[Mark's Star Frontiers Page]

Star Frontiers list archive for Jan-Jun 95


Sat, 25 Feb 1995 20:57:14 +0100 RE: Re: Ability Score Pairs From: Rache_Bartmoss@digital.fido.de (Rache Bartmoss) To: frontiers@uidaho.edu (roymeo) Hi roymeo ! On Saturday February 25 1995 at 06:22, roymeo wrote to Rache Bartmoss...: r> I know that having rolled a stat score of 50 means I could go 60/40 or r> 40/60 at most for the beginning, but could one later apply experience to r> push it to 63/40 or not? I only have the German edition, but it is quite clearly a device only employed during character generation. It says: "...Nicht mehr als 10 Punkte duerfen auf diese Weise verschoben werden. Beispiel: Ein Charakter hat einen Grundwert fuer Staerke/Widerstandskraft von 50/50. Der Spieler moechte, dass sein Charakter sehr Stark ist. Er darf den Staerke-Wert auf 60 erhoehen, wenn er den Widerstandskraftwert auf 40 senkt." beign the nice guy I am, here's the translation: No more than 10 points may be "moved" this way. Example: A character has a strength/constitution base value of 50/50. The player wants the character to be strong, so he can increase Strength up to 60 if he decreases the constitution value to 40. I think this makes it quite clear that that rule is for the creation of characters only. Stay tuned! Rache_Bartmoss@digital.fido.de --- GoldED 2.42.G0614 * Origin: Apocalypse on August 28th? (242:1000/211)
Wed, 1 Mar 1995 18:06:55 -0500 RE: Gran Quivera calendar From: drac@wbb.com To: FRONTIERS@UIDAHO.EDU Well, I wanted to try to transfer tid-bits from my old Star Frontiers campaign, so here is an item people might actually be able to use, concerning the planet Gran Quivera upon which is located Port Loren (of the city map from the game): T I M E S Y S T E M O N G R A N Q U I V E R A Gran Quivera (GQ) has a 15-hour rotation period. For convenience, two of these cycles are taken as one standard working "day". 25 such days make up a month, ten months to the local year. The Standard Galactic Day of 20 hours is also used, primarily for astrogation and inter-planet relations. It is not the days but the rotation periods which are numbered, 50 to a month. This is because the majority of people here are divided into two "shifts", "even" and "odd". This designates which periods they actually work in. The other periods they have to themselves, for sleep and "evening" leisure. By chance, most of the "nightlife" on Gran Quivera actually starts out in broad daylight! Not all people work in this system, however. This even-odd system was first set up to reduce rush-hour severity and crowding. Rush-hour traffic tends to occur at the start of each period. The "week" on G.Q. has 8 days, 3 in the weekend, for example: Oneday Twosday Threeday Fourday Fiveday Sixday Sevenday Eightday Odd|Even Odd|Even Odd|Even Odd|Even Odd|Even Odd|Even Odd|Even Odd|Even 43 44 45 46 47 48 49 50 1 2 3 4 5 6 7 8 (month of KOPH) | (month of MILTASH) Thus, Threeday, the 47th of Koph. The 48th is also Threeday. The 10 months of the Gran Quivera year are Zephyr, Neilsmonth, Vruskadh, Synderary, Keptuary, Koph, Miltash, Dolomar, Bjornessen, and Yearzend. The local calendar (as well as the Galactic Standard Year) began on Oneday, 1st of Neilsmonth, Yr. 0, which is celebrated as Colonization Day. Later, Zephyr became the first month instead of the 10th, in the Yr. 16 (or end of Yr. 15). Then the 1st of Zephyr was an Eightday. Now in the Yr. 530, the 1st of Zephyr was a Fourday (Yr. 496.875 GST). This is how a typical "day" is scheduled on Gran Quivera: WORK SYSTEM AND VEHICLE TRAFFIC (Odd Shift): Hr: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14(15, repeats for Even) H R H L H L H R (TRAFFIC: L = Light H = Heavy R = Rush Hour) Crowds (Revellers Crowds (Crowds) (PEDESTRIANS) from Even Shift) C Work & Break (Lunch)Work & Break C (ACTIVITY) (C = Commuting) Sunrise Sunset (Sunrise, Even period) The cycles shown above repeat for the Even period, hours 15 - 29, in which the Odd shift becomes crowds of Revellers on the streets starting around hour 17. I.e. the Even people work, the Odd people are now off-duty. Traditional work-hours are 1:00-7:00 and 9:00-15:00 for the Odd Shift, 16:00-22:00 and 24:00-0:00 for the Even Shift, with a lunch period in-between and a generous mid-session break for each session of 6 hours. Workers are then free in their off-shift, and conscientious workers will sleep as much as 10 hours. I found it necessary to define city driving speeds. Driving speeds are 50 m/turn, and 25 m/turn at intersections (enforced by magnetic safety systems). Speeds are doubled on Expressways. These speeds are generally affected by road conditions as follows: Rush Hour -50%; Heavy Traffic -25%; Light Traffic +25%. I hope you found this home-grown system useful to use with the city map in the Star Frontiers game. >8===:) DRACONIAN (Pierre Savoie) drac@wbb.com --- ~ SLMR 2.1 ~ If this were an actual tagline, it would be funny.
Fri, 3 Mar 1995 06:17:54 -0600 RE: Resource List (yet again) From: roymeo@iastate.edu To: frontiers@uidaho.edu Actually have a couple new things here, that jcubas scanned in and sent to me... If you see anything wrong/missing, please correct me. I'm more than willing to 'trade' some of this stuff....*warms up photocopier* Alpha Dawn Boxed Set Basic Rules Expanded Rules Map, 2d10, Counters SF0 Crash On Volturnus Module Knight Hawks Boxed Set Tactical Operations Manual Campaign Book Map, 2d10, Counters SFKH0 Warriors of White Light SFAC1 Character Sheets (AD) SFAC2 ?? Referee's Screen + Assault on Starship Omicron Mini-Mod SFAC3 Zebulon's Guide to Frontier Space SF1 Volturnus Planet of Mystery SF2 Starspawn of Volturnus SF3 Sundown on Starmist SF4 Mission to Alcazzar SF5 Bugs In The System SF6 Dark Side of the Moon SFKH1 Dramune Run SFKH2 Mutiny on the Eleanor Moraes SFKH3 Face of the Enemy SFKH4 The War Machine 2001 A Space Odyssey 2010 Odyssey Two _ENDLESS QUEST Books_: These are about a Jr High reading level. #8 Villians of Volturnus #17 Captive Planet #24 Mission on Artule (exceptionally BAD, Earth is in the system, no other UPF character races but 6 anon. Yaz thugs. Not really StarFron) __DRAGON MAGAZINE__ __TITLE__ __SUBJECT__ __SOURCE__ Blastoff! First Look at SF Review Dragon 65 The SF 'Universe' Detailed Review Dragon 74 Zethra, The New Race Dragon 84 StarQuestions Q&A (from Polyhedrons) Dragon 85 Fast and Deadly Starships Dragon 86 Freeze! Star Law! Law Enforcement Dragon 87 Battle of Ebony Eyes Mini-Mod, Black Holes Dragon 88 StarQuestions Q&A Dragon 88 Yachts and Privateers Return Starships Dragon 88 The Mighty Mega-Corporations Mega-Corps, History(in Zeb) Dragon 89 Mega-Corporations o.t. Frontier Mega-Corps, History(in Zeb) Dragon 90 Careers in Star Law Law Enforcement Dragon 91 Day of the Juggernaut Mini-Mod, Huge Ship Dragon 91 StarQuestions Q&A Dragon 92 Rare Wines and Ready Cash Agricultural Trade Dragon 93 From Anarchy to Empire Governments Dragon 94 Zuraqqor Strike Back, The New Race, Mini-Mod, Starships Dragon 95 Coming of the S'sessu, The New Race, Sathar Dragon 96 StarQuestions Q&A Dragon 97 StarQuestions Q&A Dragon 98 Volturnus Connection, The Volturnus Dragon 98 Tanks a Lot! Vehicle Combat Dragon 99 SilverTwin Star Law Enforcement, Vehicle Dragon 102 Saurians, The New Race Dragon 103 Tanks Again! Vehicle Combat Dragon 103 Star Law Returns Law Enforcement Dragon 104 Expanding the Frontier Exploring Dragon 105 Tote That Barge! Interstellar Economics Dragon 107 Old Yazirians Never Die Age and Aging Dragon 108 Patriots, Terrorists, & Spies Cults Dragon 109 Going For a Swim? Underwater Adventures Dragon 110 For a Fistfull of Credits New Items Dragon 112 Interstellar Armory, A New Starship Arms Dragon 115 Here Comes the Cavalry Warfare Dragon 120 Leader of the Pack, The Leadership Dragon 122 Whole-Earth Ecology, The Aliens Dragon 123 Shot in the Arm, A Damage System Dragon 124 Second Look at Zebulon's Guide Zeb Guide Errata Dragon 125 Armored and Dangerous Powered Armor Dragon 129 Frontiers of Design, The Starship Building System Dragon 132 Sage Advice Q&A, AD, Zeb Guide Dragon 135 Damage Control--Report! Starship Combat Dragon 136 Sage Advice Q&A, DD, ADD, SF Dragon 144 From Freighters to Flying Boats Ships, Boats, Ocean Dragon 149 __POLYHEDRON NEWSZINE (RPGA)__ 9 SF review + dispel confusion 10 dispel confusion (+softcopy) (11) dispel confusion (12)j KH 'feature' review? [12] dispel confusion (softcopy only) (13) Raid on Theseus SFKH + dispel confusion 14 Ambush on Lossend SF + dispel confusion (15) cardstock reference sheet for AD/KH + dispel confusion (16)j dispel confusion [17] dispel confusion (softcopy only) 18 Layover at Lossend SF + dispel confusion (+softcopy) (19) dispel confusion (20)j (21)j (22)j Shipboard personnel (SF or Living Galaxy) (27)j (29)j NOTE: I do not own anything in ()'s scanned softcopy in []'s __Ares Magazine__ (14) ??? (15) Von Neumann machines, Into the Void module 17 Yazirian Cultural Weapon + Miniature Use (Ares Special Edition #2) Frontiers of the Mind(psionics) __Miniatures__ Spacefarers (12) Spacers(?) (12) Robots (6) Federation Ships (6)(with miniatures rules conversions) Sathar and Pirate Ships (6) (Vehicles) (vaporware??: rules for new vehicles like grav tanks) __THE LIVING GALAXY__ (from POLYHEDRON) Database Is Your Friend, The Polyhedron 51 Brainstorming The Universe Polyhedron 52 No Two Urban Jungles Should Be Alike Polyhedron 53 Satellites: Part 1 Polyhedron 54 Satellites: Part 2 Polyhedron 55 Opponents Make The World Go Round Polyhedron 57 The Alienization of Alien Nations Polyhedron 58 Recycling Planets Polyhedron 59 Spacecraft PC, Part I Polyhedron 60 Spacecraft PC, Part II Polyhedron 61 Spacecraft PC, Part III Polyhedron 62 Flawed Gems Shine The Brightest Polyhedron 63 Death Takes A Holiday Polyhedron 64 A Thrill in Every Port Polyhedron 65 All That Glitters Sure Is Nice: Part I Polyhedron 66 All That Glitters Sure Is Nice: Part II Polyhedron 67 To The Stars Polyhedron 68 Do Starships Dream Of Jumpspace sheep? Polyhedron 69 Better Heroes, Better Cities Polyhedron 70 A Little Planet Looks Awfully Big Close Up: Part 1 Polyhedron 71 A Little Planet Looks Awfully Big Close Up: Part 2 Polyhedron 72 No World Like Home Polyhedron 73 A Sprinkling of Stardust: Odds and Ends for Campaigns Polyhedron 74 Case of the Missing Adventures Polyhedron 75 Save the Last Danse Macabre For Me Polyhedron 76 Adventures From Your Library, Part 1 Polyhedron 77 Weirdo SF Adventurers Polyhedron 78 Ice Dwarfs and Magsails Polyhedron 79 Barbarian Planets I Polyhedron 80 Barbarian Planets II Polyhedron 81 A Stellar Game Master Is Made, Not Born Polyhedron 82 Stellar Game Master, Part 2 Polyhedron 83 Reshaping History For Fun And Games Polyhedron 84 In The National Interest: Countries On Other Worlds Polyhedron 85 Flora, Fauna, And The Alien Question Polyhedron 86 Creating NPC's for Adventures Polyhedron 87 Not Quite 101 Uses For A Dead Module(using SF Modules) Polyhedron 88 Epic Campaigns: one Polyhedron 89 Epic Campaigns: two Polyhedron 90 Epic Campaigns: three Polyhedron 91 Times Three Adventure Creation Method Polyhedron 92 One-Character Adventures: one Polyhedron 93 One-Character Adventures: two Polyhedron 94 Military History and Science Fiction Campaigns Polyhedron 95 Many Aliens of Earth, The Polyhedron 96 Whither The Weather? Polyhedron 97 Idea Catcher: Generating Ideas Polyhedron 98 New View of Space Colonies Polyhedron 99 Fantasy Fixes for SF Gaming's Black Holes Polyhedron 101 Carrots, Sticks, and Mysteries in Space Polyhedron 103 TV Shows: one Polyhedron 104 TV Shows: two Polyhedron 105 roymeo .sigs suck
Fri, 3 Mar 95 11:55:48 -0700 RE: Modules From: Andrew L Chang <changa2@watmail.ucr.edu> To: frontiers@uidaho.edu Someone asked which modules were published for the Alpha Dawn and Knight Hawks game. I wrote back to him but decided to post here for anyone who was interested. There were seven modules made for Alpha Dawn, the first three were the Volturnus series SF0, SF1, and SF2. The next one is Sundown on Starmist, a pretty common one, SF3. Then came SF4 Mission to Alcazar, Bugs in the System SF5 (pretty cool), and SF6 Darkside of the Moon (VERY cool). For Knight Hawks there were (sort of) five. The first is actually the Third Sathar War from the box set. Next there was SFKH1 Dramune's Run. After SFKH2, SFKH3, and SFKH4, another series starting with mutiny on the Elenor Morales (sp?) which continues in the next two. I can't remember thier names right now but there were pretty cool. Also there was a mini-module included in the Game Master screen.
Fri, 03 Mar 95 15:22:51 EST RE: Re: Resource List (yet again) From: Michael Bauser <MBAUSER@KENTVM.KENT.EDU> To: frontiers@UIDAHO.EDU On Fri, 3 Mar 1995 06:17:54 -0600 you said: >__Miniatures__ >Spacefarers (12) >Spacers(?) (12) >Robots (6) >Federation Ships (6)(with miniatures rules conversions) >Sathar and Pirate Ships (6) >(Vehicles) (vaporware??: rules for new vehicles like grav tanks) Actually, I think those two ship boxes have more than 6 ships each, but less than 12 (they ship in the large, 12-piece box, but some ships use more than one piece). Not sure, though, because it's been a while since I looked at my minature collection. And I can vouch that TSR did produce a 6-ship "Yachts and Privateers" box, because I bought one at GENCON `93. I also saw some blister packs of various Volturnis aliens (I definitely remember seeing Quickdeaths and Edestaekai). Some individual spaceships were sold in blisterpacks, too. -- Michael Bauser <mbauser@kentvm.kent.edu or mbauser@kentvm.bitnet> "Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance" --Johannes Kepler
Fri, 03 Mar 1995 13:17:22 -0700 RE: Modules -Reply From: Steve Bartell <STEVEBAR@wordperfect.com> To: changa2@watmail.ucr.edu, frontiers@uidaho.edu >>> Andrew L Chang <changa2@watmail.ucr.edu wrote> For Knight Hawks there were (sort of) five. The first is actually the Third Sathar War from the box set. Next there was SFKH1 Dramune's Run. After SFKH2, SFKH3, and SFKH4, another series starting with mutiny on the Elenor Morales (sp?) which continues in the next two. I can't remember thier names right now but there were pretty cool. >>>> SFKH3 "Face of the Enemy" and SFKH4 "The War Machine" Also, let's not forget the psuedomodules - 2001 A Space Odyssey and 2010 Odyssey Two. I am a little embarrassed for TSR on the release of these. Dragon had a few, as well: Issue 88 "The Battle of Ebony Eyes" and issue 91 "Day of the Juggernaut" were both Nighthawks adventures. Issue 95 had "The Zuraqqor Strike Back", but I don't remember if this was for a Nighthawks setting. Also Andrew, don't forget my personal favorite "The Pod", that Tarip Esner is about to venture in. (If you have not read the PBEM intro I sent you, Andrew, you may not recognize that one yet.) -Steve Bartell
Sat, 4 Mar 1995 10:03:53 -0600 RE: Hentz(Araks) From: roymeo@iastate.edu To: frontiers@uidaho.edu I decided to start posting from my file of wht I've done to the SF universe....a planet a day or somesuch.... ARAKS Hentz Moons: None Gravity: 0.7 Day: 25 Year: Diameter: Inclination: 0 Orbit: Atmosphere: Climate Range: Average Surface Temperature: 0 % Water: Trade: Industry General Notes: Hentz is ruled by a religious clan, the Family of One. Everyone who lives on Hentz or works for GOD- Co. wears a uniform denoting their job and social position. Terrain/Climate: Life: No life originated on Hentz. During the time of the Yazirian Relocation, the planet was terraformed using the flora, fauna, and environments from Waloo(Pavor). Native Species: None. Home of native species from Waloo(Pavor). History: Discovered in 341 pf, Hentz was the first colony world established by the Yazirians. It was merely a mining colony for 50 years. After the discovery of the weakening orbit of Levo, the planet became the first terraformed world during the Yazirian Relocation. This lasted, in full force, for 30 years, the first 23 during which Waloo was still intact, and the latter during which environments were still being reconstructed and synthesized on Hentz. There were some changes made due to the new environment and new geography of Hentz, as well as several environmental rejections, but aside from the change the size and color of the sun and the absence of the moon, the planet is much like the original. This is a time of great social cohesion for the Yazirians as well as a time of great scientific learning about both systems, the life on the planet(s), terraforming, and transportation. The government of Waloo was similarly transported in whole to Hentz. At the end of the 30 years, the governments returned to their pre-disaster states. Government: Theocracy. Hentz is ruled by a religious clan, the Family of One. This government evolved from that of the transplanted government from Waloo(Pavor). The head of the government is a high priest. Law: (CR 5) Hand weapons allowed. Death due to honorable dueling is not uncommon and generally accepted with no retribution, though rivalries between various clans are entrenched. Population: Yazirian Heavy. Surrogate Homeworld. Less than 5% non-Yazirians. Society/Culture: Argonian is the language of The People. It was believed that this language was given to all of god's chosen. When the Yazirians finally met non-Yazirians the realization that all sentient creatures did not speak the same tongue led to a dissident group forming. This group adopted a reconstructed ancient sub- language and eventually emigrated to Yast(Athor). As a result of the uniforms, worn by everyone who lives or works on Hentz or works for GODCo. which displays their job and social position, the inhabitants of Hentz are generally very private with all other personal information. This leads to a view of them being secretive to outsiders. Generally they will be much more open with any beings who are of the same divisions. The Yazirians of Hentz often duel using the Zamira. They hold the Zamira and (dueling in general) as a sacred institution, only to be used among Yazirians. % Onehome: Headquarters of GODCo. *' Artificial Satellites: FSS, DS II, TS (% = city) (* = satelite) (*' = artificial satellite(s))
Sat, 4 Mar 1995 10:08:37 -0600 RE: (couple notes on Hentz(Araks)) From: roymeo@iastate.edu To: frontiers@uidaho.edu oh, and the 0 in the temp and inclination is the mistranslation of the (degree) symbol. Law (CR x) is the Control Rating, somewhat gurps related, from 0 total anarchy to 6 total govt control of citizens actions
Sun, 5 Mar 1995 21:56:59 -0600 RE: Yast(Athor) From: roymeo@iastate.edu To: frontiers@uidaho.edu ATHOR Yast Moons: (2) Ime, Exib Gravity: 1 Day: 15 hours Year: Diameter: Inclination: 0 Orbit: Atmosphere: Climate Range: Average Surface Temperature: 0 % Water: Trade: Agriculture General Notes: Yazirians from Yast favor capes. Terrain/Climate: Some desert. Harsh environment. Most ag on Exib, but 'new' plant in 'near desert' environs. Life: Native Species: Sailsnail, Fire Dragons? History: Discovered by Yazirians in 250 pf. Government: Athenian Democracy. All permanent residents of Yast vote in semi-annual elections. There are no 'politicians', instead every citizen serves a 2 year term depending upon need of their skills, volunteering when convienent, and random selection. Those who do well are paid well for their work. Corruption in this system is balanced, as everyone plays a part in the government eventually. Felons are of course removed from rotation (or occasionally put where their skills are needed but they can do little damage) and also pay a higher tax rate later. Law: (CR 1-2) Most weapons are allowed because of the harsh environment. Zamira dueling deaths and related injuries are not uncommon, these honorable deaths are not pursued by the law as long as they are registered properly. Weapons of mass destruction are likely to cause attention of a somewhat autonomous and not always trustworthy police force. Use of such in public places is likely to be met with 'questions later'. Population: Yazirian Moderate. Approximately 10% non- Yazirian. Society/Culture: The culture of Yast has been shaped primarily by two things: the original break from the theocratic government of Hentz and the harsh environment of Yast. Much of the culture was constructed from 'heretical' beliefs from the past of Hentz(and Waloo) and continues to react against Hentz. The official language of the planet is Gnarsh. The enforced expression of job and social rank on Hentz became a private matter on Yast. A person's profession is intimate information, though not a matter of shame. This has somewhat led to a double-life for those who work in service and public relations industries and has led to a reliance on robots or foreigners for many of these positions. The system of government also serves to equalize the status of all individuals, as opposed to an elitist hierarchy. This common ground is often the topic of casual conversation. Despite these differences with the society of Hentz, the Zamira and life-enemy are both held in high regard. The environment has also played a key role in the shaping of the culture here. The harsh desert and little food led to Exib, and now crop in near desert areas. refugees had a hard tough life dour and grim folk even for Yaz "Dragon Hunting" Eventually a Yazirian from Yast is going to push a high- priest type from Hentz into a pool and cause a big stir. ' Ime: ' Exib: Agriculture
Mon, 27 Mar 1995 15:25:52 -0800 RE: Want my SF stuff? From: shul9478@uidaho.edu (Wes Shull) To: frontiers@uidaho.edu (Star Frontiers fans) Hey all, I never play SF any more (in fact, I haven't role-played any system in quite a while now), and I'm considering getting rid of my stuff (but not for free, mind you). Here's what I have: Basic game rules - first printing - original cover Basic game rules - first printing - Alpha Dawn cover Expanded game rules - first printing - original cover [x2] [one missing tables insert] Expanded game rules - first printing - Alpha Dawn cover SF 0 (Crash on Volturnus) - first printing [x2] [and somehow an extra copy of the page 13-16 spread to this module] Starship Bridge Area Map/Volturnus surface map [x2] Box - original Box - Alpha Dawn Port Loren map/Volturnus terrains map [x2] Reference Screen [missing Assualt on Starship Omicron mini-module] "Campaign Book" [starship rules] - first printing "Campaign Book Expansion Rules" [same thing] - second printing SF 1 (Volturnus, Planet of Mystery) [x2] SF 2 (Starspawn of Volturnus) [x2] SF 3 (Sundown on Starmist) UPF Tactical Operations Manual (Basic and Advanced Boardgame Rules) - second printing SFAD 5 (Bugs in the System) SFAD 6 (Dark Side of the Moon) SFKH 0 (The Warriors of White Light) SFKH 1 (Dramune Run) SFKH 2 (Mutiny on the Eleanor Moraes) SFKH 3 (Face of the Enemy) SFKH 4 (The War Machine) misc. counters (about 1.5 sets; I'll count them up if you're that interested) Note that if you're collecting for condition, the covers to most of the rule books are scuffed up--I've had some of this since I was 9 years old. If you're interested in any of this stuff, drop me a note. -- Wes Shull - shul9478@uidaho.edu - http://www.cs.uidaho.edu/~shul9478/ 208.885.8666 - Junior - Visual Communications - University of Idaho thMVHAeIICNVNKVAGTOCsHtateENHULNANiITIBBsVEAUERLcrTCKSaOSERRUMIpCAASKNNE Resist Attention<->Assist Retention - Member, Anti-Misoneism Front (AMF) Secretary, UI Japanese Animation Club - Alumnus, Beta Nu of Theta Chi
Sat, 1 Apr 1995 11:25:14 -0600 RE: planet synopsis' From: roymeo@iastate.edu To: frontiers@uidaho.edu anyone remember what planet's I'd sent already. I had intended to send one each day, but that didn't happen or maybe a better question, does anyone want to see any more? roymeo
Thu, 13 Apr 1995 11:31:29 -0400 (EDT) RE: So, is anyone out there? From: Edward James Elsner <elsn5028@nova.gmi.edu> To: frontiers@uidaho.edu So, I'm new to the Star Frontiers mailing list and was very excited to find it in all the junk cluttering up the net, but I have yet to receive any messages from other subscribers. Is this thing dead, or is it just a lull from huge amounts of discussion recently? Star Frontiers was the first role playing game I every played and I enjoyed it thoroughly. I was very sad to see it discontinued and even more annoyed that everyone stopped playing it around here when that happened. I'm currently collecting all of the adventures, rules, and accessory publications that TSR put out for the actual game. All I have left to acquire are Bugs in the System and Dark Side of the Moon. I have several copies of some of the rule books and adventures, so if anyone is interested in trades or purchases let me know. And I do hope that this picks up. At least a little. Usually I'm swamped with mail when I join a mailing list and I don't like that, but I do like to get some mail. See you around... Edward Elsner elsn5028@nova.gmi.edu af696@leo.nmc.edu (the idiot savant) Vantar on various BBS's, MUD's, and MUSE's Life is a meaningless jumble of stimuli creatively assembled by your mind. Assemble it to your hearts content! Peace, love, and understanding! EE
Thu, 13 Apr 1995 09:54:11 -0600 RE: So, is anyone out there? -Reply From: Steve Bartell <STEVEBAR@wordperfect.com> To: frontiers@uidaho.edu Hi Ed, The Star Frontiers list has been dead for a month or so. It goes in spurts, I guess. I actually downloaded some additional Knighthawks rules the other day that someone made, and I will try to post this in the next day or so. I have not been able to read all of it to decide it's quality, but this is for each person to decide. When I get time, I am also going to try and post some of the creatures and new equipment I have made over the years, since you can never get enough of this. I am also wondering, does anyone on this list have an actual Star Frontiers campaign going, or are we all just reminiscing? I have 2 PBEM campaigns for SF going strong, but I have not seen anyone with a sit down, much on pizza, play til 2:00 am campaign for quite some time. -Steve Bartell
Thu, 13 Apr 1995 10:42:52 -0700 (PDT) RE: Campaign From: Andrew L Chang <changa2@watnxt09.ucr.edu> To: frontiers@uidaho.edu I still have an ongoing StarFrontiers game, but we haven't met since the summer due to school. But we still get together as often as we are able to. Andrew L Chang
Thu, 13 Apr 1995 13:46:07 -0500 RE: Re: So, is anyone out there? -Reply From: ber0566@rs6000.ivcc.edu (Vox Ludator!) To: STEVEBAR@wordperfect.com, frontiers@uidaho.edu > I am also wondering, does anyone on this list have an actual Star > Frontiers campaign going, or are we all just reminiscing? I have 2 PBEM > campaigns for SF going strong, but I have not seen anyone with a sit > down, munch on pizza, play til 2:00 am campaign for quite some time. Well, for me, ALL roleplaying other than the Internet is reminiscing, since I moved back from Waukegan to Earlville (aka Hicksville, USA). If I had gamers in the area, I'd probably be running SF, though -- it may not be perfect (the skill system, even after Zeb, seemed wonky), but it's better than a lot of scifi games on the market now. -=| Vox |=-
Thu, 13 Apr 1995 11:49:21 -0700 (PDT) RE: Re: so, is anyone out there? From: Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu> To: frontiers@uidaho.edu Edward James Elsner spake: > So, I'm new to the Star Frontiers mailing list and was very excited to > find it in all the junk cluttering up the net, but I have yet to receive > any messages from other subscribers. Is this thing dead, or is it just a > lull from huge amounts of discussion recently? It doesn't really get huge amounts of discussions, but it's a pretty sporadic list (I need to plug it more often in rec.games.frp.misc, too), so we'll get a burst of conversation and then crickets chirping for a while... > Star Frontiers was the first role playing game I every played and I > enjoyed it thoroughly. I was very sad to see it discontinued and even > more annoyed that everyone stopped playing it around here when that > happened. I've never understood that reaction - to me, a dead game just means that the company won't be messing with it any more... TSR seems especially skilled at creating great games and then killing them, but supporting the really horrid ones. Ah, well... > I'm currently collecting all of the adventures, rules, and > accessory publications that TSR put out for the actual game. All I have > left to acquire are Bugs in the System and Dark Side of the Moon. I have > several copies of some of the rule books and adventures, so if anyone is > interested in trades or purchases let me know. And I do hope that this > picks up. At least a little. Usually I'm swamped with mail when I join > a mailing list and I don't like that, but I do like to get some mail. Post a list of your duplicates... There's always interested buyers here. And while I'm posting, I should mention - I picked up the Traveller: The New Era rpg a bit ago, and while it has a number of good ideas, the game system is pretty much a total write-off. I've been ripping a number of good ideas out of it and converting 'em for use in SF (assuming I ever have enough free time and enough other people available with matching free times to play any RPG ever again... (RPG withdrawal is a Bad Thing)). -Mark Damon Hughes, list-owner
Thu, 13 Apr 95 13:06:11 -0700 RE: Re: so, is anyone out there? From: Andrew L Chang <changa2@watmail.ucr.edu> To: frontiers@uidaho.edu One thing I tried to do was change the combat system a little. I had the vision of like one or maybe two gyrojet bullets being enough to kill someone, so I reduced the number of points of damage someone could take by 1/10, and then used some of the combat rules from Top Secret SI. It seems to work well, but I haven't yet had a chance to test it. What are some thoughts out there? Andrew L Chang
Thu, 13 Apr 1995 15:59:09 -0500 (CDT) RE: Subing From: Matthew A Shelley <mshelley@students.uiuc.edu> To: frontiers@uidaho.edu Just wondering how to post. Matt Shelley
Thu, 13 Apr 1995 19:30:01 -0500 RE: Star Frontiers Stuff List From: roymeo@iastate.edu To: frontiers@uidaho.edu Alpha Dawn Boxed Set Basic Rules Expanded Rules Map, 2d10, Counters SF0 Crash On Volturnus Module Knight Hawks Boxed Set Tactical Operations Manual Campaign Book Map, 2d10, Counters SFKH0 Warriors of White Light SFAC1 Character Sheets (AD) SFAC2 ?? Referee's Screen + Assault on Starship Omicron Mini-Mod SFAC3 Zebulon's Guide to Frontier Space SF1 Volturnus Planet of Mystery SF2 Starspawn of Volturnus SF3 Sundown on Starmist SF4 Mission to Alcazzar SF5 Bugs In The System SF6 Dark Side of the Moon SFKH1 Dramune Run SFKH2 Mutiny on the Eleanor Moraes SFKH3 Face of the Enemy SFKH4 The War Machine 2001 A Space Odyssey 2010 Odyssey Two _ENDLESS QUEST Books_: These are about a Jr High reading level. #8 Villians of Volturnus #17 Captive Planet #24 Mission on Artule (exceptionally BAD, Earth is in the system, no other UPF character races but 6 anon. Yaz thugs. Not really StarFron) __DRAGON MAGAZINE__ __TITLE__ __SUBJECT__ __SOURCE__ Blastoff! First Look at SF Review Dragon 65 The SF 'Universe' Detailed Review Dragon 74 Zethra, The New Race Dragon 84 StarQuestions Q&A (from Polyhedrons) Dragon 85 Fast and Deadly Starships Dragon 86 Freeze! Star Law! Law Enforcement Dragon 87 Battle of Ebony Eyes Mini-Mod, Black Holes Dragon 88 StarQuestions Q&A Dragon 88 Yachts and Privateers Return Starships Dragon 88 The Mighty Mega-Corporations Mega-Corps, History(in Zeb) Dragon 89 Mega-Corporations o.t. Frontier Mega-Corps, History(in Zeb) Dragon 90 Careers in Star Law Law Enforcement Dragon 91 Day of the Juggernaut Mini-Mod, Huge Ship Dragon 91 StarQuestions Q&A Dragon 92 Rare Wines and Ready Cash Agricultural Trade Dragon 93 From Anarchy to Empire Governments Dragon 94 Zuraqqor Strike Back, The New Race, Mini-Mod, Starships Dragon 95 Coming of the S'sessu, The New Race, Sathar Dragon 96 StarQuestions Q&A Dragon 97 StarQuestions Q&A Dragon 98 Volturnus Connection, The Volturnus Dragon 98 Tanks a Lot! Vehicle Combat Dragon 99 SilverTwin Star Law Enforcement, Vehicle Dragon 102 Saurians, The New Race Dragon 103 Tanks Again! Vehicle Combat Dragon 103 Star Law Returns Law Enforcement Dragon 104 Expanding the Frontier Exploring Dragon 105 Tote That Barge! Interstellar Economics Dragon 107 Old Yazirians Never Die Age and Aging Dragon 108 Patriots, Terrorists, & Spies Cults Dragon 109 Going For a Swim? Underwater Adventures Dragon 110 For a Fistfull of Credits New Items Dragon 112 Interstellar Armory, A New Starship Arms Dragon 115 Here Comes the Cavalry Warfare Dragon 120 Leader of the Pack, The Leadership Dragon 122 Whole-Earth Ecology, The Aliens Dragon 123 Shot in the Arm, A Damage System Dragon 124 Second Look at Zebulon's Guide Zeb Guide Errata Dragon 125 Armored and Dangerous Powered Armor Dragon 129 Frontiers of Design, The Starship Building System Dragon 132 Sage Advice Q&A, AD, Zeb Guide Dragon 135 Damage Control--Report! Starship Combat Dragon 136 Sage Advice Q&A, DD, ADD, SF Dragon 144 From Freighters to Flying Boats Ships, Boats, Ocean Dragon 149 __POLYHEDRON NEWSZINE (RPGA)__ 9 SF review + dispel confusion 10 dispel confusion (+softcopy) (11) dispel confusion (12)j KH 'feature' review? [12] dispel confusion (softcopy only) (13) Raid on Theseus SFKH + dispel confusion 14 Ambush on Lossend SF + dispel confusion (15) cardstock reference sheet for AD/KH + dispel confusion (16)j dispel confusion [17] dispel confusion (softcopy only) 18 Layover at Lossend SF + dispel confusion (+softcopy) (19) dispel confusion (20)j (21)j (22)j Shipboard personnel (SF or Living Galaxy) (27)j (29)j NOTE: I do not own anything in ()'s scanned softcopy in []'s j = jcubas? __Ares Magazine__ (14) ??? (15) Von Neumann machines, Into the Void module 17 Yazirian Cultural Weapon + Miniature Use (Ares Special Edition #2) Frontiers of the Mind(psionics) __Miniatures__ Spacefarers (12) Spacers(?) (12) Robots (6) Federation Ships (6-12)(with miniatures rules conversions) Sathar and Pirate Ships (6-12) (Yachts and Privateers(6)) (Vehicles) (vaporware??: rules for new vehicles like grav tanks) (various blisterpacks of volturnus aliens)
Thu, 13 Apr 1995 19:39:10 -0500 RE: more planets From: roymeo@iastate.edu To: frontiers@uidaho.edu Once again, this stuff is a blend of cannon, and my personal campaign universe. Critique's, ideas, weird stuff welcome. PAVOR (BETA) Waloo This was the homeworld of the Yazirian species. Levo, the planet's onldetermined to be spiraling toward the planet in its orbit in the year 291 pf. resources then went to the This was the homeworld of the Yazirian species. Levo, the planet's only moon, was determined to be spiraling toward the planet in its orbit in the year 291 pf. The entire planet's resources then went to the transportation of as much of the ecosystem as possible to the inhabitable planet Hentz(Araks) upon which life had not yet evolved. Entire tracts of various environments were literally picked up and shipped to Hentz in what became known as the Yazirian Relocation. New discoveries about the life on the planet occured daily, as areas such as the deep ocean were thoroughly explored for the first time. Many species were transported which have still to be discovered. This process (called the Yazirian Relocation) went for 23 years up until the final minutes of Waloo's existence, the majority of the population relocated within the first 20. Mining on Hentz was fierce in areas in which the Waloo environment would later be introduced to get the most resources from the planet without disturbing the adapting lifeforms from Waloo. The governmental structure of Waloo was also transported and this was the time of the most social cohesion the Yazirians ever experienced. Native Species: Creepspine GRUNA GARU Hargut Moons: (1) Trefrom Gravity: 1.1 Day: 20 hours Year: Diameter: Inclination: 0 Orbit: Atmosphere: Climate Range: Average Surface Temperature: 0 % Water: Trade: Business, Mining General Notes: Terrain/Climate: Life: Native Species: Weeping Wallow History: Discovered by Yazirians in 248 pf. Hargut suffered massive population losses due to the Blue Plague, and the planet was quarantined from FY62 to FY67. Government: Confederation of clan-countries some of which are theocratic and answer to Hentz(Araks). Law: (CR 2-3) Zebulon controls. Population: Yazirian Heavy. 25% non-Yazirian. Society/Culture: This planet is a combination of cultures from Hentz(Araks) and Yast(Athor). Argonian and Gnarsh are spoken equally here, and all but the most seperatist citizens know both languages. Because of the high gravity zamira duels must take place on Trefrom. Because of this, only the most grave insults and those who can afford the time and credits to travel to the moon duel with such. This has led to dueling with swords on the planet. This also allows non-Yazirians to engage in duels as well. % Heston: Major starport. Business headquarters for WarTech Inc. % Klaktow: Largest City. Headquarters of Association of Intergalactic Power Suppliers. ' Trefrom: Colony, Main Starport *' Artificial Satellites: ASS SCREE FRON Hakosoar Moons: (2) Inti, Infi Gravity: 0.9 Day: 50 hours Year: Diameter: Inclination: 0 Orbit: Atmosphere: Climate Range: Average Surface Temperature: 0 % Water: Population: Yazirian Moderate Trade: Agriculture, Industry General Notes: Some of the best pilots in the frontier are from Hakosoar. Terrain/Climate: Life: Native Species: History: First discovered by Yazirians in 189 pf. Government: Stratocracy The leaders of Hakosoar are the planetwide career military leaders. All citizens are required to serve 2 years in the military, and it is considered an honor to be asked to stay. There is a very large standing military because of the mandatory military service. Some of the best pilots are trained here. Being stationed at Histran is generally a result of bringing negative attention to oneself in the military. Many career officers quit the military as opposed to taking the dishonor of the station. This is often an efficient tool to downsize the military, but the dishonor involved does not encourage a satisfied populace. Law: (CR 5) Weapons of any identifiable type are only allowed to be carried by members of the military. Though because of the mandatory military service, the populace is generally versed in martial combat techniques. Undesireables are often transported to Histran to emsure the safety of the state. Population: Yazirian Moderate. Approximately 2% non- Yazirian, most in employ of UniHo. Well trained in self-defense. Society/Culture: The population of Hakosoar are generally followers of the Family of One, but this organization does not hold the power that it does on Hentz(Araks). Argonian is the primary language. Zamira combats are only allowed in sanctioned arenas run by the military. These duels are supervised, thus honorable and the results posted publically, but are generally a last resort to settle disputes because of the high injury potential among military trained participants. Challenges are often met with public apology and supplication upont he part of the weaker participant. Those who make it a practice to challenge Yazirians from off-planet are frowned upon and known as 'trudos' or 'throwers' in Argonian. As undesireables, criminals, and other 'overflow' elements are often transported to Histran or move of their own accord, that planet is viewed as a cabal of criminals and malcontents. % Hyyay: Headquarters of Universal Households. ' Inti: Education ' Infi: Mining Histran Moons: (7) Olim, Duae, Minae, Fornax, Ingris, Sedeo, Certus Gravity: 0.6 Day: 25 hours Year: Diameter: Inclination: 0 Orbit: Atmosphere: Climate Range: Average Surface Temperature: 0 % Water: Population: Yazirian Outpost Trade: Education General Notes: Histran is the location of the UPF outpost that keeps an eye on the Mechan system and the Lesser Morass. Terrain/Climate: Life: Native Species: History: First discovered by Yazirians in 189 pf. Government: This planet is considered a colony of Hakosoar. It is under a more lax control of the same military as it's parent state. The majority of the military officers stationed here were sent here to get them out of the way. The officers who accept the position as opposed to de-enlisting are generally stubborn, believe they can regain favor, or are too obtuse to recognize the message they were being given by the station. Law: (CR 3-4) Sidearms are allowed, because of the more dangerous terrain (and the government's inability to enforce controls). Population: Yazirian Outpost. Most of the population of Histran have been relocated there from Hakosoar. 30% non- Yazirian, many UPF officials. Society/Culture: Many of the inhabitants of Histran were considered undesirable on Hakosoar. This includes criminal elements, political aggrivators and dissidents, dissatisfied persons who are unhappy with the strict military rule, etc. Many of the members of the military are inefficient and out of favor with the rulers of Hakosoar. Population overflow has also been moved to the planet, though generally the lower echelons of Hakosoar are moved. The planet shares the Argonian language with it's parent planet. ' Olim: ' Duae: ' Minae: ' Fornax: ' Ingris: ' Sedeo: ' Certus: (thus ends the Yazirian dominated planets, Hentz(Araks) and Yast(Athor) having been sent previously) roymeo
Thu, 13 Apr 1995 22:38:21 -0700 (PDT) RE: Re: so, is anyone out there? From: Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu> To: frontiers@crow.csrv.uidaho.edu (frontiers-list) This ended up in my mailbox, not frontiers. Oops. I never noticed, but Majordomo (or at least, our setup) doesn't put a "Reply-to" field in the header. <sigh> Anyway, remember to always forward your replies to "frontiers@uidaho.edu", don't use "reply" unless you want it to go only to the author. ------------------------------------------------------------------------------- From: "eric pawtowski" <epawtows@vt.edu> In Message Thu, 13 Apr 1995 11:49:21 -0700 (PDT), Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu> writes: > And while I'm posting, I should mention - I picked up the Traveller: The New >Era rpg a bit ago, and while it has a number of good ideas, the game system is >pretty much a total write-off. I've been ripping a number of good ideas out of >it and converting 'em for use in SF (assuming I ever have enough free time and >enough other people available with matching free times to play any RPG ever >again... (RPG withdrawal is a Bad Thing)). I'm currently in a Star Frontiers game- sorta. The GM (who might be on this list) has converted everything over into Hero System mechanics, which all the players are familiar with. Even invented a couple of new races. Eric > > -Mark Damon Hughes, list-owner epawtows@vt.edu---------------------------------------------------
Fri, 14 Apr 95 13:44:28 EDT RE: Re: Combat and Damage From: mstart@nova.gmi.edu (Michael H. Start) To: frontiers@uidaho.edu I am working on a VERY modified SF game that basically combines character generation from Justifiers with SF rules. I changed the damage done by weapons to make it more deadly. Because Justifiers attributes are on a percentage scale, (Health 1-100), I increased the damage done by all weapons. I still need to do alot of play testing to achieve the correct balance between overkill and no kill. I also added wound modifiers. At 50% health, the characters have penalties to their skill checks. What do you think? I was wondering if anybody out there has a modified success chart for Zebulon's Guide. I think the skill progression should be reversed. Skills should improve faster at lower levels and then taper off. Instead of an exponetial curve, a logrithmic curve is needed. Has anyone changed this? Also, are there any ftp or www sites where I can get SF info? Mike Start mstart@nova.gmi.edu
Fri, 14 Apr 1995 14:01:11 -0400 (EDT) RE: Re: So, is anyone out there? From: "LOUIS J. KAWALEK" <ljk@welchlink.welch.jhu.edu> To: Edward James Elsner <elsn5028@nova.gmi.edu>, frontiers@uidaho.edu On Thu, 13 Apr 1995, Edward James Elsner wrote: > So, I'm new to the Star Frontiers mailing list and was very excited to > find it in all the junk cluttering up the net, but I have yet to receive > any messages from other subscribers. Is this thing dead, or is it just a > lull from huge amounts of discussion recently? It's been dead lately. But there was a time a few weeks ago(maybe a month or two) where it was fairly busy. > Star Frontiers was the first role playing game I every played and I > enjoyed it thoroughly. I was very sad to see it discontinued and even > more annoyed that everyone stopped playing it around here when that > happened. I'm currently collecting all of the adventures, rules, and > accessory publications that TSR put out for the actual game. All I have > left to acquire are Bugs in the System and Dark Side of the Moon. Would you believe that those are the ONLY TWO modules I own!? KayBee had modules for various games real cheap a few years back, and so everyone that got me a gift for my birthday got me modules. These were the only two Star Frontiers modules they had. I still have an extra shrink-wrapped copy of Dark Side of the Moon if you're interested. > I have several copies of some of the rule books and adventures, so if > anyone is interested in trades or purchases let me know. Got an extra Zebulon's Guide floating about? I never even SAW the thing. Let me know. Lou
Fri, 14 Apr 1995 13:03:08 -0600 RE: Re: Combat and Damage -Reply From: Steve Bartell <STEVEBAR@wordperfect.com> To: frontiers@uidaho.edu As for my ideas on more damage for weapons, I have already posted that to the list. But you do bring up an interesting idea about negative modifiers for those who are at 50% or less of hit points. I would guess it would be fairly hard to aim a weapon successfully if you were thriving in pain. This would be even more so in melee combat, where almost every move would be painful (depending on where the damage was). I would think a -15% modifier or so would not be unrealistic. Of course, it could also be argued that adrenalin makes the pain less noticable. If this was the case, a Yazirian in battle rage would not even notice the damage. One idea would be to rule that a STA check is required for an action to be done without a negative modifer. This would slow down game a bit with an extra die roll - but may prove more realistic. As for the skills listed in Zebulons Guide to Frontier Space - I personally let these fly out the window. I still use the races and equipment from Zeb's guide, but the rest is pretty much ignored. If they would have finished up by releasing the 2nd Zeb's Guide (instead of cancelling it), the new rules may have been complete enough to use. As is, though, it was not as usable and very complicated. I think one of the beauties of SF was the simplicity. -Steve Bartell
Fri, 14 Apr 95 12:37:02 -0700 RE: Stuff From: Andrew L Chang <changa2@watmail.ucr.edu> To: frontiers@uidaho.edu I agree with Steve, the skill system in Zeb's Guide wasn't too good. I have run campaigns in both systems and by far prefer the original system. I also plan to use the races and equipment from Zeb's Guide, but so far, my campaign takes place a little earlier than most of the items from the Guide. One thing I tried to do was make a list of different manufacturers for different weapons and the variations. This allows my player to buy two different blasters for instance, with one maybe being lighter and the other being heavier but causes more damage. If you want, I'll post the list. Andrew L Chang
Fri, 14 Apr 1995 17:27:26 -0500 RE: Zeb's Guide From: roymeo@iastate.edu To: frontiers@uidaho.edu Well, being an anal retentive SF fanboy I couldn't let Steve's mention of the "2nd zeb's Guide" go by without comment. Actually the Zeb guide concept was for 6 module sized (32 page) suppliments. The project was trashed 1/2 to 3/4 through, so they threw together what they did have, dropped a little here and there (Powered Assault Armor appeared in Dragon), and published what they had in the wonderful 96page form, leaving in those wonderful "to be seen in future updates of Zebulon's Guide" which had me checking the gameshops for 2 years before I finally gave up hope. I've hear that some of the robot/cyborg/bionics stuff was then hijacked into the Epsilon Cyborg suppliment for whatever edition of Gamma World was out then (this edition used a system quite similar to zeb's guide SF I think). roymeo
Fri, 14 Apr 1995 17:44:50 -0500 RE: Alpha Dawn vs Zebulon's Guide Skill Systems From: roymeo@iastate.edu To: frontiers@uidaho.edu Ok, we've had several people note they prefer AD to ZG. My one question is: Why? I GREATLY prefer the customability of Zebulon's Guide to the genericness of AD. As well, the dividing up of skills in ZG keeps someone from having maxed out ALL the skills as easily (never seen anything quite that bad, but it isn't that remote a possibility). The ZG system allows me to ADD in new skills, from Analyse Business Systems to Astrophysics to Survival: Urban. These then can be bought as any other skill not in one's group, where as with AD, one would have to put the skills as yet another subsection into one of the few skills. You can also use the various skills to make new Professions, such as the Biosocialist (which really didn't fit well under any of the given professions), Spacer, or even Administrator (I can hear the clicking of the vrusk in approval). So, what can you possibly come up with in defense of the AD skill system? (I have a few ideas, but wanna see what you can come up with, first.) Or is this just some abberation inflicted upon people who LIKE the confining classes of *D&D#? roymeo
Sun, 16 Apr 1995 16:45:36 -0400 (EDT) RE: Duplicates From: Edward James Elsner <elsn5028@nova.gmi.edu> To: frontiers@uidaho.edu > Post a list of your duplicates... There's always interested buyers here. Well, I wasn't planning on selling any of them, but if people really want them I am open to suggestions and offers. Expanded Rules book Campaign Book Expansion Rules book Volturnus: Planet of Mystery adventure Starspawn of Volturnus adventure Zebulon's Guide to Frontier Space accessory All are in good to excellent condition and complete. The rules books originally came in the boxed sets as you probably know, but I found them separately at a used bookstore. If there are things any of you are desperately seeking, I'm willing to keep my eyes open. I've run across lots of Star Frontiers stuff at various times. I saw a lot of the miniatures for sale at a convention last year. Still in their bubble packs. Good gaming to all.
Sun, 16 Apr 1995 13:46:42 -0700 (PDT) RE: a test. From: Faried Nawaz <nawaz921@raven.csrv.uidaho.edu> To: frontiers@crow.csrv.uidaho.edu ignore this message. faried.
Sun, 16 Apr 1995 17:24:25 -0400 (EDT) RE: Whooops! From: Edward James Elsner <elsn5028@nova.gmi.edu> To: frontiers@uidaho.edu In my infinite stupidity I guess I never checked the adventures I dropped four bits each on at a recent auction. They are not complete and are missing the center section that was made to be removed. Obviously that section was removed...permanently!! Sorry. Let me know if you are looking for anything in particular or interested in any of the duplicates I currently have. Edward Elsner elsn5028@nova.gmi.edu af696@leo.nmc.edu (the idiot savant) Vantar on various BBS's, MUD's, and MUSE's Life is a meaningless jumble of stimuli creatively assembled by your mind. Assemble it to your hearts content! Peace, love, and understanding! EE
Sun, 16 Apr 95 23:44:26 EDT RE: Many Topics From: mstart@nova.gmi.edu (Michael H. Start) To: frontiers@uidaho.edu First off, I am new to this mailing list, so some of what I have to say may have already been covered extensively. 1st Topic: Zeb's Guide and Alpha Dawn I would have to agree to what Roymeo had to say about Zeb's guide. Although I never played AD very much, It seems to me that the characters were always very similar. (It has been a LONG TIME since I played, so my memory may not be accurate) However, with Zeb's Guide the player's can pick and choose their skills and possibly get more variety from character to character. My problems with Zeb's Guide are still numerous. The most glaring problem is the success chart. When rasing skills, the percentage increase from one skill level to the next gets larger as the levels increases. (Does this make sense?) I don't have the chart with me, but for example, if I raise a skill from level 1 to 2 the top end goes up 5(?) points. But if I raise a skill from level 8 to 9, the top end goes up 15(?) points. This numbers are wrong I'm sure, but you get the idea. This is some kind of exponential increase. As far as the game goes, the character's never reach a point of diminishing returns. Many times they will increase a skill continually without learning new skills. (Not always true of the good players). I feel the success chart should be changed to represent a more natural learning cuvre. I.E. Large increases at lower levels that taper off at higher levels. This is a logrithmic curve. For those that use Zeb's Guide, what do you think? I am ! currently working to make this cha nge for my own campaign (whenever I might be able start one). 2nd Topic: Combat and Damage (Quoted from Steve Bartell) As for my ideas on more damage for weapons, I have already posted that to the list. But you do bring up an interesting idea about negative modifiers for those who are at 50% or less of hit points. I would guess it would be fairly hard to aim a weapon successfully if you were thriving in pain. This would be even more so in melee combat, where almost every move would be painful (depending on where the damage was). I would think a -15% modifier or so would not be unrealistic. Of course, it could also be argued that adrenalin makes the pain less noticable. If this was the case, a Yazirian in battle rage would not even notice the damage. One idea would be to rule that a STA check is required for an action to be done without a negative modifer. This would slow down game a bit with an extra die roll - but may prove more realistic. (End Quote) As stated in the begining of this message I am new to the list, and would like to read what you have to say about weapon damage. Maybe you could just email me directly for anyone who does not care to see this. As far as my wound modifiers go, since I use Zeb's Guide, I use a -1CS for all actions at 50% health. At 25% I use -2CS and at 10% I use -3CS. Also, any character that has the berserk disadvantage from GURPS (I said I was running a VERY modified version of SF) would have these penalties shifted (i.e. none at 50%, -1CS at 25%, and -2CS at 10%). This is starting to get very long so I will cut it off now. But before I do, I would like to see some discussion of the following topics. Wounds and Healing - I dislike wound location charts, but how do you know when Wounds IV (Major surgery) is needed? When does a character break bones? Usually this is done purely on the fly by me. What does everyone else do? Robots - More details are needed on this subject. Computers - Again more details are needed. Vehicles (Particually Spaceships) - Are there any good sources from other games, that people use. I am looking for ship layouts and so on. That should do it for now. Mike Start mstart@nova.gmi.edu
Sun, 16 Apr 95 23:56:51 EDT RE: OOPS!!!! Many Topics From: mstart@nova.gmi.edu (Michael H. Start) To: frontiers@uidaho.edu I am using a new mail program and it looks like I need to enter a return at the end of my lines. Sorry. Mike
Mon, 17 Apr 95 00:06:35 EDT RE: Many Topics (Again) From: mstart@nova.gmi.edu (Michael H. Start) To: frontiers@uidaho.edu (Sorry for the repost if this looked good right the first time, and if not, hope thi looks better.) First off, I am new to this mailing list, so some of what I have to say may have already been covered extensively. 1st Topic: Zeb's Guide and Alpha Dawn I would have to agree to what Roymeo had to say about Zeb's guide. Although I never played AD very much, It seems to me that the characters were always very similar. (It has been a LONG TIME since I played, so my memory may not be accurate) However, with Zeb's Guide the player's can pick and choose their skills and possibly get more variety from character to character. My problems with Zeb's Guide are still numerous. The most glaring problem is the success chart. When rasing skills, the percentage increase from one skill level to the next gets larger as the levels increases. (Does this make sense?) I don't have the chart with me, but for example, if I raise a skill from level 1 to 2 the top end goes up 5(?) points. But if I raise a skill from level 8 to 9, the top end goes up 15(?) points. This numbers are wrong I'm sure, but you get the idea. This is some kind of exponential increase. As far as the game goes, the character's never reach a point of diminishing returns. Many times they will increase a skill continually without learning new skills. (Not always true of the good players). I feel the success chart should be changed to represent a more natural learning cuvre. I.E. Large increases at lower levels that taper off at higher levels. This is a logrithmic curve. For those that use Zeb's Guide, what do you think? I am currently working to make this change for my own campaign (whenever I might be able start one). 2nd Topic: Combat and Damage (Quoted from Steve Bartell) As for my ideas on more damage for weapons, I have already posted that to the list. But you do bring up an interesting idea about negative modifiers for those who are at 50% or less of hit points. I would guess it would be fairly hard to aim a weapon successfully if you were thriving in pain. This would be even more so in melee combat, where almost every move would be painful (depending on where the damage was). I would think a -15% modifier or so would not be unrealistic. Of course, it could also be argued that adrenalin makes the pain less noticable. If this was the case, a Yazirian in battle rage would not even notice the damage. One idea would be to rule that a STA check is required for an action to be done without a negative modifer. This would slow down game a bit with an extra die roll - but may prove more realistic. (End Quote) As stated in the begining of this message I am new to the list, and would like to read what you have to say about weapon damage. Maybe you could just email me directly for anyone who does not care to see this. As far as my wound modifiers go, since I use Zeb's Guide, I use a -1CS for all actions at 50% health. At 25% I use -2CS and at 10% I use -3CS. Also, any character that has the berserk disadvantage from GURPS (I said I was running a VERY modified version of SF) would have these penalties shifted (i.e. none at 50%, -1CS at 25%, and -2CS at 10%). This is starting to get very long so I will cut it off now. But before I do, I would like to see some discussion of the following topics. Wounds and Healing - I dislike wound location charts, but how do you know when Wounds IV (Major surgery) is needed? When does a character break bones? Usually this is done purely on the fly by me. What does everyone else do? Robots - More details are needed on this subject. Computers - Again more details are needed. Vehicles (Particually Spaceships) - Are there any good sources from other games, that people use. I am looking for ship layouts and so on. That should do it for now. Mike Start mstart@nova.gmi.edu
Mon, 17 Apr 95 23:02 BST-1 RE: SF List From: cshort@cix.compulink.co.uk (Christopher Short) To: frontiers@uidaho.edu Can you remember who you wrote to to get on the star frontiers list ? Chris Short --------------------------------------------------- "Your world smells of metal and fire. Death cloaks you and you wear it with pride." Darksword Adventures - Hickman & Weis. -------------------------------------------------- GCM/CS/TW/O d++ C++++ L E? N++ W++ V t+ 5+ R+++ G+ tv+ b+ D++ u+ f* x+
Mon, 17 Apr 1995 15:19:10 -0700 (PDT) RE: Re: SF List From: Faried Nawaz <nawaz921@raven.csrv.uidaho.edu> To: frontiers@uidaho.edu On Mon, 17 Apr 1995, Christopher Short wrote: > Date: Mon, 17 Apr 95 23:02 BST-1 > From: Christopher Short <cshort@cix.compulink.co.uk> > To: frontiers@uidaho.edu > Subject: SF List > > Can you remember who you wrote to to get on the star frontiers list ? echo "subscribe frontiers" | mail majordomo@uidaho.edu works. mail owner-frontiers@uidaho.edu if you have problems. faried, just a disinterested majordomo-owner.
Tue, 18 Apr 95 6:01:21 PDT RE: Re: so, is anyone out there? -Reply From: Mark Damon Hughes <hughe881@uidaho.edu> To: frontiers@uidaho.edu Humn. This bounced or something. I hate the Net. <half-kidding> > Date: Thu, 13 Apr 1995 14:33:04 -0600 > From: Steve Bartell <STEVEBAR@novell.com> > To: frontiers@uidaho.edu > Subject: Re: so, is anyone out there? -Reply > > Andrew, > One of the things I do that seems to help this quite a bit is using the > critical hit tables included with Dragon magazine some years ago. When > your characters are skilled at a ranged weapon, they get a pretty good > chance to get some critical hits in. (By the way, this is used in our > campaign as well). Another idea is giving each shot of a weapon an > additional point of damage per skill level (I.e. a 5th level gyrojet specialist > would inflict a +5 points of damage per shot. This really adds up.) I don't > use this currently, but it has worked well in the past. > The problem with weapons killing in one or two shots is that the players > have to take this damage as well when enemies fire at them. To offset > this personally when I am running a Star Frontiers PC, I always have my > laser pistols set on at least 5 SEU (and usually 10). If 10d10 doesn't > have a good chance of killing a Star Devil or sathar, I don't know what > would! This same logic also forces a PC to fire maximum rates from their > weapons in order to boost the damage, though. > > -Steve Bartell > > >>> Andrew L Chang <changa2@watmail.ucr.edu> 04/13/95 02:06pm > >>> > One thing I tried to do was change the combat system a little. I > had the vision of like one or maybe two gyrojet bullets being enough to > kill someone, so I reduced the number of points of damage someone > could take by 1/10, and then used some of the combat rules from Top > Secret SI. It seems to work well, but I haven't yet had a chance to test > it. What are some thoughts out there? > > Andrew L Chang
Wed, 19 Apr 1995 11:24:26 -0400 (EDT) RE: Re: Zeb's Guide From: Edward James Elsner <elsn5028@nova.gmi.edu> To: frontiers@uidaho.edu On Fri, 14 Apr 1995 roymeo@iastate.edu wrote: > I've hear that some of the robot/cyborg/bionics stuff was then > hijacked into the Epsilon Cyborg suppliment for whatever edition of Gamma > World was out then (this edition used a system quite similar to zeb's guide > SF I think). > Actually, according to the man who wrote both Zebulon's Guide and a lot of Epsilon Cyborg, it IS the cyborg rules for Star Frontiers. I'm sure they were slightly modified to account for going into Gamma World, but probably not enough to stop someone from using them in Star Frontiers with little or no work. I have yet to buy a copy and probably wouldn't unless one appeared under my nose, but if you want those rules, that's were to get them. Should be a mid-80's printing, slightly after Zeb's guide was printed. I really need to write his name down and remember it. He called when I posted an ad in Polyhedron looking for Zebulon's Guide to see if he could help. I'd already located one (and now I somehow have two), so we just chatted for a little. He was very interested in helping Star Frontiers fans find rare info they might be looking for. I'll try to get back in touch with him and tell him about the mailing list. Maybe if I put it in another ad in Polyhedron. What do you think? Edward Elsner elsn5028@nova.gmi.edu af696@leo.nmc.edu (the idiot savant) Vantar on various BBS's, MUD's, and MUSE's Life is a meaningless jumble of stimuli creatively assembled by your mind. Assemble it to your hearts content! Peace, love, and understanding! EE
Mon, 24 Apr 1995 11:50:33 -0400 (EDT) RE: More duplicates - from a friend From: Edward James Elsner <elsn5028@nova.gmi.edu> To: frontiers@uidaho.edu I recently came across more duplicates of various Star Frontiers stuff as I'm selling off some stuff for a friend. These are definitely for SALE! Make an offer as prices listed are best guesses on my part. All games are complete except where noted. $8 Knight Hawks boxed set excellent - box fair $4 Volturnus, Planet of Mystery excellent $4 Sundown on Starmist good $4 Dramune Run good $2 Volturnus, Planet of Mystery (center copied) - fair $2 Starspawn of Volturnus (?) (center copied) - fair I also have various AD&D (both editions), Dungeons & Dragons ('81 version), Gamma World (2nd, 3rd, and in between edition), Marvel, Top Secret, GURPS 3rd edition, Star Wars 1st edition, and Shadowrun 1st edition material that I am trying to sell for both myself and my friend. Let me know if you are interested and I'll send you a complete listing. Thanks. Edward Elsner elsn5028@nova.gmi.edu af696@leo.nmc.edu (the idiot savant) Vantar on various BBS's, MUD's, and MUSE's Life is a meaningless jumble of stimuli creatively assembled by your mind. Assemble it to your hearts content! Peace, love, and understanding! EE
Mon, 24 Apr 1995 10:49:56 CDT RE: Re: More duplicates - from a friend From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu I am interested in Epsilon Cyborg for Gamma World (version 3, I think), should you have that. roymeo@iastate.edu
Mon, 24 Apr 1995 10:54:09 -0500 RE: oops From: roymeo@iastate.edu To: frontiers@uidaho.edu sorry about that, I didn't think I would ever be able to reply to a message and have it actually go to the list nothte author. roy
Wed, 26 Apr 95 0:10:32 EDT RE: Solar System Generator? From: mstart@nova.gmi.edu (Michael H. Start) To: frontiers@uidaho.edu Does anyone out there have a program that will generate stars and planets? I am looking for something that will either accept data on the star and then generate any planets, or something that will ramdomly generate the star and the planet. Is there ftp site where I might find this? I am currently using Traveller 2300 to do this by hand, and would like something similar only automated. Mike Start
Tue, 25 Apr 1995 21:29:51 -0700 (PDT) RE: Re: More duplicates - from a friend From: Andrew L Chang <changa2@watnxt01.ucr.edu> To: frontiers@uidaho.edu Could you send me the list of stuff that your selling? Thanks Andrew L Chang
Wed, 26 Apr 1995 08:24:50 -0600 RE: Solar System Generator? -Reply From: Steve Bartell <STEVEBAR@wordperfect.com> To: frontiers@uidaho.edu Mike, There is a fantastic VGA shareware program out there that generates solar systems, even whole galaxies, for GURPS. It works well in any campaign, and I have used it for Star Frontiers and Spelljammers. It gives the basic information on minerals, gravity, atmosphere, life, and others. It also gives information on the star and other astronomical features. Unfortunately, I have had the program for quite a while, and don't remember where I got it (ftp.iastate.edu ?). Does anyone know of this program and where it may be found? Or you may be able to gopher it or something. If you cannot find it, but can receive large files over e-mail, I can even personally e-mail it to you as an attachement. Just let me know. -Steve Bartell >>> Michael H. Start <mstart@nova.gmi.edu> 04/25/95 10:10pm >>> Does anyone out there have a program that will generate stars and planets? I am looking for something that will either accept data on the star and then generate any planets, or something that will ramdomly generate the star and the planet. Is there ftp site where I might find this? I am currently using Traveller 2300 to do this by hand, and would like something similar only automated. Mike Start
Wed, 26 Apr 95 14:16:45 EDT RE: Solar System Generator From: mstart@nova.gmi.edu (Michael H. Start) To: frontiers@uidaho.edu Steve, Go ahead and mail it to me. I have plenty of room on my account. Mike Start mstart@nova.gmi.edu
Thu, 27 Apr 1995 12:02:46 +1000 RE: Solar systems & other muk From: Wesley Prosser <wes@deakin.edu.au> To: frontiers@uidaho.edu Hi to you all! < screen goes black and white, somewhat staticy. Scene : a kitchen, stereotypically early 60's or late 50's > I recently (Mar 95) posted a bunch of Star Frontiers questions to rec.games.frp.misc (and to aus.games.frp, I think). Amongst the (sparse) responses was a recommendation that I join this mailing list. I did so with trepidation - this being my first mailing list, and my not knowing procedures and stuff. However, I've found the event to be both stimulating and entertaining. I would highly recommend it to anyone. Frontiers@uidaho.edu also got that nasty stain out of my shirt collars, and cleaned the kitchen floor just like a tornado... < screen flashes back to colour - unless you're reading on a monochrome > I haven't participated in any discussions yet, but I have been reading eagerly. Keep those planet posts coming! I've gleaned the answers to some of my questions already, and know that there are other answers out there somewhere. But more of that later. What I'm motivated to write about right now is in reference to the request for a solar system generator (sorry! I've forgotten everyone's names for the moment). I was intending to dump the Traveller 2300 solar system generator onto the computer, amongst other things. Sure enough, such a beast already exists (you couldn't email me a copy too, please?), but if I were to write, say, a SF character generator, what format would you want it in? I'm slightly embarrassed to admit that I'm a MacHead. Even worse, I still use HyperCard. However, I do have an implementation of Pascal for both Macs and Dos. So, if the collective intelligences would indulge me, I would like to ask everyone on the SF mailing list to email me personally on : wes@deakin.edu.au to answer the following questions : Q1 : Would you like to see Star Frontiers computer utilities? (eg. 'yes') :-) Q2 : If so, what type of utilities would you like to see? (eg. 'Character generator, Solar system data base'). Q3 : What type of computer system do you have? (eg. Mac IIci with system 6.0.1). Q4 : What type of utility would you prefer? (eg. '.exe file','windows application','HyperCard stack'). I'll repost the collated data to the mailing list, so that others who are interested in developing computer utilities know what people like. Finally, in response to the 'reminiscing' thread, I ran a one-session tournament of Star Frontiers to a bunch of people who had never played it before, at a 'micro'con here in Victoria (Aus). It went over pretty well, and I'll probably do some more later. "More SF for everyone" - Wes
Wed, 26 Apr 1995 19:44:28 -0700 (PDT) RE: Re: Solar Systems & Other Muck From: Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu> To: frontiers@crow.csrv.uidaho.edu (frontiers-list) Wesley Prosser spake: > Frontiers@uidaho.edu also got that nasty stain > out of my shirt collars, and cleaned the kitchen floor just like a > tornado... Wow... I knew SF was just good clean fun, but this proves it! Re: the planets thread: I recently picked up a copy of Universe (the game that TSR killed SPI over), and it has a great star system generator. The rest of the game is truly broken (character creation was interesting, but REALLY complex. And I think the Role- Master system is only a bit complex...), but that part's good. I've combined it with a bit of Traveller, and I'm gonna hack it up into a C program (for maximum portability), and I'll put the OS/2, DOS, and PHUX, er, HP-UX executables and the source in my ftp directory "ftp://kuoi.asui.uidaho.edu/~kamikaze/pub". There'll also be a link from my home page "http://kuoi.asui.uidaho.edu/~kamikaze". If anyone wants to port my code to the Mac or whatever, be my guest! (I'll also do an ST port as soon as I get some parts in to fix it... It's getting a bit old.) The more star system generators there are, the better, I think. All of these should be trivial ports, btw, except possibly the Mac one. I plan to use my standard weird terminal interface code... So anything with ANSI or VT52 should work fine. > Finally, in response to the 'reminiscing' thread, I ran a one-session > tournament of Star Frontiers to a bunch of people who had never played > it before, at a 'micro'con here in Victoria (Aus). It went over pretty > well, and I'll probably do some more later. Groovy! I plan to run a Frontiers game next year at Game Faire (a Spokane, WA based game con)... > "More SF for everyone" > - Wes Welcome to the list, Wes. -Mark Damon Hughes, frontiers-owner "It's all roymeo's fault, of course - I just run the majordomo stuff... He's the one who actually resurrected Frontiers."
Fri, 5 May 1995 01:38:14 -0400 RE: Mailing list. From: TRichar732@aol.com To: frontiers@uidaho.edu Please include me in your mailing list. I would like to find out who else is interested in the SF game and where they might live. Thanks- Tom Richardson TRichar732@AOL
Thu, 13 Apr 1995 14:33:04 -0600 RE: Re: so, is anyone out there? -Reply From: Steve Bartell <STEVEBAR@novell.com> To: frontiers@uidaho.edu Andrew, One of the things I do that seems to help this quite a bit is using the critical hit tables included with Dragon magazine some years ago. When your characters are skilled at a ranged weapon, they get a pretty good chance to get some critical hits in. (By the way, this is used in our campaign as well). Another idea is giving each shot of a weapon an additional point of damage per skill level (I.e. a 5th level gyrojet specialist would inflict a +5 points of damage per shot. This really adds up.) I don't use this currently, but it has worked well in the past. The problem with weapons killing in one or two shots is that the players have to take this damage as well when enemies fire at them. To offset this personally when I am running a Star Frontiers PC, I always have my laser pistols set on at least 5 SEU (and usually 10). If 10d10 doesn't have a good chance of killing a Star Devil or sathar, I don't know what would! This same logic also forces a PC to fire maximum rates from their weapons in order to boost the damage, though. -Steve Bartell >>> Andrew L Chang <changa2@watmail.ucr.edu> 04/13/95 02:06pm >>> One thing I tried to do was change the combat system a little. I had the vision of like one or maybe two gyrojet bullets being enough to kill someone, so I reduced the number of points of damage someone could take by 1/10, and then used some of the combat rules from Top Secret SI. It seems to work well, but I haven't yet had a chance to test it. What are some thoughts out there? Andrew L Chang
Fri, 5 May 95 11:58:49 EST RE: RE: Mailing list. From: "Eric Pawtowski" <dpawtows@vt.edu> To: frontiers@uidaho.edu In Message Fri, 5 May 1995 01:38:14 -0400, TRichar732@aol.com writes: >Please include me in your mailing list. I would like to find out who else is >interested in the SF game and where they might live. > Here's something strange: I'm in a Star Frontiers game that has been converted over to the Hero system. Our GM even created a few new races for use in the game. Would anyone have any interest in seeing SF races (old and new) given in Hero stats? Eric
Fri, 05 May 1995 14:07:04 -0500 (EST) RE: Re: Mailing list. From: "Frank W. Patnaude, Jr. ACS x2857" <MIS0028@mis003.mis.umbc.edu> To: frontiers@uidaho.edu Sure, send us your weak, your oppressed, your aliens. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Frank W. Patnaude, Jr. | "Those who do not learn from Applications Programmer | History are destined to repeat it. University of Maryland | And the same goes for Science and Baltimore County Campus | Math." Frank_Patnaude@UMBCADMN.UMBC.EDU | - Woody Boyd, Cheers =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Fri, 05 May 1995 20:29:34 +0200 RE: Re: Mailing list. From: Rache_Bartmoss@digital.fido.de (Rache Bartmoss) To: frontiers@uidaho.edu (frontiers) G'day Tom ! On Friday May 05 1995 at 07:38, frontiers wrote to Rache Bartmoss...: f> Please include me in your mailing list. I would like to find out who else f> is interested in the SF game and where they might live. You're on! :) I'm interested in the game, and I live in Hamburg/Germany. Unfortunately not much of the stuff was translated (only the rules box and a few modules), and the rest (english originals) never showed up here. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Rache_Bartmoss@digital.fido.de Just say "No!" to religion.
Fri, 05 May 1995 20:29:34 +0200 RE: Re: Mailing list. From: Rache_Bartmoss@digital.fido.de (Rache Bartmoss) To: frontiers@uidaho.edu (frontiers) G'day Tom ! On Friday May 05 1995 at 07:38, frontiers wrote to Rache Bartmoss...: f> Please include me in your mailing list. I would like to find out who else f> is interested in the SF game and where they might live. You're on! :) I'm interested in the game, and I live in Hamburg/Germany. Unfortunately not much of the stuff was translated (only the rules box and a few modules), and the rest (english originals) never showed up here. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Rache_Bartmoss@digital.fido.de Just say "No!" to religion. --- GoldED 2.42.G0614 * Origin: It's better to burn out then to fade away.. (242:1000/211)
Sat, 6 May 1995 22:33:39 -0500 RE: star frontiers boxed sets From: roymeo@iastate.edu To: frontiers@uidaho.edu I know several people have been asking where to find SF stuff. I'd like to point out that at this time there is at least one auction on rec.games.frp.marketplace selling either boxed set. cave canum, SOL per AOL buyer beware, you could be SOL through AOL. roymeo
Sun, 7 May 1995 00:27:53 -0500 RE: latin From: roymeo@iastate.edu To: frontiers@uidaho.edu oops. I said 'beware of the dog', not buyer beware. caveat emptor, I mean, not cave canem I knew it didn't sound right. dralasites rule!
Sat, 13 May 95 01:41:59 EST RE: Star Frontiers stuff in Hero From: "Eric Pawtowski" <epawtows@vt.edu> To: Frontiers@uidaho.edu Okay, here are some stuff about additional races my GM has made up for a Star Frontiers game that's being run with the mechanics of the Hero system (or Champions, as it's better known). This is just stuff on the new races. While there are stats for the normal races (Yazirians, Vrusks, and Dralizites, I don't have an electronic copy handy, so I can't post them here. I'll see if I can find them). The GM doesn't actually subscribe to this list, and is making up most of the universe on his own. He's got a basic set and bits and pieces of other sets. He played SF when it was new, decided he liked it, but decided to run it in Hero system instead, since both he and most of the local players decided that they liked it better. I suppose I can post some details about what's been going on in it so far if people are interested. The PC team just got themselves a ship, whose stats I can also put up if anyone cares. Anyhow, here are the new races: ************************************************************************* Race information: Normal Human: Humans have normal human stats and powers, plus the following skills and disads (10 point package): Jack Of All Trades 12pts Divided between Levels and Skill Modifiers Reputation: 8-: Those Wacky humans Human Spacer: +1 Dexterity (2pts, Speed compensated) +1 Perception (3pts) Absolute Direction (3pts) Life Support: Reduced Aging (1pt.) TF: Self (1pt.) -2 Strength (-2pts) -2 Constitution (-4pts) -2" Running (-4pts) Normal Human Package (10pts) Two Generations of humanity lived and died between the time man began to seriously move out into space and the invention of the first FTL drive. Two generations of men and women who lived, loved, and parented children in the inadequete radiation shielding and low gravities of Luna, Mars, Ganymede, and the Belt. Today, the shielding is better, but spacers tend to prefer to choose spacers for mates, and the adaptations have continued to breed true. Human Sirian: 1 Level Density Increase, Always On (7pts) +3 Constitution (6pts) Breakfall (3pts) -1 Charisma Phys.Lim.: Accellerated Aging (5pts) Phys.Lim.: Requires Special Diet (5pts) Reputation: 8-: Surly & Tempermental (5pts) Normal human Package (10pts) In the early days of human space exploration, three sublight craft left the bosom of the solar system and voyaged towards Sol's neighbors, Alpha Centauri, Barnard's Star, and Sirius. All contact was lost with the first and last missions, while the second reported no inhabitable worlds...unless you liked ammonia. What the people on Earth didn't know, and wouldn't until the first FTL explorations were made, was that the Sirian mission crashed on the only vaguely inhabitable planet in the system. Despite two gravities, heavy mineral salts, and the radiation of a blue giant for a primary, they survived, different from the pure Earth stock, yes, but alive. ------------------------------------------------------------------------- Skeirx: +3 Presence (3) +2 Comliness (1) Extra Limbs (5) Ambidexterity (5) +2" Running (4) +5" Swimming (5) LS: Breathes Water (5) +1 Hearing perception (2) Clinging (10) Vuln.: x1.5 Stun: Non-stabbing HTH attacks (-10) -2 Constitution (-4) Top 2 points of Strength Grab Only (-1) Dist.Feat.:Shit! It's got Tentacles! (-5) Phys.Lim.: One Eye/Limited Depth Perception (-5) Reputation.:8-: Such _nice_ people! Pnademonium reigned the day, fifty years ago, when the Vrusk representatives brought the Skeirxi ambassador before the UPF council for the first time: apparently humanity isn't the only species who had dreamed up tentacular horrors from beyond in their past. The sad thing is, the Skeirxi don't even vaguely deserve it. The Skeirxi are friendly, outgoing, curious, and, at least when they were discovered, slightly naieve, and ever so courteous. Think Kenderkin... with manners. Physicly, they resemble cyclopedian octupi, with four long tentacles, two shorter, more dextrous tentacles, salmonesque scales on their "upper" surfaces, cartigiginous reinforcement in the main body, and a nice smell. The Skeirxi come from a swampish world, and are amphibious: moving with equal ease in both water and on land. Their sense of hearing is enhanced because they hear with their entire body, rather than a centralized few locations. The Skeirxi tend to be vegetarian, as their ancestors were on their home world, though they can eat meat inan emergency. Many of them (usually the non-spacefaring ones) have difficulties understanding why violence is neccesary, but those who do emply it prefer sonic weapons and the axe/club family of HTH equipment. -------------------------------------------------------------------------- Corvac: 2 Levels Growth Always on (13) +3 Constitution (6) +5 Energy Defence (Cold Only) (2) 1/1 Armor (3) 5pts Flash Defence: Visual (5) Survival (3) Feign Death (3) Phys.Lim.:poor heat regulation, Does poorly above 20 C Psych.Lim.:Abhorrs use of fissionables in any form Rep.:8-: Them big fellers, don't rile them. (15,5, and 5, respectively) Total Cost: 10 points The Corvak hail from an infrequently-visited Rim world that appears to be locked in the depest of Ice ages. Actually, the planet was only recently exiting an ice age when it's dominant life form, a large, cold- adapted birdlike biped, put the planet into nuclear winter in a fit of warlike stupidity. Since then, the survivors have climbed back up the technological ladder, albeit carefully. Through use of geothermal power, stubborness, and a lot of luck, the Corvak now occupy the less irradiated, though less hospitable polar mountain regions of their world. Corvak are omnivorous, warmblooded, and bear their young live. Their average lifespan is about that of a normal human, plus whatever time they spend hibernating. ------------------------------------------------------------------------ M'terrkth: +1 Dexterity (2, Speed Adjusted) +2" Running (4) UV Vision (5) 5pts Vision Flash Defence (2) (Physical based flashes only [-1]) Concealment (3) Stealth (3) +5 Presence (Defensive only [-1]) (2) -2 Ego (-4) Psych.Lim.: Basic Theolocical Beliefs (10) Rep: 8-: Religious Fanatics (-5) {No write-up on M'terrkth. Have appearance of anthropomorphic cats. One of their basic religious beliefs is that no race other than M'terrkth have souls.} ------------------------------------------------------------------------ Nerysi: +4 Dexterity (12) +1 Speed (6, Dex base included) Sonar (15) Discriminatory Scent (5) 1 pip HKA (Reduced Penetration) (4) +1" Running (2) Climbing (3) Survival (3)(50) Accidental Change:8-:Extreme Stress (5) Dist.Feat.:Stench or Attitude (Conc.MR) (15) Phys.Lim.:Bad Eyesight (5) Phys.Lim.:Personality reverses at Accidental Change Rep.:8-:Filthy Scavengers or Rabid Monsters (5) (10^) The Nerysi originated on an overcast world orbiting a dim star occupied mostly by vicious, if not too observant predators. This led to their vaguely bat-llike appearance, and the...unique... psychology they exhibit. Most of the time, most Nerysi are cowering, simpering, toadying scavengers, traveling in bands of a dozen or more, surviving at the fringes of your local spaceport city. However, panic one, and you have one of the most vicious humanoids the galaxy has seen, capable of giving a trained Yazirian pit-fighter a run for his money. This lasts for some time, until the "mad Nerysi" undergoes some other stress, at which point it reverts back to coward mode. Nerysi are found today on most worlds that support good sized industrial spaceports. While they don't make good spacers themselves, they _are_ excellent stowaways. --------------------------------------------------------------------------- Mephans: +5 Constitution (10 points) +2 Hearing perception (4 points) +2 Body (4 points) Cramming (5 points) Jack of all trades (3 points) +2 with Technical skills (10 points) -2 Dexterity (-4 points) -1" running (-2 points) Hunted: Various Slavers 8- (MP,LGA) (-10 points) Vunerability: x1.5 effect from Mind Control, Brainwashing and similar effects Reputation: stubborn 8- For as long as they can remember, the Mephani have been on the move. Bred by some unknown race on the far side of nowhere as tireless workers, and chased in their huge refugee craft into UFP space by the Sathar, most Mephani have developed a stoic do-or-die attitude towards the universe. Having learned from bitter experience, the Mephani have decided to spread themselves across the Frontier in several colonies, rather than gather their numbers on one world. Physical, a Mephan appears to be a 180 cm bipedial green skunk. They have no defensive spray glands, to the relief of many humans. They are omnivorous, wiht a preference for fruits and nuts overall. While not especally nimble or possessed of exceptional reflexes, Mephani are good at manual tasks, and pick up skills quite quickly. Collevtively, they are highly susceptible to indoctrination and brainwashing techniques. Frontier pirates have added to the indignities inflicted upon the Mephani: apparently there is some belief that extracts from certain glands produce increased stamina. The is of course sought by various gactions, at a high price. -------------------------------------------------------------------------- As for the game, the PC's are as follows: Arvid: Corvak captain and archologist Bill: Human exec (former officer in UFP) Hiko: Yazirian pilot (suicidaly fierce) Urrrl: Dralizite marine (former corporate marine) Reese: Human engineer (fan of 20th century SF shows) Murrday: M'terrkth medical officer (one of the few who thinks other races have souls) GNPC characters: "Eld"- (short for "Elder Warrior"): bug-like aborigani from jungle planet of Verbenna. Last of his clan. Phyline: Human spacer, archeologist. Most of the other races show up as periodic NPC's. Most of game so far is set on "Midpoint station", a large UFP station near the edge of explored space (some resemblance to Babylon 5 is intentional). Players have, by right of salvage, a ship that at one time belonged to a long-lost archeological expedition lead by Arvid's great-uncle. (Ship and bodies of former expediton found on planet in middle of nowhere). The ship has been re-named the "Thri-Keent", after the tripple-edged throwing weapon traditional used by Eld's people. The Yazirian is learning to be quite good with them. Hope some people find this interesting. Eric Pawtowski epawtows@vt.edu---------------------------------------------------
Sat, 13 May 1995 18:52:09 EDT RE: Re: Star Frontiers stuff in Hero From: ryk0@lehigh.edu (Rajan Khanna) To: frontiers@uidaho.edu Hi, I was wondering if you can tell me more about your Star Frontiers game in the Hero system. My brother and I both enjoyed Star Frontiers back when it was still one of TSR's main games. We also both play Champions and are familiar with the Hero system. When I saw your message, I wondered how the setting and system would merge. How do you deal with weapons and ships, etc. I would appreciate any info. you could find time to send my way. Thanks. Rajan Khanna ryk0@lehigh.edu
Sat, 13 May 95 18:35:43 EST RE: Re: Star Frontiers stuff in Hero From: "Eric Pawtowski" <epawtows@vt.edu> To: frontiers@uidaho.edu Okay, I found the stuff on the "original" Star Frontiers races. Here it is. (It probably still won't mean anything to people who don't know champs). ************************************************************************* -------------------------------------------------------------------------- Dralasite: 10 points. +3 Strength (3) +3 Constitution (6) +1 Scent Perception (2) 25% Physical Damage Reduction (10) Detect:Lies (3) Discriminatory Smell (5) Double Jointed (3) Extra Limbs (5) -2 Dexterity (-6) -3" Running (-6) Phys.Lim.: Color Blind (-5) Vuln.:x1.5 Body:Physical KAs (-10) ------------------------------------------------------------------------ Vrusk: 10 points. +3 Dexterity (6) +3" Running (6) -1" Knockback 2/2 Damage Resistance Ambidexterity (3) Deduction (3) Double Jointed (5) Extra Limbs (5) -2 Strength (-2) -2 Constitution (-4) Phys.Lim.: Difficulty Swimming (-5) Phys.Lim.: Cannot Shout (-5) Psych.Lim.: Conservative (-5) ------------------------------------------------------------------------- Yazirian: 10 points. +3 Dexterity (6) +3 Inteligence (3) +3 with All Combat (Enraged Only [-1]) (12) 5" Gliding (No Climb Allowed [-1])(2) UV Vision (5) WFAM: Any 1 small group. -2 Strength (-2) -2 Constitution (-2) -2 Body (-4) Enraged: In Combat (8-/14-) (-5) Vuln:x1.5 effect: Flash Attacks (-10) *************************************************************************** There is no write-up for a racial description, we just use the stuff in the basic SF books. Eric epawtows@vt.edu---------------------------------------------------
Sat, 13 May 95 18:42:54 EST RE: Re: Star Frontiers stuff in Hero From: "Eric Pawtowski" <epawtows@vt.edu> To: frontiers@uidaho.edu In Message Sat, 13 May 1995 18:52:09 EDT, ryk0@lehigh.edu (Rajan Khanna) writes: > > Hi, > > I was wondering if you can tell me more about your Star Frontiers game > in the Hero system. My brother and I both enjoyed Star Frontiers back > when it was still one of TSR's main games. We also both play Champions > and are familiar with the Hero system. When I saw your message, I > wondered how the setting and system would merge. How do you deal with > weapons and ships, etc. I would appreciate any info. you could find > time to send my way. Thanks. > Well, so far, reasonably well. We're pretty much using straight Champs stuff for the personal-scale stuff, and Star Frontiers rules for ship combat (altough ship combat is meant to be an extremely minor part of the game: only had it happen once, and that was more of a brief chase than a real fight). The GM converted the assorted weapons and armor into stuff that makes sense in hero. Skeinsuits count as Armor, "Screens" count as damage reduction, etc. Albedo screens are 50% reduction vs. lasers, for instance. A major change from normal champs is that damage reduction from screens counts *before* armor and other defenses, which is illegal in champs, but simulates the SF rules better. (Actually, only two PC's have been able to afford an albedo screen yet- they're *EXPENSIVE*). I can dig out a file on weapons, armor, and other stuff and post that, too. Eric epawtows@vt.edu---------------------------------------------------
Sat, 13 May 95 19:22:07 EST RE: Re: Star Frontiers stuff in Hero From: "Eric Pawtowski" <epawtows@vt.edu> To: frontiers@uidaho.edu Okay, here's the stuff on defenses done in Hero stats. These are all the ones we're using, I'm sure there are others in SF that we're not using. In champs, armor comes in two flavors: Energy defense and Physical defense. A Skiensuit is 12/3, which means it will block 12 body from a physical attack (like a bullet) and 3 from an energy attack (like a laser). ************************************************************************ Defence Cost Weight Effect Albedo Suit 500cr 1 kg 3/3 Armor, +9 rED versus Lasers Albedo Vest 100 -- As full suit, but 11- Act, IIF M.Skeinsuit 300cr 1 kg 12/3 Armor, +1 Stealth (In app. locale) C.Skeinsuit 500cr 1 kg 12/3 Armor IIF (Until Shot) Skeinvest 100 -- As full suit, but 11- Act, IIF Slicksuit 600 1 5 DEF, +5/5 PD/ED, +5 DCV vs.Grabs/Tangler. Mesh Armor 1000 10 9/9 Armor, -1 all Dex rolls, additive Skinsuit 500 5 Life support:Self Contained breathing, Pressure support, thermal support, lasts for 20 hours (no armor). Vac Suit 1000 6 Skinsuit + 5/5 armor Battle Armor 8000 20 12/12 hardened armor + Skinsuit. Albedo Scrn 2000cr 2 kg +5 DCV +50% D.Red. (Lasers only) Gauss Scrn 1000cr 2 kg Immune to Electric Weapons, +5 DCV versus all other electrical attacks. Holo Scrn 1000cr 2 kg 1" Images -4 per to look like "someone" +1000cr Camoflauge setting with addional -2 Per InertiaScrn 2000cr 2 kg +5 DCV +50% D.Red. (Physical only) Sonic Scrn 2000cr 2 kg Immune to Sonic Weapons, 1" Darkness to sound group Defence Power Usage Albedo Scrn 1 SEU/Body absorbed by reduction + 1 SEU/5 minutes Gauss Scrn 2 SEU/hit Holo Scrn 1 SEU/minute InertiaScrn 2 SEU/Body absorbed by reduction + 1 SEU/5 minutes Sonic Scrn 2 SEU/hit + 1 SEU/minute Power can come from powerclip, power beltpack, power backpack. And remember, screens come _first_ in the damage parade. Yes, this _does_ mean that the reduction off an albedo or inertia screen happens _before_ the defences. Oh, add 1 SEU/minute to the juice use of the Gauss Screen. Its immunity is bought with a 1" Change Environment, with a inbuilt perception modifier of 3. Which way? Depends: do you want to see the screen, or something else? *evil*GM*grin* That's to Electronic Sensors, btw. epawtows@vt.edu---------------------------------------------------
Sat, 13 May 95 19:22:13 EST RE: Re: Star Frontiers stuff in Hero From: "Eric Pawtowski" <epawtows@vt.edu> To: frontiers@uidaho.edu And here's the stuff on weapons: ************************************************************************* I suppose I should state that when ranges are given in "inches", which means two meters. This is standard for champs: it's based on the old Champs minatures models, which were on a scale of one inch per two meters. Terms: "RKA" is a "ranged killing attack". "EB" is "energy blast". One die of an RKA is equivalent in power to three die of an Energy Blast. Although, given two attacks of equal power, the RKA is more likely to kill or permanely injure, the EB is more likely to knock the target out quickly. Either can be Energy (lasers, electric attacks, sonics, etc) or Physical attacks (bullets, usually). "NND" is a "No Normal Defense" attack. That means normal armor provides no defense. (Such as knockout gas). NND's normaly do no permanet damage, they only knock targets out. NND's that can kill are called "NND, does BODY". There is always some sort of defense from an NND attack, such as a gas mask, the right kind of screen, etc. ******************************************************************** WEAPON DAMAGE AMMO NOTES Electrostunner 8d6 EB 10c Reduced Range: 7" maximum or 4d6 NND not vs. GaussScreen/ASImp. (select-fire weapon, can be an EB or an NND at the push of a button) Laser Pistol 2 DC RKA/ch 20c Max Damage 3d6+1 RKA Laser Rifle 2 DC RKA/ch 20c Max Damage 5d6 RKA +2 vs Range Mods Heavy Laser 2 DC RKA/ch 100c Min Dmg: 2d6-1, Max 7d6-1 -2 OCV, +8 vs Range Mods ------------------------------------------------------------------ Sonic Stunner 4d6 NND 10c not vs. HushScreen/ASImp. Sonic Disruptor 12d6 EB 5c Reduced By Range,3d6 per not vs. HushScreen Sonic Devastator 20d6 EB 10c Reduced By Range,5d6 per ------------------------------------------------------------------ Automatic Pistol 1d6 RKA 20c 5xAutofire, +4 OCV (Auto only) Automatic Rifle 1d6+1 RKA 20c As Pistol, +2 vs Range Mods Machine Gun 3d6 RKA 50c 5x Autofire, must Autofire +2 OCV, +6 vs Range Mods Needler Pistol 1d6+1 RKA 10c +3 OCV, Red.Pen.,IPE:Sound or 1pip RKA 2d6 NND-1 turn if penetrates Needler Rifle 2d6+1 RKA 10c +3 OCV,+2 vs RM,Red.Pen.,IPE:Sound or 1pip RKA 2d6 NND-1 turn if penetrates Recoiless Rifle 4d6 RKA 1c Explosion, -2 OCV, +8 vs RM Whiteford Peacemaker 3d6 RKA 3c (Str Min 15) (+2 versus Range mods if Peacemaker ammo used. No bonus with normal machine gun ammo) ------------------------------------------------------------------ Gyrojet Pistol 1d6+1 RKA 10c -2 OCV,+2 vs RngMods,+1 Stun Multiple Gyrojet Rifle 2d6+1 RKA 10c -2 OCV,+4 vs RngMods,+1 Stun Multiple Grenade Rifle Misc. 1c -2 OCV,+6 vs Range Mods Grenade Mortar Misc. 1c -2 OCV,+8 vs Range Mods (both fire grenades, as listed below) Rocket Launcher 5d6 RKA 1c -2 OCV,+6 vs Range Mods (also fires SAM missile rounds) ------------------------------------------------------------------ Concussion Grn 8d6 EB 1c Thrown, Explosion Doze Grenade 6d6 NND 1c Thrown, 6" Radius Frag Grenade 3d6-1 RKA 1c Thrown, Explosion Incindiary 2d6 RKA 1c Thrown, 3S Radius plus 3d6 EB 1/3 phases, 3 times Poison Grenade 1d6-1 RKA 1c Thrown, NND, Continues 1/Turn Smoke Grenade 3d6 Flsh 1c Thrown, 3" Radius tear-gas effects, +3" Darkness to sight Emergency Gren. Special 1c/5hrs Life support:Self Contained breating, Thermal,Pressure support. (Emergency grenades are not weapons, they're a compact version of the "rescue ball" used by modern space shuttles.) ------------------------------------------------------------------ A Hand-to-hand weapon can be an RKA, "no range". This means that the user's strength cannot add damage to the attack. If the user can add to the damage with strength, then the hand-to-hand attack is either a "Killing attack" (KA) or a "Hand Attack" (HA). These are similar to the RKA and EB, but with no range. HTH WEAPON DAMAGE AMMO NOTES Electric Sword 8d6 EB Pn 10c Not vs Gauss Field, +2 OCV or 4d6 NND Also by ASImp. (has a selector switch on the hilt) Shock Gloves 1d6+1 RKA 10c Not vs Gauss Field, DmgFld#2 Sonic Knife 2d6 RKA 10c AP,Not vs HushField,+2 OCV Sonic Sword 3d6 RKA 10c AP,Not vs HushField,+3 OCV Spray Hypo Misc 1c As per drug, -4 OCV Stunstick 4d6 EB Pn 20c Not vs Gauss Field, +1 OCV or 2d6 NND Also by ASImp. Vibroknife 1d6+1 HKA 10c AP,+1 OCV (No AP w/out ammo) ----------------------------------------------------------------------- One major change from Star Frontiers: we assume that power clips are rechargable. epawtows@vt.edu---------------------------------------------------
Sun, 14 May 1995 08:56:49 -0700 (PDT) RE: A home for Frontiers From: kamikaze@kuoi.asui.uidaho.edu To: frontiers@crow.csrv.uidaho.edu (frontiers-list) I've started a Star Frontiers home page (still very primitive, but it has the list archive, a link to Wes's scans of the Alpha Dawn basic rules, and I'll add more as I get it. If you have anything to contribute or any suggestions about the page, send me mail. It's very much a work in progress, so check it semi- regularly over the next week or so. I suggest using either Netscape or Lynx to read it (<a href="/dev/null">Netscape flames</a>). The URL is "http://kuoi.asui.uidaho.edu/~kamikaze/frontiers.html", and my email address is "kamikaze@kuoi.asui.uidaho.edu". -Mark Damon Hughes
Sun, 14 May 1995 16:15:35 -0600 RE: A home for Frontiers -Reply From: Steve Bartell <stevebar@wordperfect.com> To: frontiers@uidaho.edu Mark, I have some things I can send you to put on the Web site, if you are interested. Can you recieve files over your e-mail? If so, I can fire some off to you. -Steve Bartell
Mon, 15 May 1995 18:00:26 -0600 RE: Star Law article (warning - long!) From: Steve Bartell <STEVEBAR@wordperfect.com> To: frontiers@uidaho.edu Here is an article from the July 1984 issue of Dragon Magazine on Star Law. I originally scanned this for my Star Frontiers PBEM players, but thought the list might like to get it as well. Enjoy! _________ According to the STAR FRONTIERS game glossary, the Star Law Rangers operate as an interstellar police force that "concentrates on finding Sathar agents, but also fights space pirates and other interstellar criminals. "We also know that the Rangers have large territorial areas of authority because in the history section we find that Rangers "track the Sathar's agents from planet to planet and fight them on their own terms." Beyond that, there is little for an aspiring STAR FRONTIERS game referee or player to consider when dealing with Star Law forces. The purpose of this article is to fill in some holes that exist about this intergalactic organization and its members. Before proceeding any further, let's look at a few facts and assumptions that will help define law enforcement and military authorities in the STAR FRONTIERS game. * The peace of the Frontier region is maintained in space by the UPF Space-fleet (see the STAR FRONTIERS Knight Hawks game). We assume that actual authority in deep space is in the hands of the Spacefleet and not the Star Law. The defense of individual planets is the responsibility of their armies and militias. This is certainly true for civilized planets. Whether the armed forces are made up of volunteers, inductees, or mercenaries would depend upon the planetary government, its population and resources, etc. (in other words, the referee). It is safe to assume that matters of immediate local defense (riots, revolutions, massive pirate raids, etc.) usually fall under the authority of a planetary army and the space fleet it uses for orbital defense. * Every large city will have its own police force to guard its citizenry and maintain law and order. Some planets might have police with wider territorial authority for counties, states, provinces, nations, or continents. * Although the interstellar company most often referred to in the STAR FRONTIERS game is the Pangalactic Corporation, the Knight Hawks Campaign Book notes that it is only one of a half dozen similar megacorporations in the Frontier. It seems obvious that each megacorp would want their own security force to guard their property and interests, to investigate industrial espionage, etc. No one megacorp security force would be trusted by any other to always stay within its corporate authority. * In addition to the above, innumerable other law enforcement agencies would be at work: high-tech mercenaries hired by rich individuals as body guards, private investigative firms licensed to operate locally or planet-wide, and so forth. As you might guess, the problem of interplanetary security is a big one. If the theft of a Pangalactic Executive Vice President's personal belongings occurred, it would bring in Pangalactic's Security force, any private firms that the VP had employed, and (if notified) the city authorities. If the felon was loose on the planet, that might bring in all planetary investigators authorized to keep the local peace. If certain major crimes were committed during the robbery, say the theft of a government shuttle for a getaway, the armed forces might now be involved. However, if the fugitive leaves the planet and escapes into deep space, would the Spacefleet be involved? What happens if one of the possessions stolen was a device that would be of interest to a hostile alien race? Could a Port Loren beat cop try to arrest a Sathar in deep space? Obviously, there must be a law enforcement agency with far-reaching powers and jurisdiction that can work with different local agencies while transcending their limitations. This is the job of Star Law. The exact crimes and jurisdictional areas that Star Law would be involved with can be laid out by individual game referees. What is given here is a suggested organizational structure for Star Law. We hear a lot about the Rangers, a glamorous branch of Star Law, but in fact they are only one small part of a stellar agency dedicated to galactic peace. We know that Star Law Headquarters is located in the city of Port Loren on the planet Gran Quivera ("The Hub of the Frontier Sector") in the Prenglar system. We also know there is a Star Law base on Morgaine's World in the same system. Beyond this, we can create some "basic facts" as a foundation for Star Law. 1) A Star Law base exists on every civilized world of any size in the Frontier Sector. These bases range from large complexes to one-man offices, depending upon that world's needs. 2) Star Law itself does not own a great fleet of ships or an army of combat vehicles. Each base would probably have an array of fast, light armed vehicles for planetary and interplanetary transportation, such as flit-boards, rocket bikes, skimmers, etc. 3) Star Law would not have vast armies of combat personnel because the UPF and individual planetary governments would not want a powerful Star Law undermining their own powers and authority. Instead, Star Law would have numerous agents with wide-ranging authority who would not pose a threat to city or regional police forces or planetary armies. 4) Star Law personnel would have the power to call the UPF's attention to major transgressions by city or planetary governments, though they try to avoid matters arising from local politics. They can get military assistance from Spacefleet or other authorities if deemed necessary by the UPF Security Council. An individual Star Law agent's firepower would be impressive since he must often uphold the law when working with few allies. An average Star Law mission team would include 2-6 members. 5) Any ventures beyond the Frontier "on the Rim" (as the unexplored and possibly dangerous systems are called) or into alien space (neutral or enemy) would be officially undertaken by Star Law. Any unofficial ventures would be made by mercenaries, bounty hunters, etc. 6) Residents of the Frontier Sector who are not of the four main races but who have clean records and initiative might also be Star Law officers. Indeed, when dealing with the Rim, they might be more desirable as agents than one of the major races. 7) All investigations of known hostile races (Sathar, Mechanons, Zuraqqor, etc.) would be made under the authority of Star Law. A Star Law agent's authority level would be very great in this area. 8) Investigations dealing with possible crimes committed by Star Law personnel would be handled by a special branch of Star Law Internal Affairs that answers only to the UPF Security Council. 9) All investigations of other established security forces (Spacefleet, world armies, etc.) or interplanetary governing bodies (such as the United Planetary Federation) would be handled by special investigation committees appointed by the Star Law Captain General. 10) Under article 15 of the Securities Act, a Star Lawman of Ranger rank or above may commandeer any ship, private or UPF-owned, not engaged in an active defense of UPF space for the purposes of pursuing enemy agents in or out of the Frontier. 11) Under article 12 of the Securities Act, a Star Lawman of any rank can impose Stellar Law in a city, county, or continent if he deems it necessary to maintain civil obedience. 12) Under article 13 of the Securities Act, a Star Lawman of Ranger rank or above may also impose Stellar Law on an entire planet if he deems it necessary to maintain civil obedience. 13) Under article 14 of the Securities Act, the Star Law Captain General may impose Stellar Law on an entire system if he deems it necessary to maintain civil obedience or UPF security. Only the UPF Security Council can declare Stellar Law on the entire Frontier. 14) Star Law retains its authorities during both peacetime and wartime. STAR LAW RANKING Although there are many different positions within Star Law and various grades within those positions, there are only a few that STAR FRONTIER game players or referees need concern themselves with. The titles and definitions of those positions are: 1) Star Law Deputy Officer (DO): A Star Law DO is a rookie officer, fresh out of the academy. He or she is in effect a lower-grade City Officer and is assigned to assist someone of a higher rank, usually a full City Officer. After a period of time, usually one to three years, the Deputy Officer is evaluated and may be promoted to a higher grade. On rare occasions a DO might be promoted into positions as high as a Chief Agent, depending upon his background, skills, and abilities. A Star Law DO cannot be immediately promoted to Ranger status, however. 2) Star Law City Officer (CO): A Star Law CO may have many Deputy Officers below him. Usually a CO is a Star Lawman who has authority only over a particular city. COs work only in major cities on highly advanced planets. 3) Star Law Planetary Officer (PO): A Planetary Officer may have many Deputy Officers below him; on major civilized planets, he may command some COs as well. A Planetary Officer cannot exercise his authority on another planet unless ordered to do so by his Commanding Officer at Port Loren. 4) Star Law Deputy Agent (DA): Star Law DAs may command numbers of Deputy Officers, POs, and COs. A Deputy Agent governs investigations that assist other law enforcement and security forces. DAs can command POs and COs in their planetary system only. 5) Star Law Chief Agent (CA): A Chief Agent is one rank above the DA and can command all officers below his rank. He has the power to override the authority of other security forces within his planetary system when dealing with investigations there. A CA is extremely powerful within his system. 6) Star Law Ranger: Rangers are a sort of cross between DAs and CAs in authority, except they can exercise their power in any system within the Frontier Sector. They operate one level above CAs in the Star Law chain of command, but usually work with other security forces rather than commanding them. Rangers are usually called in when hostile alien intrigue is suspected (Sathar plots in particular). 7) Star Law Marshals: This unusual position is usually awarded to Rangers whose jurisdiction extend into the Rim systems. Some Marshals patrol the Rim exclusively. They have authority over other Star Law Rangers and all lower ranks. Their numbers are few and turn over is high; they usually work alone. 8) Star Law Commanders: A Star Law Commander is a Marshal empowered to venture into alien space. He has complete authority to operate in the UPF's best interests there. In the Frontier and Rim, he can command all of the above levels of Star Lawmen. Commanders are the only persons in Star Law who can legally kill an intelligent lifeform without any evidence but their own word. Only a handful of Commanders exist, and they report to the UPF Security Council along with the Star Law Captain-General. Other sections of Star Law that might come into play are: 1) Star Law Posse: A group of Star Law Troopers whose mission is to help out Star Lawmen in trouble. They can only be assembled by a Marshal, Commander, or Star Law HQ. Their stats are usually normal for their race, and they should be armed and armored competitively by the referee. NOTE: The posse does not exist to haul the player's #after-burners" out of the fire all the time. They can help if the referee has swamped the players with foes. 2) Star Law Penal Officers: The worst criminals in the Frontier sector are kept at certain penal colonies. Maintaining these secluded prisons and the transport ships that conduct prisoners there is the business of Star Law Penal Officers. Outside of their penal functions, they operate at Deputy Officer rank. 3) Star Law Internal Affairs Agents: When investigating Star Lawmen, IA agents have the command capability of a Marshal. 4) Star Law Undercover Agents: While most Star Lawmen can go undercover, these agents are in "deep cover". They have maintained their cover for years and may not even reveal themselves to player characters, but can pass information to them secretly. They usually only answer to Star Law Marshals, Commanders, or HQ, and are found in high risk areas such as the Rim. STAR LAW AUTHORITY All Star Lawmen have the following powers in addition to those listed above: 1) The authority to detain, pursue, and warn or arrest anyone within their jurisdiction who breaks the law. The decision to warn or arrest is at the Star Lawman's discretion and dependent up such factors as past record, severity of crime (speeding vs. possession of a weapon), attitude of lawbreaker, etc. 2) The authority to commandeer any vehicle and pilot it, or cause it to be piloted, in excess of normal legal regulations, in an attempt to fulfill section 1. This authority does not include any overt actions that unnecessarily threaten society. 3) The authority to search a premises in an attempt to fulfill section 1 if due cause exists. In those cases where Star Law Command can be contacted immediately for confirmation, such must be obtained. In those cases where Star Law Command is more than ten minutes communications distance away and the Star Lawman decides that this wait is to the detriment of or dangerous to society, the Star Lawman may gain access to the premises in any fashion possible. In cases where a Star Lawman is in pursuit of a criminal or lawbreaker or is witness to a criminal act, then the Star Lawman may gain access to the premises in any fashion possible. 4) The authority to protect society, himself, or private property (in that order), whether in an attempt to fulfill section 1 or in the normal course of his activities, by whatever means necessary excluding measures which may be more harmful than that which is threatening society, himself, or private property. 5) The authority to close down any establishment, business, or operation which is either breaking a law or endangering society and the common good until the appropriate agency, governmental department, or proper level of authority can investigate the problem. In some instances the Star Lawman himself must investigate the alleged crime. Obviously, the Star Lawmen have a much greater level of authority than normal law enforcement agents, but they also have a much greater responsibility. Because of this, the screening of star Law applicants is incredibly detailed and thorough, and includes Telol injections, psychoprobes, and rigorous indoctrination. In the entire history of Star Law (127 years), there has never been a recorded instance of a "bad apple" getting through the screening, though some Lawmen have gone bad after years of stress and exposure to criminal element. To placate an always suspicious public, recent innovations such as the file computer and recorder helmet have been introduced into the Star Law ranks, especially among Lawmen work in highly dangerous or urban areas. The file computer is a specialized computer that does nothing but record information verbally fed into it by a Star Lawman. These 15 cm square devices are then tied into Star Law's mainframe computers at the end of every shift, and their info is dumped into the general information pool. tar Lawmen thus create a running account of their own activities, an open #file# on various suspects, and recordings of eyewitness accounts and testimonies. The info-pool contains a vast wealth of current information that can be made available whenever it is needed to Star Lawmen only. A recorder helmet operates in much the same way and even has a file computer built in, but it also has a tiny Visual scanner/recorder built in that can record the case visually as well. The helmet can either be broadcast to a local recording facility or use micro discs in the built-in recorder to store the images. TERMINATION OF CASES AND REASSIGNMENT A Star Lawman under the rank of Ranger can be called off a case or have his case closed by either a personal directive or general reassignment, both issued by Star Law Headquarters. Star Law Rangers can only have their cases closed or be reassigned by personal directive from Star Law HQ. Star Law Marshals cannot have their cases closed, but can be reassigned, but only by the Star Law Captain-General, and then another Star Lawmen of equal or higher rank must take over their cases. Star Law Commanders cannot be reassigned or have their cases closed, but they can be recalled by the Star Law Captain-General for briefing or debriefing. Star Law Commanders can be forcibly retired, but another Star Law Commander must take over the case, and the entire casefile and official actions ordered are reported to the Security council to prevent any cover-ups. FINAL THOUGHTS Obviously, the number of scenarios that can be built upon the needs of the different types of Star Lawmen listed above is far greater than those for a "one-level" Star Law. Game referees might wish to start players as Star Law Deputy Officers and bring them "up through the ranks." The point at which PCs are promoted should be determined by the referee and should depend less on PC skill levels than on how PCs conduct themselves on cases. As in any law-enforcement organization, the remuneration may not be high, but the excitement and satisfaction of a job well done is often reward enough.
Thu, 18 May 1995 04:35:52 -0500 RE: From: roymeo@iastate.edu To: frontiers@uidaho.edu Since people were discussing their dislike for the skill progression chart vs. the amount of experience spent on skills, or just the dislike of the exponential chart in Zebulon's Guide for skills, I noticed that this thing I came up with was somewhat relevant to the discussion. I wanted to put in some language type stuffinot the game, and didn't think the current (AD or ZG) system of experience costs would very accurately portray the learning of language. In my system, the first level is very expensive, and then gets easier, as generally, it is the beginning stages of learning a new language that is the hardest. Once one is able to think in the language, it becomes much easier. Then again, after a certain level, total mastery gets more expensive (which is why there are so few ZlickK'tzztchk's about (famous Vrusk poet). [ASIDE: key a friend of mine had for naming vrusk: make it unpronouncable to the players. This guarentees they'll give you a nickname you can whine about later.] This system allows some variation, and is customizable, so your beginning character can be a blathering idiot, if that is desired for some reason...just don't spend the points. Critique welcomed Language Level Cost Comprehension Notes 1 7 33% Basic comprehension and vocabulary. 2 5 66% Better understanding; increased vocabulary. 3 4 80% Understanding of structure. 4 3 90% Uses language correctly, but accent is still detectable. 5 3 100% Native speaker. 6 4 Studied the language. 7 5 Eloquent. 8 7 Verbal and/or literary genius. Languages come in 8 levels of mastery. The cost of language levels is unlike ordinary skills as the table indicates. The first level costing a large amount as basic comprehension of a new language is not easily gained. From there, new levels cost less or the same as the previous level until advanced levels of the language are gained. A beginning character starts with level 2 in their racial language and level 2 in Pangal, with 15 + 2d10 more points which may be used to purchase language levels. These points do not HAVE to be spent on language, and half of the 2d10 can be used towards racial abilities. A character of a certain race may not be able to physically speak all languages. Language Options: Racial languages listed most common first. Dralasite; High This is the language in which Dralasite use to speak of intellectual topics. Dralasite; Common This is the 'base' language in which a Dralasite uses to speak of mundane subjects. Human; Modern The most common human language. Human; Sub-Cult The language used by the fashion, legal, and illegal undergrounds. Human; Archaic This is a virtually dead human language, somewhat like Latin. Human; Ancient This is a dead 'eastern' equivalent. Humma Ifshnit Osakish This language is so complex that so far, only Osakar have been able to speak it. Pangal This language was created by PGC, which quickly became the most common language of all Frontier races. Saurian Vrusk Yazirian; Argonian The official language of the Family of One. Yazirian; Gnarsh Language of dissidents from the Family of One on Yast(Athor). Proficient Languages: Certain languages are easy for other races to adapt to. These languages can be spoken by a race beyond 4th level. Dralasite is still only verbal, thus 'accent' is detected when in person. Dralasite: Human, Ifshnit, Yazirian Human: Dralasite, Humma, Ifshnit, Yazirian Humma: Human, Yazirian Ifshnit: Human Osakar: All Yazirian: Human, Humma Unspeakable Languages: Due to physical limitations, certain races are unable to replicate all of the sounds necessary for a language. The written form of a language is not limited by such constraints. Each races limitations are: Dralasite: Osakish Human: Osakish Humma: Ifshnit, Osakish Ifshnit: Humma, Osakish Osakar: None Sathar: Able to speak Human, Yazirian, Pangal Saurian: Osakish Vrusk: Humma, Osakish Yazirian: Osakish
Fri, 19 May 1995 08:50:36 -0600 RE: Star Frontiers Discussion on America-On Line tonight From: Steve Bartell <STEVEBAR@wordperfect.com> To: frontiers@uidaho.edu For those of you who are America On-Line, I wanted to let you know about the Star Frontiers discussion on the TSR Live tonight at 10:00pm tonight (Friday, May 19th). One of the TSR representatives left a message on the AOL Star Frontiers Discussion List about running the live chat, and it got an excited response from the list. I talked to the TSR rep last night on Live, and they confirmed it is definately still going on tonight. If any of you are sitting around your computer tonight, maybe you can jump on the discussion live. It would be interesting to chat in real time with other Star Frontiers players. -Steve Bartell

Last modified: 95Dec09 08:07