it is often more
- expensive than most Brogians can afford. The protection is outstanding,
- allowing the wearer to take damage from even a laser rifle and walk away
- unscathed, sometimes. The armor uses self-powered actuators on all joints and
- limbs so movement is easy and natural, and no extra strength is required for
- operation. (Cost: 100,000 QPs, IND)
-
- 20) Force Shield: This device is worn on a belt and is very lightweight.
- It was first developed for very rich, fat, corrupt nobles who couldn't fit
- into any other kind of armor, and since they needed protection from assassins
- and the like, they had to resort to something else. It cannot be worn with
- another suit of armor because it must maintain a skintight field around the
- user to provide adequate shielding, and all other armors are too bulky. It is
- the armor of choice for assassins and tax collectors alike. (Cost: 250,000
- QPs, TEC)
-
- Miscellaneous Equipment
- 21) Bureau Vox: A bureau vox is a small, blue metallic device that is
- worn over the mouth of the user. The device maintains a polyglostic neural
- database of over 1,000,000,000 words, phrases, obscure edicts and laws which
- makes it extremely useful when talking with any bureaucrat. It helps to cut
- through red tape and bureaucratic nonsense in nothing flat. (Cost: 230 QPs,
- TEC)
-
- 22) Plastogloves: Simply put, these gloves are made of a highly flexible,
- invisible plastic polymer that becomes rigid upon impact. The upshot of this
- is that if you slug someone in the face while wearing the gloves, the damage
- will be substantially more serious than if you were using your bare hands.
- (Cost: 120 QPs, IND)
- * PAGE 17
- 23) Ooloorp Beast: The ooloorp beast comes from the great winding plains
- of Jetravartl in the Arcturian star system. They are small, reptile-like
- creatures, with six legs and earthy-colored scales. Sharp fangs adorn their
- small, voracious mouths, which they often use to greedily devour vichinkas
- (see Vichinka below). Their tendency to purr loudly and steadily while being
- stroked has the advantage of distracting anyone who you might happen be
- talking to into believing whatever you say is true, assuming that what you
- are saying is not outlandishly false. In other words, the ooloorp beast is a
- man's best friend. (Cost: 125 QPs, AGR)
-
- 24) Rubberoid Boots: Rubberoid is the generic term for a group of
- hyper-repulsive rubber polymers that were discovered when a Listorian
- materials scientist, who was working on a new skid-resistant surface coating
- for a large athletic shoe company, applied a small amount of the substance to
- the bottom of one of his shoes. When he lowered his foot to the ground, he
- was startled to discover that his left knee had been driven up through his
- skull and was fast working its way up through the third floor lavatory. Since
- then, the formula has been improved and a nanometer-thick layer on the bottom
- of a pair of boots makes the wearer an extra-bouncy and difficult target.
- (Cost: 350 QPs, AGR)
-
- 25) Hand Computer: This small device uses a holographic projection screen
- and hyperspacial data-links to access a world of information on vast
- intergalactic supercomputer databases. It also features a built in,
- four-function calculator and an internal modem. It is a very useful thing if
- you tinker with electronics, and it also assists in the piloting of
- spaceships. (Cost: 500 QPs, TEC)
-
- 26) Medical Kit*: This kit is made up of salves, bandages, aspirin and
- disinfectants, and is useful for first aid on cuts, abrasions and minor
- wounds. It works on all species except for the Mechbot. (Cost: 62 QPs, TEC)
-
- 27) Oddsbot: The oddsbot is extremely useful for the gambler, because
- aside from helping you to calculate the odds of any one of a billion
- different interstellar gambling problems, it can count cards, load dice, and
- even read the minds of up to 5 other sentient players with some level of
- accuracy. This obvious talent can dramatically shift the odds in your favor,
- and can also get you killed in any one of a billion different interstellar
- execution styles. (Cost: 4,200 QPs, TEC)
-
- 28) Vichinka: The vichinka is small, furry and cute. It is, in fact, so
- terribly and utterly adorably cute that many great thinkers consider it the
- most loathsome and despicable creature in the entire universe. Such theorists
- also tend to get a great deal of personal satisfaction and delight by feeding
- these vichinkas to packs of half-starved ooloorp beasts kept in small metal
- cages outside. The vichinka does seem to have one redeeming quality; its
- hypnotic eyes have a strange effect on the mind's ability to deal with
- numbers and so it is very useful to have one with you when you are haggling.
- (Cost: 50 QPs, AGR)
-
- 29) Polyvox Trans: Similar to the bureau vox, the polyvox trans is used
- to communicate with all sentient species, and helps you to relate to alien
- body language, alien gestures and common alien travel phrases, such as "When
- does the bus leave?", "How many QPs for that thing?", and "Where is the
- inter-species toilet located?". The polyvox trans can be used in conjunction
- with a bureau vox. (Cost: 1,200 QPs, TEC)
- * PAGE 18
- 30) Laser Sight: A simple device that can be used with any gun to
- increase your chances of hitting a target. It is connected to the gun's
- barrel and uses the existing power source to supply its diodes with the
- needed energy. (Cost: 5,000 QPs, TEC)
-
- 31) Sense Goggles: Although they look like ordinary sunglasses, sense
- goggles are actually very sensitive and accurate electronic sensor devices
- fitted into high quality sunglass frames with special crystalline lenses. Not
- only are they very hip and cool to wear, but they increase your ability to
- fight in melee combat by tuning in to subconscious hostility frequencies and
- linking them to your conscious mind, giving you better weapon control. (Cost:
- 725 QPs, MIN)
-
- 32) Copilot Robot: As the name implies, the copilot robot helps to fly
- your ship, work your shields and fire your weapon systems. All in all, it is
- probably the single most useful item you could own after your ship. They do
- tend to be neurotic, paranoid and egotistical, but other than that, they're
- lots of fun to be with. (Cost: 13,500 QPs, TEC)
-
- 33) Brown Paper Bag: This is another one of those mind-bogglingly useful
- items that a space traveler can carry with him on his journeys. There is an
- unwritten, unspoken law of the universe that, when stated properly, says that
- a being's brown paper bag is his own sanctuary from the outside universe. No
- other being can look in this bag, for to do so would be to tamper with the
- very fabric of the space-time continuum itself. What this means is not quite
- well understood by most people, but the result is that if you happen to put
- something into your brown paper bag that doesn't belong to you, there is very
- little chance that anyone will try to see what it is that you have stolen and
- you're more likely to get away with your pilfered loot. (Cost: 2 QPs, IND)
-
- 34) Bigelow's Guide*: A long time ago, a Terran named Barnabus B. Bigelow
- discovered that traveling throughout the universe would be a lot easier if
- someone wrote a book on how to do it. It is on this principal that he wrote
- his spectacularly best-selling sat-link book, "Bigelow's Guide To The
- Empire". The book is useful to tourists and sightseers, as it outlays what
- things can be found where, as well as current economic information and
- surplus cargoes available. Use Bigelow's Guide when docked at a planet or
- outpost to get info on cities you can visit or special orders you can use.
- Use a log to keep track of planetary information, including available goods
- and services. Services include cargo for purchase (PC) or cargo for sale
- (SC), gambling casinos (GA), training for improving skills (IS), loansharking
- (LS) and ship repairs (RS) or modifications (MS). You must be at a qualified
- city to use one of the above orders. Simply list the star system in the first
- column, the number and city in the second column, and check off the available
- goods and services. A check mark in Bigelow's Guide indicates that the
- service is available. No check mark means that you cannot get that service at
- the planet. You should keep track of this information in this log. However if
- you ever need to, you can use Bigelow's Guide on any planet to get the
- information about what you can do while there. The information on outposts is
- different. Use a section of the Exploration Log to record any special orders
- that you learn about on outposts. List the outpost name, location, and any
- additional parameters for the order. Not all outposts will have a special
- order associated with them. You cannot use the following orders on any
- outpost: CT, FU, IS, MS, PC or RS. (Cost: 300 QPs, TEC)
- * PAGE 19
- Survival Equipment
- 35) Envirosuit: This is one of the most important pieces of equipment you
- can buy, unless you're a Mechbot (in which case you don't need one), but
- every new character gets his first envirosuit for free. Many of the planets
- in The Empire are of a dangerous nature. Either their gravity is far too
- overpowering, or the atmosphere contains sulfuric acid, or the temperature is
- a bit on the extreme. An envirosuit will keep you warm and cozy no matter
- where you go in the galaxy. If you dock on a planet without an envirosuit,
- you could be severely hampered, depending on how inhospitable the place is,
- and you may even die. Use the Planetary Index to determine if a planet is
- hazardous. (Cost: 500 QPs, IND)
-
- 36) Flashlight: A small, tubular device powered by solar batteries. It
- emits a bright white light from one end and has a handy pocket clip on the
- other. (Cost: 5 QPs, TEC)
-
- 37) Lifecom: If you are seriously wounded in battle, this device might
- just save your life. Upon detection of an incapacitating wound, the device
- will notify local emergency rescue teams to whisk you off to the safety of an
- imperial hospital. There you will receive state-of-the-art medical treatment,
- for a nominal doctor's fee. The device uses the LifeLink service which must
- be maintained continuously. (Cost: 960 QPs, plus 50 QPs per turn to maintain
- LifeLink service, TEC)
-
- 38) Decoy*: All ships are linked to the Grid, which is a tremendous
- location/trajectory computer network run by the imperial space agency. For
- the convenience of everyone, all someone has to do is downlink your location
- from the network and they'll know exactly where your ship is at any given
- time. To avoid this, you can drop-launch a decoy. It will last for one turn
- and anyone who tries to find you will get the coordinates of the decoy
- instead, giving you time to escape. (Cost: 6,800 QPs, TEC)
-
- 39) Cold Biscuit*: Cold, stale and deeeelicious! (Cost: 3 QPs, IND)
-
- 40) Ale Flask*: Filled to the top with frosty ale. (Cost: 7 QPs, AGR)
-
- Medical Equipment
- 41) Deneban Salve*: The choice of most Terran doctors, this salve has
- been made by the Old Wandering Physicians of Deneb for centuries. It will
- heal serious wounds, but its effect can be quite unpredictable, sometimes
- curing only minor damage and other times healing great wounds. Deneban salve
- only works on Terrans. (Cost: 500 QPs, AGR)
-
- 42) Xenocilin Pack*: This strange-smelling drug is used by Brogians,
- Rhesians and Zephyr to heal wounds that are too serious for a simple medical
- kit. (Cost: 810 QPs, AGR)
-
- 43) Mechbot Parts*: This is the only recourse for Mechbots to use when
- they are wounded. The pack consists of various small diodes, gears, wires and
- the like, and can repair most damage that a Mechbot might receive in combat.
- (Cost: 120 QPs, TEC)
-
- 44) Kakanna Root*: This is a root extracted from the fertile soils of
- Chook'Tai in the Epsilon Aurigae star system. It is to be eaten raw, or if
- you prefer, boiled in hot water to make a light tea. The effect of this root
- is to increase your strength for a turn, but it will not raise your life
- points. (Cost: 5,000 QPs, AGR)
- * PAGE 20
- 45) Pulse Crystal*: Pulse crystals are mined in the radioactive quake
- zones of Nanoka in the Denebola star system. They have the peculiar and
- fantastic ability when swallowed to increase a being's perceptive
- capabilities beyond their normal levels. They crystal is, of course, passed
- through the system and digested in one turn. (Cost: 4,800 QPs, MIN)
-
- 46) Intellotab*: Your mechanics can be increased by taking one of these
- little green pills with water or Arcturian brandy. The pill will take effect
- immediately and will last for one turn. (Cost: 8,000 QPs, TEC)
-
- 47) Liquiflesh*: Before you go into a personal combat situation, you
- should use this stuff. It is contained in an aerosol can and one easy
- application increases your toughness for an entire turn. It has no effect on
- your life points. (Cost: 7,500 QPs, IND)
-
- 48) Hypodephalazine*: A synthesized compound made from the hair of the
- wild dog. It is put into a lozenge form and, when sucked on, it releases
- certain high-energy biodrens which increases the user's agility. Works for
- one turn. (Cost: 6,400 QPs, TEC)
- * PAGE 21
- >>> THE SMUGGLER'S SPACESHIP
-
- Your Ticket To The Stars
- As a new smuggler, you will be provided with a ship. A spacecraft of
- gleaming metal and shining lights. All sleek and brand-spanking factory-like
- new with polished control panels and chrome glitz all over its synthesized
- leather upholstered interior. Truly a work of fine craftsmanship down to the
- last detail in the externally modified fuel independent jumpdrive propulsion
- system. Here's what the latest magazine reviews had to say:
-
- "All sleek and brand-spanking factory-like new!"
- - Popular Mechbots Magazine
-
- "Truly a work of fine craftsmanship down to the last detail..."
- - Spacecraft Buyer's Almanac
-
- "...External modify hyper thing something much wonderful..."
- - Subspecies Traveler Monthly
-
- Your ship starts with all required ship systems at level 1. Your
- spaceship can be improved and modified with lots and lots of money, and you
- will probably want to tailor your craft to your own specific needs. Some
- smugglers might be more concerned with speed and efficiency, others want good
- weapons. And still others may need larger cargo bays or more powerful
- shields. In any case, modifying your ship is very important for the expansion
- of your business and increased profit margins. When your ship is damaged in
- combat, it can be repaired at your local starport, if it doesn't get blown up
- before you arrive. This also costs money, and the more damage you have, the
- more QPs it will cost to fix. You must maintain your ship using Pilot and
- Electronics skills, and this is done automatically every turn. Sometimes a
- ship system may become damaged or even fail and you will need a major
- overhaul, but if you are proficient with these skills, you can avoid many
- problems with proper systems maintenance and preventative repairs. But even
- the best pilot will have to shell out money every turn to keep his ship in
- good working order. Ship maintenance gets even more expensive with bigger
- ships, so when you have the chance, your best bet is to hire a good engineer.
- An engineer, along with good pilot and electronics skills, will help reduce
- your maintenance expenses substantially. Typical maintenance costs for a new
- ship and an inexperienced pilot run about 20,000 QPs per turn, but is free on
- your first 5 turns.
-
- You will use your ship to transport cargo back and forth throughout The
- Empire. It is the life's blood of your business and your key to adventure and
- galactic travel. Your ship is your friend, so treat it well and it will serve
- you for many years to come. Other ships you might encounter on your
- expeditions are listed in Appendix C.
-
- Spaceship Systems
- Ship Computer: The computer system maintains life support, navigation,
- communications and other vital data, as well as controlling all ship systems.
- The computer's level indicates the highest ship system level it can maintain.
- For example, a level 1 ship computer could only support a level 1 jumpdrive,
- a level 1 laser cannon or any other ship system. At level 6, the ship
- computer could handle any system level from 1 through 6. This obviously makes
- it the first ship modification you must make in order to improve other system
- modules.
- * PAGE 22
- Jumpdrive: This is the device that actually hurls your craft through
- space. Jumpdrives use advanced fuel technology to power themselves while in
- deep space transit, and a ship can hold 50 units of fuel, one unit allowing
- one jump, whatever the distance. The jumpdrive level indicates how many
- quads, times 2, it can traverse in one jump. For example, a level 1 drive can
- only go up to 2 quads per move, but a level 4 drive can move up to 8 quads
- with a single jump. So if you modify your jumpdrive, your ship becomes much
- faster and you can use fewer jump orders and less fuel to get from one system
- to another. You start with 12 units of fuel.
-
- Cargo Bay: Used to maintain cargo pods, they can handle up to the number
- of cargo pods equal to its level times 10. For example, a ship with a cargo
- bay size of 3 could carry up to 30 pods of cargo. A new ship can carry 10
- cargo pods since it only has a level 1 cargo bay. Bigger payloads means more
- money at the end of the line, but you sacrifice maneuverability for the added
- efficiency of your behemoth ship, and you're also an easier target for an
- enemy's sensors during ship-to-ship combat.
-
- Hull: The only protection between you and the cold, deadly vacuum of
- space is your ship's hull. Hull is always present, and it represents the
- armor of your craft. Without a hull, you would have great difficulty
- breathing the inhospitable nothingness of space. All ships have a minimal
- hull value of 20, but you can upgrade the material, giving your ship a better
- armor defense. This protection is very useful against laser cannons. Hull
- damage is cumulative and must be repaired sooner or later at a spaceport
- drydock. Every ship's hull has a base of 20 points of protection, and each
- level of hull is worth 10 points of additional protection. So, for example,
- a level 5 hull has 70 points of protection (20 Base + 50 Hull). Current Hull
- is listed after your Hull, and it lists the current points of protection
- left. If your Current Hull ever drops to 0, your ship will explode.
- Hopefully, you will make it to your escape pod before that ever happens!
-
- Laser Cannon: In order to survive the marauding pirates and brigands
- plying and ravaging the dusty space lanes, it is necessary that some sort of
- offensive measures are installed on your ship. The laser is the effective
- weapon of choice in these enlightened times, and the only effective defense
- against these powerful energy cannons is a good shield generator and someone
- who knows how to operate it. Each level of laser cannon power can do up to 5
- points of damage to shields or hull, so a level 3 laser cannon can do up to
- 15 damage points for each hit. Your laser uses internal power from your
- ship's engines.
-
- Maneuver Jets: Maneuver is a term astroengineers use to describe the
- ability of a ship to turn in outer space. Maneuverability is extremely
- important in close combat situations or when you are in the vicinity of any
- hostile ships. A ship's ability to maneuver is represented by the pilot's
- skill, the ship's retrothrusters which do the actual maneuvering, and
- dynamics firmware. Larger ships, such as the Herculean cargo barges of the
- Mizarian Trade Guilds, are less maneuverable than smaller, light freighters.
- The more maneuverable your ship is, the harder you will be to hit in
- ship-to-ship combat.
- * PAGE 23
- Sensor Array: These sensitive electronic devices enable your ship to find
- other ships. Once a ship is located with your sensor array, you will be able
- to determine at least some of the characteristics of the ship. This
- information is absolutely vital to your ship's computer for weapon and
- defense control. The better your ship's sensors are, the more accurate your
- lasers and shields. Sensors can do a Long Range Sensor Sweep during
- exploration. The range is 1 quad in every direction for levels 1 to 4, and 2
- quads for sensors of levels 5 or 6.
-
- Shield Generator: Shields are strong fields of energy used to ward off or
- lessen the effects of laser attacks. Shields come with shield control
- firmware installed in your ship's computer banks, and they are controlled by
- the pilot, aided with the ship's computer. Each level of your shield can
- accumulate 10 points of damage, so a level 2 shield would accumulate 20
- points of damage before collapsing. Once shields have been reduced to zero,
- your hull starts to take the damage, and once it reaches zero, your hull
- becomes basically useless and your ship is destroyed. Since shields are made
- completely of energy, they automatically regenerate themselves when not being
- used in battle to their full potential. Shields will always be fully charged
- and available at the start of any new space battle.
-
- Escape Pod: In the unlikely and disastrous event that your ship ends up
- exploding, your only hope for survival is using your escape pod. Every new
- ship starts with an escape pod already onboard. If you ever have to use your
- escape pod, then it means that your ship was destroyed, along with any cargo
- you may have been transporting. You will drift through space until rescued,
- or until you die of asphyxiation, whichever comes first. You can survive in
- an escape pod for up to 1 month, with little more than cramps. If you do
- actually get rescued, you can always get a new level 1 ship for 50,000 QPs.
- If you don't have the money, The Empire will gladly front it for you. Escape
- pods contain various survival necessities, as well as an emergency beacon for
- aid in rescue.
-
- Damaged Ship Systems
- Any damage to your ship will be listed on your Character Status Sheet.
- Usually damage only occurs to a ship's hull once the shield has collapsed,
- but sometimes a direct hit will result in a damaged system. Damaged systems
- function 1 or more levels below normal, so a level 5 jumpdrive with 2 damage
- levels would function at level 3. You can dock your ship at a planetary
- spaceport and use the "RS" order to get any system fixed. Repairing a ship's
- system is extremely expensive, usually costing about 1/2 the price of the
- original upgrade, and you cannot modify a damaged system. Your ship's
- computer cannot be damaged, and hull damage is handled differently than other
- systems. See the paragraph on Hull above for more details. No system can be
- reduced below level 1 or your ship will explode!
- * PAGE 24
- >>> GALACTIC ECONOMICS
-
- The Basics
- Economics is what makes The Core run. Without a strong economy, nations,
- even entire planets, would collapse. It is, in fact, the freelance small
- trader that is the life's blood of imperial trade. Without smugglers, and
- their more legitimate counterparts, The Empire would freeze to a halt. Much
- of the illegal cargoes transported throughout the galaxy are actually quite
- extremely vital to The Core's economic health and well being. And keeping
- tabs on galactic economics is a must if you want to make a profit as a
- smuggler. What follows is a brief course on Interstellar Trade. Read it!
-
- Economics 101
- Every planet has 4 major sectors of production; Agriculture, Industry,
- Mining and Technology. Each galactic month, the sector production indicators
- are published for all to see in The Economic Page of The Galactic Inquirer,
- the official SMUGGLER'S RUN newsletter. All planets are listed, with values
- for each sector of production. These values range from 0.01 to 9.99, with
- higher numbers denoting a healthier economy for that sector of production. A
- planet with a production value of less than 5.00 is considered to be an
- Importer, whereas one with a production value of greater than 4.99 is an
- Exporter. So if, for example, mining production is low on Earth, say 1.29,
- then Earth is an importer of mining products. And if technology production on
- Earth high, like 9.53, then Earth is an exporter of technological cargoes.
- Most planets are importers in some production sectors, and exporters in
- others.
-
- You can still buy cargo from an importer, and you can still sell cargo to
- an exporter, but you won't make a very good profit doing it. The key to
- making good profits is to buy low and sell high. It's an age-old tradition of
- the merchant to follow this simple rule, and if you follow it as well, you
- should make big profits on the cargo you haul. Also, as a rule of thumb, it
- is better to transport a low profit cargo than to travel without any cargo at
- all. So even if a planet has a lousy selection of available cargoes, it is
- better to buy a low profit cargo and transport it than to leave the world
- empty-handed.
-
- It is the job of the vast computer networks at Megafalagon University's
- School Of Economics to continually monitor the billions of companies and
- actory complexes for all production information, as well as product and
- service needs, also known as supply and demand. These figures are verified by
- the Imperial Bureau Of Alien Relations And Trade, to insure continuity
- between imperial and foreign estimates. They are then diligently reviewed by
- the Imperial Bureau Of Redundancy, Red Tape and Redundancy and finally double
- checked by the Imperial Bureau Of Redundancy, Red Tape and Redundancy. Only
- when the figures are verified are they published in The Galactic Inquirer's
- economic page. You'll use this information to help you decide what cargoes to
- buy and sell. And every galactic month, you will receive the latest economic
- information with the new Galactic Inquirer, so that you can always have
- up-to-date information to work with when planning your trade routes.
- * PAGE 25
- Buying And Selling Cargo
- Cargoes are as varied as the grains of sand on a beach, but the Imperial
- Bureau Of Interstellar Customs has been kind enough to categorize all cargoes
- into 48 types, so that you don't have to worry about the particulars. All
- cargo is listed in Appendix B. Cargo is transported in the imperial standard
- unit, called a pod. Each pod is of the correct size and dimensions, made of
- just the right materials, and has the exact climate and atmospheric controls
- already installed and running when you pick up the cargo. All you have to do
- is buy the cargo and it will be loaded onto your ship for you. Cargoes are
- listed in the 4 production groups, agriculture, industry, mining and
- technology. Cargoes 25-48 are contraband, which means they're illegal, and
- you must have an appropriate contact to purchase them. The price listed is
- the flat price for each cargo pod of the item, based on an economic
- production of 5.00. Bargaining, supply and demand can drastically affect the
- price. You can only purchase or sell cargo at certain cities.
-
- Importers are good places to sell cargo because, since their production
- is lower, they will offer more QPs for needed products. And, obviously,
- exporters are good places to buy cargo for exactly the opposite reason. When
- you finally get through all of this an actually purchase a cargo shipment,
- keep in mind that the greater the distance is, and the higher the demand, the
- better the profit. But things can change during your transgalactic journey.
- Labor strikes, wars and other economic disasters can turn a modest cargo into
- a treasure. And the opposite can happen. A valuable cargo of illegal spices
- could be worthless at the destination if a 100,000 pod MegaStellar container
- ship arrives a few days earlier than you do with a shipload of the same
- delicacy. Although this sort of thing doesn't happen often, it can happen.
- But all of this is elementary. buying and selling standard cargo is a nice
- way to make a living, but to really get ahead in the smuggler's game, you
- might want to consider a more lucrative line of work... transporting illegal
- contraband! It's dangerous work, and the folks who deal in this sort of thing
- can be a little ruthless at times, but the money can be outstanding. You can
- sometimes make more on a single haul than you could all year selling standard
- cargo.
-
- Transporting Contraband
- Contraband is usually handled differently than regular cargo. With
- regular cargo, you buy it, transport it to where you want, and sell it on the
- open market. You are in total control of the entire procedure. With
- contraband, it sometimes works the same way, but more often, you will have to
- take the contraband to a particular star system. Or you might be given a
- shipment and then get paid a bonus for transporting it. And there are even
- rare cargoes not listed, like refugees or dangerous alien cargoes. There are
- all kinds of contractual possibilities. When you make a contact, you will be
- informed of all the details, and then you can decide if you want to deal or
- not. You will never be able to carry more than one contraband at a time on
- your ship.
-
- Again, before you can even get a shipment of contraband, you need to make
- a contact for the cargo. When you bar hop, gamble, visit a loanshark or
- snoop, you might make a contact. You are almost guaranteed to get lucky by
- the third try if you don't leave the planet. So if you are on Earth, for
- example, and you use any three of the orders BH, GA, LS or SN, you should be
- able to make a contact. However, if you leave a planet before buying the
- offered contraband, you loose the opportunity and the contact disappears. So
- the best way to make a contact is to wait until the end of your turn, and use
- BH, GA, LS or SN for your last few orders. You will use the PC order to
- actually buy a contraband cargo. Only the most recent contact is valid, and
- all other contacts made previously in the same turn are gone for good!
- * PAGE 26
- The Supply And Demand Formula
- The Supply And Demand Formula is one of the keys to your success. It lets
- you estimate what cargoes are worth, and it's based on the production value
- of the planet you're on. Each cargo has a related production code, the code
- tells you which area of production most affects the thing's value. For
- instance, Medicinals are affected by a planet's agricultural production,
- whereas the cost of a pod of Genetic Materials is linked to a world's
- technological economy. The formula should give you a reasonable idea of what
- a cargo will cost. Keep in mind that if you try to buy more cargo pods than
- you can afford, the quantity will be adjusted so that you will get what you
- can. Sometimes you might not get what you paid for, but most of the time you
- will, because dealer's reputations ride on the quality of their merchandise.
- And now... the formula, simplified in Table D below...
-
- Table D: Supply And Demand Costs For Cargoes
- Production level..... <1 <2 <3 <4 <5 <6 <7 <8 <9 <10
- Multiply Base Cost... 3.0 2.0 1.5 1.1 1.0 0.9 0.8 0.7 0.5 0.3
-
- So, if the base cost of a cargo pod is 5,000 QPs, and the cargo is based
- on industrial production, and the industrial production of the planet you are
- buying the cargo from is 8.5, then the formula would be 5,000 x 0.5, or 2,500
- QPs. You should allow for haggling and other things to affect the final
- price, but using this formula will help you calculate how much a cargo is
- worth on the open market. Remember, cargoes 25 and up are illegal contraband
- cargoes and you must have a contact to purchase any shipments. If you are
- caught carrying contraband, it will be confiscated by Imperial Customs and
- you may also be heavily fined. More severe penalties can include suspension
- of your trade license on the planet where you have been caught.
-
- Important! Many planets import certain types of cargo and export others.
- Always use the latest edition of The Economic Page in The Galactic Inquirer
- for the latest production information on all planets. Use the information to
- plan out more profitable trade routes, and to determine the levels of
- influence that The Empire and the underworld wield on these worlds. This
- information alone could mean the difference between a very successful
- expedition and a total disaster.
-
- The Cargomaster's Guild
- Cargomasters are master smugglers, the cream of the crop of interstellar
- traders, and they wield much power in the galaxy. Even though they are
- considered criminals by The Empire, not much has been done to stop them.
- Which is good for you, because without their protection, you would probably
- fall prey to pirates or other smugglers on your first trip out. But The Guild
- continuously scouts the trade routes, blasting away bad guys, marking
- imperial customs beacons and keeping things a lot safer for you, the little
- guy. And they don't do it for love, or for country, or for any noble or
- philanthropic reason. They do it for money. Your money. The dues you pay
- every turn for their protection. To belong to the guild is a privilege, an
- honor and a necessity. You have no choice. Without their help, you would
- never make contacts, get contraband, or make it in this business. How much
- The Guild takes depends on you. Sometimes they may ask a favor of you, in
- which case you might not have to pay any dues at all. But most of the time,
- they will take 5% of your on-hand cash. It really isn't very fair. Some
- people might even call it extortion. Well, that's just too bad. Complain all
- you want, but they do actually perform a useful service. Besides, those
- people who might call it extortion might be resting on the bottom of a deep
- methane pit on some out-of-the-way gas giant somewhere. Who could say for
- sure? As a guild member, you will even get an official membership card!
- * PAGE 27
- >>> ORDERS: HOW TO DO THINGS
-
- Entering Your Orders
- Each turn, you may enter from 1 to 15 orders for your character. Every
- order has a 2-letter code, and many have additional parameters. It is vitally
- important that each and every order is checked for accuracy, because one
- mistake can make other orders meaningless. For example, you can't sell a
- cargo that you didn't actually buy, and you can't dock your ship if there
- isn't a planet or outpost in your quad. Make sure that each order is correct
- because it might affect other orders that follow!
-
- The Turn Orders
- Attack Ship: AS Ship# --- This is a good way to make enemies. Use this
- order only at the beginning of your turn. To initiate an attack on another
- ship, enter the Ship# of anyone who is in the same quad as you, and you'll be
- all ready for combat. At the end of each turn, you'll get a list of who is in
- the same quad as you. If the order is successful, you will both fight
- ship-to-ship in mortal combat until one of you is destroyed or somebody
- chickens out.
-
- Bar Hop: BH --- No business... just pleasure! You've just arrived on
- planet after a long haul and it's time for some rest and relaxation. Well,
- depending on what you like to do, this order lets you try to have a little
- fun, and maybe even make a contact. Perhaps you'll have an interesting
- encounter, get yourself involved in an old-fashioned bar fight, or shoot it
- out in the dusty streets wild-west style. This is a good way to earn victory
- points, have some adventure and improve your reputation.
-
- Change Flags: CF Flag# --- You can change your personality flags by using
- this command. The Flag# is a series of 7 numbers from 0 to 4 for each of the
- personality flags. A value of 0 is for something you never do or don't like.
- A 4 is for something that you do all the time or like a lot. The Flag# lists
- the value of each flag in order, so the first digit is for the Bribe Flag,
- the second is for the Cheat Flag, and so on. The order to change someone's
- flags might look like "CF 0102403". This translates to Bribe 0, Cheat 1,
- Fight 0, Imbibe 2, Pilfer 4, Swindle 0 and Yellow 3. You can only change
- flags once every 5 turns. The 7 flags are:
- Bribe: When dealing with imperial authorities, some people will try to
- "alter" the results of minor infractions by using bribery and con. You
- can get into serious trouble bribing officials, but since corruption is
- rampant, you can often get away with it, reducing or eliminating those
- costly tax penalties, or letting a shipment of contraband slip past a
- customs inspector.
-
- Cheat: If you gamble a lot in casinos, then this might be something
- you'll want to try. It can help you win, but if you get caught, it can
- help you to death. You really shouldn't cheat unless you're a good
- gambler, because getting caught can get you arrested, and that's if
- you're lucky!
-
- Fight: Brawling, melee and gunfights are all ways of getting into fights.
- This flag determines how often you cause problems and get into trouble.
- Are you peaceful or are you a bully? If this flag is high, then you are a
- tough guy, or at least you think you are. And it'll show. And if it's
- low, then you will try to avoid fights for the most part. It doesn't mean
- you're a coward, it simply means that you don't fight unless provoked.
- * PAGE 28
- Imbibe: Do you drink? If so, how much. Are you the life of the party or a
- dud? Although drinking can get you into trouble, it tends to make you
- more sociable and therefore more likely to strike up interesting
- conversations with complete strangers. Sociable people are fun to be with
- and make lots of happy friends, which can lead to good trade information.
-
- Pilfer: You just finished beating up some guy and his limp body lies
- battered across your feet. What are you gonna do now? Walk away or search
- the creep's pockets?
-
- Swindle: When you sell cargo, it is generally accepted that you are going
- to sell honestly. But maybe the dockmaster won't notice that one of the
- pods of imported fruit you're selling is full of dirt. This is one way to
- stretch out the value of a cargo, but you can get into serious trouble if
- you get caught swindling.
-
- Yellow: Sometimes you can get into tight situations. If someone pulls a
- gun on you, will you cower and beg for mercy or will you fight gallantly
- to defend your honor? A high value is for the cowardly type, and a low
- value is for the brave.
-
- Communicate: CO Ship# --- You can communicate with other players using
- this order. Just enter the Ship# of the player that you want to send a
- message to. Then, make a 3x5 index card with your message written on the
- front side, and both your Ship# and the Ship# of the player you are writing
- to on the back side. Include the card with your orders and it will be
- delivered promptly for a small fee of 25 QPs. Messages may be censored by the
- Imperial Bureau Of The Navy and Postal Service at any time.
-
- City Transfer: CT City# --- Planetfall can be an interesting experience,
- especially if you take advantage of the wonderful public city transfer
- system. Take a high-tech streamlined hoverbus, a low-altitude taxi cab or a
- magnorail train. It's all up to you as you zip across the planet in style!
- Travel is inexpensive, less than 100 QPs for a one-way pass, and you can
- enjoy the more remote parts of the world. City# is the number of the city
- that you wish to visit. Planets will have from 2 to 5 cities that you can
- travel to, with varied goods and services available. Some cities offer ship
- repair or modification services, while others offer gambling, resorts and
- entertainment. There are no city transfers at outposts.
-
- Dock: DO --- When you use this order, your computer takes control,
- automatically contacting the local docking authorities and landing your ship
- at a planet's capital city or on an outpost's docking bay. Of course, you
- have to be in a quad with a star system or an outpost in it to use this
- order. The first time you dock somewhere, you should use Bigelow's Guide to
- get a listing of all cities, available services and special orders available.
- This information should be recorded in the Exploration Log in the back of
- this book, but if you ever need to recall the information, just look it up in
- Bigelow's Guide again and you'll get a listing. Some cities provide services
- that are not available elsewhere, such as loan sharks, gambling, cargo, skill
- training and ship repairs. Once docked, you must go through the usual Customs
- inspection in order to receive your docking papers. Sometimes your ship will
- get scanned for illegal cargo, depending on the empire and underworld levels,
- and confiscation is possible. On the planet or outpost, you are free to shop
- the bazaars, check out the local taverns, enjoy the hospitality of the native
- inhabitants, and buy and sell cargo and items where available. You can also
- use the public city transfer system to travel to other cities on the world.
- See the entry on Bigelow's Guide in The Smuggler's Equipment section.
- * PAGE 29
- Explore: EX --- Exploring means you are taking extra time to stop in deep
- space and explore the current quad. Perhaps you might find some jettisoned
- cargo pods of valuable cargo or discover a dead ship lost in the space trade
- lanes. Or maybe you'll find nothing! There are also many outposts that you
- can stumble upon out there where you can discover new orders or very unusual
- goods and services that can only be found at these "space cities". Your ship
- will also conduct a Long Range Sensor Sweep out to 1 quad in every direction,
- or 2 quads if your ship's sensor level is 5 or 6. This scan will detail any
- planets or outposts found.
-
- Find Ship: FS Ship# --- If you've been attacked by someone, and you want
- revenge, then this order is for you. Simply enter the Ship# of the ship you
- want to locate, and this order will return their current coordinates to you.
- Remember, however, that there is a device called a decoy available that can
- give you false coordinates and send you on a wild goose chase!
-
- Fuel Up: FU Units# --- Your ship requires Nukonium Petrolex fuel to make
- those all-important jumps through hyperspace. A ship can hold up to 50 units
- of fuel, and one unit is good for one jump, no matter what the distance is.
- Just enter the Units# of fuel you want to purchase, at 1,000 QPs each, at any
- qualified planetary city. Outposts do not carry fuel.
-
- Gamble: GA Game#, QPs --- Gambling is a good way to lose your shirt, get
- arrested, beat up, shot, robbed, etc. But the lure of the sleazy casinos and
- imperial gambling houses is sometimes more than you can take. Just enter a
- Game# from the list below and the QPs that you are going to gamble with. The
- higher the game number, the riskier the game, but the more you'll get if you
- win, and you may even make a contact for a contraband cargo!
-
- 01) Brogian Craps 06) Electroulette
- 02) Wharupa Dice War 07) Glip Scrunges IV
- 03) Draw Poker 08) Baccaran Rummy
- 04) Holoslots 09) Grindlepuut
- 05) Fungo Jango 10) Sapiens Jackabot
-
- Hire Crew: HC Pro, Level, Species --- Your crew can be an important
- addition to your company, and this order us used to hire and fire crew
- members. Pro is the first 3 letters of the crewman you want to hire, like MER
- for mercenary or DOC for doctor. See The Crew Professions above for more
- details on crewmen. Level is the skill level of the crewman needed, and
- Species is the species that you want to hire. If you don't have the money to
- pay a crewman's salary, you will not be able to hire him. Once you hire a
- crewman, the name and other info will be listed on your Character Status
- Sheet. To fire a crewman, enter the order "HC" followed by the crewman's Pro.
- Your crew includes yourself and it cannot be any larger than the level of
- your ship's computer. So a ship with a level 5 computer could have a crew of
- up to 5 members, including yourself and 4 crewmen.
-
- Hospitalize: HO --- If you're really hurt and you don't want to risk
- self treatment, you can always check in to your local imperial hospital.
- Although it can be expensive, your life is important... at least it is to
- you. You can also end up in the hospital if you're ever incapacitated. If you
- can't pay the hospital fee, then it will be put on your tax bill for
- convenient payment at a later date, which will be collected by your friendly
- local tax official.
- * PAGE 30
- Invest: IN Company, Shares# --- There is still some rudimentary
- investment allowed in private corporations throughout The Core. With this
- order, you enter the Company code, which is a three-letter designator or the
- company you want to invest in, and the number of Shares# for the transaction.
- Use a plus sign (+) to purchase shares, and a minus sign (-) to sell shares.
- So the order "IN ATM +100" would allow you to purchase 100 shares of ATM
- stock. Imperial law forbids investing in more that one company at a time, so
- if you own any shares in a company, you may only buy or sell stock from that
- company. You must sell all of your shares in order to reinvest in another
- stock. You will not make any money from a stock until you sell your shares
- back to the stock market, at which time your profits or losses will be
- collected. You may purchase or sell up to a maximum of 50,000 shares per
- transaction. Stock prices fluctuate on the open market along with the
- standard economic indicators. See the Economic Page in the latest Galactic
- Inquirer for economic details and stock values.
-
- Improve Skill: IS Skill --- This order is used to improve a skill or
- learn a new one. Just write the first 3 letters of the Skill you want to
- change. So if your Haggling is +3, entering the order "IS HAG" would increase
- it to +4, if you had 160 VPs to spend. Also, you will be charged a nominal
- but necessary number of QPs in order to learn your skill. This is to pay for
- such incidental expenses as books, computer tapes, instructors and, of
- course, pencils. You must be at a city that provides training services in
- order to improve a skill. See Table E below for information on VP point costs
- for increasing skills. Remember, the normal maximum level for any skill is
- +6, but cybernetic implants can increase this.
-
- Table E: Skill Advancement Chart
- Skill Level....... +0 +1 +2 +3 +4 +5 +6
- VP Cost........... 10 20 40 80 160 320 640
-
- Jump: JU Dir# Dir#... Dir# --- To get from here to there, you use this
- order. Different ships have different drives... some faster, some slower.
- Dir# is a direction number as shown on your Map Of The Core, and it indicates
- a 1-quad jump in that direction. You can enter as many jumps as your drive is
- capable of handling in a single order, and you can use multiple jump orders
- for long distance travel. For example, the order for a level 2 jumpdrive, "JU
- 7778", means jump 3 quads in direction 7 and one quad in direction 8. Slow
- drives can only jump 2 quads, while Imperial Navy ships can jump up to 12
- quads, which is the hyperjump limit for space travel. A single jump uses up
- one unit of Nukonium Petrolex fuel, no matter how far the distance is. Valid
- direction numbers are 1 through 8. You may end your jump anywhere on the map,
- including deep space.
-
- Loan Shark: LS QPs --- Borrowing money is sometimes necessary. Often
- it's for cargo or personal equipment. Since the interstellar banks are
- basically insolvent, you need to see a loanshark. They are plentiful in The
- Core, and so there's always one available to serve you. If you need to borrow
- money, then enter the number of QPs you need, from +1 to +100,000. If you
- don't already owe money, then your loan has a fair chance of going through
- without a problem, at the ridiculous interest rate of 25% per turn. If you
- need to pay a debt, then enter a negative QPs number, like -2,500 to pay
- 2,500 QPs toward your debt. Warning: If you decide to borrow money and not
- pay it back, the loanshark will come looking for you.
- * PAGE 31
- Morph: MO Attribute --- This order is used by the Piil to change their
- primary attribute. A Piil is able to add 3 to any attribute once per turn,
- and the Piil stays "morphed" until he morphs again. Attribute is the first 3
- letters of the attribute to be morphed. So to add 3 to strength, the command
- would be "MO STR", and then later if the Piil wanted to increase toughness
- instead, he could enter the order "MO TOU". Then his strength would go back
- to normal and his toughness would increase by 3. New Piil start with strength
- morphed. Remember, life points do not change when morphing strength or
- toughness, and neither does carrying capacity. A Piil's carrying capacity is
- based on its unmorphed strength.
-
- Modify Ship: MS System --- To upgrade a ship system one level, use this
- order. System is the first 3 letters of the system that you want to modify,
- like LAS for laser cannon or COM for computer. The order "MS HUL" would
- upgrade your hull one level. You must have enough money for this order to
- work, and the QPs will be automatically deducted from your account. See Table
- F below for a list of system costs, which are standardized throughout the
- galaxy and stimulated by govenment subsidies. You must dock your ship before
- you can use this order, you cannot skip levels, and you cannot modify any
- damaged system. To rename your ship, write the order "MS REN" and the new
- name of your ship. You can use up to 40 letters and numbers for your ship's
- title. You can only modify your ship at a planet's capital city.
-
- Table F: Cost For Ship System Upgrade Or Repairs
- System Level 2 3 4 5 6
- Computer........... 200 K 430 K 850 K 1,600 K 3,500 K
- Jumpdrive.......... 100 K 210 K 420 K 900 K 1,700 K
- Cargo Bay.......... 75 K 140 K 300 K 650 K 1,200 K
- Hull............... 125 K 250 K 480 K 1,100 K 2,500 K
- Laser Cannon....... 150 K 290 K 580 K 1,400 K 2,800 K
- Maneuver Jets...... 50 K 110 K 230 K 450 K 800 K
- Sensor Array....... 90 K 180 K 350 K 700 K 1,300 K
- Shield Generator... 165 K 340 K 720 K 1,500 K 3,200 K
-
- Purchase Cargo: PC Cargo#, Quantity --- Buying a cargo for your ship is
- what your business is all about, and you can only purchase a cargo when your
- ship is docked at a planet. Enter the Cargo# of the cargo you wish to
- purchase and the Quantity of cargo units you need. If you can't afford to buy
- as many pods as you need, then you will only get what you can pay for. So if
- you try to by 10 cargo pods and you can only afford 8, then you will purchase
- 8 pods. Note that if you try to purchase cargo on any planet and fail to get
- anything at all, your turn will automatically end at your next Jump order.
- This prevents you from leaving a planet without a cargo with the intention of
- selling the cargo elsewhere, but it probably will not happen often, if ever
- at all. Some cargoes are hazardous to transport because they produce
- dangerous by-products, such as radioactive debris or chemical residues. These
- cargoes can cause you physical damage, but they can't kill you because of the
- extra precautions used when transferring the substances into cargo pods. All
- hazardous cargoes will include an additional "Hazard Pay Bonus" when the
- cargo is delivered, which usually amounts to 10% of the total value of the
- cargo. You should be sure to visit the hospital or apply medical aid
- immediately after transporting a hazardous cargo.
-
- Regenerate: RE --- Once every 5 turns, a Gecko can regenerate any
- physical damage done to him. The process is simple and painless, and requires
- no expenditure of any kind. Once regenerated, the Gecko will be fully healed
- of all wounds.
- * PAGE 32
- Repair Ship: RS System --- When your ship gets damaged in combat, you
- can dock at any qualified spaceport and use this order to fix the damage.
- Just enter the first 3 letters of the system being repaired, just like the
- Modify Ship order. If your hull is damaged, then the cost is 5,000 QPs for
- labor plus 5,000 QPs per point of hull to be replaced. Otherwise, the cost to
- repair a system is 1/2 of the cost of a new system. As an example, to repair
- a level 3 jumpdrive, you would enter the order "RS JUM". The job would cost
- you 105,000 QPs, more or less. If you don't have enough money for the repair,
- it will not be performed.
-
- Sell Cargo: SC Cargo#, Quantity --- This order works just like the BUY
- CARGO order, but instead, you are trying to sell cargo that you have just
- transported. Cargo# is the number of the cargo you want to sell and Quantity
- is the amount of pods you want to sell. If the cargo is hazardous, then you
- will receive a hazard pay bonus of 10% in addition to the value of the cargo.
- Your ability to haggle will affect the price of the cargo, as well as the
- current economic situation on the planet.
-
- Snoop: SN --- One of the things that you can do on-planet is snoop for
- trade info. There's always something going on somewhere. Insider trading,
- hostile takeovers, corrupt cartel CEOs, suddenly available contraband... all
- can mean big money. You can learn about major stock deals and economic events
- even before the guys at The Galactic Inquirer do. Maybe you'll get a chance
- to smuggle some illegal aliens off-world, anywhere you can get them. There's
- usually something going on somewhere...
-
- Special Order: SO Parameters --- Special Order is an order that can only
- be used on an outpost. Outposts are cities in space, gargantuan mechanical
- star towns populated by hundreds or even thousands of beings. Often they are
- built from the remains of star cruisers and bulky space debris, strewn
- together with glue and chicken wire. They are autonomous, self-governing
- colonies, although The Empire keeps a close eye on all known outposts. But
- outpost inhabitants usually don't like outsiders, fearing imperial spies and
- other unsavory visitors that may threaten their very existence, so they tend
- to keep their locations a well guarded secret. Outposts can only be
- discovered by exploration or by getting information from someone who already
- knows where one is, like another player. And although cargo is not available
- for sale from outposts, you can still sell cargoes, trade items and do many
- of the usual things you can do on a planet. Some outposts, however, provide
- special goods and services they have developed on their own due to their
- isolation from ordinary life in The Empire. An outpost may offer cybernetic
- implants, or perhaps new and unusual wares for sale. You can get information
- about what an outpost has to offer from Bigelow's Guide whenever you are
- docked there. The special order will be listed along with any parameters
- needed to use it, such as a cost, a skill or an attribute. You should record
- any orders you learn about in a log.
- * PAGE 33
- Tactics: TA Aggressive#, Retreat#, Attack Level#, Attack Class --- Use
- this order to decide how you will react when you encounter another ship in
- space. Aggressive# is a value from -5 to +5. The higher the number, the more
- aggressively you will attack your foe, with a corresponding loss in defensive
- ability. Use positive numbers to fight offensively and negative numbers to
- fight defensively, with +0 being neutral. Retreat# is your likelihood of
- retreating from a battle if the odds are against you. A pilot with +5 retreat
- will bail out of the fight as soon as there is an opportunity, whereas a -5
- retreat will never flee. Attack Level# is the maximum level of ship that you
- are willing to engage. If your attack level is set to 2, you will never
- initiate an attack on any ship higher than level 2. Ship Level is based on
- the average of all the ship's system values. Finally, Attack Class defines
- he types of ships you will attack, if any. The codes are "N" for Naval, "C"
- for Customs, "P" for Pirate and "I" for Independent, which is all other
- ships. For example, to aggressively attack customs and pirate ships of level
- 4 or less with a fair chance of retreating you would enter the order "TA +5
- -2 4 CP". These values add up to a strategic profile that you will follow
- without fail until you change your tactics. All players start with tactics
- set at "-5 +5 0 PI".
-
- Trade Item: TI Item#...Item# --- The bazaars are full of unique and
- intriguing wares from across the galaxy. Just enter up to 4 Item#s that you
- want to trade, placing a plus sign (+) before each item that you wish to
- purchase and a minus sign (-) before each item that you wish to sell. If the
- amount asked for the item exceeds the amount of money you have to offer, then
- the item will not be purchased. Also, if the production for the item is very
- low, the shops may be out of stock. To sell an item, you of course must first
- own the item, but hen you probably already guessed that. You will try to buy
- or sell items in order of appearance, so the first item will be of highest
- priority, and so on. If you are already carrying a lot of items, you should
- sell the items that you don't want anymore to make room for new equipment.
- For example, let's say that you own a Nettle Gun (Item# 7) and you want to
- sell it and upgrade to a Hand Laser (Item# 8), and you also want to also buy
- a new vichinka because some Brogian's stupid ooloorp beast ate your old
- vichinka. You would use the order "TI -07 +08 +28" to first sell your nettle
- gun, purchase a hand laser and finally buy a new pet vichinka.
-
- Use Item: UI Item# --- How does a Mirphakian Pleasure Orb work, anyway?
- Just push the little red button... or was it the blue one? Regardless, you'll
- figure it out. Item# is the number of the item that you wish to use. Some
- items will be used automatically. For example, if you are wounded and you
- have a medical kit, then you will use it to heal yourself (if you're not a
- Mechbot). This order is for special things that are used only at special
- times, such as Hypodephalazine, a cold biscuit or Bigelow's Guide. Items
- that can be used have an asterisk ( * ) after their name in the equipment
- list.
- * PAGE 34
- >>> THE 7 ALIEN SPECIES
-
- The Terran
- Terrans are featherless bipedal mammals, with an average adult height of
- 1.8 meters for males and 1.7 meters for females. They are prolific breeders,
- often producing large family units, but usually one offspring at a time,
- which means they spend lots of time proliferating. Multiple births are rare.
- Body shape can range from emaciated to obese, usually depending on diet,
- activity levels and genetics. Skin color is white, pale yellow, red, brown or
- black. Body hair is very common but sparse, mostly on the head but with small
- patches in other areas. Their two primary limbs are used to manipulate tools,
- and they are very adept at this skill due to an opposing thumb on each hand.
-
- Terran History: The Terran home planet, Earth, is in the Sol system. The
- Terrans used their advanced scientific knowledge to explore the stars, and
- began to colonize new worlds. They were the first to develop interstellar
- space flight technology, placing them in the lead for domination of the
- galaxy. Because of their prolific reproduction rate, they quickly went from a
- newly born system to a universal power, gaining status as the largest power
- sometime in the mid-latter-two-thirds of the 23rd century. The Empire was
- formed during that period. Terrans use their vast numbers along with advanced
- technology to dictate that they are the chosen species and all others should
- serve them. This eludes to their most serious character flaw: their
- ridiculous egos. Although slavery is not tolerated too terribly much in these
- enlightened times, the other species are usually treated as second class
- citizens. Most Terran history is filled with bloody and senseless wars and
- violence, and will not be discussed in detail here.
-
- Terran Society: Terrans like things. Lots and lots of things. Any Terran
- who has many things is considered better than a Terran who has only a few
- things, but not as good as a Terran who has a great deal more things than he
- does. This system of owning things has ruled since the dawn of mankind. It is
- confusing, arbitrary, and it suits the human mentality quite well. It has
- determined their leaders, masters, rulers and kings. Their government is made
- up completely of Terrans with many things, while the workers have no things,
- or very few. Most technological things have been invented by earthlings, and
- so they have an advantage when using devices. Everywhere you go, buildings,
- devices and machines have all been designed with the human form in mind. The
- Terran reproduction rate is alarmingly prolific, which explains the 10 to 1
- ratio of Terrans to the other 4 species combined. It is hypothesized by many
- xenosociologists that this is just another peculiar symptom of the Terran's
- preoccupation with things. Each offspring will, in turn, count as one thing
- and thus will add to the total thing-count for the parents.
- * PAGE 35
- The Brogian
- Brute strength is the only redeeming quality that most Brogians can
- claim. They are large creatures, up to 2.2 meters in height, and very much
- like trolls. You know... rather dimwitted and nasty altogether, with largish
- pointy claws and sneering yellowish-yellow lips. Brogians are not pretty. In
- fact, they are not even moderately unattractive. The Imperial Galactic
- Institute For The Knowledgeable And Very Smart has recently approved a new
- word for The Empire's official dictionary. This word is used to describe
- something that is as unattractive as a Brogian. The word itself is not
- pronounceable in any known language and is so visually appalling that the
- editors of this book have chosen to omit it from the text. Brogian skin
- ranges in color from black to green and yellowish-green, browns and earth
- tones, and it is very tough and leathery.
-
- Brogian History: No data on Brogian history is available, although many
- scholars believe that it is probably very similar to Terran history; full of
- meaningless violence, pointless wars and plenty of bad entertainment,
- probably not unlike television.
- Brogian Society: Brogians have tough hides which makes them very
- resilient, so they love to cause trouble and get into fights. Brawls,
- drinking and carousing, robbery, murder, mayhem and late afternoon picnics
- are favored pastimes. Not all Brogians are bad, however. A few have learned
- to fit into decent society and modify their natural temperament to suit
- civilization. In the Brogian culture, the leaders are the strongest, ugliest
- and meanest males of the clan, which is very family oriented. Their favorite
- weapons include clubs, rocks and heavy furniture-like objects which can be
- thrown and smashed to bits with lots of noise and commotion. Brogians are not
- very quick witted, but they are formidable opponents and can make great
- comrades in a fight. Brogians have great courage and will never back out of a
- fight from fear. In fact, they have the ability to instill fear on opponents
- with their fierce battle cries, nasty habits and malevolent, lingering
- breath. Brogians hail from the planet Chook'Tai in the Epsilon Aurigae
- system. The planet's gravity is stronger than Earth's, and the atmosphere is
- often hot and humid. Chook'Tai has many great and ancient stone cities where
- the Brogian people gather for big events, festivals, bartering and picnics.
- Once every 2.7 Earth years (one year on Chook'Tai), a great meeting of the
- clans is held where the new clan leaders are chosen in the Ominous Raffle Of
- The Exalted High Pyoows. The clans maintain an uneasy truce with The Empire,
- which likes to utilize the Brogians as explorers, colonist, miners and mail
- sorters in hostile environments.
- * PAGE 36
- The Gecko
- Gecko are 1.7 meter tall lizardoid beings with long powerful tails and
- colorful scaled hides, which range in all colors of the visual spectrum.
- Their skin can change color from various environmental stimuli, including
- temperature, humidity and atmospheric content. Their eyes are large and
- unblinking, and are attached to two stubby stalks that allow a wide-angled
- peripheral view of the surroundings. Males can be differentiated from females
- by a large bony crest on the top of the head which makes a strange, trilling
- sound when the male forces air through it. They are humanoids with tails,
- which they adorned with feathers, small rodent bones and trinkets as a show
- of status in the community. The Gecko are able to regenerate most damage
- completely, a talent they learn on their homeworld Draak in the Kochab star
- system. Although most Terran scientists acknowledge that the genetic
- relationship between the Gecko and the common garden lizard is astounding,
- tests have shown that a Gecko will quickly die if you rip off its tail.
-
- Gecko History: Gecko are ancient creatures with a history that goes back
- many millennia. They were a warrior race, and had fought civil wars and
- tribal feuds among each other for all of their recorded history. When contact
- was first made with the Rhesians and the Zephyr, the Gecko attempted to
- enslave them for their own purposes, but they were unable to accomplish their
- goal because they were vastly outnumbered. Then, 1,000 years before the
- Terran Empire formed, the Gecko teamed up with the Piil, a lonely blob-like
- race of beings who thought that reducing the Rhesians and Zephyr to slave
- races would, at the same time, raise the Piil's lowly status from "thing" to
- "being". So the Gecko and Piil raged bloody wars and the hostilities
- continued until The Empire put a stop to it all with their military might.
- One of the most important things that the Gecko gained from The Empire was
- the right to interstellar trade, which is something that they excel at and
- greatly enjoy. Their society has changed drastically since beginning open
- trade with The Empire, and their military has been all but dismantled.
- Although there is still resentment between the Gecko and other races, much
- has been forgotten in these enlightened times.
-
- Gecko Society: The society of the Gecko consists of loosely-tied clans
- containing up to 1,000 members. Fights and skirmishes between clans are not
- uncommon, and have often led to civil unrest of entire cities. Gecko have
- adopted well to the use of technology and enjoy trading for gadgets with
- other beings even more than they enjoy fighting, but they anger quickly if
- they think that they are getting ripped off. The Gecko have established
- themselves as traders and merchants throughout The Empire, and they have
- mostly given up their brutal and militaristic ways with the other races in
- favor of interstellar trade. The leaders of the clans are not the strongest
- males or the best fighters, but are the most clever traders and bargainors.
- * PAGE 37
- The Mechbot
- Mechbots have metallic bodies usually consisting of cannibalized parts
- scrounged from damaged or liberated robotic equipment, so they often look
- like beat-up metal people. This makes them rather tough, quite unpredictable
- and very shabby looking. What is an arm now may have once belonged to a
- hydrospan forklift or even a starship. The average height of the Mechbot is
- 1.7 meters, slightly shorter than an average male Terran. They will
- occasionally anodize their "skin" to a new color, but the sociological
- significance of this activity is still debated. Mechbots are also immune to
- diseases and many of the other frailties that true, living beings suffer
- from, such as the little aches and pains, the difficulties with toxic
- atmospheres and the inevitable problems associated with having a conscience.
-
- Mechbot History: The Mechbots are an intelligent and independent
- "species" of self-replicating robotic beings. Nobody knows where they came
- from... not even them. After arriving with the Brogians many years ago, they
- settled on a moon in the Castor system near the remains of a gas supergiant
- that some now speculate is the remnants of the legendary pirate planet of
- Themthelgia. The Brogians used the Mechbots as workers in the more dangerous
- sections of their spaceships, such as radioactive and toxic engineering
- zones.
-
- Mechbot Society: Mechbots lack the respect that any real species gets.
- Most are treated as less than second class citizens by the rest of the other
- inhabitants in the galaxy. Shopkeepers, customs officials and postal workers
- often take advantage of Mechbots, charging higher prices and taking away
- privileges that are taken for granted by everyone else. This doesn't seem to
- disturb most Mechbots, since they are all pretty much impartial to everything
- anyway. Mechbot language is incomprehensible except among other Mechbots,
- because it can be instantly reprogrammed creating an entirely new language.
- Mechbots with the interpret skill at +1 can instantly synthesize all other
- languages and therefore have no need to learn further. Although this would
- seem to be a very useful and powerful tool, it really isn't because nobody
- likes to talk to Mechbots very much, except other Mechbots. They have no
- specific culture or traditions of their own, usually preferring to adopt the
- local language and cultural habits in order to fit in. They often work for
- The Empire doing hazardous jobs such as toxic waste cleanup, planetary
- exploration and tax collection.
- * PAGE 38
- The Piil
- The Piil are blobs. Fat, roly-poly blobs with short, stubby arms and
- little stumps for legs. They're not very attractive and don't even like
- mating with each other. Piil are neither male nor female, but instead they
- simply bud at sometime during their life, usually only once. Budding is
- painless, odorless and actually quite undetectable. Usually someone will just
- notice that there is a strange new Piil lying about somewhere and everyone
- figures that someone just finished budding. This is often celebrated with
- drinks and hors d'oeuvres, followed by a group dance. Although they are
- amorphous in nature, they assume a relatively humanoid shape, looking
- basically like a very old, very round, gray-skinned person. Many Piil have
- sparse patches of silvery hair growing on their bodies. Piil can "morph" once
- a turn, increasing any one of their attributes by a large amount. They can be
- stronger, tougher, more agile, more perceptive or more mechanically inclined.
- They stay this way until they morph again.
-
- Piil History: Hailing from the planet Fromida Froo in the Betelgeuse star
- system, the Piil are a lonely bunch. They had very little history to speak of
- until they met the Gecko. Promising them friendship and a better social life,
- the Piil jumped at the chance to befriend the lizardoids and their
- technology. They joined the Gecko in their slavery campaign against the
- Rhesians and Zephyr, and most of their history from that point on consists of
- battles and wars. But since the Piil are so dreary and dull, it really
- doesn't make very good reading. So most Piil history has either been
- forgotten, or turned into week-long mini series.
-
- Piil Society: The Piil are a brooding, shy race of self-conscious,
- nervous bundles of boredom. The only thing they hate worse than having to
- start up a conversation with a stranger is to have to pretend to be
- interested in the conversation in the first place. They have no knowledge of
- politics, no hobbies, no favorite foods as a rule, although many Piil do seem
- to enjoy square dancing. They seem quite inept at doing it and are often very
- miserable when they try. Many Piil who are sent to Sol to interact with The
- Empire are sent to Finland, where they feel quite at home with the earthling
- natives there.
- * PAGE 39
- The Rhesian
- Rhesians are insectoids, standing 1.5 meters tall with 4 spindly legs and
- 2 clawed arms. Although they do not have regular hands, they have no trouble
- handling weapons, and in fact excel at their use even though they are
- passive. Their are covered from head to tail with scales, which are white,
- tan, beige, brown or green. A Rhesian will often dye its scales a certain
- color, preferably one that reflects its mood. Rhesians are usually thin and
- wiry, expending a lot of energy through heat loss. A large proboscis is very
- prominent on the face, but its purpose is not known, although Rhesians are
- sometimes seen using them to stir cocktails at dinner parties. Their large,
- round eyes and antennae make them perceptive creatures, so they are not easy
- to sneak up on.
-
- Rhesian History: Hailing from the arboreal jungle planet of Shengmari in
- the Alkaid System, these creatures express and unusual curiosity and
- enthusiasm, and are therefore hated by many other species in the galaxy.
- Rhesian history is tied closely with that of the Zephyr, as they had been
- interstellar trading partners for many hundreds of years, even before The
- Empire was formed. Their realm had enjoyed many years of peace with the
- Zephyr until the Terrans invaded, fearing the aliens as a threat to Terran
- supremacy. Since then. although they still enjoy freedom from direct imperial
- control, the Rhesians have maintained an uneasy neutrality with imperial
- forces who are garrisoned on Shengmari.
-
- Rhesian Society: Rhesians are a tribal people, linked to the mystic energies
- of the universe, or so they say. The shamans claim to have powers of healing
- and foresight. Rhesians are known for their gentle ways. The tribes do not
- fight among each other and have a very structured system of justice; the
- shaman is always the final authority. Punishment never includes death or
- imprisonment, but instead often involves the guilty party being forced to
- stand in a large public square while wearing a yellow rubber jumpsuit and
- singing the Rhesian national anthem. Rhesian homes are built among the giant
- treetops, far above the dark and dangerous jungle floor. Shengmari is a
- planet crawling with dangerous, brutal and very poisonous creatures. Living
- in harmony with nature is the way of the Rhesian. They are great craftsmen
- with natural things and use technology only when necessary. The first Rhesian
- spacecraft was made entirely of wood and pitch. It was affectionately called
- "The Spaceship Made Of Wood And Pitch", and although its maiden flight only
- lasted for about two-fifths of a second before the ship's hull collapsed and
- all of its crew were sucked out into the icy-cold vacuum of space, it is
- still considered the first successful space voyage by the Rhesians. They are
- inventive, clever and lazy. Rhesians would rather eat, drink and talk around
- a good tree at night in the jungle, but a bar or tavern will often do when
- away from home.
- * PAGE 40
- The Zephyr
- Although small and weak in stature, the Zephyr are extremely perceptive
- beings. With large round heads, bulging blue eyes and pale violet skin, these
- 1.4 meter tall beings are always searching for inner truth and knowledge. The
- Zephyrs' small and thin bodies make them vulnerable to physical damage, so
- they try to avoid melee combat, preferring to use negotiation instead. It is
- not uncommon for a Zephyr to save its own neck by offering a bribe of one or
- two hundred QPs to a furious Brogian.
-
- Zephyr History: Although Zephyr history is closely tied with that of the
- Rhesians, the Zephyr do not acknowledge the past as anything other than what
- Terrans would call a dream. Because of this, they keep actual written records
- of their history deep on the bowels of their home planet, and only Zephyrian
- scholars are allowed to examine them.
-
- Zephyr Society: Their culture is structured in a hierarchical manner, the
- leader being a seer who has great powers of insight and intuition. All other
- Zephyr are workers and thinkers... cogs in a great research machine. They are
- master engineers and scientists, and also make tremendous bargainors and
- diplomats. This has given the Zephyr a chief position in matters of
- negotiation and barter. It has also made them very self-centered,
- egotistical, overbearing and callous. Their are no go-betweens or middlemen
- in the Zephyr society. There are no management consultants, fashion designers
- or hair stylists, probably because nobody has any hair. There are no psychic
- advisors and no hypnotherapists, no attorneys, advertising executives or
- politicians. This complete and utter lack of middlemen has probably led to
- the zero crime rate that the Zephyr now enjoy on their home planet, Zephyr,
- which is located in the Deneb system. It is a large planet with an atmosphere
- that is heavy in sulfur compounds, making it poisonous to most other species.
- Their entire civilization is subterranean, because the surface of their
- planet is wind blown and hostile. The planet is so inhospitable, in fact,
- that The Empire has not bothered to occupy it. Instead, they have a few
- orbiting outposts to monitor Zephyrian activities.
- * PAGE 41
- >>> Appendix A: Items For Sale
- Item# PERSONAL WEAPONS Base Cost Prod.
- 01 Knucklethorn 12 AGR
- 02 Plastoknife 15 IND
- 03 Bladeshard 35 MIN
- 04 Dragontail 120 AGR
- 05 Plastosword 250 IND
- 06 Pip Laser 500 TEC
- 07 Nettle Gun 2,500 TEC
- 08 Hand Laser 7,000 TEC
- 09 Thunker Gun 15,000 TEC
- 10 Laser Rifle 24,000 TEC
-
- Item# PERSONAL ARMOR Base Cost Prod.
- 11 Leather Armor 500 AGR
- 12 Monkey Armor 1,100 AGR
- 13 Plastic Armor 3,500 IND
- 14 Riot Armor 5,800 IND
- 15 Aluminite Armor 13,000 MIN
- 16 Plate Armor 30,000 IND
- 17 Plasteel Armor 55,000 IND
- 18 Aluminite II 75,000 MIN
- 19 Broganite Armor 100,000 IND
- 20 Force Shield 250,000 TEC
-
- Item# MISCELLANEOUS EQUIPMENT Base Cost Prod.
- 21 Bureau Vox 230 TEC
- 22 Plastogloves 120 IND
- 23 Ooloorp Beast 125 AGR
- 24 Rubberoid Boots 350 AGR
- 25 Hand Computer 500 TEC
- 26 Medical Kit* 62 TEC
- 27 Oddsbot 4,200 TEC
- 28 Vichinka 50 AGR
- 29 Polyvox Trans 1,200 TEC
- 30 Laser Sight 5,000 TEC
- 31 Sense Goggles 725 MIN
- 32 Copilot Robot 13,500 TEC
- 33 Brown Paper Bag 2 IND
- 34 Bigelow's Guide* 300 TEC
-
- Item# SURVIVAL EQUIPMENT Base Cost Prod.
- 35 Envirosuit 500 IND
- 36 Flashlight 5 TEC
- 37 Lifecom 960 TEC
- 38 Decoy* 6,800 TEC
- 39 Cold Biscuit* 3 IND
- 40 Ale Flask* 7 AGR
-
- Item# MEDICAL EQUIPMENT Base Cost Prod.
- 41 Deneban Salve* 500 AGR
- 42 Xenocilin Pack* 810 AGR
- 43 Mechbot Parts* 120 TEC
- 44 Kakanna Root* 5,000 AGR
- 45 Pulse Crystal* 4,800 MIN
- 46 Intellotab* 8,000 TEC
- 47 Liquiflesh* 7,500 IND
- 48 Hypodephalazine* 6,400 TEC
- * PAGE 42
- >>> Appendix B: Cargo Lists
- The base cost for a single pod of cargo on this list is 5,000 QPs.
- Cargoes marked with an asterisk ( * ) are hazardous and will include a hazard
- pay bonus upon delivery.
-
- Cargo# AGRICULTURE CARGOES Cargo# MINING CARGOES
- 01 Native Foodstuffs* 13 Unrefined Ore*
- 02 Beers Ales & Wines 14 Low Tech Metals
- 03 Herbs & Spices 15 Elemental Chemicals*
- 04 Rare Lumber 16 High Tech Metals
- 05 Medicinals 17 Gemstones & Minerals
- 06 Exotic Animals 18 Inert Radiates*
-
- Cargo# INDUSTRY CARGOES Cargo# TECHNOLOGY CARGOES
- 07 Tools & Supplies 19 Synthetic Foodstuffs
- 08 Religious Artifacts 20 Synthetic Chemicals*
- 09 Ceramics & Pottery* 21 Synthetic Materials
- 10 Books & Periodicals 22 Genetic Materials*
- 11 Artwork & Sculpture 23 Electronic Devices
- 12 Garments & Textiles 24 Robotics & Bionics
-
- Cargo# CONTRABAND AGRICULTURE CARGOES Base Cost
- 25 Poached Foodstuffs 12,000
- 26 Alcohol & Liquor 25,000
- 27 Illegal Spices 50,000
- 28 Rare Plants* 75,000
- 29 Endangered Animals 100,000
- 30 Drugs & Pharmacites* 250,000
-
- Cargo# CONTRABAND INDUSTRY CARGOES Base Cost
- 31 Mechanical Weapons 12,000
- 32 Explosives 25,000
- 33 Rare Ceramics* 50,000
- 34 Stolen Art Objects 75,000
- 35 Subversive Writings 100,000
- 36 Stolen Artifacts 250,000
-
- Cargo# CONTRABAND MINING CARGOES Base Cost
- 37 Corrosive Chemicals* 12,000
- 38 Toxic Waste* 25,000
- 39 Unrefined Radiates 50,000
- 40 Refined Radiates* 75,000
- 41 Raw Nukonium 100,000
- 42 Pure Nukonium* 250,000
-
- Cargo# CONTRABAND TECHNOLOGY CARGOES Base Cost
- 43 High Tech Weapons 12,000
- 44 Covert Electronics 25,000
- 45 Synthetic Radiates* 50,000
- 46 High Tech Explosives 75,000
- 47 Synthetic Bioforms* 100,000
- 48 Matter Converters 250,000
-
- * Note that there are other contraband cargoes available
-
- Table D: Supply And Demand Costs For Cargoes
- Production level..... <1 <2 <3 <4 <5 <6 <7 <8 <9 <10
- Multiply Base Cost... 3.0 2.0 1.5 1.1 1.0 0.9 0.8 0.7 0.5 0.3
- * PAGE 43
- >>> Appendix C: Ship Types
-
- NAVAL SHIPS Comp Jump Cargo Hull Laser Manu Sensor Shields
- War Frigate 6 6 2 6 6 6 6 6
- Corvette 5 4 1 4 4 4 5 4
- Battle Cruiser 5 3 2 5 5 3 4 5
- Gnat Scouter 3 1 1 1 1 3 1 1
- Spitfire 3 2 1 1 2 2 2 3
- Clasher 4 1 1 4 4 3 2 3
- Stealth Raider 4 4 1 1 2 4 3 1
-
- CUSTOMS SHIPS Comp Jump Cargo Hull Laser Manu Sensor Shields
- Customs Frigate 6 4 3 5 4 4 6 6
- Customs Chaser 6 6 2 2 4 6 3 2
- Tax Barge 5 5 1 5 3 5 5 5
- Cargo Transport 4 2 4 2 1 1 1 1
-
- PIRATE SHIPS Comp Jump Cargo Hull Laser Manu Sensor Shields
- Privateer 3 2 1 2 3 1 2 2
- Black Raider 5 3 1 3 3 5 3 3
- Reaper Mark IV 5 4 1 3 5 4 5 4
-
- INDEPENDENTS Comp Jump Cargo Hull Laser Manu Sensor Shields
- Research Vessel 2 1 2 1 2 2 2 1
- Garbage Scow 6 1 6 6 6 6 6 6
- Private Transport 1 1 1 1 1 1 1 1
- Cargo Shuttle 1 1 1 1 1 1 1 1
- Cargo Barge 3 3 3 3 1 2 1 1
- Cruise Liner 4 4 2 3 1 2 2 1
- Mining Dredge 2 1 2 2 1 1 1 1
- Skip 1 1 1 1 1 1 1 1
- Refinery 5 1 3 5 2 1 1 1
- Biobarge 2 2 2 1 1 1 2 1
- Ore Barge 2 2 2 2 1 2 2 2
- Safari Ship 4 3 2 4 4 3 3 3
- Bioplatform 4 1 3 1 1 1 4 1
- Medical Ship 5 5 3 2 3 2 3 3
- Surveyor Vessel 3 3 2 1 1 2 3 3
- Shuttler 1 1 1 1 1 1 1 1
- * PAGE 44
- >>> Appendix D: Sample Names
-
- Human Names: Yosepha, Devi, Baptista, Papina, Ib, Peter, Cornie, Tito,
- Tovi, Enzo, John, Clementine, Ona, Isolde, Bruce, Kane, Octavio, Ivan,
- Elizabeth, Akwete, Mehealani, Robert, Fidale, Candace, Reva, Sofia, Blanka,
- Sarah, William, Kelmen, Eleonore, Theo, Stannes, Valerie, Blake, Adrian,
- Txanton, Tevel, Jetje, Gary, Wanda, Brand, Ulf, Franciska, Clemence, Paolo,
- Donal, Mark, Ursula, Brentan, Vitale, Odina, Bonnie, Izsak, Kin, Simon,
- Chandra, Bill, Tom, Sheryl
-
- Brogian Names: Ekdimek, Dur-yk, Gimkhum, Yg'og-khor, Nikmikmak,
- Nikgumkhek, Khan-eg'khan, Doorkhun, Door-er'mok, Gimkhum, Deer'èak,
- Ugh'erghnol, Khonergh-khum, Nikgumkhek, Ekdimek, Mok'khir, Ag-nok, Kher-nil,
- Khunkhorg, Ogdir, Nolkharg'khang, Nelkhim'dar, Khung'daar, Khunkhorg, Yg'kim,
- Demdeer, Khon'dom, Dor-nekkhirg, Nukdoorfuk, Duur'khur-dim, Kemmok,
- Khek-khar'argh, Khen-neuk, Mok'nul'khorg, Nyk'khan, Khar-kem
-
- Gecko Names: The Gecko have adopted common Terran names to use with The
- Empire, since their actual birth names are unpronounceable by other species.
-
- Mechbot Names: Mechbots use names that are simply made up of various
- letters and digits in any combination of 3 to 5 characters. The numbers are
- written as usual, but the letters are spelled out. AYE, BEE, SEE, DEE, EE,
- EHF, GEE, AYCH, EYE, JAY, KAY, ELL, EM, EN, OH, PEE, KYOO, AR, ESS, TEE, YOU,
- VEE, DOUBLEYOU, EX, WHY, ZEE, 1,2,3,4,5,6,7,8,9,0
-
- Piil Names: Since the Piil are such a lonely and reclusive race, nobody
- has ever bothered to ask a Piil what his name was, so names are not available
- at this time. It has been observed, however, that many of the more outgoing
- and resourceful Piil have followed the Gecko example and have adopted the use
- of Terran names, such as Biil, Giil, Jiil, Phiil, Wiil and Sherwood.
-
- Rhesian Names: Lukutiru, Pomeno, Momepulu, Lumoto, Komanalo, Pari,
- Yomoma, Soperola, Reyasa, Pineseyu, Norepo, Rerinomi, Keto, Kapo, Roru,
- Nolisi, Loyupo, Kaki, Pato, Ruse, Nimosoni, Lokeko, Rure, Loke, Mopoyo,
- Riruroya, Polike, Ketu, Nitusoki, Noriyite, Kurino, Somosire, Nonee,
- Tupasoru, Nisite, Nuneya
-
- Zephyr Names: M'Kark'Mint'Kor, Inoy, K'Turk'Lanyop, U'K'Tiryoko,
- T'Kurk'Teryeko, Yoyoki, K'Toro', Pherk'Lunk'Lun, Klickyaroyemo, K'Karom,
- K'Lumyero, K'Lemyumoklook, Yamokrock, Inm'Kar, K'Yakyoro, Yuroo'K'Kur,
- K'Menk'Ter, Nopachk'Kir, Yikot'Kir, M'Kirk'Tirnip, K'Yokk'Kur, K'Yekk'Tor,
- K'Lamk'Lamyip, Ochk'Yekyuro, K'Yuka'Nup, K'Lomt'Kuriy, K'Menk'Ter, E'T'Kar,
- K'Lemi'K'Min, Echk'Lamk'Lan, M'Iyoku, T'Pherk'Karaki
- * PAGE 45
- >>> Appendix E: Exploration Log
- Use this log to keep track of planetary information, including available
- goods and services. Services include cargo for purchase (PC), or cargo for
- sale (SC), gambling casinos (GA), training for improving skills (IS),
- loansharking (LS), and ship repairs (RS) or modifications (MS). You must be
- at a qualified city to use one of the above orders. Simply list the star
- system in the first column, the number and city in the second column, and
- check off the available goods and services. A check mark in Bigelow's Guide
- indicates that the service is available:
-
- X Service is available
-
- No check mark means that you cannot get that service at the planet. You
- should keep track of this information in this log. However if you ever need
- to, you can use Bigelow's Guide on any planet to get the information about
- what you can do while there. The information on outposts is different, and
- there is a section at the back of this log to record it.
-
- --------------------------------------------------------------------------
- | Sys | Number & City | Cargo | Gamble | Loan | Repair | Train |
- --------------------------------------------------------------------------
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- * PAGE 46
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- * PAGE 47
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- * PAGE 48
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- * PAGE 49
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- * PAGE 51
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- * PAGE 52
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- * PAGE 53
-
- >>> Special Orders
- Use this section of the Exploration Log to record any special orders that
- you learn about on outposts. List the outpost name, location and any
- additional parameters for the order. Not all outposts will have a special
- order associated with them. You cannot use the following orders on any
- outpost: CT, FU, IS, MS, PC or SC.
-
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- * PAGE 54
- >>> Appendix F: Summary Of Orders
-
- Attack Ship....................... AS Ship#
- Bar Hop........................... BH
- Change Flags...................... CF Flags#
- Communicate....................... CO Ship#
- City Transfer..................... CT City#
-
- Dock.............................. DO
- Explore........................... EX
- Find Ship......................... FS Ship#
- Fuel Up........................... FU Units#
- Gamble............................ GA Game#, QPs
-
- Hire Crew......................... HC Pro, Level, Species
- Hospitalize....................... HO
- Invest............................ IN Company, Shares#
- Improve Skill..................... IS Skill
- Jump.............................. JU Dir# Dir#... Dir#
-
- Loan Shark........................ LS QPs
- Morph............................. MO Attribute
- Modify Ship....................... MS System
- Purchase Cargo.................... PC Cargo#, Quantity
- Regenerate........................ RE
-
- Repair Ship....................... RS System
- Sell Cargo........................ SC Cargo#, Quantity
- Snoop............................. SN
- Special Order..................... SO Parameters
- Tactics........................... TA Aggr#, Retr#, Atk Lvl#, Atk Class
-
- Trade Item........................ TI Item#...Item#
- Use Item.......................... UI Item#
-
-