STAR FRONTIERS adventures take place in an area of space called the Frontier
Sector, or simply the Frontier. The Frontier contains 17 inhabited star systems,
with a total of 23 colonized planets. Some of these planets have been claimed
and settled by only one of the four races, while others were set up in
cooperation and have mixed populations.
Besides these settled areas, the sector contains 21 unexplored star systems
that could have habitable (or inhabited) planets. No one has explored the routes
to these stars for navigational hazards, so no one knows whether these stars
even have planets. Even the settled systems are not fully explored. There are
many moons, asteroid belts and uninhabited planets that are largely ignored in
the day-to-day business of earning a living in the Frontier. These areas could
hold lost alien treasures or rich deposits of precious metals and gems. Because
they are isolated, these spots quickly become hiding places for outlaws and
space pirates.
Many of the settled planets themselves are not fully explored. Most have been
mapped by spaceships and satellites that take pictures from orbit. Very few have
been explored on the ground. When adventurers travel more than a few hundred
kilometers from a settlement, they are entering an area where very few people
have ever been. They could be the first people ever to cross that land, or they
could be walking in the footprints of a race that built a civilization and then
collapsed, leaving its relics to be discovered centuries later.
The Frontier Map
A map of the Frontier Sector is provided for the referee and the players. The
map shows the location of all the settled systems, unexplored systems, neutron
and binary stars and dust clouds. Each square is 1 light-year across.
Each inhabited planet is described below. Six characteristics are given for
each planet: Colonizers (Col.), Population and Trade (Pop.), Gravity (Grav.),
Moons and Length of Day.
Colonizers indicates which of the four races settled the planet. This
race will be the most common on the planet, and will control the government.
Abbreviations are used to indicate which race colonized the planet: D =
Dralasites, H = Humans, V = Vrusk, Y = Yazirians, * = a mixture of several
races.
Population and Trade indicates how many intelligent beings live on the
planet and what their major trade is. This information is given in a two- or
three-letter code. The first letter describes the population, and the second and
third describe the major trade. The abbreviations are:
H --- Heavy population. The planet has many large cities that are very
crowded, and hundreds of smaller cities. Individual cities may cover hundreds of
square kilometers.
M --- Moderate population. The planet has several large cities and numerous
smaller cities, but they are not overcrowded.
L --- Light population. The planet has only a few cities, and most would be
considered small on a planet with a Heavy population.
O --- Outpost. The planet is a small outpost or new colony. It has only one
city, but there may be small settlements scattered nearby.
I --- Industry. Most of the planet's economy is based on manufacturing.
Cities are built around factories and processing plants, and most of the
inhabitants work in these factories. Raw materials may be mined on the planet or
shipped in from other planets.
R --- Resource Mining. The planet is rich in natural resources like metals,
fossil fuels, gems, crystals or radioactive materials. Most of these raw
materials are shipped to Industrial planets because there are not enough
factories to process them where they are mined.
A --- Agriculture. The planet's economy is based on farming. Any renewable
resource can be farmed: grad n, I umber, livestock, fish, fruit, textiles, etc.
Some planets have more than one major trade item. The trade item that is
listed first is most important.
EXAMPLE: Pale, the first inhabited planet at Truane's Star, has a Pop. code
of MRI. This means the planet has a moderate population, and its major trade is
mining natural resources. The planet also has some industry, but not enough to
process all the materials that are mined.
Gravity is simply the strength of gravity on the planet. It is
measured in multiples of 1 9, which is considered normal gravity. The effects of
gravity are described in the section on Movement.
Moons indicate the number of moons orbiting the planet. Many planets
have small moons that have never been fully explored. Some large planets have
moons that are big enough to have atmospheres. Planets can also have rings.
Length of Day is the number of hours the planet takes to complete one
rotation, or the number of hours from sunrise to sunrise.
The color of the star that the planet orbits also is listed. This has no
effect on the game, but the referee can use it to add to his descriptions.
Some planets have additional notes following the table. These describe
unusual cultures or planetary features. The referee can make up any other
information he needs about the planets when he designs adventures to place on
them.
Starships can travel between star systems at speeds many times faster than
the speed of light. A trip that would have taken hundreds of years in a
spaceship could be made in only a few days in a faster-thanlight ( FTL )
starship. Because of their cost, however, most starships in the Frontier are
owned by large corporations, planetary governments or starship travel companies.
The established travel routes are marked on the Frontier map. These are the
only explored routes that have been mapped and certified as safe for starships
to use. When adventurers travel, they are limited to scheduled or chartered
trips following these routes.
Travel Time
The length of each route in light-years is printed on each route. Because FTL
ships travel one light-year per day, this number also is the number of days
needed to travel this route. This time includes take-off and landing,
maneuvering in orbit, passenger loading and all other normal procedures. For
example, the route from Prenglar to Cassidine is 7 light-years. A starship
traveling from Prenglar to Cassidine, or from Cassidine to Prenglar, would take
7 days (140 hours) to reach its destination.
Most starships never land on a planet. Passengers board shuttles on the
ground that take them into orbit, where they board the starship. When the
starship reaches its destination, shuttles again take the passengers either to
the planet's surface or to an orbiting space station where they can wait for
another flight.
Starship Tickets and Costs
Travelers can buy three types of starship tickets: First Class, Journey Class
and Storage.
First Class. First Class tickets are the most expensive, but First
Class passengers get the best food, the biggest cabins and on-board
entertainment. A First Class passenger can bring along up to 1 metric ton of
cargo at no extra charge. The First Class section also is closest to the
starship's lifeboats and emergency spacesuits, so First Class passengers have
the best chance to survive a catastrophe. A First Class ticket costs 200 Credits
per light-year traveled. For example, a First Class ticket from Prenglar to
Cassidine costs 1,400 Credits.
Journey Class. Travelers with Journey Class tickets get smaller
cabins, poorer-quality food and no entertainment. A journey Class passenger can
bring along up to .5 metric ton of cargo at no extra charge. In addition, they
are farther from the lifeboats than First Class passengers. A Journey Class
ticket costs 100 Credits per light-year traveled.
Storage. Passengers traveling Storage Class ship themselves as cargo.
The passenger is frozen and stored in a special berth. The frozen passengers are
revived at their destination. A Storage Class ticket costs 30 Credits per
light-year traveled, and includes up to 100 kg of cargo.
Schedules
Starship flights are not always scheduled at convenient times for the
adventurers. If the referee does not have a specific flight in mind for the
characters, he can roll 3d10 and subtract 3. The result is the number of days
the adventurers must wait before the next scheduled flight leaves for their
destination. If the result is 0, a starship is leaving that day.
Layovers
If characters must travel through several star systems to reach their
destination, they probably will make layovers at each star system along the way.
Unless the starship they are traveling on is continuing along the same route,
the characters must stop and wait for another scheduled flight totheir next
destination. If the characters are working for a company that is flying them to
their destination, their ship probably will not stop over in a system for more
than one or two days: just long enough to pick up supplies, fuel and news.
EXAMPLE: Justin Balinar and Sh'Kree Kir must travel from Cassidine to Athor.
Their ship takes seven days to reach Prenglar. When they arrive, the referee
rolls 3d 10 and subtracts three days to see when the next ship leaves.The result
is an 8, so Justin and Sh'Kree must spend eight days on Prenglar before leaving
for Athor. They can look for a temporary job, see the local sights, or perhaps
get involved in a short, surprise adventure that the referee has prepared for
them.
Customs, Duties and Taxes
The referee may want to add local baggage inspections and special visitors'
taxes on some planets. These are not standard, and are left to the referee's
judgment. However, they can lead to interesting adventures if the characters are
trying to smuggle goods onto a planet or hide from the law. Local duties and
taxes also are a good way to relieve rich characters of some of their extra
cash. If players ask, the referee should tell them what sorts of inspections and
charges they can expect at their destination.
| System / Planet | Col. | Pop. | Grav. | Moons | Day | Star |
|
|
||||||
| Araks | Yellow | |||||
| Hentz | Y | HI | .7 | 0 | 25 | |
| Athor | Orange | |||||
| Yast | Y | MA | 1.0 | 2 | 15 | |
| Cassidine | Orange-Yellow | |||||
| Rupert's Hole | H | MIA | .9 | 0 | 20 | |
| Triad | * | HI | 1.1 | 1 | 30 | |
| Dixon's Star | Green-Yellow | |||||
| Laco | H | O | 1.4 | 1 | 60 | |
| Dramune | Orange-Yellow | |||||
| Inner Reach | D | MAI | .8 | 1 | 20 | |
| Outer Reach | * | MIR | 1.0 | 5 | 35 | |
| Fromeltar | Yellow | |||||
| Groth | D | LA | 1.2 | 0 | 45 | |
| Terledrom | D / V | HI | 1.0 | 3 | 60 | |
| Gruna Goru | Yellow | |||||
| Hargut | Y | HR | 1.1 | 1 | 20 | |
| K'aken-Kar | Red-Orange | |||||
| Ken'zah Kit | V | MA | .9 | 0 | 25 | |
| Kizk'-Kar | Yellow | |||||
| Zik-kit | V | MIR | 1.0 | 0 | 65 | |
| Madderly's Star | Yellow-Green | |||||
| Kdikit | H | MIA | 1.0 | 5 | 30 | |
| Prenglar | Yellow | |||||
| Gran Quivera | * | HI | 1.0 | 0 | 15 | |
| Morgaine's World | H | O | 1.5 | 4 | 40 | |
| Scree Fron | Orange-Red | |||||
| Histran | Y | O | .6 | 7 | 25 | |
| Hakosoar | Y | LAI | .9 | 5 | 50 | |
| Theseus | Yellow-Orange | |||||
| Minotaur | H | HI | 1.2 | 0 | 15 | |
| Timeon | Green-Yellow | |||||
| Lossend | H | LFI | .7 | 0 | 70 | |
| Truane's Star | Orange-Yellow | |||||
| Pale | * | MIR | .9 | 3 | 55 | |
| New Pale | H | LA | 1.4 | 0 | 20 | |
| White Light | Red-Orange | |||||
| Gollywog | H | HR | 1.0 | 0 | 50 | |
| Notes
Hentz (Araks) is ruled by a religious clan, the Family of One. Everyone who lives there wears a uniform showing his job and position. Triad (Cassidine) is a major industrial planet where very high technology items are manufactured and sold. Inner Reach (Dramune) has an unusual local custom. The Dralasites that live there dye their skin various colors to show their mood for the day. The dyes wash off easily. Outer Reach (Dramune) is a gathering place for criminals and outlaws of all types. People there do not ask strangers how they earn their livings. Terledrom (Fromeltar) is ruled by a council of Vrusk companies and elected Dralasites. The companies control all trade with other planets, and consider smuggling a serious crime. The planet has rings that are visible from the ground during the day. Zik-kit (Kizk'-Kar) has very rich mining deposits. These are exported mainly to Terledrom for manufacturing. Zik-kit is controlled as a colony by the Terledrom government. Gran Quivera (Prenglar) is the hub of the Frontier Sector. The Star Law Rangers, Pan Galactic Corporation, and United Planetary Federation all have headquarters at Port Loren, the major city. Morgaine's World (Prenglar) is a UPF and Star Law base. The planet has rings. Pale (Truane's Star) is the starting point of the only possible starship route through the Xagyg dust clouds. The route to Zebulon was just recently opened. |
Galactic Standard Time (GST) is the most popular time system in the Frontier.
The GST system uses hours, minutes and seconds. An hour is 60 minutes long, a
minute is 60 seconds long. A second is defined as the length of time needed for
a beam of light to travel 300,000 km through a vacuum.
One year in Galactic Standard Time is 8,000 hours long. A standard year is
divided into 400 20-hour days. Each day is divided into a 1 0-hour work period
and a 1 0-hour rest period. These standardized days and years are used mainly
for record-keeping.
Besides Galactic Standard Time, many planets have their own local time
system. These local systems use GST seconds, minutes and hours, but the length
of the day and year varies from planet to planet. The length of a local day is
the time it takes for the planet to rotate through one complete day/night cycle.
A local day usually is divided into equal periods of light and darkness,
although these can vary if the planet's axis is tilted in relation to its orbit.
A local year is the length of time the planet takes to make one complete
revolution around its star.
Game Turns. A STAR FRONTIERS game turn is six seconds long. There are
10 turns in one minute. The referee should not break the game down into
individual turns until the characters get into a fight, a chase or some other
situation where a difference of a few meters or a few seconds can be important.
When the characters are not under pressure, the referee should ignore game
turns. He can either run the game in real time or use his own judgment to decide
how much time the characters spend doing something.