Frontier Explorer 020
Frontier Explorer 020
2012-2017 Frontier Explorer Magazine. The Frontier Explorer and Star Frontiersman names and logos are trademarks of the Frontier Explorer Magazine.
Wizards of the Coast, Star Frontiers and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. The rights to all material
presented here are retained by their original authors and are printed with permission.
Issue 20 Spring 2017
Legal The Frontier Explorer is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the
Coast LLC. The Frontier Explorer may use the trademarks and other intellectual property of Wizards of the Coast LLC,
which is permitted under Wizards' Fan Site Policy.
ii
Frontier Explorer
Campaign Material
Campaign Material
Originally, characters created with the Alpha Dawn box For myself I've been a fan of both rule mods although I
set had only two 1st level skills and very limited like to tweak A Skilled Frontier a little to suit myself.
equipment. Characters of this sort were commonly called However, even with A Skilled Frontier you still need a
beginning characters and they were not very capable good sized party to ensure all the critical skills are
and a party of such characters needed to be large (4-6) covered.
in order to have all of the critical skills covered.
Flash back to Dragon Magazine #91 (Nov 1984) and
But what if you only have one or two players? Should you Careers in Star Law by Alex Curylo. The article
flesh out the party with robots and NPCs? While this is an presented a set of guidelines for creating a character that
option, another possibility would be to create mid-range was entry level in Star Law but with some depth of
characters capable of acting somewhat independently. ability. These characters were well suited to operate in
These would be characters that may or may not qualify for pairs or even solo. They were elite in one skill (level 6)
the skills to operate star ship systems but they could and had a smattering of other skills.
certainly be on the cusp of that level of skill.
On the surface a Star Law PC could be created using
High level characters in Star Frontiers have traditionally either the Alpha Dawn rules or the A Skilled Frontier
been those with the Knight Hawks skills (those required rules and both would be on the cusp of gaining KH's skills
for operating starships). The prerequisites for KHs skills without inclusion of Spacer Skills Revisited. The
were maxed out skills from the Alpha Dawn side of the Careers in Star Law character creation rules create a
game. This created a level system well-rounded and capable mid-level
described as: character under either the official
AD & KHs rules or the popular fan
low level PCs walking around doing
creations.
stuff
mid-level PCs driving around doing stuff But there are a few omissions in that
high level PCs flying round doing stuff. article like money and equipment
since Star Law recruits are issued a
The maxed out Alpha Dawn skills tended certain amount of equipment.
to create situations that exacerbated the
problem of power creep, particularly in Alpha Dawn What follows is an adaption of the Careers in Star Law
style encounters. It also contributed to some player material for generic mid-level game play.
frustration where the expectation is that we're playing a
science fiction game so why cant we use starships? Mid-level Character
Things changed somewhat with publication of fan-created
rules modifications in the Star Frontiersman magazine: A
Creation Process
Skilled Frontier (issue #9) and Spacer Skills Revisited
(issue #10)
Option 1 Fixed Skill Levels
The following process outlines the steps to be taken to
With the A Skilled Frontier rule modifications, create a general mid-level character. It provides your
beginning characters had three 1st level starting skills starting characters with comparable numbers and levels of
from an expanded list of skills and primary skill areas skills regardless of their chosen area of emphasis.
(PSAs) and there was the possibility of even having a skill
to operate some star ship systems. Spacer Skills
Step 1
Choose race, roll ability scores, and modify those ability
Revisited didnt change the skill system but simply
scores as per Alpha Dawn Expanded rules on page 4
lowered the skill level requirements needed to get starting
(Steps 1-5).
starship skills, thus making them accessible earlier in the
characters career (although still not from the very Then add 1d10+15 points to any ability scores with the
beginning). caveat that if you add 2 points to one ability score you
must also add a minimum of 1 point to the other ability
score in the pair.
2
Frontier Explorer
Alternately, some or all of these extra points may be The skill levels in option one correspond to between 75
applied to racial abilities like Battle Rage, Lie Detection, and 137 XP depending on the skill system used and the
or Comprehension. selected PSAs. Thus assigning a number of XP for
purchasing skills and ability score increases between 95
Step 2
and 155 will allow the players to create comparable
Follow steps 6-9 Alpha Dawn Expanded rules page 4 to
characters to those generated with that method. If using
determine derived ability scores, racial abilities, gender,
the A Skilled Frontier rules, a value at the lower end is
and handedness.
more comparable.
Step 3a Standard Skill Rules
Choose the characters PSA. Next select one 5th and one However, this method also allows the referee to vary the
3rd level skill that must be in that PSA. Finally, select power level a bit more by assigning more or fewer XP at
one 2nd level and one 1st level skills from any PSA. character generation time depending on the needs of the
adventure or campaign.
Step 3b A Skilled Frontier Rules FE
Choose the characters PSA and two Secondary Skill
Areas (SSAs) as per the article. Choose one 5th level skill
from the PSA, a 3rd level skill from one SSA and a 2nd 35th Anniversary
level skill from the other SSA. Finally, select a 1st level
skill from any skill area. Commemorative Patch
Step 4
Give the character 1 free skiensuit and 1 free tool kit (tool
kit must be for a skill that he knows).
Step 5
Determine the characters starting money. Roll
(1d10+1)x1000 credits. This is a lot of starting money but
it does allow for a character to start with a vehicle or own
a robot which are big ticket items.
Step 6 (optional)
Determine the characters past service. The player may
choose a government service, organization, cadre, or
corporation that they have worked for in the past. During
the game the character may be able to gain information or
a small benefit or help from a contact still in that service
or organization at the referee's discretion. Role playing
may be required or a simple PER check. There may be
even long term consequences for this aid like the contact
holding a marker over the PC's head that he will seek to
collect on.
The 35th Anniversary patches are in and available for
Option 2 Fixed Experience order. We made 200 patches this time around and while
Points most of them have already been mailed out to those that
This option is similar to the above method but changes pre-ordered them, there are still a number of patches left
steps 1 and 3 slightly. All other steps stay the same. It is if you didnt place a pre-order and would still like to get
akin to the point buy system found in some other some of them.
games. The starting characters created with this method If you are interested in ordering one or more patches you
will be a bit more variable in their starting levels but will have two options. The easiest option is simply to go to
have comparable experience as if they had been http://starfrontiers.info/patch2017.html and hit the Buy
adventuring together to gain these skills. Now button. This will take you to PayPal where you
Rather than giving a set number of skills at a fixed level can select the quantity you want and place your order. If
and a few points with which to increase their stats and you dont want to order via PayPal, send an e-mail to
racial abilities, players are simply given a fixed number of [email protected] and let us know how many
experience points that they can spend on skills and you would be interested in and well work something
increasing their abilities. This allows the characters to out.
focus in on one or two skills at high level or spread their Order soon because once theyre gone
skills among many low level skills.
3
Issue 20 Spring 2017
Races
8
Frontier Explorer
seemed like an excellent location for the Raith to live. The https://en.wikipedia.org/wiki/Lobster
original stats on the Raith seem to imply they maybe be an
https://www.scorpsweep.com/facts/
elusive but dangerous life form on several planets. If so
than there are several possibilities that can be explored. Star Frontiersman 03, Star Frontiers Locations Map page
25 & Raith Lair page 26 by Bill Logan.
The Raith are a Sathar bioform seeded amongst the arid
worlds to hamper our colonization of our planets and The Rescue by w00t,
harass our citizens. The Raith are a form of Sathar http://www.starfrontiers.us/node/4066
Terrorism. An insidious alien conspiracy! Laco Citizen
http://www.d20pfsrd.com/bestiary/monster-
Van Jon
listings/monstrous-humanoids/scorpionfolk
They could be a Sathar bioform that the Sathar seeded on
http://www.dandwiki.com/wiki/Scorpionfolk_(3.5e_Creat
UPF worlds or even abandoned Sathar slave species. They
ure)
could also have been left across the Frontier by other
races such as the Clicks or a Precursor Race such as the https://en.wikipedia.org/wiki/Scorpion_man
Tetrarchs.
FE
The Raith are a genetic accident, clearly one of the
mega-corporations created these monstrosities and the
government no doubt backed this insane plan. Why you
ask? Perhaps it was a misguided attempt to create a super
warrior or perhaps they need to create a False Flag
situation to keep the UPF races united out of fear and Starship Dice Tower
maintain their power over us! I tell you its a conspiracy
of the rich and powerful to enslave the colonies! Vido
from Outer Reach
The Raith could be a race released or escaped from a
Mega-Corps lab or even a new race that has developed
because of exposure to mutagens on a planet.
We need to find a way to become one with this world and
live in harmony with all of the verses life forms. The
Raith are just misunderstood creatures of the waste-lands.
Misunderstood because of our own disharmony. We need
to give peace and harmony a chance. The Raith are the
voice of the Verse on this world. Would you like this free There are a lot of dice towers out there but they seem to
literature on how to be one with the Voice? Brother all be based on castle towers. I went looking for a
Gwen of the Church of the Universal Voice. science fiction themed one and couldnt really find
anything. And there definitely wasnt anything shaped
The Raith are the Wrathful Hand of the Divine! Lux
like a spacecraft. So I decided to create my own.
10:14 The Hand shall rise in the wilderness, consume
the unclean and destroy the infidel. Repent Sinners! The picture above shows the model, the unpainted
Clarion Citizen Yang Song prototype and the final painted version. If youd be
interested in owning your own starship dice tower, they
The Raith could be native to a specific planet who has had
can be ordered from the New Frontier Games website at
nothing but bad experiences with colonists or they could
the following links:
even be surviving pocket populations of an ancient race
that once dominated the stars and has been reduced to - 3D model files to print your own:
primitives on most of the worlds they colonized in ages http://newfrontiergames.com/node/10
past.
- 3D Printed dice towers:
http://newfrontiergames.com/products/3d-objects
References The printed towers are available in two sizes: 8.6 and
http://www.scorpionworlds.com/facts-about-scorpions/
12 tall, and two styles: the default style pictured above
http://arachnoboards.com/threads/is-loud-noise-harmful- and an alternate style where the ship is poised on the side
to-scorpions.97537/ of the landing pad/dice tray. The ships and trays are
available in a variety of colors and since they are
https://en.wikipedia.org/wiki/Scorpion
individually printed, dont have to be the same color.
https://en.wikipedia.org/wiki/Eurypterid
9
Issue 20 Spring 2017
Miniatures
FE
11
Issue 20 Spring 2017
Creatures
Creature Conversions II
Laura Mumma
Barl Nep
Type: Small (up to1 meter)
Beaster Bunny
# Appearing: 1
Move: Medium (12 meters/60 meters) Description
IM/RS: 5/45 The Beaster Bunny looks like a cross between a rabbit and
a large lizard rabbit eyes & body shape but covered in
STA: 150 reptilian scales and fur. It has iguana like dorsal spikes,
Attack: 80 and the creature sheds much of its fur in summer months.
Damage: see Special Defenses Beaster Bunny
Special Attack / Radioactive Oil Slick & Natural
Medium Carnivore, 2-3 meters
Defenses: Body Armor Type:
long
Native Planet: Gamma III
# Appearing: 2-200
Fresh water lakes, ponds,
Habitat: Medium: NS: 25m/turn CS:
swamps, large rivers.
Move: 50m/turn MS: 125m/turn TS:
17m/turn, burrows: 25m/turn
The barl nep is a totally black fish that can attain a length
of up to 1 meter. It is covered in plate-like scales that are IM/RS: 6/55
extremely tough (a natural toughness similar to plastic Stamina: 75
armor plates) that allows it to survive most forms of attack
unharmed including beam weapons. Attack: 75
No. Of Attacks: 1
If attacked, it will secrete a radioactive oil (-30/R10) that
covers an area 10 meters in diameter. Victims of this oil Damage: bite 2d10, claws 1d10
slick must pass a STA check at the end of duration, poisonous bacterial infused bite
Mutation chance is +6% per day not treated (+6% min to Special Attack:
S5/T10
60% max) This radioactive oil will last up to 10 minutes
or 100 turns (in calm lake or pond water.) Special Defense: none
Native World: Unknown
Habitat: varied
Background
The origin of the Beaster Bunny is hotly debated amongst
scientists with some believing it is a Sathar bioform,
13
Issue 20 Spring 2017
Bladder Rat
The Blaash Type: Medium Herbivore
TSR first introduced the Blaash in the 1978 Gamma
# Appearing: 1-60
World 1st edition by James M. Ward and Gary Jaquet.
Floating slow 15m/turn
Move:
Blaash Jetting fast 90m/turn
Type: Medium Carnivore IM/RS: 70/7
# Appearing: 1-10 STA: 50
Slow (4/9 meters) (45 Attack: 50
Move:
meters top flight speed) Damage: Claws - 1d10
IM/RS: 5/50 Quills 2d10, Rock Drop 1d10
STA: 100 Special Attack: per rock (up to 4), Detonation
Attack: 80 8d10 (see description)
14
Frontier Explorer
The tail of the Bladder Rat is prehensile and they can hang will have 3-4d10 animals and a large colony 5-6d10
from it if they choose or use it to carry items or latch animals.
around things.
If the Bladder Rat is threatened they will drop 1 to 4
The bladder rat has a unique metabolism that produces ballast rocks at the threat and rise higher to put distance
hydrogen that it stores in a bladder allowing it to float or between themselves and the PCs (to determine how many
fly without wings. The back of the creature has 3 natural ballast rocks are being dropped multiply colony size times
vents from which excess hydrogen can be vented. 1-4, 1d10: 1-3=1, 3-6=2, 7-9=3, 10=4).
The creature has 6 grasping legs that it uses, often using 2 These creatures form male female breeding pairs, and
pairs to grip rocks or branches as ballast. Each limb ends raises nests of young usually high in trees. The female
in a 3-clawed foot. gives live birth to 1d10 pups.
Specimens have been observed to use the excess gas Shooting Bladder Rats causes the individual animal to
vented for limited jet propulsion. They will drop ballast to explode like a grenade sending flaming Bladder Rat quill
rise or vent gas to drop or jet in between trees. They often shrapnel in all directions doing 8d10 damage in the blast
appear to be slow moving herbivores amongst forest trees radius. Shooting a single Bladder Rat floating amongst a
unless threatened when they will suddenly propel group of Bladder Rats can set off a very deadly chain
themselves at surprising speeds (when floating or reaction of exploding Bladder Rats.
climbing about in a tree this
creature only moves 15 meters
per turn but when emergency Blight
jetting it can move up to 90 TSR first introduced the Blight in
meters per turn). the 1978 Gamma World 1st
edition by James M. Ward and
Bladder Rat infested forests
Gary Jaquet.
can pose a safety risk if the
Bladder Rat drops ballast from This 3 meter long carnivorous
above (1d10 damage per rock winged worm can have a wing
that hits target). Some span of up to 10 meters. It may
xenobiologists claim Bladder Rats become invisible at will, and when
colonies have been observed to it swoops down from the sky onto
bomb threats in what appears to be its prey, its first attack upon becoming
corporative efforts to protect their visible will be a flash of light that will
nests. blind for 1d5 turns any creature who looked at
it. Although it can bite, doing 2d10 of damage,
A nest usually contains 1d10 animals, a small
its preferred mode of attack is constriction.
colony will have 2d10 animals, a medium sized colony
When it is coiled around a victim it does 3d10
of damage per turn. The blight is completely resistant to
Blight radiation, heat, and sonic attacks.
Type: Large Carnivore
# Appearing: 1-4
Slow (1/6 meters) (5 max Bugabeezs
Move: slither speed/30 meters top Bugabeezs were inspired by my grandsons name for
flight speed) bugs.
IM/RS: 4/40 The Bugabeez is a small, ladybug-looking creature that is
STA: 60 usually blue and marked with black stripes or dots. They
build hives like bees.
Attack: 75
These creatures produce a very sweet blue glowing honey
Bite 2d10, Constriction that is a delicacy to Insectoid and Satharoid species. The
Damage:
5d10 per turn. honey is made into various treats and glowing blue
Flash of Light blinds for 1- alcohols. Specific varieties of honey are produced by
Special Attack:
5 (1d10/2) placing hives in fields of certain plants, which effect taste,
Resistant to radiation, heat scent, and stimulating effects.
Special Defense: and sonic attacks. The honey is toxic to races other than Insectoids and
Invisibility. Satharoids. The raw honey has a highly hallucinating
Native World: Gamma III 15
Issue 20 Spring 2017
effect on other races which lasts 1d10 turns doing 10 secretion with adhesive properties that is constantly
points of damage the same amount of time (S10/T1d10) exuded through pores of the creature's skin. The only
and if the alcohol made from the honey is consumed the sound Glueys make are moans, groans, grunts and
effects are worse (S20/T2d10). Effects of the honey on gurgles. Glueys appear to have no way to speak. Glueys
Insectoids and Satharoids are stimulating or enhancing but are telepathic amongst each other.
not toxic or overwhelming to their senses.
Gluey
Bugabeezs honey, combs, products, and alcohols sell in
the Frontier for extremely high prices. Some Frontier Type: Medium Carnivore
Governments forbid the import or export of Bugabeezs or Size: 1.3 meters, 65 kgs
any products made from them, while others have tight
controls on such products because of the effects on other # Appearing: anywhere from1-4 to hundreds
species. Several highly stimulating drugs, bio-medical Very Slow NS: 5m CS: TS:
Move:
drugs, or treatments and poisons are made from dried MS: 20m
ground Bugabeezs, their honey, and combs. IM/RS: 6/55
The Vrusk where originally thought to have introduced STA: 84
these creatures to the Frontier but recent discoveries of
unique wild populations on recently explored planets, Logic: Average or better.
often with evidence of a previous inhabitation, have Attack: 60%
xenobiologists now considering the possibility that an No. of Attacks: 1
ancient race may have spread these creatures as part of
their agriculture practices. The variety featured above is Absorption 3d10,
Damage:
the common variety raised by the Vrusk. constrict/smother 1d10
Special Attack: Adhesion & Grapling Limbs
Special Defense: Adhesion
Native World: N/A
Habitat: Caves or Cement type bunkers
Genotype: Dralasite
Genetic Stability: Stable
Telepathy only to/from other
Mutations:
Glueys, Adhesion
Bugabeez sketch from the field notebook of xeno-biologist Aqua Origins and Reproduction for
Veltlauffer (Danae Stephens)
the Star Frontiers Setting
The Gluey is mutated species of the Dralasite race, caused
Gluey or Adherer by radiation and biochemical mutagens which created a
The Gluey first appeared in White Dwarf number 7 new species. Glueys can produce more Glueys by splitting
June/July 1978 edition created by Guy Shearer. From off another creature in the same way normal Dralasites do.
there it found its way into the 1979 Dungeons & Dragons In addition a normal Dralasite exposed to the right
Fiend Folio. mutagenic and or radioactive conditions can be
transformed into a Gluey. Such exposer could be
Description accidental or purposeful (survivors of bio-chemical
At first glance this creature is vaguely reminiscent of a warfare weapon inflicted on them, lab experimentation,
mummy, with folds of off-white skin resembling filthy exposure to nuclear contamination).
bandages. The "bandages" act like limbs to reach out and The transformation accelerates the victims metabolism
grapple victims. In addition to the two arms and legs resulting in the Gluey reproducing at accelerated rates
Glueys usually posses, they can in one turn send out a budding while in female stage 3 times a GSY, shortening
number of bandage like grappling limbs equal to their their life spans, growing limbs more quickly, improving
DEX divided by 10 rounded up. The average NPC Gluey DEX and RS by +10, reducing STR -10, improving STA
has a DEX equal to their RS. +10 and making them very hungry. Once a Dralasite
The creature has a sour, mucilaginous smell that transforms into a Gluey they will live for only 35 years
accompanies it. The smell comes from the resin-like more. Glueys that are born from Glueys have a life span
16
Frontier Explorer
of 35 years. The Gluey retains all knowledge they possed The resin is flammable in nature, making it susceptible to
before being transformed into a Gluey and can learn new beam weapons and fire based attacks. It will take full
information. damage from normal fire, and any beam weapon requires
a STA roll by the Gluey, success means the creature takes
Increased Metabolism normal damage, failure means it takes double damage.
This defect forces the Gluey to spend great amounts of If a gluey is killed while attached to a player character and
time feeding. In combat it must stop every 9 turns (54 there is no way to remove the gluey, then the victim and
seconds) and spend one turn eating, before returning to the dead gluey will have to be carried by their mates to
battle, or lose 2 stamina points each melee turn thereafter. somewhere with the means of getting the gluey off, which
NOTE: these losses are temporary. involves heat and boiling liquids.
Habitat & Habits
Glueys are territorial creatures that tend to live in shallow
to deep caves, underground cities, bunker systems, etc. Phase Spider
Though occurring and living in groups (probably related) The Phase Spider to my knowledge first appeared in the
the group does not seem to have a defined hierarchy, there original Greyhawk supplement of 1975 by Gary Gygax
is never a clear leader. Each creature acts on its own and Rob Kuntz. The Phase Spider has developed and
instincts. evolved over the years and entered into many gaming
Living spaces of the creature are usually clean. The systems. The Phase Spider was one of the creatures in the
creature can secrete a solvent for its resin at will, which D&D module S3 Expedition to the Barrier Peaks by Gary
allows it to voluntary release items attached to it. Glueys Gygax published in 1980. The module was however
do collect and hide things of use to them. The resin does originally a 1976 tournament scenario at Origins II. It was
not stick to stone (cement), Glueys however can live in also featured in the original 1977 Monster Manual. The
other environments such as metal ships by excreting appearance of the Phase Spider as one of the many
solvent. zoological specimens in a crashed spaceship in S3
Expedition to the Barrier Peaks establishes this creature as
This creature lays in wait for its victim, usually covering an alien life form opening up options for referees in Star
its body with items that help it blend in with the Frontiers who need a real challenge for Player Characters.
surroundings. They are very skilled at concealment, thus I have attempted to retain as much of the original flavor of
have an advantage to surprise, but because it relies on this creature in this conversion. I acknowledge that the
stealth attacks, if it is spotted before it can leap onto its creature has evolved with time in the Dungeons &
victim it will flee 40% of the time. Dragons System. However, not all concepts from that
When the creature leaps out onto the target (usually system may work well in Star Frontiers therefore I have
closest) it will attempt to attach itself by means of its chosen to present this creature in its more basic concept
adhesive resin which covers the whole creatures body. form to allow for a different evolution to occur in this
Once attached the creature will punch, kick, and if game setting and give referees greater creative license.
possible, suffocate the victim. If the creature is attacked
by its victims companions it will attempt to use the Description
victim as a living shield between itself and the other These creatures appear as very great spiders. There are
attackers. two varieties of these creatures: a dwarf variety about 2
meters long and a larger standard variety about 5 meters
Damage for a generic NPC Gluey are: long. Both varieties are equally dangerous. The Phase
punch/kick 2 (Gluey NPC STR is 40) Spider does make sounds that are likened to leaves
constrict-smother 1d10 per turn but can smother in 2-5 rustling.
turns if the gluey successfully blocks air off
absorb (eat victim alive) 3d10. Background
On some long forgotten and previously explored (by
All edged or blunt weapons will stick to its body, doing someone) or at least scouted world these creatures live, on
only half damage. Piercing weapons do full damage but the planet that ship later crashed on they could exist or
will require the next turn to pull free. The adhesive is very have once existed. (In my setting Yazirians believe the
strong requiring a STR of 80 to break free. Phase Spider to be a mythic creature, a Yazirian boogey-
Fire, boiling liquids, beam weapons, or the creatures own man to frighten children with, and no one believes in the
secretions can weaken the adhesive bond. Boiling liquids modern Frontier they are real.) If extinct in the Frontier
reduce the effects of the resin for one combat round only some over eager scientist (say at GODco) could
to the point that STR 49 can break free. After one round accidentally resurrect the species from some carcass part
the resin returns to full strength. that was an ancient clan relic the Family of One had
17
Issue 20 Spring 2017
acquired or perhaps they are on a drifting ship in the Out right moment to attack. They can shift from one
Black waiting for new prey and a chance to colonize dimension to the other as a free action and back again as a
better hunting grounds. move. The Phase Spider will appear, strike and phase
away, allowing his poison to do its work. As this is going
Phase Spider on the creature will move on to the next party member and
Standard is Large, Dwarf is do the same.
Type:
Medium, Carnivore
The Poison
# Appearing: 1- 4 Victims are injected with a S30/T! toxin which
Slow NS: 5 meters CS: 10 immediately paralysis them. The poison of a Phase Spider
Move: meters TS: 3 meters MS: 25 is a terrifying thing. A Phase Spiders poison will drain
meters Speed In Web: 2 meters 30 points of STA per turn until medical intervention
occurs.
IM/RS: 4/40
Surviving The Poison
STAMINA: 65
Few adventurers survive the poison of the Phase Spider
Logic: Poor but those that do loose 30 points of STA permanently.
Attack: 60 Mutation
No. Of Attacks: 1 There is a 10% chance that those survivors of the Phase
Spiders poison will mutate and develop the ability to
Damage: 1d10 bite
Phase Shift.
Special Attack: Poison see below
Phase Shift
Special Defense: Phasing see below Mental; Activated, SL
Unknown, Transdimensional The character can phase shift himself. He can phase shift
Native World:
Species and stay up to one hour in the other dimension before
All habitats accept frigid, found returning and then an additional 30 minutes per skill level.
Habitat:
above and below ground. The character can shift 4 times per level per day. The
character can see into their normal dimension from the
Attack & Defense phase dimension, but cannot hear the normal dimension,
the phase shifted character like the spider cannot be seen
When attacking or being attacked, the Phase Spider is able
or heard by characters in the normal dimension.
to shift out of phase with its surroundings, bringing itself
back only when it is ready to deliver its poisonous bite
(usually from behind). When out of phase Phase Spiders
The Web
are impervious to nearly all forms of attack unless These creatures are web builders. They will construct their
players can figure out a way to prevent its teleportation sticky traps horizontally or vertically so as to entrap any
ability or get weapons to work across dimensions they are creature which touches the web. Some will lurk above a
at a great disadvantage. Phase spiders will seek to evade path or a water or food source for other creatures in order
encounters which are unfavorable. to drop upon prey.
It is believed the Phase Spider teleports itself between The web is tough and clinging. Any creature with a STR
Normal Space and another dimension just slightly out of stat of 70 or greater strength can break free in 1 turn, a 65
phase or closest to Normal Space. The Phase Spider strength requires 2 turns, etc. Webs are quite inflammable.
moves between Normal Space and the other dimension to The Phase Spiders Web does possess other unique and
hunt. It is unknown at this time exactly how this natural difficult to explain properties. It has been observed that
teleportation mechanism works. The few scientists who prey (usually an unlucky explorer) once bitten and
have studied these creatures are all believed to have bundled in the Phase Spiders silk will often vanish from
become victims of them. this dimension. It is believed that the Phase Spider can
It is unknown if this other dimension is the same as Void weave its webbing or activate the webbing in such a way
Space. What has been determined is that though people in that the webbing teleports to the alternate dimension.
Normal Space cannot see the Phase Spider the Phase As survivors of Phase Spider encounters are rare,
Spider can see or detect its prey in Normal Space from scientists are unsure as to the reliability of these reports.
this other dimension. The Phase Spider is equally at home When a web is encountered there is a 75% chance the
in both dimensions of space. Phase Spider is present observing from its other realm.
The Phase Spider sits in the alternate dimension where it FE
is 100% silent and invisible to its prey waiting for the
18
Frontier Explorer
Titan rising 1 19
Issue 20 Spring 2017
Titan rising 2
20
Frontier Explorer
Creatures
Greetings fellow beings. A few years ago we received a the wrong scent is a great way to get oneself attacked.
Minotaur Sealion for our menagerie here at the Jurak There are unsolved suspected murder cases where the
Hangna Foundation. It has become a favored attraction of victims have been strangled and bitten by rakes that have
visitors here at the JHF. However, Merek is showing the mysteriously made their way across interstellar space to
signs of isolation from his kind and his need for a mate. cities like Port Loren and New Hope.
Fortunately our years of seeking a mate for Merek have
Current theories on these suspected murder cases are that
finally paid off. The Minotaur Wildlife Administration
the victim is first marked with an attractive scent by
has granted us a female sealion named Laka that was
tampering with a cosmetic or hygiene product used by the
captured living a solitary life near the city of Maze and
victim. Then the rake is secretly introduced to the victims
had to be relocated or euthanized. We owe a great debt to
home or other environment and the scent draws the rake
the children of the Apollo Preparatory School of Maza for
to the victim. Rakes are ambush predators and will wait
saving Laka by matching her up with the JHF and Merek.
for their prey to rest or become motionless for a long
Laka just arrived from Minotaur in freeze field in great
period of time before slowly and gently wrapping around
health and with a little something extra.
an appendage or portion of the body with a diameter about
an eighth of their length so they can get multiple wraps
Extra troubles before they start constricting and ripping with their jaws.
Dwain and I prepared Mereks habitat with a divider to
A startled rake will jab and strike with its head as an
keep him separate from Laka and control his introduction
attack. A rakes head is hard and boney allowing it to
to her in the weeks leading up to Lakas arrival. The day
pierce flesh and imbed itself in and stay attached to its
Laka arrived she was taken in her freeze field into her half
victim while it draws its body around to constrict and rip
of the habitat. We opened the cage around the freeze field
its victim. The many spiny legs of the rake are painfully
and Dwain went inside to deactivate the field. The bottom
adept at grabbing onto the flesh of a victim. Once a rake
of the cage was covered with dried silt from her capture.
gets around a body part these spiny legs contribute to the
Dwain deactivated the field and began taking biometric
ripping effect lead by the mouths on the underbelly of the
readings of Lakas health as she slowly woke up. About
rake. The rake will use its spiny legs to pinch and pull at
fifteen minutes into the process as I was hauling a piece of
the flesh as the mouths rip and bite into the victim.
the cage out of the habitat when Dwain scared the life
enemy in me with a holler of, Rake! and he jumped
back out of the cage and knocked me over. There in the
bottom of the cage stirring to life was a 2m rake.
Equipment
Translator Microbes
Laura Mumma
This new little microbe was inspired by the FarScape The range of the microbes is 2 meters per individual.
television series. I have adapted it for Star Frontiers. I These telepathic microbes only allows a conversation
have attempted to make it less of a plot device to explain to be understood not the reading of private thoughts.
why all the aliens can always understand each other.
The microbes must be possessed by both speakers to
have a functional two-way conversation. However, the
Fitting Them Into The SF host of the microbes will understand someone who
Background does not possess the microbes but will not be able to
The origins of the Translator Microbe is open to debate. communicate back and be understood.
They were first encountered as a rare alien enhancement The microbes cannot translate machine languages.
for sale in the Minzii Marketplace. They have since been
Individuals or species with Mind Shield, Shield,
identified in the remains of dead Sathar. It is not known if
Mental Reflection, Telepathic Block, or similar type
the Sathar developed them or if they acquired them from
another race. It is not known how the microbes are grown psionic abilities cannot have their languages translated.
outside of the host body prior to injection as this is very It is up to the referee if any natural phenomena, drug,
alien bio-technology and there are some fears concerning or other outside influence can kill, harm, or interfere
the idea of brain farms someplace out in space. with these microbes and what side effects will be
appropriate to assess on the host.
Laws: Some governments may be resistant to the use of
these microbes for a variety of reasons or view them as a Modifiers
biological threat and react as they see fit upon discovering The microbes sometimes fail to translate all conversations
an individual possessing them. 100% correctly. This occurs 20% of the time when only
Cost: 1000 Credits (as this is not a common commodity in one party has the microbes. If both parties speaking
the Frontier or the Rim). possess the microbes, there is usually no translation errors
though this does not mean the parties will have 100%
What They Do comprehension, they may not understand an alien species
Translator Microbes are injected at the base of the brain metaphors or unique concepts unless explained to them.
where they proceed to multiply quickly with no known The microbes can be somewhat literal when translating
negative side effects. They bestow upon their host the creating baffling phrases for another language speaker. In
ability to understand the spoken language of alien races. rare cases an alien species language maybe too complex
In some alien races that regularly employee the microbes for the microbes. Such languages should be impossible
it is rumored that they are injected into the host at birth. for mechanical translators as well, and in all cases the
alien species in question must learn to communicate
How They Work slowly and with simple sentences for the microbes to
Once the microbes are injected they almost instantly go to understand them or a mechanical translator device to work
work. Roll a 1d10 to determine how many turns it will if that is even possible for that race to do so.
take before the host can understand others. The microbes
work by creating a psionic telepathic field that is always Facilitating Learning of
automatic as long as the microbes are alive.
Another Language
An individual with these microbes requires less time to
Limitations actually master a new spoken language. Thus an
The microbes cannot help an individual read written individual with these microbes can accelerate learning the
language. conversational version of a language, if the individual is
The microbes cannot translate recordings or broadcast formally studying the whole language (reading/writing)
language. then this increase in verbal conversation will accelerate
The microbes only work when speakers are within the the ability to read and write as well. The learning time for
physical presence of each other. each new skill level is decreased by 25%.
FE
24
Frontier Explorer
Equipment
A vambrace is a piece of armor worn on the arm; vambraces are made of polyplate, come in cool colors like
especially the forearm. black and red, and are designed to aid in defense. A
character wearing either sparing or defender's vambraces
The negotiations were going poorly. The intel on Jade
and declaring that he is defending in combat gains an
Diablo Corporation being a pirate front was likely true.
additional 5% bonus to defense (example: melee attacks
The corporate executive's "assistants" who really looked
against a defending opponent are -15% but with sparring
like mercenary enforcers in boardroom suits were cocky.
or defender's vambraces the modifier is -20%).
And why wouldn't they be since they had insisted that
Hazred's party come disarmed. Even though they clearly A character with melee weapon or martial arts skill and
had the bulges of concealed weapons within their wearing defender's vambraces and declaring that he is
corporate looking suits. defending may inflict his punching score on his attacker
every time an attack is made against him whether that
Hazred was careful to keep his Yazirian Poker Mussel
attack hits or not. By making a successful skill check
from showing his satisfaction at their cockiness. They had
(melee weapons or martial arts skill) the wearer may
clearly overlooked the concealed weapons he had
inflict his punching score on the attacker. Note:
obtained for this very negotiation on his last trip to the
Defender's Vambraces are compatible with partial and full
Minzii Marketplace. His captain was outfitted with
polyplate armor but using them with full polyplate armor
Needler Bracers and he had a Gladius Bracer that he was
carrys a -5% modifier to the skill check to do damage
excited to try out on these mooks. Hazred, as his captains
while defending.
security chief had planned for concealed weapons that
would give them the edge in initiative if things went sour. Padded Sparring vambraces: 25 Cr
These dumb mooks would be slowed by their weapons
Defender's vambraces: 60 Cr
being holstered under their suit coats but they'd find out
soon enough that you don't mess with a Capellan Free
Merchant and not come out unscathed.
Needler Vambrace
This item is sometimes bought and worn in pairs. It is
There was a twitchy sideways glance by the "executive" made of lightweight polyplate construction and designed
toward his assistants but Hazred and his party read the to look like the Explorer's vambrace. Each one conceals a
tell and responded with swift action. The combat was over needler weapon usually loaded with sleep ammo (INT
in seconds. They DUCT taped the executive to a chair check to spot that it is a concealed weapon although a
administered StimDose to counteract the sleep toxin from character wearing 2 explorer's vambraces should also be a
the needler ammo and recommenced negotiations but with giveaway that something is up). The weapon conforms to
the arrogance and bravado taken out of the Jade Diablo the stats for a needler pistol with only three shots of ammo
exec's sails. and no extreme range. All rules for range weapons apply
including off hand shooting. Note these vambraces are
Explorer's Vambrace compatible with partial and full polyplate armor.
This item is of polyplate construction and worn on a
Cost: 200 Cr
forearm. It incorporates a compass, flashlight, and toxy-
rad gauge into a single item. The toxy-rad gauge can be
set for audio or vibration alerts. The flashlight shines out
The Gladius Vambrace
over the back of the hand. There is a "secret" This item is of polyplate construction and must be rigidly
compartment that is suitable for hiding vitasalt pills or strapped to the forearm. It carries a spring-loaded,
solvaway but the vambrace does not come with these. retractable short sword concealed within the vambrace.
The virtue of this weapon is that it adds +1 to a character's
Cost: 20 Cr initiative modifier and there is no penalty for initiating
combat without a drawn weapon. It functions as a sword
Defender's Vambraces in combat and may double as a machete in the wilderness.
Sparing vambraces were developed for training in INT check to spot that this is a concealed weapon.
unarmed combat but because they are bulky padding they
Cost: 60 Cr
dont look very cool or dangerous. The defender's FE
25
Issue 20 Spring 2017
Races
BAdder Conversion
Laura Mumma
TSR first introduced the Badder in the 1978 Gamma with the utmost tenacity, but limits jaw movement to
World 1st edition by James M. Ward and Gary Jaquet. In hinging open and shut, or sliding from side to side without
the original setting of Gamma World, the Badder is one of the twisting movement possible for the jaws of most
the many dangerous intelligent species. As Gamma World mammals. It has small ears on the side of its head.
developed and changed, many folks have actually used
Badders in a post-apocalyptic setting commonly employ
them as a player race option. Like the Ark there are
simple armor, shields, and all sorts of weapons (each is
several possibilities for this creature being in a Star
only 10% likely to have an Artifact weapon or advanced
Frontiers setting. In my setting they are native to Gamma
weapon). Thus there is no reason they could not employ
III in the Gamma System.
advanced weapons in a fight. They can also deliver a
They could be a mutated life form from the human home vicious bite for 1d10 of damage.
worlds fauna introduced on a Frontier planet and could
Badders are hard of hearing, but have a keen sense of
have equally come into existence on one of the
smell and Night Vision. They have a LOG of 65 for
quarantined planets, the mutated descendents of
mental resistance and possess empathy. Can burrow at a
zoological specimens. It is possible that the colony ships
speed of 1 meter per minute.
the Morden or the Warden is their origin in space. The
Gamma World timeline that includes these Metamorphous Badders have thick reddish, brown, grey, or black fur (or a
Alpha ships was published in Dragon 88 (August 1984) mix of said colors) with stripes on its cheeks and one
Before the Dark Years by James Ward. Finally perhaps stripe running from its nose to the back of its head. Albino
they are an alien species that just happens to look like badders are rare. Individual badders are easily recognized
badgers. I have fleshed out their basic culture and biology. by the width and shape of their facial stripes, scars from
fights and how much of their ears are left the
Description conspicuous white tufts are often lost in skirmishes
making it possible for other races to identify individuals
by sight.
Badger-like mutants average
stats from Gamma Dawn Badder
STR/STA: 40/30
Type: Omnivore (Small 1.5 meters tall)
DEX/RS: 35/35
2-18 for a cete, cetecetes can be
Two claw attacks for 2d10/2d10 damage. Has a speed of # Appearing:
much larger.
5m (even if bipedal). Has night vision as the mutation.
Can burrow at a speed of 1 meter per minute. Move: Slow (5 meters/25 meters)
IM/RS: 4/35
Badder: Badgeroids: Digger- STA: 30
Folk
Attack: 65
Also called the Digger-folk, these highly intelligent
bipedal badgeroid species prefer to inhabit cool temperate Number of
2
zones. They are approximately 1.5 meters tall. The badder Attacks:
is a mammal with a somewhat flat or wide body, with Bite 1d10, Two Claw attacks
short stout legs and arms. They have manipulative Damage:
2d10
forepaws with long, sharp front claws and walk erect.
They have a thick muscular neck. Special Locking Jaw, Empathy, Keen
Attack/Defense: Sense of Smell, Night Vision.
Their face is triangular with a long, pointed, tipped-up
Native World: Gamma III (or referees choice)
nose. Their lower jaws are articulated to the upper by
means of transverse condyles firmly locked into long Mountain and Forests, Clear or
cavities of the skull, so dislocation of the jaw is all but Habitat: Deserts, Ruins or Radioactive
impossible. This enables the badder to maintain their hold Zones
26
Frontier Explorer
Badders have two sexes: male (boar) and female (sow).
Males can generally be distinguished from females by
their broader, more domed heads, fuller cheeks
and thicker necks. Tails are a less reliable guide males
typically have thinner, whiter tails; females shorter,
broader ones.
Racial Abilities
Night Vision
Physical, Automatic, no skill level (SL)
Is able to see well in low light conditions. With a full
moon shining, a creature with night vision can see as well
as other creatures can see during the day. On a night with
no moon, they can see as well as if it were a full moon.
The creaturess daytime, or bright light vision, is
unaffected.
Hard of hearing
Is deaf to everything outside of a 3-meter radius and, if
alone, the creature is surprised on a roll of 1-5 on a d10.
29
Issue 20 Spring 2017
become old enough to join the hunt. During the time
period it takes for a male to mature, no cete group is Support the Frontier
allowed to attack the cete. Cetes and Cetecete power
structure is a complex interchange between the males Explorer via Patreon
and females and it is probably unwise to view it as
male or female dominated.
Equipment
One of the most common masseuse bots in the Frontier is poly-vynaltex rubber. The bot conforms to the dominant
the Therapeutic Anatomical Massage Bot or "TAMmy" B species type of the local population though the human
series. Manufactured by Tachton Instruments for the body type is a common default for areas with mixed
Starplay subsidiary Therubotics LLC. populations. The B1 & B2 models were level 2 and never
spoke but the B3 model is level 3 and does in soft
Therubotics developed Starplay's line of sports therapy
soothing tones. All masseuse bots use a 300 Cr robotics
robots for maintaining the good physical condition of
program that tells it how to manipulate a client in
athletes competing in Starplay's various sports leagues.
anatomically correct ways to induce pain relief and not
The development of the masseuse bot expanded
cause injury, this includes the famed Yazirian "Bent
Therubotics' business branching into a wider market with
Sapling" Chiropractic procedures and the Dralasite Rolled
its Theru-spas franchise.
Dough Massage.
Theru-spas franchises have opened across the Frontier on
Mission: to alleviate pain and stress of clients through
numerous worlds and space stations. Their initial
therapeutic massage and proper anatomic limb
marketing push involved digital coupons sent to
manipulation.
chronocoms and they routinely buy lists of crew and
passenger names for new arrivals to the local station or Function 1 would define a client as anyone who has paid
star port as part of this marketing strategy. The spas offer for a massage, has a spa membership, or a coupon, and
a host of relaxing therapies: mud baths, saunas, hot tubs, asks for a massage.
aroma therapy, vacuum enemas, and therapeutic massage.
The day spa rate is 40 Cr, the weekly rate is 100 Cr, and
the monthly rate is 300 Cr.
Common Hacks and
The layout of a typical Theu-spa franchise is shown on the
Malfunctions
following page. A common malfunction is the corruption of the mission
language to read "inflict pain" or "through improper limb
Urban and spacer legend routinely gossips about a story of manipulation." This means the masseuse bot will inflict
a berserk masseuse bot breaking someone's neck but such STA damage to the client every turn. A less common
stories are usually thin on detail and impossible to malfunction is the corruption of the language in Function
document. Not surprisingly Starplay does suppress such 1 to be a client is anyone. This means the masseuse bot
stories where it controls the infotainment outlets. will try to give a massage to everyone it meets regardless
What is certain is the documented therapeutic results of a of whether they want it or not. Should the corruption of
20 Cr massage: the mission and the function occur in the same bot then a
very dangerous situation will develop.
1. If a character is suffering from pain penalties associated
with the condition of 1/2 STA the pain penalty goes Hacked masseuse robots may also have their mission
away for 5 hours. amended to also include a command word that triggers the
robot to switch from therapy to damage. The command
2. If a character is not suffering from pain penalties then word or phrase can be anything but "that's good,"
they receive a temporary boost to either STA or DEX "aaaahhhhh" and "a little lower" are common.
(player's choice) that will last for 5 hours. Example:
Jim Starkiller has a current STA of 53 though his Hacked Mission Example: To alleviate pain through
normal STA is 55. After having a massage he opts to therapeutic massage until command phrase is given then
take the 5 point boost to STA making his current STA inflict pain through improper anatomical manipulation.
58 for 5 hours. When the time limit expires he loses Use of the hacked mission above will also require writing
the 5 point boost. a function to define the command phrase.
Another hacking tactic would be to amend the mission to
Standard Programming provide therapy as usual but attack a specific individual,
The B series bots are all level 2 or 3 anthropomorphic the "target." This tactic will require a function to define
robots equipped with pneumatic hands covered in durable the target and may include a file of identifying
31
Issue 20 Spring 2017
information. Since the bot is being used as a robotic TAMmy B series models 1 & 2
assassin the roboticist hacker will also want to install an (STA 100, RW n/a, Melee 50%, IM 4, Damage 2d10 &
attack/defense robotics program. 2d10 ) 150 kg 6000Cr.
TAMmy B series model 3
The Malfunctioning (STA 100, RW n/a, Melee 60%, IM 5, Damage 2d10 &
2d10) 150 kg 6500 Cr.
Masseuse Bot in Combat
A masseuse bot lacks the attack/defense robotic program
which would normally prevent it from attacking anyone Plot Hooks
but it does have an anatomy program which illustrates 1. PCs are newly arrived in system and receive a digital
painful and improper anatomical movement. Through this coupon on their chronocom for a free massage at the local
program it can inflict pain and damage on a victim. It does Thera-spa.
not know how to defend itself so attacks against it are at 2. PCs are hired for a job and when the go to meet with
+20%. It only attacks by melee combat. their boss they find that his masseuse bot was hacked and
that it killed him. Incidentally it also wants to give them a
The Robot massage whether they want it or not.
The robot is a basic service robot of level 2 or 3 costing FE
2500 or 3000 Cr respectively. It uses an anthropomorphic
body, a type 2 parabattery, and a therapeutic anatomy
program. All masseuse bots have a lock out to prevent
tampering. A hacker will have to disable this lock but the
therapy bot will not usually resist.
32
Frontier Explorer
Campaign Material
34
Frontier Explorer
35
Issue 20 Spring 2017
36
Frontier Explorer
FE
37