Plot Hooks

Despite the pocket-kingdom nature of Truane's Star, not all is happily ever after in this system. At 100 years of age, Truane has not completely matured as an interstellar society (even though a vast majority of its citizens have migrated here from other worlds, with just under half of the current generation being home grown).

Streele, Incorporated is a young fledgling company that has just entered its third generation of business ownership. Jonathan Streele III is acting CEO with his father "Johnny Junior" still residing on the board as a consultant. Grandfather John Streele (Sr.) is alive and well, enjoying his retirement years in luxury having formed this thriving business and enabling its growth.

Below you will find some of the more common plot hooks to create adventures around.

1> Streele, Incorporated

Streele, Incorporated (Streele, Inc. or SI for short) has been in business for just over 90 years, starting off as a small operation on Pale and expanding rapidly into other worlds. Currently they have offices on both Pale & New Pale as well as Gollywog, Gran Quivera, Hentz, Ken'zah-Kit, Laco, Lossend, Minotaur, Terledrom, Triad, and Yast (not to mention most orbital stations around the Frontier). Only Pan Galactic Conglomerates has them beaat, with an office on every world larger than an outpost. In that regard, only SI has interests on the two outpost worlds (Laco and Lossend), but rest assured PGC has eyes on both worlds.

Within Truane's Star, Streele Incorporated is it. There is no other business with a stronger foothold. Pan Galactic has established a Mining Guild to regulate the major trade within the system, but their fledgling offices on Pale & New Pale are, well...quite "pale" by comparison. Despite this, PGC has established themselves as a corporate antagonist to Streele in their home territory.

Three generations worth of Streeles have led the company this far, although John III finds himself in the precarious position of contemplating shrewd practices to stay ahead of the threat that PGC has positioned in their back yard.

Jonathan Streele III


Jonathan Streele III has recently assumed the mantle of corporate executive officer over Streele, Incorporated. His grandfather founded the business under morally strong business ethics just over 90 years ago following the initial colonizing of Pale. That business model seems to have worked rather well, seeing as Streele, Inc. eventually expanded with offices in New Pale and also owns the spaceship construction center orbitting Pale which is capable of producing ion driven starships (but for the most part is entrusted to build the system ships in use within Truane's Star).

Growing up under a large corporate business afforded a well rounded education for John. He adapted to the technological field quickly, but also studied under private security forces and developed a high degree of self defense, attaining near-master status in martial arts and hand to hand combat. Pity the street thug who tries to mug him!

Mining has become the most profitable business venture in Truane's Star, supporting Pale's industrial factories which enables efficient trade with New Pale's abundant agricultural resources. However, the establishment of a Mining Guild in recent years has become a slight deterrant to Pale's industrial complexes, as miners have begun to charge more for their ores due to membership fees. More expensive resources translates to more expensive industrial goods which translates to more expensive agricultural goods.

The Guild maintains a fleet of patrol craft to enforce member dues, and their influence has been known to affect local militias of both worlds. The Guild has offices aboard both orbital stations and answers to Pan Galactic Conglomerates, who foversees the project. John has recently issued a press statement by publicly defining the Mining Guild as a menace to peace and prosperity within Truane's Star.

John continues to run Streele, Inc. under the successful model that his forefathers have instilled, but the pressure applied by the Mining Guild could be enough to tip Streele's hand with creative yet shrewd attempts at dodging the Guild's efforts.

If you have a problem with the taxation from PGC, if no one else can help, and if you can find them, maybe you can hire on with the SI team. 

2> Pan Galactic Conglomerates

Pan Galactic has established a stranglehold on their rival in their homeworlds va teh establishment of a Mining Guild. With the discovery, refining, and transport of minerals being the chief source of income in the system, regulating the activity seemed to be the best bet to down play the up and coming business. Unfortunately for Streele, Incorporated...it's working. While the civilians subject to such regulation don't mind the small fees and tariffs, it forces a higher resale value unto the factories on Pale that need these valuable minerals for industry and production.

While PGC retains an overall image of being the "good guys", the captains of industry are quick to pronounce them as otherwise.

3> Mining: The Heart of All Operations

Anyone opting for this field ill have no trouble finding work. Solid income is practically a guarantee, what with the demand for resources that gets all trade moving in Truane's Star. Whether you're a ship captain or a lowly excavator, you will make aliving in this field. Of course, you'll be approached by representatives of the Mining Guild...ensuring that your dues are paid up and that your tariff is being met with each sale of your goods. Most miners pay little mind to the Guild, they tend to be quite content since they're at the root of the business model and have guaranteed work so the fees are more than reasonable.

4> Independent Haulers

This field is also not readily on the books, mostly because anyone in this profession simply refuses to pay the dues thus getting entered into such books. The independent haulers dodge the Mining Guild and risk life & limb to ferry their loads to the trading centers in need of their cargo. Smuggling, forgery, blockade running, cons...these are the trades you'll need to master if you wish to make a go of it in this field. If you can manage it, then you stand to make a better profit with your unregulated & untaxed loads. One thing is for sure, you need to be faster and more maneuverable than the Mining Guild and local militia vessels that are hot on your tail. You'll need excessive modifications to your ship and you'd better have it in top working order, because the eager recipients are waiting with cash in hand for what you're carrying.

Naturally this field can also be explored by those few wildcats that own a mining operation wishing to operate outside the jurisdiction of the Mining Guild. The same rules apply, you really need to know the ins-&-outs of avoiding the GUild representatives.

5> Enforcers

Mercenaries, men-at-arms, soldiers of fortune, private security...there are dozens of names for this profession but they all do the same thing: protect their employer's interests.  Streele and PGC pump a lot of credits into this field to ensure their individual concepts of "business as usual." There is no need for loyalty here, your only allegiance here will be your paycheck. If you have any inkling of value or moral toward one side or the other, you'd best be sure to be working for that particular side.

6> Pirates & Privateers

Part A --- Privateers While completely legal, both Streele and the local governments on both worlds in Truane's Star have soiled their hands by effectively commissioning what could only be described otherwise as piracy. The officers entrusted with such contract have been given explicit instructions to leave any local TS vessel or business alone, any other incoming traffic is fair game. After all, the Mining Guild only taxes the locals, visiting merchants (particularly those under PGC contracts) are immune to the Guild.

As such any civilian ship owner who has grown tired of the taxation by the Mining Guild can find work with the governments of Pale or New pale, sanctioned of course by Streele, Incorporated. Tackling inbound craft and relieving them of their merchandise is a profitable business, more so when the bounty hails from any PGC craft...bonuses have been offered for such "acquired" merchandise.

Part B --- Pirates The down side to this, of course, is the romantic attraction to full fledged piracy. While the occasional freebooter can be encountered within Truane's Star, ultimately they are snatched up by one of the two pirate factions battling for this ripe territory: the Star Demons and the Lonely Knights. Of those two, the Demons are the dominant presence insystem, under the leadership of Lucifer "the Star Devil" Yurak. Not much is known concerning Lucifer, although reports have him aged somewhere between 70-90 years and augmented with bionic hardware and wetware alike to help stave off the effects of age. Members of his organization are readily recognized by a tatoo or arm patch featuring a red demon holding a pitchfork..some of which are also sporting rockers or banners above and/or below. While there has not been an established pattern to the rockers and banners, it has been theorized as signifying rank or seniority.

The other faction, the Lonely Knights, are a bit more "agreeable". While the Demons willingly attack any and all craft they encounter, the Knights live by the basic code of "leave the locals alone." Basically speaking, the Knights have gone from privateers that were rewarded for their obtained cargoes to getting full market value for the offworlder loads instead. While the planetary governments frown on this, at the same time it keeps the Guild at bay. While the traders willing to deal with pirates tend to low-ball the loads being offered by the Demons, they willingly pay fair market value to the Knights. Little is known about the leadership within the Knights, however one of their members has recently signed on as a privateer, being a former hot shot fighter jockey serving under the Lonely Knights and hired muscle under PGC prior to arriving in Truane's Star...Robert "Razor" Kitridger has just consigned a government sponsored vessel that recently began construction. He has spent some quality time behind closed doors at SI and government offices alike.

If the pirate's life is for you, you'll have little trouble earning a living with any of those three outfits.

Arrr! The Star Demons be Scuttlin'...

What happens when former members of the most notorious hovercycle club learn the art of spacing? They don't become law abiding spacers, that's for sure. While it is not publicly known who founded the group, one man has quickly risen through the ranks to lead them: Lucifer "Star Devil" Yurak. While most prospective recruits can find work aboard their craft, if you want to command one you need to acquire it all on your own...and purchasing simply takes too long.You will also need to know how to retain command as well, because you aren't the only one interested in calling the shots.

Privateer Captain in Need of a Crew

Captain John Knightrazor (formerly Robert "Razor" Kitridger) has just commissioned a brand new light system transport design from Streele, Incorporated's para-military division.

The SS Aquilian Starling is a light freighter purpose built system ship intended to serve as a licensed privateer under Pale's government, intended to wreak some havoc against Pan Galactic Conglomerate and their Mining Guild.

Captain John is a former pirate who served as a fighter jockey under the Lonely Knights faction. He will not discuss this with his potential crew members, at least not right away...there are several reasons he opted for a legal name change with his new career. 

Suffice it to say the new ship is a drastic change in pace. A pair of laser batteries offer a long range 360º punch that he didn't enjoy with the limited shorter range forward weaponry of a fighter. As such a pair of decent gunners will be a vital addition to the crew, and some technical know-how will also be a boon to keep the vessel running properly.

Aquilian Starling

Privateer (pf:100 system ship, owned by Robert Kitridger)

HS:4  HP:24  Powerplant: 3 SC Chemical A  
ADF:4  MR:4  DCR:25  Crew: 3-8
Armament: LB(x2)
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom, WNB
Misc Equipment: Streamlined, Light Armor, Back-up LS unit, Mk-X5 fuel tankage

COMPUTER   ( LVL:6  fp:237  Mass/SP:1000kg/600 )

Alarm (3) 8
Analysis (3) 8
Astrogation (2) 8
Bureaucracy (3) 12
Commerce (1) 4
Communication (1) 4
Computer Lockout (5) 32
Computer Security (4) 24
Damage Control (3) 12
Drive - Chem A (1) 4
Industry (1) 4
Information Storage (1) 3
Installation Security (5) 64
Laser Battery x2 (1) 2 x 5
Life Support cap:8, x2 (1) 2 x 2
Maintenance (3) 12
Robot Management (4) 24


Cargo Capacity: 2 (Main:1.25, Forward: 0.25, Aft: 0.5)
Crew Accomodations: 3 bunk cabin, double suite
Passenger Accomodations: 0
Ship's Vehicles: AWD Ground Car, Ground Cycle
Fuel: 180u S-Ox ( +3 x 12u ExTanks)
Max Safe Velocity: 30 (+6)

The MAIN DECK features a two person helm, 6 person bunk barrack, two person suite, all adjacent to the crew lounge/computer which doubles as the forward hold. A ladderwell runs up to the dorsal gun and down to the main hold & ventral gun. A fresher fills the gap behind the bridge accesway and a shower unit flanks the ladderwell. Fore of the crew lounge are the forward "mandibles" featuring most of the avionics, communication, sensors, and electronics. Aft of the crew lounge is the engine room, with RCS thruster banks, generator & power relay station, life support equipment (including water tank and purification plant) and work stations. Starboard of the lounge is the cargo loading dock and boarding ramp, along with a defensive anti-personnel gun. The aft hold is adjacent to the loading dock.


The LOWER DECK is comprised of the main hold w/loading ramp and access to the landing gear. To port is a computer maintenance shaft that connects the main computer to the helm. Below the Main Hold is the ventral gun position.
A cross sectionof the ladderwell details the deck arrangement. Note the gunnery positions boast lower cielings, minimizing aerodynamic drag and producing only mild comfort issues when not seated at the command chair.