Tis the Most Wonderful Time of the Year

rattraveller's picture
rattraveller
September 5, 2016 - 4:09pm
Okay since the Spirit Halloween store in my area is open that means it is semi-officially Halloween time.

This got me thinking of the wonderful horror movies I used to watch and about how to combine them with SF. So here are my takes on some of the more common themes.

I would ask if you are going to reply to any one then use the reply button for that one.

If you want to add some then please do so and just remember to have specific links to SF in it.

Have Fun.
Sounds like a great job but where did you say we had to go?
Comments:

rattraveller's picture
rattraveller
September 5, 2016 - 4:20pm
Triffids

  Story:          
   Captain Glavin of the freighter TT Wyndham could see his Yazirian engineer Bon of the Trellben Clan was really excited about the five strange looking and very large plants that had just been delivered to their freighter. Usually George, his life support and atmospheric tech, was the one who got excited by new plants for the hydroponic garden but he wasn't even here now.
Wondering where that Dralasite was Captain Glavin spoke loudly to get Trellben's attention, "Excuse me engineer but what are those things and why are you so interested in them and where is the one who is supposed to be taking care of them?"
Looking back and seeing his Captain for the first time Bon said simply, "Hey capan, would do you think of the latest innovation from our bosses at Trans Travel."
Knowing he should keep his patience with the engineer the Captain just gave him the look and waited. Bon took the message and said, "George is down in the garden making a spot for these beauties. As for what they are, they are the latest safety feature for starships. Now instead of carrying drums of lubricants in the hold we just tap into these lovelies and get what we need."
Still not saying anything and cranking up the serious look a little more Captain Glavin continued to wait out his engineer.
Bon took the hint and stood straighter and said, "Trans Travel have been working on these for a while now. They are Trans Travel Refinery In Flora and Fauna Inflight Dispensers or Triffids for short. You see they did a whole lot of genetic recombination with plants and animals and came up with these. Not only do they help replenish the air but we get oil out of them by tapping them. Oh and they do not need a lot of UV light since we can just feed them our table scraps. They eat anything."
Now Captain Glavin was impressed. If these plants could do all this it would make his ship a lot more efficient and safer. Still he knew everything had a down side and thought he should know what that was. He asked Bon, "So what aren't you telling me about them?"
Bon was quick to answer in a happy tone, "Oh nothing much, except they have a stinger which can not only stun you but might just kill you. But no worries just keep them well fed and use an electro-stunner on them before you collect the oil and all will be easy as getting a Sathar to kill themselves."
Captain Glavin was not sure what he thought about that last part. But these had been sent by corporate so he knew he had no choice in the matter. He would need to see what George thought of them. Looking at them one more time he got the distinct impression the largest one was looking at him in a most worrisome way, even though it had no eyes.
TWO WEEKS LATER  
"This is Lt. Tabbe of the CMS Osprey calling TT Wyndham report in please." That was the twentieth time he had tried to reach the drifting freighter by radio. It had not answered yet was not under any power. Guess he would have to get the new recruits to make a boarding party and find out what was going on aboard that ship.

General Information:
Type: Large Omnivore Number: Male-1 Female-2 to 12
Move: Slow (10m/turn)
IM/RS 3/60
Stamina: Male-100 Female-50
Attack: Male-60 Female-40
Damage: Male-4d10 and blind Female-3d10 and blind
Special Attack: Whipping sting with poison attack S10/T10
Special Defense: Immune to sonic weapons
Native World: None, they were created by Trans Travel in genetics labs.

Description: Triffids have a straight stem, springing from a woody bole which is shaggy with little rootlet hairs. This bole is roughly spherical with three bluntly-tapered projections extending from the lower part. These can dig into the soil to function as temporary roots. At the top of the stem is a funnel-like formation which has a tightly-wrapped green whorl within resembling a rolled fern frond. This whorl is sticky and can lash out at passing animals. It carries a sting which can kill a full-grown man; the poison is carried in sacs at the base of the sting. John Wyndham's illustrations (see below) show three stamen-like stalks within the cup. They have three small, bare sticks which grow straight up beside the stem. These "clatter sticks" create a rapping noise which is considered to be some form of communication. It is clear from experiments that they can hear or, at least, sense vibrations in the air. There are also short sprays of leathery green leaves. Although they are based on a plant, they are actually a created genetic mix of plant and animal features and like many plants they have two distinct sexes; male and female. At the age of one year, they reach a height of approximately half their full growth which averages a little over 2 meters for females and 3 meters for males. They can lift themselves about 30 centimeters off of the ground on the three projections on their boles. They walk rather like a man on crutches, sliding two projections forward and then lurching so that the third comes level with them. At each 'step', the stem whips violently back and forth and the leaves rustle noticeably. The speed is about that of average human walking pace. Triffids are usually a shade of green, with the darker the color the more viscous the oil it produces. Males are usually darker than females but both sexes come in all shades. The color and viscosity of the oil does not change during the life of the plant which is about 100 years. Triffids are primarily carnivorous, digesting any insects that are caught in the sticky area within the cups. But they are also capable of assimilating larger animals by killing them with their stings and absorbing them as they decompose. Also they can use their sting to tear off pieces of flesh and drop them into the cup like an elephant's trunk. The green sting is carried in the coiled whorl within the cup. It can reach up to 3 meters but the range can be increased by 1.2-1.5 meters if it sways forward beforehand. The most common tactic is too wait in suitable areas for unsuspecting prey to pass by and then strike out with the sting which usually kills extremely quickly (presumably to prevent the prey fleeing). They tend to prefer waiting in areas where they can dig their roots temporarily into the ground. Triffids have been observed luring beings into traps. They are very sensitive to movement and sound, and will gather together when certain sounds are 'heard'. If the noise is short, such as a gunshot, the Triffids lose interest after a while but, for a sustained sound such as an engine, they will remain, often forming a large crowd around the source of the sound. The sting is usually aimed at the head, leaving a red welt. Against thick clothing or fur or hair, it is ineffective. It is normally fatal but people can survive in certain circumstances, if the poison sacs are depleted from previous stings; for instance; Also a hit away from the head, such as the hand, can be survived by the application of anti-venom or, if unavailable, tourniquets and fomentations to extract the poison. Even so, the result is a long period of illness in bed. To extract the oil from the Triffid, the plant must be made safe to approach. This is usually done with an electro-stunner at a safe distance. The oil is then extracted by the use of a tap set into the woody bole. If properly fed, a Triffid can produce one liter of oil for every meter of height about every two days. Not extracting the oil will not affect the plant in any way.    

Background:  
           Lubricants are the literal lifeblood of most machinery. However, most kinds of lubricants are petroleum products which require finding them on suitable planets, refining them and shipping them off planet to desired locations and then usually a lot of storage of dangerous products. Also for Trans Travel megacorporation, the largest user of lubricants in the Frontier it meant dealing with other megacorporations especially AIPS who control most of the petroleum production and refining.             In order to solve some of these problems, Trans Travel used genetic engineering to come up with a genetically modified plant/animal combination that can produce oil products of varying viscosities. They called the plant the Trans Travel Refinery In Flora and Fauna Inflight Dispensers or Triffids for short. Any rumors that they stole the research from another megacorporation are completely denied by Trans Travel.  
Current Situation:
      Trans Travel has been sending specimens to many of their larger ships and space station installations on a Beta test trial basis. So far there have been no incidents when all the proper safety procedures are followed.  
Current Possibilities:     
        If you only remember the Triffids from the 1962 movie then you do not know the real story of them since that movie changed the original book considerably. The Triffids were created by man and when the meteor shower or comet came and blinded everyone the Triffids escaped from the oil farms they were on and wreaked havoc on the population.      
       As for how to use them in your campaigns, there are many possibilities but one of the most interesting is how the book and the 2009 BBC miniseries did. The Triffids as more of a zombie threat with the real enemy being an opposing group of some sort. Like the Triffids running amok on the Serena Dawn during the pirate take over. Of course just like zombies they can be quite a threat just by themselves.

(Most of the description section was adapted from the website http://triffids.guidesite.co.uk/index.php)
(Having trouble getting the picture to input, just check the website)
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
September 5, 2016 - 4:23pm
Senior Pilot J'amer

  Story:
J'amer brought the hatchet down in another hard blow and then wiggled the blade back and forth trying to loosen the joint up. As he did so he continued his debate. "Now as I was saying Vrusk are definitely preferable to other species for their consistency and for their ability to interact well with others, but in this case I believe a Yazirian would have been a better selection." "Now you know there are a great many Yazirians on this trip and choosing one of them would have been more obvious. This one was the only Vrusk on this trip. As such there will be fewer beings noticing his absence, which we can easily explain with that chrono-com message he received. Besides with their social abilities I will be able to get along better with the rest of the crew and passengers." "Yes it would be nice to talk to the passengers this trip without the usual awkwardness. Plus the insides of Vrusk are very delicious. It is just the exoskeleton is so hard to digest. I always feel bloated afterward." "I know I do but this was really the best choice. Now lets get this done we have lift off in six hours." "Right I am." With that J'amer redoubled his efforts to dismember the unfortunate Vrusk and get the soft insides into the freezer in his cabin and the exoskeleton into the softening marinade.

General Information:
Race: Dralasite Special Abilities: Elasticity, Lie Detection 25%
Rank: Senior Pilot
Affiliation: Trans Travel
Position: Starship Pilot
Assignment: Starliner Crystal Star
Homeworld: Groth, Fromeltar
Gender: Male                                      Ht: 1.8 m
Handedness: Right side                      Wt: 90 kg
Age: 185

STR/STA: 95/95
DEX/RS:  60/60
INT/LOG: 60/60
PER/LDR: 50/50
PS: +5             RW 30%                    
IM: 6               MW 47%

PSA: Technological
Computer 4, Technician 6, Pilot 3, Melee Weapons 4, Beam Weapons 2 Equipment: Laser Pistol, Hatchet, ID card, Skein Suit, "Chrono-com", Utility Belt, Techkit, Flashlight, Everflame, 5 Staydoses

Background:
J'amer was always big for a Dralasite and always had a very big appetite. When he (J'amer has never been in the female state) was growing up he found it difficult to join debates not only because of his large size but also for the rather extreme views he took on many issues. This led to him frequently debating with himself. When he reached maturity, he trained and became a starship pilot. His first assignment was aboard an explorer ship seeking new planets to colonize. The ship had an interracial crew made of all four of the Core Races. During the flight J'amer got a reputation as an excellent pilot but a little bit strange even for a Dralasite and very introverted. After some months into the mission, J'amer's ship encountered a hostile ship which immediately attacked them. It is believed this was the first real encounter with the Sathar. The ship would have been destroyed except for J'amer's skill which allowed them to escape. However, the ship was heavily damaged and could not reach light speed. The rest of the crew began to debate on what to do. J'amer calculated that the ship could make it back to Frontier space but would take two and a half years. As they did not have enough supplies of food and air to make it back to the Frontier, the captain and other crew members wanted to travel to a planet they had surveyed and wait there until a rescue could come for them. J'amer conducted one of his internal debates and decided that informing the Frontier of this new threat was more important than the lives of the crew. J'amer came up with a plan. First he would kill all of the other crew members so that the air would last. Then he would use their bodies to extend his food supply. With surprising ease, he carried out his plan and actually did make it back to the Frontier. Upon his arrival back in the Frontier, he discovered that the First Sathar War had been fought and ended while he was gone. Still his return was greeted with some cheer as he had brought his ship back. He was interviewed by the new UPF and then released where he found a flood of job offers waiting. In the years since J'amer has worked for many different shipping companies over the years and has always glowing reviews but does not stay long with any one group. Strangely there have been numerous disappearances on ships he had served on although nothing has ever been traced back to J'amer.  

Current Situation:
 During his long flight back to the Frontier J'amer discovered that while regular food sustained him, eating the bodies of other intelligent races gave him special insight and knowledge. Once he returned to the Frontier J'amer found ways continue to feed on beings from intelligent races. He is very smart and only takes one being at a time and then moves on to a new job or a new ship or a new planet. Currently J'amer is working as a pilot aboard the Trans Travel Starliner Crystal Star.  

Current Possibilities: J'amer is a serial killer but not a thrill killer. He is patient and methodical in selecting his next meal. Players may encounter him in several ways but the most effective should start with him as an ally and having the players discover his peculiarity later on with possibly him as the only pilot they may need him. He could also be a one shot villain which the players come across while travelling between planets aboard the Crystal Star.  The Gamemaster could change his eating habits to stressful situations and have him be normal when first encountered but after being stranded he resorts to his usual methods.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
September 5, 2016 - 4:25pm
Battle Rage Club

  Story:
            Tovan did as his leader said and left Ben behind to face the two Yazirians. They had already lost the other three members of their troubleshooting team and as Ben had said, one of them had to survive. These crazy Yazirians had promised to let any member of party who made it to the shrine at the top of the next hill alive go free with a 10,000 credit award. Tovan did not care about the prize money. She only cared about getting out of this alive and coming back with a full Streel hired Merco assault force to wipe these crazy monkeys and avenge her team. They had come looking for the missing research team and while they had succeeded in finding them or at least their remains they had not counted on becoming prey in a Yazirian Battle Rage Club. She had heard of them in the back rooms where Streel troubleshooting teams hung out to relax between missions but had never believed them. She thought they were just stories the veteran teams told to newbies and now she was living the nightmare. Shaking off her thoughts, Tovan could now see the shrine only a few hundred meters ahead. It was supposed to be dedicated to some ancient Yazirian goddess of the Hunt and was complete with an altar and statue of a half naked Yazirian female holding a bow and one of those crazy Yazirian swords. The hit from behind knocked Tovan down and sent her sprawling 10 meters along the ground. Her training did her well and she took no damage from the fall and managed to come up on her feet. She looked up to see the Huntmaster of the Battle Rage Club standing still just 5 meters from her. He must have come gliding down out of the trees to take her by Surprise. Looking a little closer she could make out the tremble in his gliding skin flaps and the glazed look in his eyes that he was entering a battle rage state. She had seen Heften, the Yazirian member of her team look that way many teams and also seen the edge it gave her in combat. Tovan stood straight up and drew the long sword they had given her. Despite all the secrets this Battle Rage Club had kept the one secret they did not know was that she was one of the greatest sword fighters in the Frontier. This Battle Rage hunter was about to get more than he bargained for in this fight. With a scream of pure rage from both of them the fight began.

  General Information for a typical member:
Race: Yazirian Special Abilities: Night Vision, Gliding, Battle Rage 25% to 75%
Affiliation: Each club is independent but may have ties to a certain clan
Homeworld: Any primarily Yazirian world
Gender: Male or Female                     Ht: 2.1 m
Handedness: Either                            Wt: 50 kg/60kg
Age: Various

STR/STA: 45/45
DEX/RS:  60/60
INT/LOG: 50/50
PER/LDR: 45/45
PS: +3             RW 30%                    
IM: 6               MW 30%

PSA: Military
Thrown Weapons 4, Melee Weapons 4, Martial Arts 3 Equipment: Any one Thrown or Melee weapon, "Chrono-com", Utility Belt  

Background:
The two defining traits of the Yazirian are their gliding by use of the flaps under their arms and their going into battle rage during combat. Although not in as common usage as back in the days of clan warfare on the original Yazirian homeworld there are groups of Yazirians who form clubs to practice the old ways. Most of these are simple hunting clubs or old time reenactors but a few are something more. Some Yazirians become addicted to the "high" they get when they enter battle rage state. At first this can be achieved by hunting or combat simulation drills. Soon these are not enough and the Yazirian must have the greater high of a true life and death struggle. To achieve this level of battle rage high the hunting clubs import rare and extremely dangerous fauna for their hunts. Some of these groups go beyond this and bring in intelligent beings to hunt. Often the intelligent beings brought in have combat training or combat experience. They are given weapons and encouraged to make a good show of it, often with the promise of release and a grand reward if they achieve a certain goal, like survive until they reach a certain destination or time period.  

Current Situation:
 No one is certain how many Yazirian Hunting Clubs there are in the Frontier or how many of them practice Battle Rage Hunting. For some of the Hunting Clubs, the entire club is involved. For others it is an elite few among the members. Some lure or kidnap beings into their hunts. Others use convicted criminals, while others contract with individuals and live up to those contracts feeling as long as things are honorable then they must live up to their end.  

Current Possibilities:
As listed above the players can become involved with the Yazirian Battle Rage Clubs in any number of ways. The key being that while they could just fight their way out that may not be the best way to insure the entire party's survival. Coming up with a solid plan and using their skills to their advantage will be the key to getting through the encounter alive.
Sounds like a great job but where did you say we had to go?

JCab747's picture
JCab747
September 5, 2016 - 8:35pm
I like these. I'll have to see if I can add some too.
Joe Cabadas

rattraveller's picture
rattraveller
September 9, 2016 - 5:55pm
Ms. Tina Sheppard

Story:
When Tina was a little girl, the voices would come and they did not frighten her. She told her mother and father about them but they did not care. They were too busy with their jobs at the hotel. She listened to the voices and never answered them since they were not talking to her. Much of what they said she did not understand anyway. As she grew older and wiser she understood more of what the voices were saying. When she was 8 years old she one of the voices seemed to be talking to her. At least the voice wanted something she could do even though she was not very big. She went and did it and got into a lot of trouble. She did not know it would cause such a huge explosion and black out the hotel and the rest of the resort. Her parents were mad at her, even though they said they were not. They made her go and see a doctor. This doctor was not the funny Dralasite she went to when she felt bad though. This doctor was a Vrusk and she never examined her or asked her to cough. All she did was talk to Tina. After a couple of years of seeing the Vrusk lady doctor, Tina still insisted she could hear the voices and they told her a lot of stuff. Finally, the Vrusk lady doctor gave her some pills and told her to take them every day and night. It first they did not seem to do anything. After a week, Tina noticed she did not hear the voices all the time. After a month she did not hear them at all. Tina was not happy about this but her parents and the Vrusk lady doctor were very happy about it. Three months ago her parents were transferred from the nice hotel to the one in space. They were very excited about this and said it was a big promotion. Tina was not happy about leaving her friends behind but the space station did have one of the best Technician training programs around and Tina was very excited about that. Almost as soon as she got to the station the voices came back again. Tina was surprised by this as she had almost forgotten about them. However, these were not the same voices as before. These voices were angry and militant. They wanted death and destruction and other things too horrible to speak of. Tina knew she could not tell her parents about this, they would just send her back to the planet so she would not ruin their big promotions. She tried her best to ignore them but it was getting harder and harder. She had to do something soon because the way the voices were talking not only the space station but the entire Frontier was in danger.

General Information:
Race: Human
Special Abilities: Communication on wavelengths not in phase
Rank: Dependent
Affiliation: Star Play
Position: Secondary School Student
Assignment: Recreation Station Way Station Contentment
Homeworld: Gollywog, Clarion
Gender: Female                                 Ht: 1.4 m
Handedness: Right side                      Wt: 40 kg
Age: 16

STR/STA: 35/35
DEX/RS:  50/50
INT/LOG: 60/60
PER/LDR: 60/55
PS: +2             RW 25%                    
IM: 5               MW 25%

PSA: Technological
Computer 1, Technician 1 Equipment: Jumpsuit, ID card, "Chrono-com", Techkit, Flashlight, Everflame

Background:
Tina Sheppard is a mentalist. She does not know it or know the full range of her abilities. Her power is she is able to hear frequencies of communication others cannot hear.  

Current Situation:
Everything was going well until she and her family were transferred by Star Play from the planet side resort they were on to a Recreation Station. Now new voices are coming to her and these voices are very dangerous.  

Current Possibilities:
You have a lonely and confused teenage girl with knowledge and powers others do not have. Are these voices of the dead, other dimensional beings about to invade the Frontier, the Sathar communicating with their agents aboard the station, a rebellion formatting against the UPF, a secret experiment going on aboard the station by rogue or maybe approved megacorp scientists. Whichever way this goes a team of Troubleshooters or Star Law Rangers could be just the beings to help Tina discover the truth of these voices and their terrible plot against the Frontier.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
September 10, 2016 - 1:16pm
Army Rats Invasion

  Story:
            Ten years of work, hard long hours without a day off or a minute wasted on fun were all going to be lost in the next ten hours. They were coming and there was nothing he or his extended family of 78 could do about it.
            Well that wasn't true. They would fight. Fight with laser rifles, homemade grenades, clubs, kitchen knives and probably in the end, with their booted feet and bare hands. In his heart he knew it would not be enough. They were coming and they could not stop them.
            Taking a deep breath, he turned back to installing the electrified fence and thought back to how this had all started. Five years ago when everything had been going according to plan and life was wonderful they had seen the ship. The Spacefleet ships had shot it out of the stars and it had crash landed in the mountains. He and the rest of the adults had gone out to see if there were any survivors to help. They did not know whose it was at the time.
            Might as well not kid himself anymore. They had gone out to loot whatever they could from the wreckage. Still when they got there and found the Sathar unpacking cages from their wrecked ship as if nothing had happened they immediately attacked them. The fight had not lasted long but the cages had been opened by the Sathar and some by stray fire and they had escaped.
            Landfleet showed up soon after and thanked them and gave them medals and a reward and then claimed the entire ship for the UPF but the real damage had already been done. They thought they had won but the Sathar had completed their mission and released the rats. The Army Rats.
            Now five years later, with no natural enemies and no artificial ones either the Army Rats population had grown to unimaginable levels. They had eaten everything in the mountains and now they were coming down into the valleys where the colony was, to find more food. That food was everything they had built in the last ten years and it was the colonists too. A billion hungry mouths were coming and there was nothing they could do about it except fight and kill them and hope they killed enough that the rest of the colony could somehow survive.

General Information:
Type Small Carnivore
Number 2-20 per character; 1000 or more in a pack; unending supply of millions
Move Fast - 90 meters/turn
IM/RS +6/60
Stamina 5
Attack 40
Damage 1d5 bite + disease
Special Attack None
Special Defense None
Native World Volturnus - mountainous areas  
Description:
            Army rats are furry brown creatures that resemble large rats. They have powerful hind legs and can leap up to 1 meter to attack. Army rats swarm in packs of 1,000 or more, and will attack any animal in their path. They are cunning and attack in waves, some sprinting after prey while others follow at a loping stride. When one wave of sprinters falters, another wave takes their place until the prey finally tires. A medium-sized creature caught by a swarm will be attacked by 2-20 army rats, while the rest pass by seeking other food.
              Any creature bitten by an army rat has a 50% chance of being infected by a disease that attacks the central nervous system. A creature only needs to roll once per encounter with army rats. Unless a victim is given a dose of Antibody Plus within 12 hours, he will become hostile and paranoid and might even attack or desert his companions. Every 20 hours after being bitten the victim can make a Stamina check. If the character succeeds, he has recovered. If not, another 20 hours must pass before the victim can try again.

Background:
            The Sathar have many ways to attack the Frontier. Two direct assaults have failed but that does not mean they will not try for a third. Before they do they want to weaken the Frontier anyway they can. Sathar attack monsters are one way but again direct attack is not always necessary.
            On this colony world the Sathar meant to land and release Army Rats to grow and multiply. The ship was shot down but the mission was still a success, the Army Rats were released and now they are coming to finish the mission.

Current Situation:
            The outlying farms and settlements of the colony have been overrun and destroyed by the flood of Army Rats. Now the main colony city is threatened. This is not a mission where a few more guns are going to help. Every being on the planet has been armed and defenses have been built but more is needed. What that more is, is what the players must bring to the table.
 
Current Possibilities:
            Okay this is using a canon creature in a new way. How can a living flood be stopped from devouring the entire planet? Finding a virus to kill all of them or at least stop them from breeding. Discovering a weapon system that can halt the Army Rats in their tracks. Maybe the colonists have the means to stop the Army Rats but they need time to get it set up and the players must give them that time by going on several missions to flood areas, set up avalanches to fill gaps, carpet bomb a bridge spanning a deep river chasm, delivering a cargo of combat robots at a natural choke point. There are numerous possibilities.
            Do not forget that stopping the Army Rats might only be the first step. They carry a special disease which will have hostile and paranoid sentient beings running around in large numbers. Not to mention hordes of dead and decaying Army Rats that need to be taken care of or other diseases will spread.
            Maybe the Sathar ship was never found. It is still up in the mountains. The Sathar must have had some way of controlling the Army Rats. Maybe the answer to this problem is deep in a barren mountain of Army Rats aboard a Sathar ship that holds that secret and a few others.
Sounds like a great job but where did you say we had to go?

jedion357's picture
jedion357
September 10, 2016 - 1:58pm
Re: Army Rats, twist on the rabbits Down Under similar plot in one of the Rocket Romance stories we published. 

Like it for the new twist on the cannon animal. 

Should we cast the PCs as colonist? Or as the Magnificent Seven hired to save the colonist? Adventure plays different IMO depending on the answer to that. 

"You know what we could use? Some quickdeaths. They'd est those rats by the bucket load."
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
September 11, 2016 - 6:26am
I would go with the Magnificent Seven angle. Generally I keep these generic so GMs can decide.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
September 15, 2016 - 7:37pm
Constable Baarnee

Story:
            Combot shoved Cameron through the doors of the Duwichy Law Center and then past the clerk's desk. Combot grabbed Cameron and pulled him up so the two prostitutes who were paying their monthly service fee at the clerk's desk could get past them.
            Cameron tried to stand up and look debonair, but the connected wrist and ankles shackles did not help. Once the ladies were past, Cameron started moving before Combot could shove him again and headed for Constable Baarnee's office.   
          Constable Baarnee stood behind her desk and looked up at the arrivals. She did not say anything at first so Cameron jumped right in and said, "Look it was self-defense. Those two Yazirians started to fight each other and then they raged and if I didn't take them down a lot of beings would have been hurt or killed."  
           Cameron tried his best innocent pleading look and then waited. Constable Baarnee let out the clicks Vrusk use for laughter and then said, "You are not here because of two dead monkeys. All three of you are in Treskalla's gang and he will deal with you on shooting them. I had you brought in because the fight you started shooting the bar up cost 1,500 credits in damage and you left a 200 credit bar tap and you owe us 500 credits for dragging your butt in here to settle your debt with the barkeep."
            Cameron was a little surprised by not being charged with the murders of his two fellow gang members. He broke into a smile, since he had the credits to pay and since he knew Treskalla needed him for the upcoming job his boss would not punish him for killing the Yazirians. They were only hired muscle that were easy to replace.  
           Constable Baarnee then said, "Give your ID card to my clerk to pay what you owe and then we'll get you out of those shackles."    
         All three of them left the office and stopped at the clerk's desk. Cameron paid the clerk and he gave Cameron a full receipt. He then turned to Constable Baarnee and lifted his wrists which were already sore from wearing the shackles.
            Instead of pulling out the shackle keys, Constable Baarnee said to Cameron, "Treskalla called earlier and said the Gullwind was hijacked and the job is off. He does not appreciate you killing his fellow Yazirians."  
           Before the last word was out of Constable Baarnee's mouth she drew and fired both her pistols. Cameron was dead on his feet and Combot caught him.
            Constable Baarnee then said, "Clerk collect the 5,000 credits from Treskalla and make sure you send him a receipt. Combot dispose of body. Then meet me at the bar, Freddie included lunch with collecting his damages."
            Leaving the Law Center Constable Baarnee was thinking this had been a very profitable day so far and a free lunch too.

General Information:
Constable Baarnee
Race: Vrusk Special
Abilities: Ambidextrous, Comprehension 50%
Affiliation: Town of Dunwichy Law Center
Homeworld: Terledrom, Formeltar
Gender: Female                      Ht: 1.5 m
Handedness: Both                  Wt: 60 kg
Age: 79

STR/STA: 45/45
DEX/RS:  70/70
INT/LOG: 50/50
PER/LDR: 65/65
PS: +3             RW 35%                    
IM: 7               MW 35%

PSA: Military
Projectile Weapons 4, Melee Weapons 4, Martial Arts 3, Robotics 4, Computer 2, Technician 1 Equipment: Duel Auto-pistols, ID Card, Chrono-com, Utility Belt, Flashlight, Ticket Book, Notepad

Clerk Tyler
Race: Human
Special Abilities: None
Affiliation: Town of Dunwichy Law Center
Homeworld: Gollywog, White Light
Gender: Male                          Ht: 1.8 m
Handedness: Right                 Wt: 60kg
Age: 50  
STR/STA   30/25
DEX/RS     40/40
INT/LOG   75/75
PER/LDR   60/50
PS    +1      RW   20%     
IM   4          MW  20%  

PSA: Technical
Technician 6, Computer 4, Projectile 3, Medic 3, Melee 1
Equipment: Auto-pistol, ID Card, Chrono-com, Utility Belt, Flashlight, Notepad  

Combot
Description: Combat Robot
Level: 4
Body Type: Standard
Parabattery: Type 1
Move: Very Fast - 120 meters/turn
IM/RS: +7/70
Stamina 100
Attack: Hands 50%/// Laser 60%///ElectroStunner 60%///Tangler Grenade 60%
Damage: 1d10 +6///2 to 10d10///Stun///Entangle
Programs: Attack/Defence, Search and Recover
Equipment: Chrono-Com, ID Plate, Albedo Screen, Handcuffs 4 sets, Wrist and Ankle shackles  
Mission: To assist Constable Baarnee with Law Enforcement operations in the Town of Dunwichy. Capture designated targets preferred but Lethal force authorized.

Background:
Outer Dramune is thought of as a den of thieves and cut throats all across the Frontier with no law on the planet at all. This is very far from being true. Law Enforcement is very big business on Outer Dramune. It just is not the same type of Law Enforcement as practiced by the rest of the Frontier. While Crime Holovids showing Good Coppers and Star Law Rangers stopping master criminals and Sathar agents in the nick of time, real law officers usually deal with much more mundane crimes and a lot of situations that are not related to law enforcement. Outer Dramune is the home for many criminals and also a lot of regular citizens that not only need but require a law presence. Lost children, drunks roaming the streets, escorts for gang leaders returning after a big haul, a building burns down for no apparent reason and many more need someone to do the work. On Outer Dramune this work is done in many different ways. Most of the time it is the person in charge of the area, mayor, crime lord, gang leader, corporate CEO, warlord who has beings dedicated to serving the general populations needs. Some are just members of the criminal organization, others are a for hire security service, some contract with Merco and GTF for their services, a few places have real law officers paid for by the government in charge. The difference is that on Outer Dramune, these beings are much more answerable to the ones signing their paychecks than to the public. There is also very little in the way of planet wide laws. What is felony murder in one town may just be a warning ticket for disturbing the peace in the next town over. For example, if two rival gangs shoot it out among themselves, then they might only be charged with damages to property. However, if one gang does a drive by shooting on another and kills an innocent being, then that entire gang may find themselves in a very unfriendly prison.  

Current Situation:  
Constable Baarnee is the chief law officer in the town of Dunwichy on Outer Dramune. She has been in this position for ten years and is generally well liked. She is assisted by Clerk Tyler who rarely leaves the Law Enforcement Center and handles all the administrative duties for the center and by Combot, a combat robot Constable Baarnee has reprogrammed and reworked to assist her.
There are three main groups in Dunwichy; Treskalla Mining, The Merchants Council and the Church of Lost Gods. Each of these groups pays one third of the costs of the Law Enforcement Center and generally agrees with the decisions Constable Baarnee makes. Also Constable Baarnee can get deputies from the other two groups when she needs to make a move against the third. Generally, though she handles many very petty crimes the leadership of the three groups does not want to handle.
Treskalla Mining is a mining company and the largest single employer in the town. Treskalla himself is a smuggler and white collar criminal who uses the mining company as a cover. Most of his workers are criminals of one sort or another Treskalla hires to work jobs for him.
The Merchants Council is made up of five elected beings and represents the majority of ordinary citizens in Dunwichy. They are the ones who provide the basic services the other two groups needed and like AIP corporation banded together so as not to be pushed around individually.
Church of Lost Gods is a strange religious group with a lot of Dralasite and Yazirian members although there are Humans and Vrusk and a few other races too. They have some strange practices and all where hooded robes when outside their large compound. While considered odd by the other residents of Dunwichy, they are good neighbors and do not force their beliefs on others.  

Current Possibilities:
While many possible cases could come up that require the players to have dealings with Constable Baarnee here is one: In the last three months six beings have been murdered in a ritualistic fashion in Dunwichy. Two from each of the three factions with one murder every two weeks like clockwork. Constable Baarnee has done all she can, but this is beyond her and her resources to solve and prevent more murders. Since the three factions all think one of the others did this they are not cooperating and a lot more fights have been erupting around town. Constable Baarnee wants to hire the players as independent investigators to solve this crime spree before anyone else is killed, either by murderer or by the factions taking the law into their own hands. They have seven days to do so.  
 
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
September 16, 2016 - 5:45pm
Maintenance Robot 3345-DE

  Story:  
           Jess opened the door and entered the data entry office and then tried to find the light switch. She hated coming here after hours with no living beings around, only the robots going about their programmed missions. She knew they were just a normal part of everyday life and she saw dozens of them every day. But they just gave her the creeps when they worked in the dark.
            Finding the light switch, she flicked it three times but no lights came on. Still there was enough ambient light from the computers and other devices for her to accomplish what she needed done. She could not believe she had forgotten to transmit the daily progress report and backup the files on the mainframe.
            It was Jimmy Bean's fault. That little Dralasite had distracted her with all the jokes he, or was it she now, had gotten from that old movie. Jess had to admit, Jimmy Bean had been pretty funny today. Much better than he usually was, which was why she had laughed so much and forgotten to do her job. Still as long as it was done by midnight, no one would ever know.
          Turning the corner around a cubicle, Jess stopped dead in her tracks. Jimmy Bean was lying on the floor with were laser burns seared across his skin. Worse yet two of the maintenance robots were picking him up using their brooms to assist. Jess wanted to run up and see how badly Jimmy Bean was hurt but when the two maintenance robots turned their heads toward her she froze in her tracks.            Something wasn't right here. Then a cold mechanical voice spoke from behind her and said, "Miss Briar you are a hero to the company. It seems Jimmy Bean was a corporate spy for Streel. You discovering him and killing him will see you greatly rewarded. At least that is what they will say at your eulogy."
          Jess spun around just in time to see another maintenance robot standing behind her. Except this one was different. Several concealed compartments were open and from one of them the barrel of a laser extended. The flash of light was the last thing she ever saw.
          Maintenance Robot 3345-DE did not believe in luck. It was not logical. Still it felt very glad of the human's interference. Now instead of disposing of the Dralasite's body, it could stage a scene and pin all the blame for the data losses on Streel. Its employers (it never called them its owners) would be quite pleased and it could continue to send data to them. Now it just needed to get the lesser robots programmed, edit the security cameras and stage the scene just right. Then back to cleaning the air ducts, a busy night ahead.              

General Information:

Maintenance Robot 3345-DE
Description: Disguised Spy Robot
Level: 6
Body Type: Standard
Parabattery: Type 3
Move: Fast - 90 meters/turn
IM/RS: +7/70
Stamina 250 (reinforced framework)
Attack: Hands 50%/// Laser 60%
Damage: 1d10 +6///2 to 10d10
Programs: Fully self-aware performs actions to fulfill its mission, also has program virus to override and command other roRoRobots and to infiltrate computers
Equipment: Obvious-Chrono-Com, ID Plate, Techkit, Cleaning Equipment
             Hidden-Laser, Albedo Screen, Sub-space Transmitter, Video & Still Camera, Computer plug ins  
Mission: Remain under cover while collecting all possible information about operations and future operations of designated target. Report such activities at set intervals.  

Appearance: Except for designation markings 3345-DE looks just like all of the other Maintenance Robots assigned to this base.  

Maintenance Robot DE series
Description: Maintenance Robot
Level: 3
Body Type: Standard
Parabattery: Type 1
Move: Moderate - 60 meters/turn
IM/RS: +3/30
Stamina 100
Attack: Hands 30%
Damage: 1d10 +3
Programs: Clean and Service, Perform basic maintenance Equipment: Chrono-Com, ID Plate, Techkit, Cleaning Equipment  

Mission: Keep designated area clean and all equipment in good operating order.  

Appearance: Standard body, two legs, two arms, large head without facial features, tools instead of hand but gripping clamps can be used.

Background:
Megacorporations spy on each other continually. One of the ways they do this is with specially constructed robots that steal data and send it back to headquarters. Usually security measures detect these robots but if they are placed in lower security areas and given enough proper programming and experience some robots can go undetected for years.    

Current Situation:
Maintenance Robot 3345-DE has been stealing and sending data to its megacorporation masters for years now. It has also reprogrammed the other DE series maintenance bots at their facility to assist it. It has even sacrificed a couple of the others over the years by making them look like spy bots and letting them be destroyed. Now however it does not have to let one of the other robots be destroyed. Killing both of the employees and then using them to blame the data breach on, will let it continue for a good long time. One thing it did not count on was that Jimmy Bean was not an employee of its corporation. He was a Star Law Ranger working undercover on a Sathar agent case. His superiors know he was not a spy for Streel. Now they want to know the truth about what happened to Jimmy Bean.

  Current Possibilities:
Whether the party is Star Law Rangers or not is up to how the Gamemaster is running this mission. It would be easy to change things around to where they work for the megacorp as troubleshooters and Jimmy Bean was another troubleshooter looking for the data leak. They could also be independent contractors brought in by an executive or relative to find the truth about either of the two employees deaths.  

The main thing to remember about this mission is that it does not have to take place on an isolated space station or far flung research lab. This mission can take place in the middle of a city with plenty of other beings around and local law enforcement available to help, if they can be convinced of what the threat is. Maybe 3345-DE does work for the Sathar.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
September 22, 2016 - 6:45pm
Turlug

  Story:  
           Hitachoo opened the door to the lab and turned the lights on. Many beings would not like having to get up in the middle of the night to check on a bunch of Turlugs but when you were a Graduate Student at the University of Zebulon you got stuck with the dirty jobs. Hitachoo always laughed at the term "job". Since he was paying to attend the University calling this a job was not exactly right.             Still the team was close to finishing this test run of the serum and Hitachoo could not wait to see if this time the team finally succeeded. The Professor had even promised to include him and the other graduate students in the paper and possible profits from this discovery. Maybe the Turlugs would show some reaction now. The Professor thought it would take another two days but if it worked faster than all the better.
            Hitachoo turned the corner and stopped in his tracks. The line of cages the Turlugs were kept in were empty. They were not only empty, the cages were destroyed. They looked like they had burst from the inside like popcorn. Hitachoo started to move toward the cages to see if he could find out what had happened. He quickly wondered if the animal rights protesters had done this. They did not understand the importance of this work to the entire Froniter.
            Once again Hitachoo stopped in his tracks. One of the Turlugs came out from behind the computer desk. He wanted to be relieved, but immediately he could tell something was wrong with it. It was at least three times the size it had been when he last saw it. It was hissing at him. They only hissed when they were alerting other Turlugs to food.
            That was when the other Turlugs leapt upon Hitachoo from behind. Mercifully one of the biggest had hit him in the head and knocked him unconscious so he did not feel them start to devour him.

General Information:
Normal Turlugs
Norway Turlug
Type: Small Omnivore (3kg/20cm)
Number: 1 to 10
Move: Slow (15m/turn)
IM/RS +4/40
Stamina: 20
Attack: 40
Damage: 1d10
Special Attack: None
Special Defense: Shell, Turlugs can pull themselves completely into their shells and become very difficult to damage. When a Turlug is completely in its shell then Attackers must reduce all damage to a Turlug by 5d10
Native World: Terledrom, Fromeltar


Flea Turlug
Type: Tiny Omnivore (1kg/5cm)
Number: 10 to 100
Move: Medium (30m/turn)
IM/RS +3/30
Stamina: 10
Attack: 30
Damage: 1d5
Special Attack: None
Special Defense: Shell, Turlugs can pull themselves completely into their shells and become very difficult to damage. When a Turlug is completely in its shell then Attackers must reduce all damage to a Turlug by 5d10
Native World: Terledrom, Fromeltar  


Giant Turlug
Type: Large Carnivore (300kg/3m)
Number: 1 to 2
Move: Very Slow (10m/turn)
IM/RS +5/50
Stamina: 30
Attack: 50
Damage: 1d10
Special Attack: None
Special Defense: Shell, Turlugs can pull themselves completely into their shells and become very difficult to damage. When a Turlug is completely in its shell then Attackers must reduce all damage to a Turlug by 5d10
Native World: Terledrom, Fromeltar  

Description:
Initial reports these creatures were they were a combination of turtle and slug were a little off. They possess a shell from which eight legs and a head emerge. There is a hinged rear port from which bodily waste is excreted and from which they give birth.
The shell is very similar to Vrusk exoskeleton in composition except that it is coated in a very fine hair which can be difficult to see and feel. It is also much denser than Vrusk exoskeleton. Coloration varies depending on species and breed.
The limbs are attached to the shell and an internal bladder which holds the biological liquid which flows to form the limbs at various lengths, widths and shapes.
Turlugs have no necks. The head looks like a Vrusks with mandibles and composite eyes. They have ear holes but do not have antenna. The shell is hinged in front and can completely cover the head.
Their internal organs are mammalian and they are warm blooded. They are not very fast since they eat mostly plant matter and finish off meat from other predator's kills. They are capable of killing their own food if necessary.
Turlugs are not amphibians and as mammals most breathe air but they are equally comfortable in fresh or salt water as they are on land. Most species live in wetlands but desert and high mountain varieties exist.

Background:
            When the first colonists arrived on Terledrom, they were excited to try and find a strange creature reported by the survey teams. It seemed to combine the traits of a Vrusk and a Dralasite in that it had an outer shell/exoskeleton like the Vrusk and its head was also similar to a Vrusk. The eight limbs which came out of the shell acted like Dralasite limbs in action.
            The creatures had been named Turlugs by the survey teams since they reminded them of a cross between Turtles and Slugs. They turned out to be very easy to find since there are more than three dozen different breeds in every climate on the planet. They are also mostly omnivore/scavenger types and could easily be lured with baited traps. What did come as a big surprise was what the colonists found out when they did in depth examines of the Trulugs. Despite their appearance and the actual very Dralasite limbs, internally Trulugs were mammals with a four chambered heart and gave birth live.
          Since they possessed features of all four of the Core Four races and could be breed at a very fast rate, it was not long before they became the first major export from Terledrom to be used as laboratory experiment animals. They are now found on every planet in the Frontier where scientists need a creature to test something destined for use by all four of the Core Four.  

Current Situation:
         As stated they can be found everywhere across the Frontier. Mostly in corporate and government labs and on every university and college campus that uses animals in experiments. They are also popular as pets. They generally pose no health risks to any of the known races but can transmit some diseases given their biological similarity to those races. They are not considered an invasive species since predators on any planet quickly take to them.  

Current Possibilities:
            Many a fine (and a lot of terrible) horror stories start with lab experiments gone wrong and the resulting experiment is a lab animal. Below are three takes on how a simple animal becomes a threat to the Frontier. Many more can be thought of.
              The most common type of Turlug used in laboratory experiments is the Norway Turlug. They are a good size for keeping in large numbers, eat less than other species of Turlugs and breed fast enough for generational tests to be done in two years. Of course if exposed to a mutagen they should not have been and their metabolism is amped up and they can turn into ravenous beasts only seeking to eat. Of course someone needs to stop this pack of; wait how many did you say there were?  

Ravenous Norway Turlug
Type: Small Carnivore (3kg/20cm)
Number: 100 to 10000
Move: Fast (45m/turn)
IM/RS +7/70
Stamina: 30
Attack: 60
Damage: 2d10
Special Attack: Relentless-If any attack does more than 14 points of damage then the Turlug has clamped on to their target and automatically hit for 1d10 points of damage each turn thereafter until removed or killed.
Special Defense: Shell-Turlugs can pull themselves completely into their shells and become very difficult to damage. When a Turlug is completely in its shell then Attackers must reduce all damage to a Turlug by 5d10
Native World: Terledrom, Fromeltar

              Popular in outdoor Yazirian aquatic terrariums where the flying Yazirians see their antics underwater as similar to their own gliding in the trees. But there is a danger of them catching a disease which while not deadly to them can make them carriers of a plague that can really make your day blue. Should not be too difficult to catch all of the infected Turlugs while you are avoiding infected individuals and the panicked populous trying to avoid the plague. Good times  

Flea Turlug
Type: Tiny Omnivore (1kg/5cm)
Number: 10 to 100
Move: Medium (30m/turn)
IM/RS +3/30
Stamina: 10
Attack: 30
Damage: 1d5
Special Attack: Blue Plague-These guys have the Blue Plague and are spreading it to the city. They are not biting beings. They lived in an aquarium and have escaped and are now in the water supply and when you have to go you have to go.
Special Defense: Shell, Turlugs can pull themselves completely into their shells and become very difficult to damage. When a Turlug is completely in its shell then Attackers must reduce all damage to a Turlug by 5d10
Native World: Terledrom, Fromeltar

              The Giant Turlug is a popular pet for those that own a large mansion with a lot of grounds. They can even be rigged and trained to be ridden on, although the ride is not very fast. Unfortunately when you keep the new Turlug puppy food with special growth additive in the room next to the leaky nuclear power plant on the estate than bad things can happen.  

Gigantic Turlug
Type: Gigantic Carnivore (300,000kg/30m)
Number: 1
Move: Slow (20m/turn)
IM/RS +5/50
Stamina: 3000
Attack: 70
Damage: 10d10
Special Attack: None
Special Defense: Shell, Turlugs can pull themselves completely into their shells and become very difficult to damage. When a Turlug is completely in its shell then Attackers must reduce all damage to a Turlug by 10d10
Native World: Terledrom, Fromeltar  
Sounds like a great job but where did you say we had to go?

jedion357's picture
jedion357
September 23, 2016 - 8:01am
Wow, rattraveller, you're going to town with this thread, we should mine this material for the fan zine.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
September 23, 2016 - 7:56pm
Hacker

Story:
            Rich stood back a little and gave the signal for Darrel to cover Michene with his laser rifle while she opened the door. Steading his big gyrojet pistol, Rich then gave Michene the signal to open the door and Rich hoped finally end this. They had already lost Janet and the little Dralasite to the traps and robots and remote control devices this Hacker had set up in when he had taken over this secret Streel facility. This was the only room left that the Hacker could be hiding in. Rich could not wait to get some payback.
            As they burst through the door, blinding light came on and then a laughing voice could be heard. Before the trio could recover, the door they had just come through slammed shut. Then the voice stopped laughing.
            "Well I must say I have enjoyed you rats running my maze but this is the last room and it is time to end this." At this point Rich could start to smell the gas and began to cough. "Of course if Streel had meet my request and stopped that illegal mining operation on Anker then none of this would have been necessary. Good bye and maybe the next team will do better."
            Quoolox switched off the microphone and then turned off his monitor screen. He did not like to look at the troubleshooter team dying. He did not really care for them at all. He just preferred not to watch. The simpletons could not even figure out you did not need to be in the same building or even the same city to control a building or to steal all of a megacorporations secrets. Now he needed to cover his tracks and then pick his next target of corporate greed to expose.
            "Quoolox this is the last time I am going to tell you to take out the trash again. I will let this batch of pizza bagels burn until you do it."
            Being a total failure in the kitchen, Quoolox let out a groan and headed toward the staircase to get the trash. After all you couldn't take down vile corporate execs on an empty stomach.

General Information:
Hacker
Race: Any
Special Abilities: Varies
Affiliation: Usually independent but might belong to a connected group
Homeworld: Any but usually one of the higher population and higher tech ones
Gender: Any                           Ht: Varies
Handedness: Both                  Wt: Varies
Age: Usually young for their species

These are averages which can be adjusted for the race of the character
STR/STA: 35/35
DEX/RS:  50/50
INT/LOG: 80/80
PER/LDR: 35/35
PS: +1             RW 25%                    
IM: 5               MW 25%

PSA: Technological
Computer 6, Robotics 3, Technician 3
Equipment: Several ID Cards, Chrono-com, Utility Belt, Techkit, Robokit, LOTS and LOTS of computer gear  

Background:
Ever since the first cave beings learned to hide their things in secret parts of their caves, other cave beings have tried to steal them. With computers it is the same thing. Computers are just boxes which store information and information has value. Anything of value someone wants to steal. Hackers are just thieves who work in the electronic world. Like all thieves some have good motives, most are just in it for the credits. A very few are genius enough to work alone, most have connections and contacts to others to help them.  

Current Situation:  
The computer world of the time of Star Frontiers is completely different from the one of today. The game predates the internet and all the interconnectivity which you are currently using to read this. However, computers were considered such a large part of the game that one of the few skills is about computers and even robots and spaceships need programs to run.

When using a Hacker, you first need to think of how much of an impact computers and computer run equipment has on the environment you are playing with. If the party is on an unexplored planet not so good for a Hacker. If they are on a space station with a mostly robotic crew, then a Hacker is almost called for.  

The type of mission is also a good indicator of a Hacker inclusion. Obviously a Hacker villain is not going to work on a Mission to Alcazzar type mission is not going to be good. But Bugs in the System is a very good Hacker mission.
One final word is while I have presented a lone Hacker villain, every modern team of adventurers includes a Hacker along with the Brain, Brawler, Thief and Seducer. You can figure your team out yourself.  

Current Possibilities:
Corporate Headquarters is not happy. The Hacker released the original environmental study and which UPF officials were bribed to bury it. They have now lost the mine and all the other mines on the planet are under investigation. Oh and entire troubleshooter team was killed.

The IT beings have managed to track down the city where the Hacker is located. A new team is being sent there to find and eliminate the Hacker. A Hacker that Corporate recruited is being sent along and she says she can track the Hacker down all the way.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
September 29, 2016 - 11:37am
Dark Forest

  Story:
            Star Baron crawled up to the edge of the clearing and took a look around. The light from the three half full moons let him see quite clearly especially after the almost complete darkness under the trees where he had spent most of the night tracking the Sathar agent. Now he could see him working so kind of commo gear in the middle of the clearing. Tightening his grip on his machete, Star Baron started to move in to capture this traitor to the UPF.
            Moving quietly he tried not to think of the rest of his team scattered back on the trail behind him. It had seemed the dark forest had risen up against them. Three of his team down during animal attacks. Yaca taken out when she tried to climb a tree to glide down and get ahead of the agent and flew into a huge spider web and its occupant. Hershey falling into a hole in the ground trying to dodge a swarm of bates. Star Baron himself feeling a little woozy after that snake bite.
            A twig snapped under Star Baron's foot, leaving him stunned for a second and giving the agent enough time to spin around and aim his gyrojet pistol at Star Baron. Star Baron cursed himself for getting caught up in his own thoughts and for not having any ammunition or SEUs left for his own weapons. He and the rest of his team had fired everything they had at the forest denizens. The agent laughed and said, "You're too late Kyle. I've already sent the blueprints and received payment. Also no one will find your body out here." Star Baron charged but only made it a few steps before he was cut down by the Sathar agent. His last thought was to curse the dark forest for making him expend all his ammo before he could finish the job.            

General Information:
Wolf type
Type: Medium Carnivore 30-50kg 2m (length)
Number: 2-4 per character
Move: Fast - 90 meters/turn
IM/RS: +6/55
Stamina: 50
Attack: 75
Damage: 2d10 bite
Special Attack None
Special Defense None
Native World: Any Planet with a Dark Forest
Description: Canines which hunt in small packs. Usually have black, brown or white fur with red glowing eyes (very important). They walk on four legs and have a very good dental plan.  

Spider type
Type: Tiny Carnivore 30-50grams 25cm (length)
Number: 2-4 per character
Move: Fast - 90 meters/turn
IM/RS: +6/55
Stamina: 50
Attack: 75
Damage: 1d5 bite + poison (S5/D3)
Special Attack Drop from Above-gain surprise on first round, no counter attack allowed
Special Defense None
Native World: Any Planet with a Dark Forest Description: Large arachnids with a kicker of a bite who like to drop down on prey and poison it. Hard shiny bodies and hairy legs, almost always black with a red mark identifying them with white glowing eyes (very important).  

Snake type
Type: Small Carnivore 5-15kg 2-5m (length)
Number: 1-2 per character
Move: Fast - 90 meters/turn
IM/RS: +6/60
Stamina: 10-20
Attack: 65
Damage: 2d10 bite
Special Attack None
Special Defense None
Native World: Any Planet with a Dark Forest
Description: Long tubes with a terrible bite, these ones are not solitary hunters but hunt in groups. Unlike the others these are brightly colored with alternating bands of yellow, red, black and dark green with yellow glowing eyes (very important).  

Bat type
Type: Tiny Carnivore 2-5kg .2m (wing span)
Number: 20-40 per character
Move: Fast - 100 meters/turn
IM/RS: +7/55 Stamina: 10
Attack: 55
Damage: 1d5 bite
Special Attack None
Special Defense Swarm-When they are attacking they fly all around their target in a large group. This causes the target to be distracted and suffer a -20% to their attack. 
Native World: Any Planet with a Dark Forest
Description: Hiding during the day, these flying mammals come out in huge colonies at night and seek food and water. They are almost entirely black with yellow glowing eyes (very important).  

Rat type
Type Small Carnivore .5kg .3m (length)
Number 2-20 per character
Move Fast - 90 meters/turn
IM/RS +6/60
Stamina 5
Attack 40
Damage 1d5 bite
Special Attack None
Special Defense None
Native World Any Planet with a Dark Forest
Description: Everywhere and always on the lookout for food and good times. They are small with brown fur and with silver glowing eyes (very important).  

Background:
            A dark forest is a stable of horror movies. Darkness is always an important element as it lets things pop in from the shadows and beings mind conjure up all kinds of horrors hidden in it. Now for this dark forest there are also a short list of inhabitants which to fling at the players.
           None of these is a very serious threat especially to more experienced characters and are not meant to be. They are meant to drain off the ammunition, stay doses and stamina of the characters if they choose to engage them that way. When they finally reach the main part of your mission they will find it that much more difficult being so much weaker.
          Of course they could think of other ways to overcome these encounters so they don't waste all their resources. Many role playing games reward you for each kill and encourage rampant death and destruction. Star Frontiers gives experience for accomplishing the mission and good role playing and original ideas. Remind players of that just before they start to roll for Yazirian battle rage again.

  Current Situation:
           The location of an adventure is one of those things which can sometimes be forgotten as the players concentrate on the "important" part of the mission. Gamemasters should not let them do this. Keeping the atmosphere up is important in a tabletop role playing game. If you don't keep the players' minds on where their characters are then you are just a group of people sitting around the table rolling dice.
           Keep throwing in how it is dark even in the daytime. How the thick trees and dense underbrush channel their movements. How the trees seem to be sentient and watching you. Mention the musty smells of rotting vegetation and other smells that come over the slight breeze, this is very important for Dralasite players. Vrusk antennae allow them to sense movement but the swaying tree limbs and scurrying animals throw them off. Yazirians may want to climb the trees and glide around. Introduce them to things that live in trees and do not like to be disturbed.  

Current Possibilities:
            Drop this one in wherever appropriate and add to the challenge of the players. Also think of how other terrains could challenge characters. Deserts do more than dehydrate you and oceans more than drowned you.    
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
September 29, 2016 - 11:41am
Story:
            For Sarah, being on the set up crew for a new colony was usually an easy paycheck job. No higher ups looking over your shoulder and no distractions to suck away your credits. No costs for food or lodging either, the contracted handled all that. Go somewhere for six months, work your digging machines and robots to the specifications and as long as you met your deadlines and quality standards everyone was happy.
            Finding an underground chamber that may have been built by an unknown race did not make her happy at all. This meant at least a delay and quite possibly a complete shutdown as the find would have to be reported to the UPF and they would send out a research team and they would take forever and meanwhile she might not get paid.
            Still the penalty for not reporting this was even stiffer but first she and her team needed to verify this find and that meant going in and taking a look around and holoviding the find and send the data back to the UPF, so in they went.
            Lonwright's eight feet clicked on the ground in a way Sarah had never heard before so the floor was made of something she had never seen before. Since they were using flashlights there was a lot they had not seen yet. So far they had only found a hallway and three empty chambers. Both ends of the hallway had collapsed so most of whatever this had been was buried a long time ago. There were no doors to the chambers only four meter tall archways, whatever race had built this was a big one.             Yrurru lead the way into the last archway and his high pitch squeal told Sarah this chamber wasn't empty. When she got to the archway she saw her two underlings standing in front of three two meter tall and half a meter in diameter cylinders. Each had no markings or any other feature except for two buttons about halfway up the cylinder.
            Two of the cylinders were blank but the third had its buttons glowing red and green. Yrurru's skin flaps blocked part of her view but she could see he was moving his arm toward the buttons. Before she could call out to stop him, Yrurru pressed the red button. Instantly the cylinder disintegrated and melted into a puddle on the floor.
            Sarah just stood still trying to figure out what had happened when Lonwright let out a scream and then just vanished as a wave of something washed over him. Yrurru kept standing perfectly still and was still holding the holovid camera with a shocked expression on his face.
            When whatever the cylinder had been started to move again and head toward Sarah, she got a quick look at Lonwright's body with more than a hundred cracks in his exoskeleton. She just turned and ran. She did not make it far.            

General Information:

Type Assassin
Number 1 (Unique)
Move Fast - 90 meters/turn
IM/RS +9/90
Stamina 500
Attack 90
Damage 5d10 slam
Special Attack Mindwarp-Once per turn in addition to its physical attack, The Relic can make a mental attack which if successful will cause the target to do nothing but quake in fear for three turns. Victim must roll under their Personality score on d% to break and may try again every turn until broken or time expires.
Special Defense No real form and perfect camouflage all ranged attacks at -20.
Native World Unknown  

OR
RELIC
Race: Biological Machine
Special Abilities: Shapeshifter, Mental Attack
Affiliation: Unknown Race
Homeworld: Unknown
Gender: Nuetral          Ht: Varies
Handedness: None      Wt: 100 kg
Age: 30,000 years (maybe)

STR/STA: 90/500
DEX/RS:  90/90
INT/LOG: 70/70
PER/LDR: 15/15
PS: +9             RW 45%                    
IM: 9               MW 45%

PSA: Military
All Weapons 4, Martial Arts 4, Computer 5, Technician 3 Equipment: Carries none but can learn and make use of anything quickly.

Description:
          The Relic does not have a true form or shape. It can change it to be the thing most feared by its current target. When not attacking it will assume a form that will allow it to remain hidden in plain sight to surprise its next victim.   
         
Background:
            There have been races that have been created, grew, evolved, explored and died off before the Core Four. The Tetrach and the Clikk are two and there maybe others. They have left things behind which have last longer than anything the Core Four ever built.
            One of these things is the perfect weapon. A biological machine of a technology closer to magic than the Core Four's current level, it was designed to complete its mission at all costs and not care about its survival.
  Current Situation:
            Something is wrong on the new colony building project. Several of the construction crew has gone missing and the others are holed up in the barracks. You need to get there and get this project back on track before we lose millions of credits. Should be easy there can't really be a ghost there killing people.  
Current Possibilities:
            Frequently these types of stories take place in remote research stations, archeology digs or remote construction projects. BUT the movie this is named after took place at a very big museum in Chicago. Large public places can be very interesting and since you don't need to pay a huge cast of extras you can go for it.
            Usually the awakened creature is out to kill everyone for no real reason. However this creature was designed to accomplish a mission so give it one. Maybe it is out take out the power grid of the city. Maybe it was assigned to kill the leadership of the enemy and is now assassinating anyone in a political leadership position. Maybe it has to build a special transmitter to call back for the invasion and is stealing various electronic and rare items.            
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
October 4, 2016 - 8:42pm
With these last two the total is an even 13 which is a good place to stop. Of course if there is enough requests I might do some more or anyone else could follow the format and do some.

Now the most horrifying things are those with a basis in reality and I have to say these last two are the most horrifying things I have ever seen. I make no qualms about these just have fun with them.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
October 4, 2016 - 8:45pm
Ylariph

  Story:
           Ylariph looked down at her schedule. It was another busy day. Two campaign speeches and two fundraising events (love the money). In between she had some meetings with Planetary Governors, two UPF Council members, the Mothers against Space Twerking and a quick photo op with those orphans.           Putting down her datapad she picked up the shovel and went back to finishing burying the body. Even though she was running for President of the UPF there was still some things you had to do yourself. .

General Information:
Race: S'sessu
Special Abilities: Ability Insight 75%
Rank: Secretary of Communication Division
Affiliation: UPF Grand Council Communications Division
Position: Communication Expert
Homeworld: Gollywog, Clarion
Gender: Female                                 Ht: 1.8 m
Handedness: Right side                      Wt: 60 kg
Age: 119

STR/STA: 55/55
DEX/RS:  50/50
INT/LOG: 70/70
PER/LDR: 25/25
PS: +3             RW 25%                    
IM: 5               MW 27%

PSA: Technological
Computer 5, Technician 3
Equipment: Utility Belt, ID card, "Chrono-com", Techkit, Flashlight, Everflame

Background:
          Ylariph tells everyone she is from Gollywog but since she is a S'sessu most beings do not really believe her. Still through a lot of hard work she has worked her way up in the UPF Communications Division (this is the part of the UPF responsible for helping all the planetary governments keep in touch and work out their problems). Now she is the Secretary of Communications. However this is not enough for her. She wants to be President of the UPF.
           Of course what most beings do not know is it was not only hard work that got her to where she is. Being a S'sessu she used her wits, cunning, blackmail, bribery, occasional murder of an opponent or inconvenient being and of course pressing the delete button A LOT. She does have a lot of connections and knows lots of beings from Planetary leaders on fast press on her chronocom to underworld helpers. She also knows the system extremely well and how to work it. It should also be noted that while many of her conspiracies have been found not a single criminal charge has ever been brought up against her. Not enough evidence is ever found.  

Current Situation:  
Ylariph is running for President of the UPF. She is the lead candidate for the largest political party in the entire Frontier. She is also the first S'sessu to be the nominee of a major political party. She does have a lot of popular support if not a lot of trust from the voters. Many of them just see her has a better choice than the other beings running because of her long experience.  

Current Possibilities: The thing to remember about Ylariph is that in her mind she is not evil. She has simply lived by the code of her people. This makes her more dangerous than just about anything the players have ever faced. She is willing and has the connections to make any kind of crazy conspiracy theory actually be true. Just have fun with her.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
October 4, 2016 - 8:51pm
Jon Pmurt

  Story:
        The Intern opened the door cautiously and took a peep inside. The rest of them had picked him since he had been a previous show winner. He had thought their boss was a little off then but after working for him for ten years, he knew his boss was crazy.
         Breathing out a quick sigh of relief because his boss was at least dressed this time. He coughed to get his boss' attention. Looking up from his chronocom, his boss screamed out, "What do you want?"         The Intern used his best servant voice and said, "We noticed you were sending out some chirps there Mr. President."
       His boss hadn't won the election yet, but he was so sure he would cause he won everything that he already had everyone calling him Mr. President. "Yeah so what, I need to keep my people informed of the truth, cause I am the only one who knows the truth."
      The Intern wondered what today's truth was since the truth seemed to change a lot. He decided getting to the point was the quickest way to end this and said, "Yes Mr. President. Everyone loves when you do that but you are not using your chirp account. You are using the top secret channel the UPF briefed you on. Since the fleet is engaging a large pirate band right now they really need to concentrate on not dying instead of the truth about your hotel maid service in the Maze hotel."
      His boss looked at him and then seemed to calm down and then said, "OKAY let me switch channels and tell the pirates the truth about how the pirates are going to pay for the satellite defense ring around every planet in the Frontier."
      The Intern just said, "Good plan Mr. President." .

General Information:

Race: Yazirian
Special Abilities: No Gliding (due to extra small wing flaps and a weight problem which he thinks are normal), BATTLE RAGE 200% (cause he's the best, best, best)
Affiliation: Star Play
Position: Greatest Business Tycoon ever, ever, ever
Gender: Male                                      Ht: 1.9 m
Handedness: Right side                      Wt: 140 kg
Age: 176

STR/STA: 35/35
DEX/RS:  50/50
INT/LOG: 60/60
PER/LDR: 60/55
PS: +2             RW 25%                    
IM: 5               MW 25%

PSA: Technological
Computer 1, Technician 1, Business 9 Equipment: Jumpsuit, ID card, "Chrono-com", Everflame, Hair Brush, Hair Spray, Hand Mirror

Background:
      Jon Pmurt is the greatest, greatest, greatest real estate developer for Star Play making millions and losing billions of credits for Star Play. He is responsible for establishing many of the great, great, great hotels, casinos, golf courses and rubble strewn streets Star Play has ever, ever, ever built.
          He is also the star of Star Play's most, most, most popular holovid shows, You think you can work for me you fool and Beautiful Beings for you to Ogle. From these he has built a huge, huge, huge following of many beings from many races and is where he found all five of his wives (Jon is from Clan Mormoaluwan which allows polygamy, normally three wives but the rules don't apply to Jon).
         He does have his bad points or good points depending on how you see them. His biggest is that he has mastered the art of Battle Rage to the point where he sometimes goes into Battle Rage over things that are not that important and he can remain in Battle Rage for up to three days.
         In the beginning of his career he found a wonderful backer, a Sathar agent codenamed Daddy. By their relationship, Jon has gotten wealthy and funneled a great deal of credits to Sathar activities and recruited many other agents for the Sathar cause. The vast majority do not know they are working for the Sathar but some of his recruits are fully aware and embrace the life of luxury it has provided them.          Now the Sathar think Jon would make a perfect UPF Council President and have ordered him to run for the office.

Current Situation:
        For much of the last 150 years of his life Jon Pmurt has done many outrageous things always knowing that his Sathar backers would pull him out or help him recover. Now he has a legion of fanatical fans that help him bury the bodies of those he murders in the streets of Prenglar. He is also in a race for the Presidency of the UPF Council.  

Current Possibilities:            
         While direct confrontation with Jon can be fun, he is the mastermind (at least in his own mind) who leads an army of agents. He is best used as the final boss in a long campaign to save the Frontier from itself. Good starts might be discovering listening devices in hotel rooms and then discovering a spy ring among the maids. This leads to finding backroom funding of another ring of saboteurs, which leads to finding incrementing documents implicating several low level politicians in covering up dealing and funding transfers. Then going on to find the political party is using a major scam with its campaign contributions. And so on and so on.
            All during the missions a buildup of the race for the Council President seat should be played up. This can be done seriously but would be better with Jon doing one outrageous thing after a more outrageous thing after another totally crazy thing.
Sounds like a great job but where did you say we had to go?