Sunday, February 17, 2008

Hard Facts

Hard Facts

Little bits of knowing that most people should be... knowing.


Index
Currency - 1.0.0
Gear - 2.0.0
Availibility - 3.0.0
Tools - 4.0.0
Food and supplies - 5.0.0
Protective/emergency gear - 6.0.0
Armoury - 7.0.0
hand to hand weapons - 7.1.0
ranged weapons - 7.2.0
explosives - 7.3.0
Computers, hardware and progs - 8.0.0
Communications and security equipment - 9.0.0
Medical equipment - 10.0.0
Covert ops gear - 11.0.0
Engineering supplies - 12.0.0
Newtech -13.0.0

Currency - 1.0.0

There are two types of currency used in the 'Verse:

Alliance credits (credits, creds), which are folding money, and much more popular in the Core. One credit is equal to around 25 american dollars on Earth-that-was.

Coin, which is hard cash stamped out of precious materials, an untraceble currency favoured by those in the Rim. Coins are usually smithed from silver(s), gold(g) and platinum(p).

The following are approximate rates, and the rate usually changes a little
from world to world.


Coinage/ Credit/ Dollar/ Platinum/ Gold/ Silver

Silver/ 0.004/ $0.10/ 0.01/ 0.02/ -

Gold/ 0.2/ $5.00/ 0.5/ -/ 50

Platinum/ 0.4/ $10.00/ -/ 2/ 100





Gear - 2.0.0

The items listed below are a little sampling of what can be found in the 'Verse, but is by no means the be all and end all, please do not think that your gear has to match these items exactly, they are only examples. Prices are approximates.


Availability - 3.0.0

It's a fact of life that not everything can be found everywhere in the 'Verse. As such, each item listed below comes with a marking denoting where it can be found; E for everywhere, C for Core worlds, R for the Rim, and I for illegal.



Tools - 4.0.0


Fire Jelly - E
Sold in 8" tall tin cans, fire jelly was originally designed as an alternative to camp fires for soldiers during the Unification War. When lit, th jelly burns at 550 degrees at a rate of 1/2" per hour; the can is largely heat-proof, and putting the lif back on quickly snuffs the low-burning, smokeless flame. Cost: 1p

Gun case - C
Since most weapons need atmo to fire, it stands to reason someone would thing of a way to fire one in space, too. A gun case is designed for a specific type of gun. It closes around the front end, making it look like it's got a barrel 5 times wider than it should be. The case pumps air into the chambers and barrel when you pull the trigger, allowing the weapon to discharge normally. Unfortunatly, a lot of the internal atmo is wasted with each pull, so the air generally lasts for only 10 shots before the case needs to be refilled back on the ship. Cost: 7p

Gun-cleaning kit - E
Every good soldier (and settler) knows that you need to take care of your weapons if you want them to take care of you. Guns need to be cleaned and sometimes repaired. This small kit includes all the tools necessary for such, along with some for cleaning and keeping blades. Bought on the Rim, the kit most likely comes in a leather pouch about the size of a shoulder bag. Purchase on the care, it will come in a proffesional-looking metal case. Cost: 6p

Multiband - C
The evolution of the digital wath has led, at long last, to the multiband. It's an all-in-one waatch, digital compass, calculator,, alarm, redio receiver, generic remote control, and voice recorder. Unfortunatly multibands break easily and are mostly popular among students as a fashion accessory. The varieties range from cheap versions in plastic cases to gold-plated ones sold out of suitcases by shady men on street corners. Cost: 12p

Patch tape - E
A holdover from the war, patch tape looks like a roll of shiny rubber material. The thin tape is airtight, and the adhesive coating on one side provides a hold strong enough to seal a vacuum suit at full pressure. Hull breaches and the like usually can't be fixed in this manner, but if some sah gwa wants to try it, it's his funeral. Keeping a roll in a vac-suit pocket can often be a life saver. Cost: 3p

Purification crystals - E
Frontier settlers and soldiers usually stock packets of these powdery, pale blue cystals. One packet (a box has twenty) can cleanse up to a gallon of water for human consumption, killing pretty much all bacteria, just as if you boiled it. Cost: 1p


Food and supplies - 5.0.0

Drink, fine wine - C
A case of twelve bottles of etremely good wine; what more needs to besaid? Good wine is hard to come by, so it can get very expensive, but many folk consider it worthwhile. Cost: 16p

Drink, good whisky - C
Wood alcohol is cheap. High-quality strong drink is a bit more costly. Cost: 14p

Gut-rot - R
The finest in beverages that make you go blind. A catch all for anything with a high alcohol content, burning after taste and favourite of dives everywhere. Cost: 1p

Beer - E
The everyman drink. Cost: 1g

Foodstuffs, canned - E
While not as good as fresh food, canned or otherwise preserved food is still a fair bit better than processed protein. Since such food keeps indefinatly (or at least a whole lot longer than fresh stuff), food packs and canned fruit are popular among settlers and ship crews. The given price is for one can/package. Cost: 15s

Foodstuffs, fresh - E
This is what it's all about: fresh vegetables, fruit and meat. Unfortunatly, real food is fairly expensive; folk can't afford it unless things going real smooth for them. Most often, fresh food is bought in smallamounts or is carefully rationed over a period of time, at least by those who live in the lost. The given price is for enough food to produce one meal for one person. Cost: 6p

Foodstuffs, luxury - C
This is the kind of fancy-pants yummies you can't even find most places on the Rim. A pound of fresh strawberries, a chocolate ice cream cake, caviar - such count as laxury goods to folk who life on the Rim. The units in which the goods are sold depends upon exactly what the food is. The price can vary as well, but whatever it is, it will almost always be quite expensive. Cost: Ask the GM per basis.

Foodstuffs, Nutrient bars - C
Nutrient bars - a newtech Alliance ration - are perhaps the most compact form of food ever developed. Each bar is about the size and shape of a gold ingot and each is wrapped in foil. The actual bar is a brownish compound, nearly tasteless, but at least it's better than protein past. If sliced thinly, a single bar can provide 30 days' worth of nutrition to one person. The person will still need water and additional calories, but the vitamins, minerals, immunity supplements, and so on will allow them to subsits onan otherwise minimal diet. The given price is for one bar. Cost: 30p

Foodstuffs, protein past - E
Tubes of coloured and (supposedly) flavoursome protein paste are the standard diet for spacefarers in the 'Verse. The paste is sometimes molded into different forms and cooked differrent ways. Sadly, it tastes about the same no matter what you do to it. Healthy, if boring, the paste stores for a good long while. The given cost is for one days worth. Cost: 1g 25s

Spices, common - C
Whether it's protein paste, canned vegetables, or fresh meat, a sprig of rosemary can make your day a little brighter. Cost given is for one 1/2lb package. Cost: 5p

Spices, rare - C
Popular in the Core for those who can afford high class dining, rare spices such as saffron can be extremely expensive. A good cargo to carry, and even better to have if you can afford it. Cost give is for one 5 ounce bag. Cost 13p



Protective/emergency gear - 6.0.0


Ballistic mesh - C
Used much like the bulletproof vests of Earth-that-was, ballistic mesh is a finely-woven cloth of metal and plastic over polymer sheeting. In basic captain dummy-talk, the mesh stops bullets, and is isin't as heavy or bulky as other armours. The mesh was often used by the Independents during the war, since it was hard for them to find heavier body-armour. Ballistic mesh is meant to stop bullets and that's about it, meaning knives, bombs and so on are still quite effective gainst someone wearing such a garb. Cost: 115p

Chameleaon suit - I
Snipers favour these to remain hidden while on the job. Mostly consisting of a bassy pair of overalls with clumps of fiber optic wires sprouting here and these, the suit also sports a small computer and dozen of light sensors place around it. When activated, the suit attempts to match its colour with the surrounding area, which is does a fairly good job of if the wearer stays still. Cost: 100p

Helmet, infantry - E
A basic metal or composite helemt with a cloth or mesh covering (to which the wearer can attach grass and foliage). Cost: 40p

Helmet, squad - C
This helmet originated with the Alliance during the war. It functions in the same way as an infantry helemt, but also includes a small communicator to allow memebrs of a squad to stay in constant communication. Unfortunatly the design impedes hearing and peripheral vision. Cost: 88p

Mask, NBC - C
A fancy gas-mask, this gadget lets you breathe safetly in an area contaminated by nuclear, biological or chemical hazards. Unfortunatly, the mask doesn't let you see all that well, and it doesn't protect the rest of your body. Cost: 10p

NBC bodysuit - C
A full-body, airtight, hazardous enviroment suit that provides complete protection from nuclear, biologial or chemical hazards. The mask allows for slightly better vision than the NBC mask. The bulky material makes it difficult to handle small objects or perform feats that require coordination. Cost: 80p

Plate vest - E
Ceramic inserts sewn into a ballistic mesh offer torso protection on both the back and front. Unlike basic ballistic mesh, plate vests protect against sharp instruments as well as bullets, but is much heavier and bulkier. Cost: 100p

Riot gear - C
Full law-enforcement riot gear consists of composite and ceramic plating sewn into various special pockets all over a specially made ballistic mesh suit. the armour reduces damage from all types of attacks, but the helemt impairs hearing and vision, and the suit itself it cumbersome. Cost: 230p

HeartLine health suit - C
The HeartLine is an undershit wired with sensors and other gadgets to monitor body temperature, heart rate, blood pressure, and so on. It generally transmits this data to a doctor or computer where it can be read by a doctor, who can monitor the patient's health. Cost: 70p

Tactical suit - I
This is the armour Alliance Federals wear, usually with a squad helemt. The suit covers the entire body and is armoured with ceramic and composite plates, along with heavy padding. It will stop a heap of damage, but tends to rattle when you walk. Cost: 275p

Vacuum suit - E
Heavy, bulky and generally restricting, vacuum suits are and absolute essential out in the black. They can be tricky to get on and off though, so allow yourself some time to get into it. You need to take good care of these to keep 'em working. A bullet hole or similar can be closed up with patch tape, but it's generally worthwhile to invest in a new suit when you have the coinage. Cost: 168p



Armoury - 7.0.0

A prayer on the Rim: "God grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the firepower to make the difference."



Hand to hand weapons - 7.1.0


Baton, security - E
This collapsable metal rod that etends up to two feet when unfolded is used for beatin' on folk who trespass where they ain't wanted/ Usually has a rubber grip on one end. Cost: 3p

Baton, stun - C
Kinda like the security baton, but with more zap and less thwap. Instead of smackin' someone with this, you use it like a cattle-prod and poke 'em. A battery in the handle discharges a fairly large jolt, enough to shock without doin' much real damage to the poor guy on the other end. The batteries cost 1 goldand last for ten shocks. Cost: 30p

Brass knuckles - E
A nasty little surprise in a bar fight, these strips of heavy metal have rings behind them for slippin' your fingers into and sluggin' someone. The nastiest of these things are called knuckledusters, and have metal spikes. Cost: 2p

Club - E
A good, old fashioned heavy stick. A bit more brutal than a baton, since doin' some serious damage is now an option. You can buy a metal one, but if you're okay with something a little less deadly, you can fashion one out of wood. Cost: 1p

Hatchet - E
One of the most versatile hurtin' tools ever invented, you can also use it to cut down trees and chop firewood. You can even upend it and use it like a club. Cost: 10p

Knife, combat - E
A 6 to 10" long blade is standard. Combat knives make deadly weapons. They can be used to stab or cut, and can also be thrown with some accuracy if you practise at it. Cost: 4p

Knife, utility - E
A paring knife or pocket knife can be used as a weapon, but not so well as others. Cost: 2p

Machete - E
A borad, heavy blade used as both an implement and a weapon. Settlers on the Rim use machetes for chopping through brush. Cost: 6p

Sword, combat - E
A weapon made of metal with a long blade and a hand guard. The art of swordsmanship is considered a gentlemanly sport in the Core and for the wealthy on the outer worlds, where soe indulge in the tradition of dueling to the death. Might be troublesome if you don't even know which end to hold. Cost: 60p

Sword, gentleman's - C
Swords like this are all fancied up with extra frills and decorations, and are prone to breaking. Many gentlemen wear these to fancy dress shindigs, to show what bad taste they have in weapons. Cost: 65p




Ranged weapons - 7.2.0



Bow - E
Like the sword, the longbow has become a fashionable weapon of sport in the Core. Most quivers hold 20 arrows, costing 5s per arrow. The Alliance does not regulate the sale of bows and arrows. Learning to skillfully used the bow and arrow can be part of the training of a registered Companion. Cost: 15p

Crossbow - E
A little more practical than the longbow, the crossbow is used as a hunting weapon. A case usually holds 20 quarrels that cost about the saem as arrows. Cost: 20p

Crossbow, powered - C
High-powered, fancy crossbows are used almost like sniper rifles by some, though they were meant for huntig game, not people. The bolts for these cost as much as bullets. Cost: 60p

Derringer - E
Small and concealable, the derringer holds only two or four shots and is slow to fire - but it makes up for it by packing a wallop. Not much range to be had with one of these, though. Cost: 55p

Grenade launcher - I
These nasty devices can be loaded with any normal grenade, allowing them to be fired from a considerable distance. Cost: 265p

Pistol - E
The staple of gunfighters everywhere, pistols come in all shapes and sizes, with semi-autos more popular in the Core, and revolvers the favourites on the Rim. Most folk on the Rim are allowed to carry them even in polite society, since having a gun shows you've got good sense. Cost: 45p

Pistol, laser - I
A high coveted piece of Alliance newtech, laser weapons are illegal for all except those on the central planets who can obtain special permits for them (and that ain't easy!) and the Alliance military, who don't often use them anyways because of the cost involved. Laser pistols inflict more damage than normal weapons, with the wounds them inflict being in part burn damage and as such extremely hard to heal. Laser weapons require extremely high-density batteries, which cost2 credits each and are very difficult to find. Laser pistols don't sit on the black market for long. Cost: 865p

Rifle - E
Whether used for hunting or combat, the rifle is a very deadly weapon. Unfortunatly, carrying one of these around it a mite conspicuous. Cost: 75p

Rifle, assault - I
Full-auto weapons are definitely frowned upon by most authorities ('cept when they're the ones using 'em), but the attraction of bein' able to saw a man in half is right strong in some. Most Fed carry a newtech assault rifle as their main longarm. Cost: 100p

Rifle, sniper - C
Used by those who prefer one shot, one kill. Remember, though, that these weapons only gain a real length in reach when braced and steadied, so using it like a regular rifle results in the same accuracy as one. Cost: 400p

Rifle, sonic - I
The standard issue weapon of choise for law enforcement on the central planets, the sonic rifle looks like a fancy shotgun with a couple of nested radio dishes about five inches across where the barrel ends. The sonic rifle fires a sonic burst that stuns the target, potentially knocking him down or out. Armour works only half as well against these newtech gear, and only the most fragile of gear would be hurt by a blast. The gun has a very short range and is inoperable in a vacuum. Like a laser weapon, it runs on hard-to-find batteries (1 cred each), and like most government equipment it is usually equipped with a transponder chip that allows it to be tracked. Cost: 350p

Shotgun - E
Two barrels of death. 'Nuff said. Cost: 125p

Submachine gun - I
SMGs are popular in the criminal underworld. Machine guns eat ammo, but at least you can sleep better at night knowing your enemies are carrying around two pounts of lead. Cost: 90p





Explosives - 7.3.0



ChemPlast (CP-HE) charge - I
A high-yield plastic explosive, these charges let loose their energy in a relatively small area. Sharpnel isin't an issue (unless whoever set the charge was feeling particularily mean and packed it full of nuts and bolts and the like), but the blast wave is apparently a lot like being struck by a cruiser. Cost: 15p

Grenade, concussion - I
Used offensively because their smaller blast radius is less dangerous iin the open, these grenades can still clear an area very effectively. Cost: 3p

Grenade, flashbang - I
Designed to stun enemies, flashbangs do relatively little damage, but everyone within 20 feet of the grenade is automatically stunned, unless they just happen to be wearing complete ear and eye protection. Flashbangs don't always have to be grenades. Certain creative individuals have disguised these explosives in such innocent lookin' objects such as sticks of incense. Cost: 2p

Grenade, fragmentation - I
Sharp fragments of metal rip through everything and everyone in the area. The only effective protection usualy involves diving behind something - or someone - big and thick and heavy. Cost: 5p

Grenade, smoke - C
Inhaling the smoke of these explosives can be dangerous, seeing as how you get less air that way, but the real effect is the last of vision one has while in the smoke cloud. The smoke fills hte blast area quickly and takes some time to dissipate. Cost: 2p

Grenade, gas - I
The grenades release a special nerve-gas designed to knock out those who breathe it. The effects are like several hours of hard drinking on an empty stomach. An NBC mask with negate the effects, and the gas dissapates in fairly short order. Cost: 3p

Mining charge - E
Use dto blast mine shafts, these charges are perfect for demolition of all kins, and often come with remote detonators or a timed electric fuse. Cost: 50p

Seeker missile - I
A newtech weapon from the war, seekers are automated, flyin' grenades. they use a small hover drive to move around and look a lot like a two-foot-long tadpole that wants to splatter you across the scenery. they tend to move toward motion and heat, and explode when they thinkthey're near a target - any mobile heat-source not transmitting the proper transponder signal. tossing a flare tends to fool seekers, but the blast can still be deadly at a range. Cost: 238p

Squadkiller - I
A horrific little surprise left by retreating Alliance forces during the war, squadkillers are about the size of a large book, and are usually buried orhidden at a major intersection or common areas where people are likely to congregate. built-in sensors wait until there are at least 12 warm bodies within 15 feet of the bomb and then boom! Folk are all dead, just like that.





Computers, hardware, and progs - 8.0.0



Cortex terminal, black box - I
An illegal terminal, designed to disguise the user from Alliance snoops. Unfortunatly, since so many features of the Cortex are closely monitored, pretty much everything interesting is locked up tighter than the First Allied Bank. About all you can do with this clunky unit is send anonymous waves (basically voice and video mail) and read the news. Cost: 1868p

Cortex terminal, personal access - C
What most Core citizens use. Essentially at 2' by 2' touchscreen monitor, 5" thick, with a moderately sized base to allow for the rest of the equipment, Cortex terminals are a phone, a computer, and a TV all rolled into one - to put it in the terms of the folk back on Earth-that-was. You can surf the Cortex, access almost any information (assuming you have the pass code), send waves, use progs, store almost limitless amounts if data... assuming, of course, tha the gorram thing wants to cooperate. Since a terminal is just that - a terminal - sometimes you can lose Cortex access if a satelittle or transmission station goes down, and then you loose whatever you were working on, and have you hope your connection gets going mighty quick, becuase you have no storage capacity. Cost: 250p

cortex terminal, public access - E
These terminal panels can be found in all sorts of places. generally they serve a specific purpose, and can access only a limited number of functions. Police, Telofonix ( alocal area communication service), and emergency calls (direct to hospital of ambulance) are three standard options. Docking berths on the surface usually have public terminals for ship specs and for logging travel plans, which can be useful if you want to advertise for cargo or passengers. Cost: 130p

Data-library, standard - E
Knowledge is power and power costs money. If you want access to a vast library of literature, history texts, recipes and so forth, then paying for a data-library subscription is the way to go. Cost: 57p, annual renewal is 13p.

Data-library, professional - C
The latest in medical science, gravitic engineering, ship construction, and pretty much anything else can be had by those that feel the urge to pay for it. Sometimes a fellow needs to be licensed to get access to such, but at least you can be guarenteed to get pretty much all the information the Alliance doesn't feel it's too dangerous for you to know. Cost: 230p, annual renewal costs 50p

DataBook - E
The exact appearance can vary, but these data readers range in size from a paperback novel to a hardcover textbook. They can store up to 5 terabytes of data (enough for a few useful progs or 3-d schematics or such), read data discs, and link to the Cortex through a terminal or source box. They can even be linked to other electronic devices to be used for programming or control purposes, thought that's less of a sure thing. Not many in the Rim bother with such a posh bit of gear, but it has its uses. Cost: 75p

Data disc - E
These crystalline hexagonal discs can be clicked into a data reader for access at most any terminal or computer station. The standard disc holds enough information to store even short holographic recordings and can be reused. Cost: 1p

Dedicated sourcebox - C
Expensive sourceboxes that not only act as terminals, but can also store up to 200 terabytes of data and maintain a terminal link for up to a mile around. Cost: 385p

Encyclopedia - C
Another expensive little toy, these devices are slick Core databooks with their own extensive data-libraries. While the common features are languages, human history, and the universal encyclopedia, different models come with up to three other libraries. For example, a doctor might get one with medical science, anatomical engineer, and a bio-phyisical atlas in addition to the standard three. Otherwise, it functions as a normal DataBook. Cost: 150p

Holo-imagige development suite - C
Holographic tech is very expensive, but not uncommon in the 'Verse. This device allows you to produce holographs. A bunch of progs and a 3-d manipulator (little box you stick your hand into so you can move it about and shape the images) lets you make durn near anything you put your mind to (if you have the right skills). Cost: 160p

SubKelvin - I
Where there's a will, there's someone workin' against it. SubK is a well knofe (and thus almost useless) security-removel utility. It works well against Core softies who don't know their operating matrix buffer from their main feedback path, but that's about it. There's better stuff out there, if you know where to look. Cost: 200p

Xer0 Security - C
One of the most popular Cortex Profile Protection utilities, Xer0 self-updates, auto-runs and jumps through hoops on command. Cost: 18p






Communications and security equipment - 9.0.0




Barrier field - C
Force barrier technology may once have been just bie jih mone, but now it's just extremely costly. Some of the wealthier families on the Core and the outer worlds can afford to surround their homes with the 10" tall, square projector pillars that make up the generator system, but not many. A pillar has to be situated at each corner and end point - as the fields only project along straight lines - and the tech is expensive. However once operation, the barrier field is extremely durable, with only an obscene amount of damage in a short amount of time being able to overload it. Attacks on the barrier generally alert a security system to the problem. Even if the security system is deactivated, the fireworks may attract unwanted attention. Normally invisible, the barrier field is highlighted by timed energy surges to show it's active; when you start poundin' on it, the energy flow can get a lot brighter. Cost: 2655p per 50 feet.

Commpack, long range - C
A backpack-sized transmitter capable of sending and reading on a range of frequencies. The batteires for the commpack will last up to two months of normal use and are relatively cheap (between 40 and 50 silver each), so this unit was often used by the Independent faction during the war, despite the unfortunate fact tha the signal isn't exactly secure. Cost: 95p

Commpack, short range - E
Essentially the same as the long range version, the difference being in the short range commpack is that the signal is heavily encoded. the drawback is tha this reduces the range avaailible at the unit's power level. Cost: 56p

Distress beacon - C
A pre-set common distress signal transmitted at extremely high power will generally attract the attention of the Feds of police if you're in the Core. Out on the Rim, Alliance patrols may hear the call and, if so, they'll respond. Since patrols are pretty few and far between, though, the chances are they may not hear it or they may have other priorities. The beacon is only about the size of a duffle bag, so moving it around isn't too much of a problem for most folk. Cost: 78p

Emergency signal ring - C
A newtech distress beacon miniturized down to where it can be worn as a ring and activated without any overt movement. Wealthy folks find them useful to protect them agaisnt kidnappings and the like, since they can be tracked easily and a personal code built into the ring lets the authorities identify them. The police get an emergency code call, they tend to respond in force. Cost: 750p

Fedband scanner - I
A ship's comm system can be tuned in to most frequencies, but civilian ships do not typically pick up the official government and police channels. There are ways around this, if you feel like tinkering, but for most folks, a wave-scanner such as this does the trick. Cost: 50p

Gunscanner - C
A fairly standard security device in the Core, most banks and government buildings havea gunscanner installed at security checkpoints. Of course, folk with the proper permits can carry weapons, but all others will have their weapons confiscated. the scanners can be calibrated to detect a lot of things, though most look for a concentration of metals, traces of common propellant chemicals, and ID chips installed in most legally aquired firearms. Newtech gunscans are even more effecient and often include barrier field tech to keep anyone with a gun out. Cost: 332p

Micro transmitter - C
Usually a hard-to-spot earpiece, micro-transmitters are used by the majority of security forces in the 'Verse. The transmitters' range is generally limited to a few hundred yards, but it makes up for that by allowing easy and discreet contact. Cost: 20p

Motion sensor array - C
A main hub unit about the size of a small databook monitors the transmissions from the eight motion sensors. The sensors at 1" cubes with glass panels over the sensors and can be stuck to walls, steached in tree banches, or wherever. they just need to be placed within 100 feet of the hub. Cost: 55p

Ship-linked handset - E
A clunky little walkie-talkie handset, this is the standard device used for keeping crew members in touch with their ship. Most ships come with several handsets, but generally additional or replacement units are needed - there's always some lummox who sits on his handset and smashes it. Cost: 8p

Surveyors box - C
A local area geoscanner combined with a mapping utility prog make this device, that is about the size of a foot locker, useful for surveyors laying out mine shafts and tunnels. Some are sold to onoprofessionals, but what uses they find for 'em ain't always apparent. Cost: 575p

Transmission station - C
Offering franchieses for carrying the Cortex signal has become and extremely popular way for the Alliance to spread and maintain the Cortex farther out on the Rim. Of course, once you own a Transmission station and the license, you still need an approved place to put it - usually that means on an orbital station somewhere, and that usually means high rent and living costs, since you'll be paying spaceport prices for food and services. Not a choise for those looking for an exciting, high-paying life, though if you can afford to finance one of these (and a few operators), they can be a good way to make money.Cost: 5500p

"Jabberwocky" signal blocker - I
The jabberwocky box is only one of any number of illegal devices used by some folk to prevent other folk from hearing what they figure they have a right to say. Once activated, the box can scramble to all hell any signal within five miles. If you use it for more than a minute or two, it quickly becomes obvious to the authorities that something ain't quite right. The jabberwocky is difficult to locate, but it will eventually be found. Cost: 34p







Medical Equipment - 10.0.0




Blastomere organs - I
Cloning and growing organs for those needing transplants has become a viable practise in the Core, but Blastomeres - a recent newtech creation - could make this practice obsolete. Designed to be acceptable to any human body, the synthetic organs could eliminate the time needed to grow a cloned organ. Blastomeres are longer-lasting and more durable than normal human organs, potentially improving the body and increasing the lifespan of the recipient. Needless to say, they are extraordinarily expensive and, since they are still undergoing testing, are not yet availible to the public.

Cryo chamber - I
Designed originally to put patients in stasis until they can be properly treated (or a cloned organ can be grown), cryogenic freezing chambers have a number of other uses. Slavers sometimes transport their victims in cryo, though this is expensive and can pose a problem if the people handling the cryo unit don't know how to use it properly. Putting a body in cryo requires giving the person a carefully measured set of injections, depending on how long the stasis is supposed to last. Removing the person from cryo requires a careful "warm-up" procedure. Not following these procedures doesn't necessarily mean that the subject will die, but this can happen if the user bungles it badly. Cost: 3250p

Dermal mender - C
Another fancy medical innovation, this is for those who don't likestitches and can pay to avoid scarring. Through a combination of regenerative stimulation and the application of artificial skin, the dermal mender can close almost any wound in a matter of miutes. Unfortunatly, while the mender works well for tissue bond (don't fiddle with it and it should be good as new in a few days), the dermal mender can't fix bone, cartilage, or organs. it'll patch up your skin (and maybe even help put and ear or nose back on, at least partially), but that's it. After surgery, the dermal mender can close the incision and prevent infection. Cost: 2000p

Doctor's bag - R
A collection of basic medicines, antibiotics, scalpels, extractors, etc. Everything a doctor needs to perform minimally in house-call enviroments, though far from enough to treat everything he might encounter. Out on the Rim, this may be the best there is. Cost: 69p

Doctor's bag (MedAcad) - C
A doctor who graduates from one of themajor Medical Academies (on Osiris, Londinum, or Sihnon) will almost certainly have one of these. Technically, they are availible to any licensed practitioner in the Core (as are most medical supplies, if the buyer can pay), but that means that the person must have attended one of the major MedAcads or had his training certified by one, which is no mean feat. These more advanced doctor's kits include the best in portable instrumentation, the latest in commonly needed medicines (though in small amounts), and so forth. Cost: 525p

First-aid kit - A standard first-air kit containing several pain killers, weaves, smelling salts and other minor but useful items. Cost: 2p

Immunization packet - C
These little foil packets contain several hypos of medicine and a couple of chewable tablets. Using the packet will help prevent the user from ebing infected by almost any known disease. The effects last for only 48 hours. Cost: 7p

MedComp - C
While a little bit big to carry by hand (being a little bigger than a cortex terminal), the medcomp combines most necessary medical scanners with a set of diagnostic progs. Most of the sensors operate via a plastic-cased finger sleeve attached to the medcomp by a wire; someone hooked up can have his heat rate, body temp, blood chem levels, and so forth monitored by the computer. Cost: 780p

Medical supplies, emergency - C
The doctor who pays the monthy cost for keeping these on hand should be equipped to deal with most major medical situations he could reasonable expect to encounter (serious gunshot wounds, major infections, massive blood loss, etc) Cost: 275p

Medical supplies, standard - C
Paying the monthly cost to keep an infirmary stocked with the basics allows the doc to easily deal with most common or mild problems, such as a cold or a bullet in the leg. Csto: 115p







Covert Ops gear - 11.0.0



Debugger - C
A palm-sized signal scrambler, these generally won't interfere with high power transmisions, such as the Cortex, but they play merry hell with most electronic bugs in a 15' radius. Cost: 50p

Disguise kit - C
A suitcase filled with makeup, hair dye, wigs, fake beards, plasticskin, noses, ears, etc. Basically everything a professional spy might need, including several bottles of pills designed to alter the user's skin tone and a few sets of "john doe" artificial fingerprints that adhere seamlessly and remain good for 24 hours. Cost: 164p

Eavesdrops - I
If you want to know what people are saying behind your back, this is the way to find out. The microphone (no larger than a pin head) can be hidden anywhere within 30 feet of the transmission hub. The hub colects the audio data and stores it (up to 48 hours from each eavesdrop) or transmits it all in one burst. It can also transmit constantly at a range of up to half a mile. Given cost is for 4 bugs and hub. Cost: 118p

Fake IdentCard - I
Alliance IdentCards are extremely hard to actually fake, since they are embedded with hardwired microchips containing important data about the holder. As a result, it;s easier to steal someone else's card and apply your face to the picture, even though this means the card will likely get you caught if anyone puts it though a card reader. A truly usable fake IdentCard can be obtained only at obscenely high cost, and even then it won't match Cortex records, meaning careful examination will reveal the fraud. Cost: 10 000p

Laserlight mist - C
A small can of mildly reflective aerosol mist will reveal security alarms and barrier fields, laser trip wires and so on without setting off alamrs, The mist dissapates quickly though. Cost: 4p

Lock picks - I
An assortment of small picks and probes for opening locks rolled up in a piece of leather. Not worth much, since old-fashioned mechanical locks are rarely used where there's anything worht stealing. Cost: 35p

Lock picks, electronic - I
Especially in the Core, most locks are electronic in nature and require either overriding a keypad or transmitting a code before they'll open. this little pack of gadgets can help accomplish both. Cost: 88p

Mag Charge - I
A short range, electromagnetic pulse charge, about the size of a large battery. Unless the electrical equipment is hardened against EMP waves (which is extremely difficult, if not impossible to do fully), all electronical equipment in the 10' affected radius will short out and stop working until repaired. Most ships possess enough redundancies so that one of these will not cause fatal problems, but using them aboard a space vessel or atmo craft is not advised. Cost: 68p

Optical bomb - I
A bundle of LEDs and fiber-optic cableing around a capacitor, optical bombs are designed to temporarily blind an opponent ( and possibly near-by security cameras), making it easier to disable said opponent. to be truly effective, the bomb must go off within 15 feet of people and 10feet of cameras and must be within the line of sight of both. An NBC mask will protect a person's eyes from this, while some more expensive security devices have an auto reactive coating to protect camearas from such attacks. Cost: 40p

Poison, Kortine (debilitating) - I
If a dose (usually about two mililiters) of this poison enters a victim's bloodstream, the victim will loose conciousness for a couple hours. The effects from ingestion are the same, but last for less time. Given cost is for one dose. Cost: 27p

Poison, Cyanol (lethal) - I
Equally lethal by ingestion or injection, a mililiter of this poison is enough to take out your average person. given cost is by the dose. Cost: 32p






Engineering Supplies - 12.0.0



CAD board - C
About the size of a dinner tray, this device operates much like a databook. the large screen is meant to aid engineers and architects in the creation of plans and schematics, and allows in-depth examination of building plans, ship layouts, and the like. Cost: 68p

Cutting torch - E
Whether you're working on your ship or cutting your way into someone's vault, this is the tool of choise for most folk. The small energy pack can be worn at your hip, and the device comes with a face mask to keep you from burning your eyebrows off. needs atmo to work. Cost: 10p

Gravcart - C
A six-inch thick platform, two yards long and one yard wide, the gravcart uses a small grav-drive to float and carry up to one ton. It does not supply its down lateral motion, requiring to be pulled or towed. Cost: 1212p

Scapware - E
Salvagers sell crates of good condition materials such as wire, metal sheeting, springs, etc at junkyards and spaceports. Scrapware won't help you all that much if a catalyzer or some other complex part busts, but it can allow a good mechanic to perform repairs on the fly, so you can make it back to port. Cost: 12p

"Sticky" scapper's gel - C
When cutting your way into derelict ships, sometimes you have to do it with no atmo around - and then what good it your trusty cutting torch? The solution is scapper's gel. The device lays down a line of the good that has a conductor embedded inside. When a small surge of energy is applied, the goo turns into a powerful acid that can eat its way through most metal. Since it doesn't work in atmo, someone bent on cutting a holl in the hull with gel will have to go outside to do it. Cost:5p

Tool kit, basic - E
Hammers, saws, wrenches, screwdrivers, and the like (and their powered equivalents) can be used by most folk and are good to have around. A carpenter, mason, metalworker, or similar will find that these are the right tools for their job. If you want a big workshop with table saws, sandblasters, and powered arc-welders, then you need one of the bigger tool sets. Cost: 36p

Tool set, electronic - C
A full set of equipment for working withmodern electronics in the 'Verse. If you're a computer designer, a holo-set repairman, or something along those lines, this is what you need. Most of the tools will probably fit in a utility belt, but there are one or two bigger pieces that are a bit more difficult to carry around. Cost: 345p

Tool set, mechanic - E
A full set of mechanic's tools used by ship's mechanics, engineers, and those working in garages. You need this setup to do any real repair work on a vehicle of any sort from a mule to a full boat. Cost: 710p











Newtech - 13.0.0

Newtech is basically a catch-all term for technology is that is on the very cutting edge in the 'Verse. Newtech items include things never seen before, like Blastomeres, or simply better versions of old items, such as Newtech assault rifles. Anything that is newtech is many times more expensive than anything else on the market, but is also, faster, stronger, better, etc.


Example: The Gilgamesh shot-rifle

Essentially a shotgun with incredible range, the Gilgamesh is an experimental weapon originally commisioned by a private party, but now availible to others through special orders. An on-board computer uses a laser sight to determine the range to the target and set a charge on the slug to explode about 1 1/2 feet prior to impact. When the charge detonates, the slug releases a cloud of shot similar to a shotgun blast.

Tuesday, February 12, 2008

Firefly History and background

NOTE: IF YOU'VE SEEN THE FIREFLY SHOW AND MOVIE, YOU DON'T HAVE TO READ THE FOLLOWING FIREFLY INFO. IF YOU HAVE NOT, YOU ONLY REALLY NEED TO READ UP TO THE END OF "THE HERE AND NOW" EVERYTHING ELSE IS SOURCE MATERIAL, READ IT AT YOUR LEISURE.


The following information is mostly courtesy of the Serenity RPG rulebook, written by Jamie Chambers, with a few changes.


Index - A Brief Guide to the 'Verse.
The year 2518 - 1.0.0
History is programmed by the victors - 2.0.0
Exodus - 3.0.0
The age of the terraformers - 4.0.0
Unification war - 5.0.0
The here and now - 6.0.0
Governments - 7.0.0
The anglo-sino alliance - 8.0.0
The independents planets - 9.0.0
The military - 10.0.0
The law - 11.0.0
Corporations - 12.0.0
Blue sun corporation - 13.0.0
The corone mining consortium - 14.0.0
Iskellian technology solutions - 15.0.0
Unified reclamation -16.0.0
Guilds - 17.0.0
Companions' guild - 18.0.0
The syndicate - 19.0.0
The tongs - 20.0.0
Traders guild - 21.0.0
The miners' guild - 22.0.0
Faith in the 'verse - 23.0.0
Reavers - 24.0.0
The 'verse - 25.0.0
Central planets - 26.0.0
Ariel - 27.0.0
Bernadette - 28.0.0
Londinum - 29.0.0
Osiris - 30.0.0
Sihnon - 31.0.0
Border planets - 32.0.0
Beaumonde - 33.0.0
Bellerophon - 34.0.0
Boros - 35.0.0
Hera - 36.0.0
Newhall - 37.0.0
Paquin - 38.0.0
Persephone - 39.0.0
Santo - 40.0.0
Verbena - 41.0.0
Rim planets - 42.0.0
Athens - 43.0.0
Beylix - 44.0.0
Ezra - 45.0.0
Greenleaf - 46.0.0
Haven - 47.0.0
Higgins' moon - 48.0.0
Jiangyin - 49.0.0
Lilac - 50.0.0
Miranda - 51.0.0
Regina - 52.0.0
Shadow - 53.0.0
Triumph - 54.0.0
St. Albans - 55.0.0
Appendix: gorram chinese - 56.0.0
English and chinese - 57.0.0
Mutt tongues - 58.0.0
Cussin' - 59.0.0
Fightin' words - 60.0.0
Frontier slang - 61.0.0
Basic rim world speech - 62.0.0
Slang: frontier life - 63.0.0
Slang: spacefaring - 64.0.0
Slang: underworld - 65.0.0
Slang: technical - 66.0.0
Chinese phrases - 67.0.0
Jung j'wohn guo hua like a true spacer - 68.0.0





A Brief Guide to the ‘Verse



The Year 2518 - 1.0.0


Life in the ‘Verse depends a lot on where you live and into what circumstances you were born. The central planets, those as formed the Alliance, are flush with the newest technologies. Folk life in large cities and travel in style on highways of air. Advances medical care is free to all. There are no slums in those huge cities, but there are many who don’t live quite as comfortably as other folk. There are some dark parts to those cities of light, too.

On the Core, those born suckin’ on the proverbial silver spoon lead lives of comparative luxury. They are well educated in good schools. They live in a world full of technological marvels. Their lives are safe and secure. Least for the most part. The biggest threats folk face in the Core cities is that business and dealings are more socially oriented than physical, though there is the occasional duel (despite the laws against duelling). Men and women and children are expected to act with dignity and grace at all times. Honour and position are just as important as the credits in the family account. Losing face can as hurtful as a bullet to the belly.

There are some wealthy folk who dwell on the outer planets – often call “the Rim.” These folk do their best to copy the lives of the rich on the Core, though truth be told, their Core cousins look down their noses at them. The ordinary folk on the Rim don’t much worry about social sparring or high-and-mighty matters of honour. They tend to concern themselves with basic notions, such as where they’re going to find their next meal. Survival is at the forefront of their lives. The newly terraformed planets don’t have the infrastructure to support many of the luxuries that Core folk take for granted – supermarkets, telephonic communications, and advanced medical care are just a few of the many things in short supply outside the Core. Hard work and the kind of smarts that don’t come from books make life work on the Rim.

Some folk tend to lump the worlds in the ‘Verse into two categories: Civilised and Primitive. You’ve either got the diamond sky elevators of Londinium or the sod huts of Whitefall. Truth is, things just ain’t that simple. Most worlds fall somewhere in between. On certain planets and moons, you may fly over miles and miles of desolate landscape, then suddenly see the glittering lights of an enormous city rise up before you.

‘Course, life in the ‘Verse extends far beyond the planets and moons. Space stations, such as skyplexes and refuelling stations, are strung about the system. Such stations offer a wide variety of goods and services and play host to a wide variety of folk, from honest business people to wanted criminals.

When you’re flyin’ the black, just keep this in mind: not all Core people are good-for-nothing snobs and not all those who dwell on the Rim are good-old-boys. Don’t matter where you travel. Folks is folk. Might be a good idea to watch your back no matter where you are.





History is Programmed by the Victors - 2.0.0


The history of the ‘Verse, as far as most folk are concerned, begins with the terraforming of the central planets. People don’t have a real sense of the history of Earth-That-Was, nor do they much care. Not with the pressing concerns of the present weighing them down.

Some cynical folk don’t believe much of what is written about the past, thinking it to be the propaganda of an oppressive government. Others are moon-brained enough to swallow every campfire tale. The wise know that if you don’t learn from history, you’re doomed to repeat it, which it seems we keep doin’ again and again and again…

The following text comes courtesy of Andrew Falcon, Professor of History and Planetary Studies, now living in Persephone, retired.




Exodus - 3.0.0



The original cradle of humanity, Earth, has long since faded into legend. Dreamers and tale spinners glamorise Earth-That-Was. It’s become a sort of Garden of Eden, where mankind was always happy. Its relics are now priceless. Truth is, mankind sucked Earth dry.

The story goes that depleted resources, overpopulation, and a compromised ecosystem forced mankind to abandon Earth-That-Was. Some do speculate, however, that the planet wasn’t completely abandoned, that folk still survive on mankind’s original home, though there is no proof to back the notion and no easy way to conjure the truth. It is possible that Earth is not quite as drained as the old legends suggest and has been quietly regenerating ever since man left. One day, mankind may find the lost keys to Eden and return to their old home once again. That day is a long way off, though. If it even comes at all.

The wise searched the heavens and found a star system with planets and moons that could, with a little help, support human life. Mankind began the great exodus. They set out in enormous ships that called “arks” after the tale of Noah and his crew. Lacking “faster-than-light” travel drives, folk found the journey to their new home long and taxing. At least one full generation was born, lived and died without ever leaving the huge, contained ships that crawled through the black. The initial excitement of the voyage quickly faded into the monotony of keeping the ships moving, keeping the life-support systems intact, and perfecting the technologies that would give future generations good lives on new worlds. Naturally, some folk expected to encounter alien life, but the only signals on the scanner were the natural static of the stars. So far as we know, mankind is alone in the ‘Verse.

With so many different folk of all nationalities and races packed inside small ships, the old ethnic and political barriers began to blur, People learned the native tongues of their fellow ship dwellers. Subsequent generations would come to speak the two dominant languages, English and Chinese, and phrases from other cultures.

Not surprising, some folk lost hope along the way. There were accidents, malfunctions. If an ark lost life support, thousands died. The arks became their coffin, forever drifting in the cold. But for every person that lost hope, hundreds were there to keep it alive. Each day brought mankind closer to home.

And then, one day, there it was.






The Age of the Terraformers - 4.0.0



Even after continued refinement, the process of terraformig a moon or a planet takes decades. Terraforming requires atmospheric processing plants, the regulation of gravity, environmental adaptation and the introduction of creatures great and small brought from Earth-That-Was – everything from algae and bacteria to insects, birds and mammals. The power to make such jing chai changes is astonishing, but not without it’s limits. While most all terraformed worlds are suitable for human life, each has it’s own quirks.

The first two planets terraformed and settled were Londinum and Sihnon, and they became the centre of culture and business throughout the system. The governments of these two planets took an enlightened view of civilization. They worked to maintain order, but also encouraged diversity of language, ethnicity, religion and expression of thought.

Despite al the best efforts and intentions of the original founders, the problems of the common folk did not go away with the formation of new worlds. Mankind is restless, always looking to find greener pastures somewhere else. Pioneers left the crowded cities and traveled out to the most newly terraformed worlds, hoping to build a better life for themselves.

As mankind spread out, he brought with him his usual miseries: greed, corruption, crime. Disagreement over resources, trade and political influence led to general unrest among the planets. A movement began in the oldest, most stable planets to form a unified parliamentary system of government that would work to regulate such matters and keep the peace. The popular idea was quickly ratified and the Alliance was formed.

The Alliance started out of an idealistic belief that a strong central government that controlled every aspect of a person’s life, from cradle to grave, could provide that person a better, safer, and more secure life. Some folk in the Alliance truly believed this and they dedicated their lives to bringing this about. Other folk saw this as a chance to grab power for themselves.

The Parliament formed a military council that acted quickly to quell any unrest among the Core planets and their neighbours. Maintaining order meant keeping tight control over the populace, and that led to the creation of many secret programs. Their hope was to make people obedient, complacent, complaint – “better” by the government’s definition.

The Alliance was the protective parent. The Core worlds were model children. But the Alliance had another problem. They feared their “good children” were going to be corrupted by the bad seeds who lived on the wrong side of the ‘Verse. The worlds on the Border and the Rim were self-governing, outside the limits of Alliance control. Each world had its own set of laws and rules that suited its particular needs. Folk living on these frontier planets had been forced to be self-reliant to survive, and they had come to be freethinkers who saw no need for a lot of government meddling. The Alliance considered such independence a threat to civilization. (They also considered that a lot of valuable resources and real estate were outside their control!) For the benefit of all the people in the ‘Verse, the Alliance decided that every planet in the system should come under Alliance rule, whether its people wanted it or not.

Idealistic folk of the Core planets thought this was a great idea. Wouldn’t everyone want to live on a safe, civilised world where folk are cared for by their betters? The movement for Unification spread like wildfire through dry brush. The leaders on the Core thought they had only to open their arms in a wide embrace and those poor benighted souls on the Rime would come running home to their mothers.

Those on the Border did come running. Only problem – they carried guns.






Unification War - 5.0.0




The War for Unification was the most devastating war in human history. All those who lived through it are marked, like a scar left behind by an old wound. (Just that some happen to have big scars traced all ‘cross their faces while others have tiny ones hidden away.) Outer planets, including Shadow, Persephone and Hera, mustered forces and formed an alliance of their own – the Independent Faction (known as “Browncoats” thanks to the brown dusters their soldiers took to wearing). The Parliament of the Alliance instituted a draft to build its forces. They were considerably astonished to learn that more then half of the Independent forces were composed of volunteers. The Alliance (known as the “Purple Bellies” for their style of dress) had the manpower, the ships, and technology to make the result of the war a forgone conclusion – but no one anticipated that freedom would be something so many folk would be willing to die to protect.

The war raged for just over five years, taking place on land, sea and in the dark of space. The largest space battle in terms of scale and human cost was the Battle of Sturges, one in which countless ships were destroyed, creating a massive graveyard preserved in the vacuum of the black. The largest land battle, the one that brought about the end of the war, was fought on the planet Hera in Serenity Valley. This battle raged on for seven weeks before the Independent High Command surrendered. Even then, some of the Browncoats continued to fight on for two weeks after that. Those soldiers who continued to fight even after being ordered to lay down arms were captured and tried for war crimes. Ultimately, the Alliance released the soldiers and officers as a peaceful gesture to those outer planets now under its rule. Some look upon those who fought in the Battle of Serenity Valley as criminals. Others see them as big, damn heroes.

Since the battles were mostly fought on the Border and Rim, the Core planets escaped unscathed. To this day, many outer planets still bear terrible scars. Shadow was effectively destroyed, and it remains uninhabitable seven years later, major cities on Athens were bombed. Several key land battles were fought on Persephone. Moons that had no strategic value, such as Whitefall and Jiangyin, were untouched, but they still suffered as a result of the disruption of trade. Supplies had been hard to get as it was, and the war made it harder. Almost every person on those planets saw their homes levelled, their businesses fall into ruin, their loved ones killed or maimed – all in the name of making their lives better.

Small wonder folk are still bitter.






The Here and Now - 6.0.0



Life in the ‘Verse has returned to normal – leastways on the surface. In truth, no one has forgotten and few have forgiven. The Alliance now has jurisdiction over every inhabited planet in the system. The Alliance does not fully control everything within its far-flung territory. In reality, the Alliance only has control over the Core planets. On these worlds, the eyes of the Alliance are everywhere. Federal police can be called at a moments notice, and cameras record every citizen’s every move. The Core worlds have the best comforts that money can buy. ‘Course, every citizen pays for such security and comfort with more that a bit of his freedom.

The outer planets were meant to be kept under the same level of strict control, but the Alliance is short on manpower and ships. They just don’t have enough folk to keep a proper eye on things. Yes, it’s true they hire security firms to help enforce their laws and maintain order. And they send their hulking patrol ships into the black to remind everyone of who is in charge. Still, the cracks in the system are large enough for folk to fly a Firefly through.

Take slavery, for example. Slavery is outlawed by the Alliance government, but it’s an open secret that terraforming companies, mine owners and the wealthy on the Rim regularly use slave labour in their operations, and pay big sums for human cargo. Every so often, the Alliance will bust one of these owners and free the slaves – always looks goon on the nightly news. But then it’s back to business as usual. Same with indentured servants. That’s not legal, either, but most folk on the Border planets accept indentured servitude as way of life. If your desperate for the credits and you got nothing to offer up as collateral except yourself, then that’s what you do. Dohn ma?






Governments - 7.0.0




These days, there is only one central government in the ‘Verse. Leastways, that’s what the Alliance wants you to believe, It’s hard work to rule over a whole star systems of bazillions of people and hundreds of worlds, especially when so many of those worlds are so very far away from the Core. Some in the Alliance might be starting to wonder if maybe they bit off more protein then they can chew by trying to extend their control over the outer planets. Some might be thinking they made a mistake. If they do, they’re keeping mighty quiet about it. These days, the Alliance is all about keeping things quiet.

There are local governments on the Border and Rim planets. Cities have mayors. Planets have Governors. Moons had Magistrates. All these answer to the Alliance. At least, that’s the way it’s supposed to work. Local officials on the outer worlds tend to wield heaps more power then their counterparts on the Core, just because no one’s close enough to tell them they can’t.

The Independent Faction is gone, but that isn’t to say there are no more Independents. Some are still fighting the war, though now they do it more by being an annoyance that a major threat. But over the part few years, some of those folks have left off fighting guerrilla actions and are now fighting on the political front. Be right interesting to see what happens when someone from the inside starts prying open secret doors.

Then of course, there are the corporations. Large corporations control powerful lobbies that have considerable influence inside the government. Favours are traded and eyes stay blind and the wheels of commerce and politics keep turning. We’re going to take a brief look at all this, just so you know where you stand.






The Anglo-Sino Alliance - 8.0.0




The Anglo-Sino Alliance is the governing body for the entire system. Originally formed between the two first-settled planets, Londinum and Sihnon (Where the “Anglo” and “Sino” come from), the Alliance is rich and powerful, with resources that most folk can’t begin to imagine – manpower, intelligence-gathering, military might and technological innovation. And, like an overprotective parent, it thinks it knows best for its “children” – all those who live and work under its rule. The Alliance government believes that by controlling information, technologies, and even people’s lives, they can forge a better ‘Verse, one where people lie in peace and no one goes hungry. Some call this Utopia. Others call it hell.

Londinum is the formal seat of the government, home to the Parliament and the Prime Minister. While every planet (at least within the Core) is allowed to organise its own affairs on a planetary level, system-wide policy is set by legislation. The planet of Sihnon is home to the headquarters of the trade associations and guilds in the system. The most powerful of these have their academies here. Trade tariffs for all manner of goods are established in Sihnon’s bureaucratic halls.

Most people of the Alliance are allowed a say in their government. Anyone can stand for a seat in the Parliament and be voted in by the home folk. But the money required to run a campaign generally prevents the common man from ever winning a governmental position. To raise the necessary funds, one must make deals with businesses, guilds and private interest groups. As to voting, only those who are “full citizens of the Alliance” actually get a vote. Folk who fought in or supported the Independents are not considered “full citizens.” (After all, if they couldn’t be trusted to fight for the right side, how can they be trusted to vote for the right candidate?) Thus only candidates who support the Alliance are ever elected. That law is due to expire after ten years, though there are some on the Core worlds who are pushing for it to be extended.

Since the Alliance can’t be everywhere at once (not for lack of trying!), it has to trust the local governors to do the right thing. Each Core world under Alliance control has a governor who holds vast amounts of power. The Alliance has given a set of guidelines on how such a person is elected, but out of respect for the sovereignty of each world policies vary from place to place. Some Core worlds are fairly ruled by honest folk. On others, local political machines or long-standing family dynasties rule.






The Independent Planets - 9.0.0




The confederacy of planets and moons that former the Independent Faction was doomed from the start. Each of the outer worlds had its own form of government. They’d never really worked together except to do one thing – deliver that mail. Out on the frontier, folk liked to keep themselves to themselves, dealing with their own trouble in their own way. On the Border planets, it could be dangerous to stick a gun in someone’s face because often as not three more could be pointing back at you.

While leaders among the scattered outer worlds expressed concern over the formation of the Sino-Anglo Alliance, most folk didn’t much care, figuring it wouldn’t affect them. They were concerned with far more mundane troubles: food shortages, low medical supplies, and the “quirks” pf recently terraformed planets. It wasn’t until the Alliance’s proclamation that it intended to extend control over the entire system that folk on the outer worlds woke up and smelled the tea leaves. They came together to present a unified front of resistance. And resist they did – far more then the Alliance had anticipated. Folk fightin’ for their homes, freedom, and way of life fight a hell of a lot harder than those drafted into the army or who carry arms in exchange for credits. What the Independents lacked in training and equipment, they made up for in spirit.

Sad to say, spirit wasn’t enough. The Independents couldn’t combat the massive Alliance forces. Outgunned, outmanned, and outmanoeuvred, they were forced to surrender. The Independent governments of every planet that had resisted Alliance control were removed and replaced with an Alliance Governor. Very little actually changed for the people who lived on these planets, as the new Governors usually kept much of the political infrastructure intact. The people still paid their taxes to the local tax collector. Except now the money went to the Alliance, not to those who needed it at home.

The Alliance promised they would send the manpower, money and supplies needed to rebuild the bombed and burned-out cities. To give them credit, they did send some. Just not near enough. You see, some folk on the Core think the former Independent supporters should be punished for their rebellion. So when the government folk start bringing up measures to help those on the outer worlds, such measures usually find themselves voted down.

Each planet outside the Core is ruled by an Alliance-appointed Governor (or Magistrate, in the case of a moon). These individuals wield tremendous power, and though some wield it with an iron fist, others take a most hands-off approach and allow the smaller communities to deal with their own problems.

When a Border planet or moon requires the assistance of the Alliance government, the governor has to wade through and immense amount of bureaucratic red tape. Instead of going through the hassle, they’ll hand over problems to Alliance-contracted private security firms. While these firms are tightly regulated in theory, in practise they are generally poorly managed, if not downright corrupt. The cure is worse than the ailment.

Tough times for some mean good times for others. The unrest has been a boon to the mercenary trade. Former soldiers from both sides now hire our their guns to communities, security firms and businesses who pay them to clean up their towns, fight range wars, or put down slave revolts.





The Military - 10.0.0



The strength of the Alliance military ensures that the Alliance stays in control. Though currently stretched quite thin, the military is still impressive. Massive cruisers the size of small cities patrol space, keeping a watch for smugglers, illegal salvage operations and pirates. No one in the system is willing to take on an Alliance cruiser, which has enough firepower to atomize most other spacecraft.

The men and women who serve in the military are well-trained, disciplined, and carry state-of-the-art firearms and body armour. On the upside, like any other immense organization, the military has its share of blackguards, idiots, and scoundrels who can be bribed, bluffed or fooled. And, yes, the occasional soldier might fall asleep on guard duty. But don’t count on it. Most troopers in the Alliance military are dedicated, smart, and know ever trick in the book.





The Law - 11.0.0



The Alliance military tends to ride to the rescuer only when the big funs are needed, for the more mundane crimes, the local sheriffs, Interpol, and the Feds are the folk to call.

Just about every town on every planet and moon has some form of local law. In many cases, the law is a man with a tin star looking to keep everyone in town honest. In others, the law is a bunch of brigands who go around breaking kneecaps on orders from the local governor or magistrate. Whatever form the local law takes, they tend to deal with petty theft and hooligans. When something major comes along – such as the assassination of a governor, or the kidnapping of a powerful Guild leader – the locals call in either Interpol or the Federal Marshals.

Interpol (Interplanetary Police) deals with criminals who have fled the jurisdiction of local law enforcement, as well as crimes committed in areas that are outside local control, though still under Alliance control. (In other words, just about everywhere.) Interpol generally deals with more tracking suspects and investigating interplanetary crime than direct law enforcement. The enforcement of federal law and pursuit of criminals across interplanetary borders falls under the jurisdiction of Federal Marshals.

Federal Marshals (or simply, “Feds”) track down wanted criminals and/or bring to trial those who fail to answer a summons. Some Feds are righteous enforcers of the peace, but there are a few who are more bounty hunter than law enforcer and will go after anyone if the money’s good enough. Since they have to travel a fair piece to do their jobs, the Feds have a great deal of autonomy. Feds work alone or in teams. They are provided with excellent ships and equipment, though some choose to work undercover if they are on the trail of particularly dangerous (or lucrative) fugitives.





Corporations - 12.0.0



Some wit said: “The Alliance runs the system; the corporations own the system.” The wheels of government turn smooth due to the liberal amounts of corporate grease spread on them. Some folk have a tough time trying to figure out where business ends and politics begins. The war was bad for business on the whole (though arms dealers and manufacturers did right well for themselves). Stability and predictability make the surest money, and the largest companies are the least likely to take major gambles.




Blue Sun Corporation - 13.0.0



Without doubt, the ubiquitous Blue Sun is the richest and most politically connected corporation in the system. Blue Sun is on every planet, in every home – rich and not so rich alike. For all its fame, it is one of the most shadowy institutions in the ‘Verse.

The Blue Sun logo is everywhere: on T-shirts, billboards, posters, food cans, etc. The logo has become so much a part of daily life that people don’t even notice it anymore. Blue Sun products are considered essential to a person – like water and breathing. Just look for the Blue Sun label. It’s never difficult to find. The company doesn’t operate retail outlets, but every shop stocks its products. While not the best on the market, Blue Sun products are the most reliable. If you buy Blue Sun, you always know what you’re going to get. There are never any surprises – good, bad or otherwise.

Blue Sun produces a lot of different things, but the company concentrates mainly on the basics of life. Folk will always need food and drink, and Blue Sun is there to sell it. The hold the monopoly on packaged foodstuffs, and their products have become essential to people on the newly terraformed worlds. Many new settlers wouldn’t have made it through their first year without Blue Sun packaged food.

Like all corporations, Blue Sun didn’t get into the business out of love for their fellow man. They started the company to make a profit. No one begrudged them that. Profit pays the bills and folk’s salaries. But then, as the company grew bigger and bigger, and became more and more powerful, greed and corruption took over. Profit was the only thing those running Blue Sun could think about. They set out to make more and more money by extending their power as far as they could manage.

It’s an open secret that Blue Sun engages in deadly corporate espionage and then calls in favours from powerful government officials to cover their tracks. Its subsidiaries and shell corporations have branches out far from food and service industries, going into computer systems, communication technology, and even spaceship design, along with the biotech industry – even goin so far (some whisper) as to conduct experiments involving living humans. Only top executives have a good grasp on what the “big picture” is when it comes to this mega-corporation. Its research and development divisions is a mysterious place guarded by security equal to top secret Alliance military projects.






The Corone Mining Consortium - 14.0.0



The Corone Mining Consortium, formed just before the war, is made up of several of the most powerful mining corporations in thee system. These corporations were having a problem with prospectors mining claims of their own. Individually, the corporations couldn’t must the resources to put the small fry out of business. By combining, they could afford the best lawyers, pay off the right politicians, and acquire the technology needed to buy up claims, drive people off their land or simply make it unprofitable for the lone miner to keep operating.

Corone will first try and buy any claim that appears to be worth a full mining operation. If that fails they buy a piece of land nearby and then encroach on other folk’s claims by digging tunnels underneath them. When the locals complain, they are told it was an unfortunate accident that caused the company to strip their assets. Few locals can afford to take the company to court to get back what was stolen.

Corone keeps costs down by making use of indentured workers. Some even claim they use slaves, going so far as to pay well for human cargo and never mind where it came from. On the flip side, they’ve been known to employ locals they put out of business, promoting them to positions of authority and paying good salaries. They recognise the skills these people have, and hope that loyalty can be purchased with platinum or credits.

Corone does not operate every mine in the ‘Verse. Not every claim is worth bringing in the expensive technology. Most locals have learned to keep real quiet about any major finds on their land, though Corone agents always seem to be in every two-bit mining town, poking around in the hope that they can loosen a few tongues with bribes, trickery, or threats.

In some areas, the Miners’ Guild has taken on the Corone Consortium and won, bringing about improved conditions for workers and justice for those who lost property.





Iskellian Technology Solutions - 15.0.0



There are many tech companies throughout the system, producing everything from computers to lasers, and Iskellian is the largest. Iskellian holds the Alliance contracts to produce arms, spacecraft, and weapons for their troops. The products it sells are the best money can buy, and what Iskellian charges for its wares mare than makes that point. Given that the Alliance buys arms from Iskellian, the Alliance has laid down the law that none of these weapons can be sold to anyone else.

However, Iskellian does manufacture weapons for civilian use. These are not the same weapons that that military buys, of course, but they are of the same high quality and have the price tags to prove it. Such weapons are rarely seen on the outer worlds and few are on the black market. If you can get hold of an Iskellian weapon, you count yourself lucky.






Unified Reclamation - 16.0.0



There is a lot of trash in the ‘Verse, and Unified Reclamation owns it.

The company began small with a few garbage-scows, but its founders were wise enough to see the potential of trash hauling and, by taking out huge and risky loans, they were able to secure and exclusive contract with the Alliance government to haul off folk’s refuse.

At Unified Reclamation, the consider garbage a growth industry. Picking up dirty diapers isn’t a very glamorous job, but someone has to do it and it makes for a very good living. Where Unified Reclamation struck gold wasn’t in diaper pails, however. Real money comes from issuing licenses for legal salvage. Currently Unified is the only system-wide operator allowed to claim salvage rights. Due to the sheer magnitude of a system-wide salvage collection operation, Unified Reclamation also issues licenses for small operators to collect salvage on their behalf. The small operator can go through the local government to obtain a salvage license, but that involves mounds of paperwork and fees. Such licenses are more quickly obtained by going through Unified Reclamation, though they see to it that you pay for the convenience.

Small operators make more money if they run unlicensed, illegal salvage operations. Best to be careful, though, as thing can get right ugly if Unified catches you poaching on their territory. You’d better hope the Alliance catches you doing illegal salvage before Unified Reclamation gets its hands on you.







Guilds - 17.0.0




Guilds have been around for centuries, starting way back in history on Earth-That-Was. Then came the union movement and the guilds died out. Now, in the face of ever-expanding corporate wealth and power, the guilds are back, stronger then ever. These days, guilds wield great power and influence. In an area the guild controls, you cannot find work unless you are a member of the guild. This can often impose real hardships on people, yet the guild is also in place to protect its members. Guilds negotiate with employers and fight for the rights of workers. Many guilds, such as the Companion’s Guild, provide a member with a recognised qualification that is respected and honoured throughout the ‘Verse.





Companion’s Guild - 18.0.0



The oldest profession in the ‘Verse has one of the oldest and most respected guilds in the Core. Prostitution as it existed on Earth-That-Was was abolished long ago, replaced by government-approved profession officially titled “Companion.” The Companion’s Guild established Guild Houses throughout the system to train its members, though, due to the war, there are few Houses currently on the outer worlds. The Guild establishes its own laws and rules. For example, Guild law states that no House may ever be run by a man. The law also states that a Companion is free to choose her clients. Originally a female organization, the Guild has since allowed males to enter. The men undergo the same training as the women and, like the women, they service both sexes. The Houses exist to provide training to the Companions. No work is ever done inside a House.

Girls and boys as young as twelve may begin training, which includes a well-rounded education and years of physical discipline, religious study, and the arts. Girls and boys are taught dance, martial arts, calligraphy, how to play musical instruments, and singing. The children undergo rigorous testing on all subjects, and those who fail are sent back to their homes. They are taught in the art of love play only upon successful completion of their schooling. Companions must pass a test in order to gain their registration. To maintain that registration, they must also pass a yearly physical examination conducted at a licensed hospital.

Clients must pay a subscription fee to earn a place in the client registry. The Guild and the Companion must approve of the client. If a client ever mistreats a Companion, that client will earn a black mark in the client registry, preventing him or her from ever securing such services again.

A Companion House is run much like a monastery, protecting its inhabitants and sheltering them from the outside as they undergo their training. The services a companion performs for the client are steeped in tradition and ritual. A Companion greets a client and bids that client farewell with a ceremony, and the act of lovemaking is designed to make each client feel that he or she is special and valued - only one of the reasons an evening with a Companion is so highly sought after.

Contracting with a Companion earns the client “an evening of pleasure” that goes far beyond the sexual encounter. A Companion is trained to listen, to entertain, to soothe, and even to offer advice, for they are well versed on any variety of subjects from politics to the economy. A Companion knows tradition and contemporary dance. They are skilled musicians, schooled in literature and stay current with all significant and newsworthy events. They have a high degree of empathy and are trained in psychology, so they can understand their client’s needs.

The beauty, elegance, and skills of the Companions have earned them the highest respect in social circles. There is no stigma to bringing a Companion to a party, as doing so proves that you have both money and the ability to impress the Guild, whose members set very high standards. However, few Companions marry the wealthy prince and go off to live in the glittering castle. While of the social elite, Companions still exist outside society. Though a Companion is welcomed as an escort at a party, A Companion would not be so well-received as husband or wife. A Companion might commit to an exclusive, long-term contract, but that would still be a business arrangement. A Companion is encouraged to enjoy the work, but it taught to stay emotionally detached from the clientele.

Most Companions work on the Core planets, entertaining clients in their own suites or meeting them elsewhere. Some choose to travel and may contract with a luxury liner – servicing clients on a cruise or flying the ship’s shuttles to visit clients on nearby worlds. Few Companions choose to travel on their own or ally themselves with a small ship, and even fewer visit the outer worlds. Those who travel off the beaten path can pick and choose their client, though they may not make as much money as working on the wealthy Core worlds. One has to wonder, though, what secrets would cause a beautiful Companion to leave a life of privilege and security for the dangers and uncertainties of the black?







The Syndicate - 19.0.0




While not a guild in the official sense, the Syndicate styles itself as such and has many of the same trappings. The Syndicate controls most of the organised crime in the system. Only a few people are aware the Syndicate even exists, and they know better than to start mouthing off.

If a crime boss manages to claim a territory for himself, or comes to monopolize a certain area of illegal trade, he may be offered membership in the Syndicate. Those who receive such an offer are fools to refuse. While the position brings responsibility, it also brings benefits. (Plus those who say “no” have a tendency to become very dead very quick.)

When a Ser Toh joins the Syndicate, he is in hog heaven. The Syndicate makes it clear to the rest of the underworld that their boy is now in charge and no on better try to muscle in. It is the crime boss’ responsibility to maintain his position, since his assets are effectively considered Syndicate property. Members of the Syndicate help each other expand their businesses into other areas not currently controlled by Syndicate members. The Syndicate can also provide muscle and loans to help keep business running smooth.

The Syndicate does not demand money from its members, but they do expect to be paid in other ways: receiving preferential treatments, getting cut-in on sweet deals, warned of any potential problems with the law, doing favours for the board or other members.

When the boss joins the Syndicate, he is presented via wave to the entire Syndicate board (the current board numbers fifteen people). They see him, but he does not see them. He communicates with them through go-betweens, never meeting them I person. Who they are or where they reside, no on knows, though there is speculation that they all live on Core worlds under the guise of honest business men and women.






The Tongs - 20.0.0



The Tongs come from ancient China on Earth-That-Was. The word “tong” is innocent enough, meaning “hall" or place to meet and talk. The original tongs began as business or social organizations for Chinese men. When the Chinese immigrated to the West, the tongs provided an extra measure of security for the immigrant, giving him a “family” that would protect his interests in a strange land and unfamiliar culture.

Problem is, this meant that rival tongs would often clash – a business deal gone sour, a dispute between families – and they would settle the matter with bloodshed. Tradition rivalries also caused wars to break out between the tongs, some of whom have been enemies for centuries. Many tongs got wrapped up in lawless activities – running illegal gambling concerns, brothels, and opium dens – gaining for themselves a criminal-minded reputation.

The tongs continue to operate in a not-so-different way to this day. To their credit, tongs help their own members, whether they are rich or poor; speaking up for them when they are in trouble with the community or helping out if they get into disputes with rival tongs. Still, human nature being what it is, the tradition hatreds and feuds carry on, and have even grown stronger. Some of the tongs are mightily involved in various illegal dealing throughout the system. Tongs have a strong presence on the outer worlds, where they can operate openly, as opposed to the Core worlds, where they tend to keep a low profile. It is said, though (however quietly), that their influence can be felt even in the Halls of Parliament.








Traders’ Guild - 21.0.0



One of the newest guilds, the Traders’ Guild came about to help small and independent traders compete against the mighty corporations. This Guild offers legal advice to its members, allows them to work together to gain large contracts, and provides contacts. Anyone who lives by trade can join the Guild, be he store-owner, cargo ship captain or supplier.

Despite the small size of the organisation, the Alliance has taken a keen interest in it. Businesses and officials on Sihnon are alarmed at the rise of the Guild, fearing that it may cut in on their profits. If the Traders’ Guild becomes a power in the system, it could seriously damage the economic power of Sihnon. Sihnon does everything it can to discourage membership and works against the organisation. The Guild has support from important members of Parliament, though that has raised suspicion as to the motives of those involved.







The Miners’ Guild - 22.0.0



The Miners’ Guild is one of the largest guilds in the system, and probably the most controversial. Though it has successfully fought for the rights of exploited miners and gained a great many concessions form the large corporations, some human rights groups have accused it of turning a blind eye to slavery.

When it comes to the rights on the individual prospector on the frontier, the Guild has been of great help. It provides lawyers and money for individuals to take on corporations such as the Corone Mining Consortium. It was the Miners’ Guild that forced the Alliance to send much needed medical supplies to the Georgia system to help the miners who had contracted a rare disease in the mines.

The Miners’ Guild is very large. It is slow moving and like any other organization has its share of heroes and goats. The Guild claims that it is trying to fight the practise of using indentured servants and slaves to work in the mines and, to give credit where it so happens to be due, the Miners’ Guild has done some good in some places. In others, however, Guild members have taken bribes from the corporations to look the other way. The Guild is under immense pressure to clean up its act, and corrupt members are finding that things are getting a little too hot from comfort.








Faith in the ‘Verse - 23.0.0





Despite (or maybe because of) man’s technological achievements, a majority of folk in the ‘Verse sill follow the tenets of one religion or another to some degree.

Buddhism – usually of the Mahayana tradition – is the dominant religion throughout the system, particularly on the Core planets. Christianity ranks second, with larger concentrations on the outer worlds, as Christianity migrated away from the centres of Buddhism. Most Christians in the ‘Verse follow a Protestant traditions hailing back to Earth-That-Was. Catholicism still exists, though the exodus of long ago ended its original structure.

One group of Christian missionaries, the Order of Shepherds, still follows the monastic tradition. These men and women take vows of poverty and chastity similar to those of a Priest or Monk of old. They may live and work in an abbey or travel the black to find a flock in need of a Shepherd. Their peaceful order is generally respected throughout the system. Shepherds look to Christian scripture as their faith’s grounding. They do not claim to have all the answers, but are here to help spread the word to those that need it told to.

There are many other religious groups in the ‘Verse, including Muslims, Jews, and Hindus, who tend to form their own communities where they can worship in a body, follow their own traditions, and bring up their children in their own culture.

Out on the Rim, one can find any number of faith healers and wandering preachers who have founded their own churches or, in some instances, established entire communities. Some of these people are well-meaning and do lots of good, but other are swindlers, who use what they call religion to bilk the innocent out of their hard earned cash.







Reavers - 24.0.0



Some folk scoff at the campfire stories about men gone made on the edge of space, saying they are too fanciful to be true. Unfortunately, the stories are generally a tame version of a truth so horrible that is has been kept from the knowledge of even the most powerful.

How Reavers came to be, no one really knows, and no one is about to ask them. Leastways anyone looking to no have their insides yanked out and gnawed on. It is said that they are travellers who went too far from humanity. Out there on the edge of space, cut off from their own kind, they looked into the great void beyond and went mad. Another theory about the Reavers’ decent into madness says it wasn’t random, but deliberate. That some shady dealer tried experimenting with folk’s brains and dumped their failures on a far away planet. Or that the experiments found a way to escape their torture and ran as far as they could.

All that’s truly known is that the Reavers have carved out a territory on the outer reaches of the Burnham quadrants (and no one has a guess of just how many are out there). They keep their ships going by cannibalizing other ships and machinery. Reaver ships run “hot,” operating without engine core containment, leaking enough radiation to kill normal folk twice over. Their ships are often cobble together from other craft and look like nothing ever seen in the ‘Verse. The ships are crudely painted in garish colours, and often sport gruesome totems, such as the skeletal remains of victims strapped onto the bow. Reavers themselves suffer from horrible radiation burns and practise self-mutilation, marking their skin with primitive tattoos, body piercings, and by cutting on their own flesh.

Reavers send raiding parties out to steal ships, technology, and supplies. Unfortunate folk who get in the Reavers’ way are capture, raped to death, eaten and skinned – in no particular order. The savages seem to feel no pain themselves. They derive pleasure only in inflicting pain on others. Sometimes they force one victim to watch their reavings, then they leave him behind to go mad. Ships that venture into Reaver territory are never seen again.

Those folk living their safe comfortable lives on the Core planets don’t believe in Reavers, thinking them tales dreamed up by illiterate hicks. Those on the outer worlds know better. Ships, farms, and entire communities have been lost to the Reavers’ savage appetites. Reavers do not discriminate in their choice of victims and will attack, torture, and kill men, women, and even little children without so much as a glimmer of mercy.

Reaver space should be avoided at all costs. If by some mischance you bump into them flying the black (and every year they seem to be venturing farther and farther out), don’t try to run from them Reavers have a wolf’s instinct to chase their prey. If you are lucky and stay out, they may not notice you, or they could decide you’re not worth the trouble. If you come across a ship that has been attacked by Reavers, be mindful that they often leave booby traps for the unsuspecting.

Only a fool thinks of Reavers as mindless savages. They’re insane, not stupid. They are cunning and capable of using modern technology. They’re not monsters. They’re humans. And that’s what makes them terrifying.







The ‘Verse - 25.0.0




Now, if you turned to this section to find out all there is to know about the planets and moons that make up the ‘Verse – how much each planet weighs, what percentage of oxygen is compared to hydrogen, how many continents each planet has, that’s bai lih mohn. Truth is, we just plain don’t have room for all that in this book. Someday we might come out with a book that does have room. But this ain’t that day. We’re going to give you the information on each world you might need to land, do the job, then pack up and leave.

After all, no one gets paid for sight-seeing.





Central Planets - 26.0.0



The central planets are a wonderland of peace and technology. All citizens have enough to eat. They work in glistening skyscrapers and live in high-rise apartment buildings. The grass is green and the skies are clear and no one wants for anything. That’s if you believe the Alliance propaganda.

To be fair, the propaganda is mostly true. Even the poor who live on the core worlds rarely want for shelter or food. Still, contrary to what the Alliance might want everyone to think, not everyone on the Core worlds is well-to-do. Those who aren’t wealthy don’t find life much better then those living out on the Rum. They may be better schooled, and their work might not involve dirt collecting beneath their fingernails, but there are plenty of folk who don’t much like their lot in life.

Trapped in repetitive, unimaginative jobs, viewing nothing but the four walls of a cube all day, they have the watchful eye of the Alliance on them at every turn. There is so much surveillance on a Core world “to prevent crime and ensure the safety of citizens” that almost everything a person does is recorded on a monitor somewhere.

The authorities will tell you that crime is almost non-existent on the Central Planets, since their scanners are almost everywhere. Still, folk being folk, there are some who manage to find a way to poke the alliance in its electronic eye now and then.

Most folk on the Core worlds are content. They lead comfortable lives, with time and leisure to spend with their families. Their children all have access to the best quality education and health care. They have found the peaceful, prosperous existence that mankind has been seeking since he left the Garden of Eden. If they have to trade away some of their freedom to get this, they would tell you it was worth it.

There are the same folk who can’t understand why other folk on the outer worlds fought so hard against it.





Ariel - 27.0.0



Like the rest of the Core worlds, Ariel is a paradise of technology. Tall buildings constructed of gleaming glass and steel reach into the sky. Holographic billboards advertise all manner of wonders. The night is filled with light. The day with the hustle and bustle of business.

Ariel is known among the central planets for its excellent medical facilities. The technology in Ariel’s hospitals is the very latest, featuring such fancifications as holographic scanners and lots of machines that you gotta shout “clear!” to use.

The restaurants on Ariel are so good that folk travel here from other worlds just to have dinner. All the famous chefs come from Ariel or go to Ariel to open their own restaurants. It is said that even the hot dog vendors on Ariel are gourmet.

As with most planets in the Core, Ariel is a restricted landing zone. Only those with legitimate business (such as bringing in a Companion for a yearly check-up) are allowed to land. (Though, in most cases, if you look like you belong on a core world, no on asks many questions.)





Bernadette - 28.0.0



After the initial colonization of Londinum and Sihnon, Bernadette was the first planet to be terraformed and settled by humanity. The only remaining ship that brought the folk who made the Exodus stands in the capital city of New Paris as a monument to their courage. The ark is a monstrous starship, at least five times the size of an Alliance cruiser. The sheer sight of the ark inspires all manner of awe and jaw-dropping. The inside of the ark is a museum containing information on the cultures and history of Earth-That-Was. The great ark is named Prometheus, after the legendary god who gave man fire.

Bernadette is a traditional launching point for those leaving to settle on other worlds. Settlers arrive here from other planets on the Core and make preparations to set off for a new life on the Rim. Many businesses cater to these settlers, selling tools and supplies.

Best watch your step here. There is an underground slave trade on Bernadette. Settlers are captured and hauled off to work on terraforming stations. The slavers are smart enough to leave locals alone. They figure outsiders won’t be missed.

Bernadette is also home to many churches and religious groups. Buddhists and Christians rub shoulders with Islamic clerics and Hindu fakirs. In addition, the planet is home to a number of fringe cults and fanatical devotees.

Bernadette is a restricted landing zone. However, if you claim to be a settler or you have a group of kiddies on board for a field trip to see the ark, you’re usually welcome.






Londinum - 29.0.0



Of all the planets, Londinum is the most like Earth-That-Was and was therefore one of the first two planets to be settled, since it needed little work to make it ready for human habitation. Most of the original colonists from the European and American continents came to Londinum, where they honoured their roots by combining old traditions with new technology. All the buildings are constructed of the most modern material, but they look as if they were built of stone and are of archaic design. The general look of the cities is what book-smart folk call the “imperial gothic” style of London from Earth-That-Was. May not look so shiny to those from the Rim, but it still makes the place popular with looky-loos and picture-snappers.

The Parliament building and government complex that surrounds it are the most impressive sights on the planet. As big as a small city, the Parliament building contains the great debating chamber (“The House”), while the surrounding building complex provides offices for all the ministers and civil servants. It also features a huge clock tower that has become the planet’s symbol. Seems like almost everyone on Londinum works for the government or for businesses who deal with the government.

Government is not the only business of Londinum, however. The planet is also home to some of the greatest collections of western art in the system. The Londinum Museum, which contains the Museum of History and the Museum of Art, is a splendid building that holds all manner of treasures. Mot come from the early days of colonization, but the most valuable pieces are the ancient artefacts from Earth-That-Was.

As the centre of Alliance control, Londinum has a strong military presence. The Alliance flagship, Victoria, patrols its space. The planet is home to the elite SAS (Special Alliance Support) troops. The Ministry of Intelligence also has its headquarters here.

Londinum is heavily restricted with “no fly” zones above and around government buildings. Any ship venturing near these areas is shot down, no warning given. Tourists arrive on Londinum via authorized shuttles that travel to and from the outer Core worlds. Tourists may visit only those areas that are approved. Anyone caught venturing outside the approved areas without proper ID is immediately arrested.






Osiris - 30.0.0



Osiris is the heart of the Alliance’s judicial branch. Here the High Court hears important cases. Their decisions affect the interpretations of parliamentary law with repercussions throughout the system. The Court is house in a large pyramid-shaped building (honouring the Egyptian god of the dead from whom the world was named) in Capital City. The most important law firms are also based here, linked to their branch offices on other worlds by the Cortex. The University of Osiris boasts the most prestigious law school in the Core, as well as a fine medical school.

The corporate offices of the Blue Sun Corporation are also on Osiris. Originally on Sihnon, they were recently moved into a massive structure that is attached to a combined manufacturing plant, distributing centre, and spacedock. The Corporation complex is off limits to everyone except employees. No one enters, even on business, without first undergoing a thorough background check. The very latest in security systems makes this complex nigh impossible to break into.

Landing on Osiris is restricted, though not as heavily as some planets (just so long as you don’t go near Blue Sun). If you claim you need to see your lawyer, you’ll usually be permitted to set down. University students and their parents are always welcome.






Sihnon - 31.0.0



The world of Sihnon is known for its beauty. Words alone won’t do the great city itself justice. At night, it is said to be an ocean of light.

Sihnon is the heart of the Buddhist religion, a fact made obvious by the many monasteries and temples located here. Those seeking to learn more about Buddhism travel here to study.

Sihnon is also the central hub for the guild system. The Companion’s Guild is based here, with multiple Houses in the large cities, and a massive temple dedicated to the schooling of young girls and boys.

All other guilds have headquarters on Sihnon or maintain a large presence here. Guild business takes place behind closed doors. Disputes are handled by registered arbitration houses. The city of Chang’Pei is given over completely to trade administration, making it the largest civil bureaucracy in the ‘Verse.

The penalties for bribes, taking or giving, are harsh, but that doesn’t stop some folk. Officers of the Sihnon Trade Commission work undercover to root out the worst offenders. The officers know that they cannot stop the corruption completely, but they work tirelessly to see that it doesn’t get out of hand. These folk take their jobs seriously. They are well trained in combat and interrogation procedures, as well as espionage and accounting.

The capital of Sihnon is Lu’Weng. Local legend maintains that Lu’Weng was once a fire-breathing dragon that fell from the sky and was bound to the planet with silken ribbons. The numbers of hot springs here seem to bear this theory out, and every home traditionally has a silken awning or curtain across the door to keep the dragon bound. Lu’Weng (the city) is one of the largest producers of silk in the system. Raw silk is farmed all over the planet and sent to Lu’Weng, where is it refined and bolted or made into beautiful clothing that never falls out of favour with the rich throughout the system.

Landing on Sihnon is restricted, though there is so much traffic coming and going on this busy world that the government issue passes to those who come here on a frequent basis. Such passes aren’t hard to get, nor are they hard to forge.







Border Planets - 32.0.0



The Border planets are near enough to the central planets that they have business dealings with those on the Core. However, the Border planets are far enough away from the Core that the eyes of the Alliance can’t always make out what’s going on.

Thus, these planets are excellent locales for certain unscrupulous folk from the Core to conduct business dealings “in private.” They don’t have to move to these planets, thank God! (Though there are those eccentrics who travel here from the Core to “get away from it all” – the kind of people who build strong fortresses to keep out the riffraff and would never dream of socialising with the local yokels.) The irony is that these same folk are all in favour of the rules and regulations that govern business dealing throughout the system – just as long as those rules and regulations don’t affect them.

To give the folk on these planets credit where credits are due, there are plenty on the Border worlds who are eager to do business with those on the Core. And there are always countless numbers without a silver in their pocket here looking for work.

Landing on Beaumonde and Persephone is supposedly regulated, but the traffic is so heavy that the harried Alliance officials who try to police it have mostly thrown up their hands in frustration and sometimes don’t even bother to ask what your business is. (Perhaps they figure it’s best they don’t know!) Landing on Bellerophon is more difficult since the world is basically off limits to all who don’t own one of its elegant estates. Still, there are ways…

The Border planets are the best and worst of all possible worlds. Tall, elegant skyscrapers and magnificent mansions stare down their steel noses at cardboard hovels and crowded slums. You can buy anything on the Border planets, from someone to pick off your worst enemy to a pink ruffled dress that looks like a layer cake. (Just don’t buy the “Good Dogs” from the vendor in the Eavesdown Docks. Not if you care that the sausage inside the bun was once actually a good little dog.)





Beaumonde - 33.0.0



The heavily industrialised planet of Beaumonde is the manufacturing hub of the system. Its cities are surrounded by factories that produce everything from computer parts to ceramic coffee mugs. Some of the factories are owned by Blue Sun, though there are rumours that a few of these are not really factories at all or, if they are, that they’re turning out something other than canned beans. Security is tight at all Blue Sun plants, so no one has ever been able to get inside one of these buildings to find out. Of least if they did, they never got back out to tell the tale.

Due to the high industrial output, pollution is a problem. Beaumonde’s cities are covered in a perpetual haze. Weather control systems process the worst of the pollution, but the science-minded reckon the long-term effects may not be quite so simple to take care of. Every year more pollutants find their way into the water and the soil, causing all manner of difficulty for those who live off the land. Some people have moved their homes and businesses underground to escape the air pollution.

Once you get away from the cities and out into the countryside, the air quality improves a mite. Farmers and ranchers manage to make a good living. There is also a thriving spaceport on Beaumonde, much like the more famous port on Persephone.

New Dunsmuir is the capital of Beaumonde. The city is the only one on the planet that has no factories. Located on an ocean, New Dunsmuir is a popular tourist destination. Many wealthy factory owners make their homes here, as do those who work in the tourist industry. New Dunsmuir is a beautiful city with avenues of trees and carefully maintained flower gardens.





Bellerophon - 34.0.0



Bellerophon is a world home to the private estates of the system’s wealthiest folk. Anything they want is shipped in from off-world, so they have no need for shops or local colour.

The estates themselves are each the size of a small town and float gracefully a mile above the clear waters of Bellerophon’s oceans. Each estate is a self-contained world of its own. They all share a similar basic design and standardised amenities – such as a rubbish collection system.

The wealthy pay well for their privacy and the skies above Bellerophon are patrolled by both the Feds and private security companies. Visiting the estates is by invitation only. Those who come to work on the estates have to provide a damn good reason why they’re here. (Fresh flowers anyone?) However, there is a lot of empty desert on this planet - a nice, quiet place to meet someone if you can sneak past the Feds.





Boros - 35.0.0



Ares, one of Boros’ moons is home to Iskellian’s primary military shipyards. It’s no wonder then, that the planet is crawling with all manned of government agents and bureaucrats and military folk. Ares is restricted to Alliance personnel and Iskellian technicians. However, anyone who travels near Boros can lay eyes on the Alliance cruisers being built in orbit around Ares. There are usually five cruisers in production at any one time, since it takes roughly six years to complete one. A full battalion of Alliance troops is barracked here, as the moon is a target for terrorist attacks and corporate raiders seeking the newest technology. Few ever manage to penetrate this perimeter, as the Alliance is more vigilant here than anywhere outside the Core.

The planet Boros is not as industrialised as Beaumonde. It has a lot of prairie land where you find sprawling ranches and farms. Boros’ cities have some factories that manufacture goods, though the products are meant mostly to be used on the planet. The major industry of Boros is scrap metal. Parts that didn’t meet the Alliance’s rigorous standards, castoffs, damaged parts, and plain old junk find their way from Ares to Boros. Small wonder that folk see Boros as a good place to find parts for almost anything, often at a good price.

Better still, the planet has few landing restrictions. Ares is, of course, off limits unless you can prove that you have a damn good reason to be there. Assuming the patrolling Alliance doesn’t just shoot you first to be on the safe side.





Hera - 36.0.0



Hera is a largely agricultural world, considered the breadbasket of the entire system. Food is grown, processed and packaged on Hera.

The planet is also home of the infamous Serenity Valley, where the bloodiest battle of the war was fought. Lying midway between the Core and the outer planets on a major shipping lane, Hera was of great strategic importance during the war, making it an important staging ground for both sides. Taking Hera was a key to winning the war, and Serenity Valley became the turning point of the conflict.

The war devastated Serenity Valley. Seven years past, the valley is still blackened and charred by the fire storm that swept through it. The only landmark is a graveyard on the hills next to the valley. Over half a million men and women – Alliance and Independents alike – are buried here, each with his or her own small identical headstone. Some have names. Most don’t.

The graveyard is located on the opposite side of the valley from the town of Serenity View. Families and friends of the fallen come to Hera to visit the graves, which bloom with flowers, photos and mementos. Even the unmarked graves have their share. Plenty of families never saw their children return, and many have picked an unnamed grave and honour it, hoping someone else is doing the same for their son or daughter.

Serenity graveyard is one of the most hallowed and sacred pieces of ground in all the ‘Verse.





Newhall - 37.0.0



Newhall is a newly terraformed planet with large oceans. Stands to reason that water is the planet’s primary commodity. Newhall’s people live on small island chains or on floating stations on the oceans.

Newhall’s water plants are always in need of workers, hence the Alliance’s generous incentives for settlers who move here. Terraforming new worlds requires a lot of fresh water, and Newhall has water to spare. Processing the water and preparing it for shipping isn’t an unproblematic job, though. The water needs to be collected, desalinated, purified, packaged, and then loaded for transport.

Those of Newhall that don’t want to work the water plants can make a good living fishing. And there’s always the tourist centres, for those who like to swim and cavort - or who want to tend to those who do.





Paquin - 38.0.0



Known far and wide as the “gypsy planet,” Paquin is home to more carnivals and sideshows, galleries and theatres than you could shake a cruiser-sized stick at. It also seems to be home to every con-artist and swindler in the system.

When it was being terraformed, Paquin was chosen to host a grand opera house. Paquin’s unique atmosphere produces sunrises and sunsets the likes of which would lift even the burden of death, with colours ranging from purple to blue to red to orange. This stunning display provides a wonderful natural backdrop for the opera house, which is located on the shore overlooking a vast ocean.

As the new opera house brought theatre lovers to the planet, more theatres were built to take advantage of the new trade. Paquin is the place to see all manner of entertainment from Noh theatre to experimental dance. Many new plays debut here, and those that become popular travel to the Core where they play for the elite. Artists and writers make Paquin their home to be “closer to the muse.” Paquin is the artistic centre of the Border worlds and rivals Sihnon in terms of culture (though the people of Sihnon will get all manner of indignant denying this!).

Like other worlds, Paquin has a dark side. Countless carnivals and sideshows dot the world, providing good honest entertainment for the prairie folk, featuring circus acts and magic shows, freaks and juggles. But there are those carnies who exist purely to fleece their patrons of all their cash or use their bright lights as cover for even darker activities.





Persephone - 39.0.0



Persephone is an interesting mix of people and cultures. The world’s environment is much like Earth-That-Was: desert, rainforest, plains, tundra and such. While not as heavily populated as the worlds of the Core, Persephone still seems a very big place to those from the Rim. Persephone has a tradition-oriented aristocracy, a small but thriving middle class, a fair share of the poor and desperate, and a shadowy underworld.

The Eavesdown Docks is the largest spaceport on Persephone. Even folk who think themselves hotshot pilots are confused now and again by its chaotic layout (And woe to the new pilot trying to make his way to a dock for the first time!) Ships often touch down only a few yards from street vendors selling cheap goods to the crew and potential passengers. The docks are situated in the poor section of town (the nobles and other rich folk have their own private airfields), but it’s just a short drive or a long walk to the business district – in which just about anything in the ‘Verse can be bought for the right price.

The docks are home to several criminal “lords,” who collect illegal salvage, move contraband off-world and have hundreds of other ways to make quick, if not Alliance-approved, easy cash. A good crew with a flyable ship could make good coin here, so long as their morals aren’t overly high and they don’t mind avoiding the Feds. Not far away is a famous racetrack that is home to a famous derby that brings in folk from throughout the system (not to mention the throngs of Cortex-viewers), offering a huge cash prizes to the winning horse.

Like the horses, the aristocracy of the Persephone all lay claim to a pedigree. Then again, anyone with the right stack of coin can purchase his own lordship,, what with its fancy sash and all. Noble families live on large estates, attending to business, dancing at opulent balls, playing golf or tennis, and settling manners of honour in formal duels.

Persephone is an impressive cross-section of humanity, which is just another way to say it’s a world with an over abundance of opportunity and danger.





Santo - 40.0.0



One of the great triumphs of Terraforming is the planet Santo. The planet is picture-perfect, with clear blue seas, azure skies and ideal weather. Though it has a thriving agricultural base, Santo was once known for the tourists who thought it paradise. The rich flocked to the planet as an exclusive vacation spot, and resort communities commanded every good view to be had.

The war ended Santo’s glorious days as a destination for the rich and beautiful. Though the planet escaped destruction, no one from the Core worlds dared to travel here while the fighting was about. Hotels and casinos were abandoned. Those that stayed open did so by finding other ways to attract customers. Brothels, strip clubs, and other ventures catering to less savoury appetites opened up. Santo had become known as a “fun” place, no matter what pleasures you’re into. After the war, casino owners found that they could avoid Alliance restrictions by operating in this out of the way place. The world became a Mecca for high rollers (and those who were not so high).

Santo’s resorts are now beginning to recover. No longer a playground exclusively for the rich, Santo attracts a more middle-class crowd. Its resorts are still beautiful, its small towns picturesque, its casinos open twenty-four seven.

You’ll have a good time here, but you might not want to bring the kiddies.





Verbena - 41.0.0



Verbena is a lush world of thick forests, making the land difficult to clear and farm, though several fruit-producers have done well with large orchards. The world was largely underdeveloped until the Alliance made it a centrepiece of its “rejuvenation after Unification” campaign. Government incentives funded new construction, including a factory to supply parts for military vehicles.

The factory seemed a promising start for Verbena, but that ended when a former Independent soldier-turned-terrorist bombed the factory, killing hundreds of people and destroying the structure. The bombing sent the world into an economic depression and – far worse – created an atmosphere of paranoia, fear, and hatred for Browncoats and the Independence movement. There were riots, lootings, burnings, as both sides lost their heads.

The Alliance has pledged to help the people of Verbena, but the appropriate legislation and resolutions are trapped in parliamentary committees. The world is low on the government’s list of priorities. Some folk have fled, hoping to find a better life elsewhere. Many more would like to leave, but don’t have the means, and so remain trapped.

A small security force is more or less permanently station on Verbena. While ostensibly there to guard against more terrorist action, it is really there to watch a restless population.







Rim Planets - 42.0.0




Out on the farthest edges of the system, life can be quite challenging. The Rim worlds are the latest results of Terraforming technology, only recently settle, and raw and untamed. The comforts of civilization common to the Core worlds just aren’t so here. Technology and power are far more expensive out on the outer worlds and moons, so folk have to make due without. People ride horseback, farm with archaic tools, and resort to entertainment that doesn’t require electricity or batteries to operate. While some folk dream of the luxuries available on the central planets, others enjoy the freedom of open air and hard toil. In their own way, they’re as stuck-up as the Core-Worlders, looking down their noses at soft folk who’ve never dug a ditch or mucked out a horse stall.

While the Alliance government has a presence on the Rim, its grip is more than a mite looser here then elsewhere. Folk can’t count on help coming right away (or at all), so they are accustomed to taking care of themselves and their own. Frontier-folk are usually armed, ready to draw at a moment’s notice. Children learn to aim by shooting cans off a fence post. The lack of government interference and monitoring has made the Rim a haven for outlaws, outcasts and shady business folk. As well as a middle class who started to feel like their own planets were getting too crowded for comfort. There is money to be made on the outer worlds, something plenty are just now figuring out.

Each world has a Governor, each moon a Magistrate. As long as general peace is kept and the proper reports filed, such powerful figures may pretty much do as they please, least as far as the Alliance is concerned. Some government officials are good. Some not. Same here as most everywhere else in the ‘Verse.

A citizen of the central planets who wakes up on a Rim world might think he’s traveled backwards in time: people riding horses and shooting six guns. Yet, here and there, you can still find the technology of the 26th century, from Cortex access terminals to high-security bank vaults.





Athens - 43.0.0



Located in the Burnham quadrants, Athens is a world known for rapidly changing weather and winds that blow constantly. Aside from that, the climate us relatively mild. Certain crops thrive here, and there’s plenty of beautiful marble to be quarried and shipped off-world.

One of the few outer planets to fully support unification, Athens was captured by the Independents. “Ownership” of the world changed hands several times during the course of the war. Finally, running low on manpower and weary of ground battles on this otherwise minor rock, the Alliance took to bombing the world’s major cities to drive out the Browncoats. ‘Cept for the piles of dead civilians and heaps more hurt and homeless that lost everything, the strategy worked.

Recently, the Alliance opened up the bombed-out cities for legal salvage operations. Licenses for there operations can be obtained from Unified Reclamation or (more slowly) from the Alliance. Then again, these cities are so chaotic that it’s not so hard for the unlicensed to sneak in and out.

The world’s farmers were more fortunate than the city dwellers. Those dwelling in rural areas found is easier to scratch by during the war. It’s taken time, but they’re slowly reconnecting their ties to the rest of the ‘Verse.

Athens has four moons, all terraformed and a lot nicer to live on than the planet they circle. Folk on the moons live by farming and ranching. Everyone keeps an eye out for Reavers, since undefended moons are easy prey to the nearby marauders. On Whitefall, the fourth moon, the threat of Reaver raiding parties has made the settlers over-protective and perhaps a bit paranoid.

There is also a rumour currently circulation that the Blue Sun Corporation has a hidden factory or complex located in the mountains on one of the moons, though what they manufacture or why they would come here is anyone’s guess.





Beylix - 44.0.0



While the planet has many large farming communities, Beylix has the distinction of being the system’s garbage dump (make that “reclamation and recycling centre”).

The scrap yards and refuse centres are managed by Unified Reclamation, which owns property all over Beylix. Soon after the company began to dump trash here, its agents reported that scavengers were coming to pick over the remains, since there was little to no security. It turned out that what was trash to people on the Core was treasure to folk out on the Rim.

United responded by licensing junk dealers. Some entrepreneurs began to rebuild ships – everything from old Starfinders to out-of-service Fireflies. Others devised creative uses for scrap, either jury-rigging old technology into something useful or turning it into art and selling it back to the Core where is decorates office lobbies.

Beylix is a place to start a new life, as you can often find some old ship and parts to get her flyin’. Beylix is also a good place to drop off smuggled goods. It’s not as if the Alliance of corporations want to pay any attention to this gorram heap of feh wu.





Ezra - 45.0.0



A planet in the Georgia system, Ezra is currently in transition. Once Ezra was a relatively peaceful world known for farmers and ranchers. Then, near the end of the war, its governor died unexpectedly, throwing the planet in chaos. (Conspiracy theorists alternately blame either Alliance or Independent assassins, but in truth the man chocked on a piece of chicken.) The lieutenant governor was ill-equipped for the job. To make matters worse, thousands of war refugees and former soldiers from both sides were pouring into Ezra. Jobs got real scarce, the ranks of unemployed swelled, and the economy went belly up. Criminals flocked to Ezra as word spread of overwhelmed law enforcement and the potential to hide under the larger problems.

It was during this chaotic time that a crime lord, one Adelei Niska, moved his skyplex into Ezra’s orbit and set himself up as the local power. Using some legitimate businesses as a front, he manages to avoid prosecution through the use of bribes, assassination, and the threat of his torture chambers.

The Alliance Parliament is currently considering what to do about the “Ezra situation.” A new governor is needed, but he or she would have to confront Niska, and thus far there have been no candidates willing to take on that task.

Farming and ranching are still common pursuits. Ezra’s business enterprises have at least provided jobs for some folk. The law of the gun is absolute on Ezra: if you can’t defend yourself or what you’ve got, someone will take it from you. That rule applies to people as well as property, since many slavers come here to pick up a little extra cargo. Despite the risks, there is now work to be found on Ezra, though it may not be to everyone’s liking.





Greenleaf - 46.0.0



The world has a large tropical belt, creating massive jungles and rainforests. Tropical plants prove a variety of life-saving drugs that cannot easily be synthesized in a laboratory. Major drug companies set up shop on Greenleaf, providing the bulk of work for the locals.

Some of Greenleaf’s residents, seeing the enormous profits that were being made, began to make “clippings” of pharmaceutical plants and grow them privately to sell on the black market. The problem became so great that the drug companies began engineering new plant strains with traceable genetic tags, so that confiscated merchandise could be traced back to the origin point. The technique has not yet led to any major arrests, mostly because there are dozens of small cartels, and thy are difficult to track down in the jungle.

The Alliance is aware of the drug-smuggling problem out of green leaf, and they are clamping down on enforcement. Landing is more restricted on Greenleaf than on other Rim worlds, though smugglers who know the jungle can always find ways to sneak through.





Haven - 47.0.0



A small mining moon, Haven is home to an independent group of miners who laid claim to this rock and are not about to be shoved off it. The miners of Haven have not yet struck it rich, but they have seen enough signs to believe that they are close to a major haul (just what, they’re not saying!).

Others in the ‘Verse apparently think that Haven has something worthwhile beneath it’s surface. The Corone Consortium recently sent in spies to try to dig up information. The spies were caught and, after revealing the name of their employer, they were sent back – a little worse for wear – carrying a message for the Consortium to stay the hell out of Haven.

Since then, the mining communities of Haven have pooled their resources to buy a large surface-to-air cannon, which they have mounted near the edge of the largest mining town to discourage visitors.





Higgins’ Moon - 48.0.0



A man named Higgins was appointed Magistrate of a small, unnamed moon. (There were rumours that he won his appointment in a card game.) At the time the moon was founded, it did not appear to have useful resources or much potential for agriculture. A few years later, it was discovered that some areas have a mineral-rich clay that can be harvested, chemically treated and kiln-fired into a ceramic that is ten times stronger than steel at half the weight. It formed a new industry: mud.

The company town of Canton was founded near the largest mud pits. Over two thousand workers, known as “Mudders,” live in Canton and work for Magistrate Higgins. Many of these are slaves and indentured labourers (who probably will never e able to purchase their way out of debt). Higgins rules through intimidation and the use of force, and is hated by virtually everyone. The foreman and his prods enforce the company rules, either with long-term hard-labour, imprisonment, or hacking folk up and rolling them into the bog.

The Mudders of Canton sing songs of a hero who has twice defied the Magistrate and sailed away: Jayne Cobb. The Hero of Canton, they say, will one day return to Higgins Moon and free them from oppression. The more likely way for conditions to improve will be the Magistrate’s son, Fess, who is quietly working to reverse some of his father’s harshest policies.





Jiangyin - 49.0.0



Jiangyin is a small planet suitable for cattle ranching and foresting and little else. Jiangyin is dotted with small towns, where folk go about their business without much interference from the outside. Those who do come here from off-world usually have goods to sell to the ranchers and foresters.

Since the planet really has nothing of value, it is ignored by the Alliance, which doesn’t even bother to patrol it. Jiangyin has no central government. Each town or village is left to govern itself. It is one of the most primitive and backward planets, its people in such desperate need that they are forced to steel what they can’t acquire by lawful means – such as doctors to treat their sick.

The people of Jiangyin are a simple lot, especially those who live apart from what little civilization there is. These “hill folk” are superstitious and mostly uneducated, easy prey for unscrupulous leaders. A strong show of force is usually enough to intimidate them.





Lilac - 50.0.0



Lilac was named by someone gullible enough to believe what the terraformers promised – a planet of perpetual springtime. As it turned out, Lilac is more like a planet of ri shao gou shi bing. A small crop moon, Lilac is plagued with heat and a serious lack of water. Most of the farmers wage a continual battle against the elements, and what crops they do bring in are generally self-sustaining. There are some locations on Lilac where the rains falls on a regular basis and the sun nurtures the crops, not fries them. Farmers lucky enough to have land here do very well for themselves.

To add insult to injury, Lilac is located on the edge of what has now become Reaver territory. The people of Lilac fear that it’s just a matter of time before they’re attacked. Several of the major land-holders have joined together to contract with a private security firm to protect their property and lives in case of Reaver attack. That private security firm has its payroll delivered to one of the local banks. Just in case you’re interested in making a withdrawal.





Miranda - 51.0.0



The planet Miranda is not listed in the Cortex, nor is it found in any history database. Miranda is rumoured to be a Blackrock, a planet where a terreforming “event” killed the settlers and left the planet forever uninhabitable. Some folk might still be curious enough to pay Miranda a visit, maybe see if there might be something left to salvage, were it not for the fact that it lies in the heart of Reaver territory.





Regina - 52.0.0



The mineral-rich planet of Regina is known for its massive mining operations. Over three-quarters of the population work in one part of the mining industry or another. Most of the mines are run by the Corone Mining Consortium, although there are still a few local owners hanging on. Corone’s workers are underpaid and their working conditions can be extremely dangerous. The miners of Regina take a stoic pride in their work and the suffering they endure. As if things were not hard enough, the ore-processors and atmospheric conditions of Regina have created conditions for a disease called Bowden’s Malady, a degenerative affliction of the bone and muscles that leave the victims weak and in constant pain. While there is no cure, regular treatment with Padceline-D halts the progression of the disease and makes life tolerable.

The Alliance sponsors regular shipments of the expensive drug to Regina. The drug is drop-shipped to a central location and delivered by train to the individual mining towns. The people of the world are dependent on this government handout, though shipments are not as frequent as they should be.





Shadow - 53.0.0



Once it was aid that the prairies of Shadow stretched out so far under such a clear sky that a man could see from here to God’s plan. These days, all that is left is charred and blackened rock.

Shadow was known for its grain farms and cattle ranches. The planet was almost entirely rural, with small towns dotting the countryside. While it has a few impressive towns, there were no actual cities. Its people were hard workers and independent-minded. Shadow was one of the first worlds to stand against the aggression of the Alliance. Most of its young people volunteered to fight for Independence.

The aggressive bombing of Shadow during the war was meant to teach the Browncoats a lesson about the might of the Alliance. Instead, the bombing only hardened the resolve of those who fought and increase the Browncoats’ hatred of their enemy. Those few from Shadow who survived this difficult time lost loved ones, their lives changed forever.

Shadow today is a ghost planet. No one lives there. No one can.





Triumph - 54.0.0



Triumph is a tiny moon in orbit around the Heinlein gas giant near the edge of the system. With little to offer other than small areas suitable for farming, the moon became a refuge for folk who wanted nothing to do with modern life. The Triumph settlers live like the Amish of Earth-That-Was, using little in the way of advanced technology (though they do have the ability to contact the outside world if they are in need of aid).

The people follow their own customs. For example, in one town, the young girls are raised in a convent called the Maiden House. Trained to be subservient and to respond to a man’s needs, girls are married off in trade – a form of currency for settlers who have little else to offer.

Thugs and bandits find the settlements easy pickings, since the people are pacifists. The thieves steal goods and rough up the locals. The people of Triumph sometimes arrange with bands of mercenaries to protect them.





St. Albans - 55.0.0



One of the coldest planets in the ‘Verse, St. Albans’ terrain is almost entirely mountainous. What really makes St. Albans a whole lot of unpleasant is the gorram weather, for it snows almost continually. The entire planet is covered in drifts, even during what some laughingly call summer.

The people here are hardy folk. The principal work is mining the world’s rich mineral deposits. The Consortium’s not interested due to the harsh climate. The planet is divided into claims that the inhabitants prospect for whatever they can find. Theirs is a tough and lonely life, so the folk have developed a very strong community. If you offend one of them, you have offended all of them. The reverse is true, however: if you make one friend on St. Albans, the entire community will look out for you.









Appendix: Gorram Chinese - 56.0.0





The movement to leave Earth-That-Was stands out as a remarkable even in human history, one in which cross-cultural cooperation helped to achieve what some thought was impossible. In the effort to find a new home for humanity, the primary powers of the era - the United States of America and China – worked together to create the necessary technology, manpower, and logistics for the largest migration of people ever known.

Once the exodus of mankind had begun, the close quarters and difficult survival conditions in space broke down traditional barriers of language and culture. After a full generation have lived and died in the massive convoy of ships slowly trudging from star to star, the average person was at least bi-lingual and had a very multicultural outlook. A person’s ethnicity became far less important than competence and character.

This many generations later, the children of Earth-That-Was don’t think much back to the days of colonization, but continue the legacy by their almost universal fluency in both English and Chinese. Culture and language have both continued to evolve, with economics becoming a primary dividing line. It is easy to distinguish a person from the central planets from one born and raised out on the Rim. Slang and linguistic shortcuts are used on the frontier, though some have filtered back into the refined speech usually fond on worlds of the Core.





English and Chinese - 57.0.0



Folks in the ‘Verse speak English or Chinese, one or the other being the dominant tongues most everywhere. It pays to know at least a little of both if you plan to get very far. Of the central planets, Londinum is primarily English-speaking, while Sihnon stands out as a centre of Chinese influence.





Mutt Tongues - 58.0.0



Hundreds of languages made the great leap from Earth-That-Was and most of them survive in pockets and ghettos on most worlds. Only rarely, however, will anyone encounter a community that speaks a non-dominant language exclusively.






Cussin’ - 59.0.0



Human beings have happily fouled the gift of language with whatever inventive, vindictive, and insulting expressions they can imagine. While the traditional English swear words have survived intact. A few additional crude cuss words have been added to the common man’s vocabulary.

The basics include Gorram (“Run! It’s the gorram law!”), Ruttin’ (“it’s getting’ too ruttin’ hot in here.”), and Humped (“He’s got a gun on us. We’re humped!”). Cursing in Chinese is considered more imaginative and expressive, and most everyone does it – at least when his mother has left the room.





Fightin’ Words - 60.0.0



Some speech isn’t cursing by traditional definition, but it will cause fist and bullets to fly just the same. Religion, politics, social class, and wealth are touchy subjects – as is mention of the Unification war.

Browncoat: Member of the Independent Faction, Independent veteran. Adopted early in the war by the Independent Factions, a brown duster has become indelibly linked to supporters of the Independents’ cause. After the war’s end, clothiers made good money dying brown coats blue or grey as folks wanted to forget the past and let the past forget them. Those that still “wear the brown” do it on purpose.

Purple Belly: Member of the Alliance military, pro-Unification movement. A derogatory term for the Alliance military that became popular during the war. Comes from the fact that the middle section of the Alliance military’s chest armour is coloured purple. Pun on the term “yellow belly”.





Frontier Slang - 61.0.0



In English, there are two predominant speech patterns. “Core Speech” is carefully used and grammatically correct. “Frontier Slang” sounds sloppy and quaint to Core speakers, who judge the speaker as poorly educated and low class. Those born outside the Core are more likely to have at least a little of the Frontier in the speech.




Basic Rim world speech - 62.0.0



- truncate the “g” for “ing” words (“Schoolin’”)
- Pepper with slang adjectives
- Double negatives (“it don’t mean nothin’ out here.”)
- Using odd words and word forms in phrases
- Use “don’t” instead of “doesn’t”
- Ain’t
- Odd words: druther, yonder, dang, plumb, right smart
- Prefixing on “ing” (“a-runnin’”)
- No –ly on adverbs. (”She described the plan real simple. That job’s awful hard to do.”)
- Subject and Verb don’t match. (“We was goin’ there. He got none of that.”)
- Malformed verbs (“He growed up real good. He come by here last night. I seen it with my own eyes. He done run off again.”)


A few examples

- “Looks like we got us some immanent violence.”
- “We got no short of ugly ridin’ in on us.”
- “I’m just feeling kind of truthsome right now.”
- “We’re in some peril here.”
- “We just need a small crew, them as feel the need to be free.”
- “This here’s a recipe for unpleasantness.”
- “I’m shocked my own self.”
- “We’ll be there directly.”
- “But she does have an oddness to her.”




Slang: Frontier life - 63.0.0


- All-fired – completely (“Where’d she go getting’ all-fired jealous ‘bout this?”)
- Awful, dreadful, mighty, plumb, powerful – adjectives for emphasis (“Getting’ awful crowded in my sky.”)
- Bang-up – great. (“They did a bang-up job.”)
- Bughouse – mental hospital
- Git – go away
- Ornery – stubborn, not passive
- Peck – a large amount
- Preacher – anyone religious
- Shindig – a party, usually with dancing
- Shiny – good or valuable
- Size someone up – judge how tough they are or what their intentions might be
- Tetchy – sensitive or complaining
- Run afoul – get into trouble with
- Mule -a hardy vehicle used for towing or just getting around planet side, comes in both wheeled and hover varieties



Slang: Spacefaring - 64.0.0


- Atmo – atmosphere, as in to “leave atmo”
- The black – space
- Clean your housing – to give a thorough beating (as in a spaceship’s engine housing)
- Feds, Federals – members of the Alliance, it’s military, law enforcement, or functionaries
- Go to blackout – shut down power on the ship to avoid detection
- On the drift – in space without fuel unable to travel
- Reavers – madmen who live on the edges of civilized space, flying dangerous ships and preying on other space vessels
- The Rim – frontier planets, not the core
- The ‘Verse – inhabited space or the universe
- Being buzzed – sensors from another ship are actively sweeping you
- Boat - a spaceship



Slang: underworld - 65.0.0


- Doxy – prostitute
- Drops – illegal, addictive, narcotic drugs
- Second story job – breaking and entering robbery
- Scratch – valuables
- The goods – loot
- Went south – problems appeared, the plan fell through
- Tonic – amateur or illegal alcoholic drink
- Bushwhack – ambush
- Footpad – pickpocket thief in a town
- Hornswoggle – to trick somebody
- On the dodge – wanted by the police



Slang: technical - 66.0.0


- Advocate – lawyer
- Cortex – wide-spread information network (teh intarwebs)
- Geneseed – genetically engineered crop seeds used on freshly terraformed worlds
- Skyplex – orbital city or space station
- Wave – a communication: text, audio, video, or holographic





Chinese Phrases - 67.0.0



The Chinese that became one of the two primary tongues of the ‘Verse was originally known as mandarin – China’s official language. Mandarin, or Pekingese, is a dialect once spoken in that country’s northern part, primarily around Beijing city. The other major Chinese dialect was Cantonese, spoken down south in the Canton province. Way back in the Earth-That-Was days, the Chinese folk actually went through a bruhaha as to which of the two tongues to make official. Though no blood was shed far as we know, it was a verbal civil war. North vs. South fought with volleys of dead-waking hollers over the virtues of their respective cant.

Obviously in the end Madarin won out. So instead of yat zeu people shout chui se t tell folks to go to hell.

Chinese is a very different tongue than English, and is difficult to learn for those who don’t pick it up in the earliest years. Traditional Chinese has four inflections, five if you count the fifth “soft” one. You best enunciate each just right or you might have folk scratching their head, wondering why you’re so upset about losing a shoe when you’re really trying to alarm them of a man overboard.

We said traditional, because in the 26th century we go by New Chinese. Like English where new words constantly replace the old and nobody utters the Earth-That-Was slang, Chinese got a makeover too. The progression of humans into a bilingual community evolved the original language into a stripped-downed version. The main languages, Chinese and English, each have certain subjects and ideas it can express more efficiently. Over time, folks figured out what they are started replacing different parts of speech with whichever language that related their thoughts the best. A doctor in the 26th century wouldn’t hope to explain chi flow in English, for instance, any more than a control station would give docking instructions in Chinese.

Words and phrases became further streamlined – curmudgeon sticklers would say “corrupted.” But only those reared in true Old Chinese-speaking households would complain, and the accessibility made it much easier for lower-class folk of the English-speaking heritage.









Jung j’wohn guo hua Like a True Spacer. - 68.0.0



The above would read “Speaking Chinese Like a True Spacer” in English. In humanity’s new home, a collective of humans is all able to sear in a 5000+ year-old language – with a cowboy twang.

The following phrases can be tossed into whatever situation seems most appropriate – or not. These just scratch the surface of Chinese cursing possibilities. While even educated, refined folk swear every now and then, you’re more likely to hear most of these phrases out of a free-boosting fringe rat.

(A note, the rest of the book lists about three more real-life pages of Chinese phrases, so I’m only putting a few here. Ask me if you want more and I’ll type some more out for you – Sythe)



Alas, not good, what a mess, too bad: Jao Gao

Alliance: Nien Mohn

Bastard, jerk: Huen Dahn

Big stupid pile of stinking meat: Yi Dwei Da Buen Chuo Roh

Bottoms up: Gon Beh

Browncoat: Jone Yee

Cool: Ku

Crazy dog in love with his own feces: Ai Chr Jze Se Duh Fohn Diang Gho

Damn it: Ta Ma Duh

Done for: Wong Dahn

Engage a monkey in a feces-hurling contest: G’en Ho Tze Bi Dio se

Excrement: Mi Tian Gohn

Explosive diarrhea of an elephant: Da Shiong La Se La Ch’wohn Tian

Fool: Sah Gwa

Friend, pal, buddy: Puhn Yoh

Get lost: Kwai Jio Kai

Good or okay: How

Greetings: Ni How

Idiot, moron: Buhn Dahn (lit. stupid egg) or Chwen Joo (lit. Retarded Pig)

Junk: Feh Wu

Merciful Buddha protect us: Rung Tse Fwo Tzoo Bao Yo Wuo Muhn

Motherless goat of all motherless goats: Mai Yong Ma Duh Tse Gu Yong

Nuts: Shiang Ping

Pile of sun-baked dog shit: Ri shao gou shi bing

Screw you: Chwee Ni Duh

Shut up: Bi Jweh

Son of a bitch: Wong Ba Duhn, or Go Neong Yung Duh

Stupid son of a drooling whore and a monkey: Lio Coh Jwei Ji Neong Hur Ho Deb Yung Duh Buhn Jah J’wohn

Understand: Dohn-ma

What the hell is this crap: Juh Shi Suh Mo Go Dohng Shee