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Infinite Stars
A Fanzine for Stars Without Number(TM), Traveller(TM)
and other Science Fiction Role-la!in" #ames
$ssue %&, Au"ust '(&&
Table of )ontents
*etter from the +ditor........................................................................................................................'
The Manufactory, Ne- SWN Starshi. Fittin"s and /esi"ns .........................................................0
A Less Travelled Road, A Fresh *oo1 at )lassic Traveller ............................................................2
Dawn Sector, The World of Flic1er..................................................................................................3
Personnel Files, More 4.tions for Stars Without Number )haracters.....................................&&
*e"alities............................................................................................................................................&5
)redits
+ditor-in-)hief , 4mer #olan-6oel
Assistant +ditor, Richard 7azle-ood
)over Art, /avid Redin"ton
Articles b!, 4mer #olan-6oel, Richard 7azle-ood, 8rian ichelman
*a!out /esi"n, 4mer #olan-6oel

)ontact 9s, golan2072@gmail.com
Infinite Stars is published without charge or cost under the appropriate Fair Use and Online policies published b the
!arious holders of the Stars Without Number and Traveller licenses. For ease of reference and as re"uired b these Fair
Use policies# the appropriate te$t of these policies is included in the %egalities section at the end of this fan&ine.
'll articles ()* b their original authors+ all artwor, ()* b the original artists.
2
*etter from the +ditor
-he moment has finall arri!ed. 'fter some
considerable birth pains and a lot of delas caused b
our .eal %i!es
(-/*
# ou are finall reading the first e!er
issue of Infinite Stars. -his free fan&ine is intended to
ser!e as a platform for opinions and material for Stars
Without Number
(-/*
# Traveller
(-/*
and other science0
fiction role0plaing games. Our door is open to anone
who wishes to see his or her material or opinions
published for these games# as long as it is reasonable#
and# of course# as long as it does not infringe on the
intellectual propert rights of the original authors of
these games.
-his first issue un!eils some of the main serial sections
of this fan&ine1 The Manufactory which is concerned
with technolog# ships and e"uipment+ A Less Travelled
Road in which we discuss )lassic -ra!eller+ Dawn
Sector which is a fan0made sector for Stars Without
Number; and 2ersonnel Files in which we present
character generation options# and# later on# we will
pro!ide 32)s as well. In future issues# we might start
additional sections such as The Menagerie which will
discuss alien life0forms# and isitations which will
pro!ide short ad!entures.
4e are alwas loo,ing for more submissions to our
fan&ine# from ad!entures and pieces of e"uipment to
our opinions and alwas for artwor, as well. 5ou are
encouraged to submit such material to
golan2072@gmail.com# and we6ll include it in our
future issues as possible.
Our best regards#
4mer #olan-6oel, +ditor-in-)hief
7
The Manufactory, Shi. /esi"ns
8! Richard 7azle-ood
Stars Without Number has a wonderfull simple ship
design process based on installing Fittings to a few
standard hull tpes. -he core ruleboo, pro!ides all the
details to design a ship and S!yward Steel# the na!al
supplement# pro!ides additional hull forms and fitting
tpes# the boo,s lac, a comprehensi!e list of basic ship
designs for use b a 8/ or plaers. 8i!en the assumed
2ost0Scream setting of most S43 games# it isn9t
surprising that standard ship designs would not be
common. :ach world or small interstellar state would
most li,el ha!e uni"ue designs that meet their uni"ue
needs.
;owe!er# I ha!e found that it is often a lot easier to
ha!e some basic designs to start with that can be
modified to fit a gi!en situation rather than designing
each ship from scratch e!er time. S!yward Steel
pro!ides a few standard ship designs# but those are
primaril of a militar nature. -here are essentiall no
ci!ilian designs for starships for S43. -his article
hopes to end that problem.
<uring the design of these ships there were se!eral
additional Fittings that I felt would ha!e helped me# so
below m designs are a list of new Fittings# aimed at
)i!ilian ships such as would be used b 2)s. -hese
Fittings were not used for most of m ship designs+ I
wanted to stic, to the official material for those designs.
If a 8/ or 2laer wants to change m designs to
include some of these alternate Fittings# feel free.
=elow are si$ >standard? ship designs created using the
S43 core boo, and S!yward Steel+ additionall there
are two ship designs that include new Fittings defined in
this article. I ha!e included the =2 cost to produce these
ships as well as the annual =2 cost to maintain these
ships+ =2 costs are e$plained in detail in S!yward Steel.
-he following ship designs are presented as e$amples of
)i!ilian Ships in a S43 setting1
Ghora : )lass Free Merchant Hull: Frigate
Power
:
10@1 free
Mass
:
1A@0 free
Cost Cr!: BCA#000 HP: 20 Crew: 1@12 S"eed: 7 Ar#or: 2 AC: D
$ea"onry Sandthrower (2dC# Fla,*
Defenses 3one
Fittin%s
'tmospheric )onfiguration# )argo Space $C (B0 tons*# <ri!e02 Upgrade# :$tended %ife Support
(ED*# Fuel Scoops# %ifeboats
&"eratin% Cost
)r 21#2B7 per /o.+ 2a1 12#000+ Stores1 7#200+
/aint1 2#0B7
'P Cost: A 'P Annual: 1
-he "hora0)lass Free /erchant is found throughout the 2ost0Scream gala$. -he design is based on a common 2re0
Scream small merchant design and thus has been duplicated independentl Fust about e!erwhere. -he "hora
operates with a standard crew of four1 2ilot# 3a!igator# 8unner@Securit and Steward@/edic and can carr B
passengers and B0 tons of cargo.
(le"hant ) )lass 8ul1 Frei"hter Hull: )ruiser
Power
:
1A@0 free
Mass
:
2A@0 free
Cost Cr!: A#7D7#000 HP: C0 Crew: 10@B0 S"eed: 0 Ar#or: 0 AC: G
$ea"onry 3one
Defenses 3one
Fittin%s
'd!anced 3a! )omputer# )argo %ighter# )argo Space $17 (7#C00 tons*# <ri!e02 Upgrade#
:$tended %ife Support# %ifeboats# Ship9s %oc,er
&"eratin% Cost
)r GB#B77 per /onth1 2aroll1 70#000+ Stores1 CB#000+
/aint1 20#B77
'P Cost: 2G 'P Annual: A
-he #le$hant0)lass =ul, Freighter is a rare sight in most 2ost0Scream sectors. ;owe!er# some larger interstellar
go!ernments do ha!e enough trade to Fustif these large cargo haulers. Usuall operated with the minimum crew of
10# the #le$hant can also carr up to 70 passengers and 7#C00 tons of cargo. ' common !ariant of this design
installs two Sandthrowers as weapons and reduces the cargo capacit to 7#000 tons# increasing the cost b )r
100#000.
C
7e!erdahl : )lass Surve! Fri"ate Hull: Frigate
Power
:
1A@1 free
Mass
:
1A@0 free
Cost Cr!: C#7GA#000 HP: C0 Crew: 10@C0 S"eed: 1 Ar#or: 10 AC: A
$ea"onry .eaper =atter (7dC# )lums*
Defenses 'ugmented 2lating (02 ')# 01 Speed*
Fittin%s
'tmospheric )onfiguration# <ri!e07 Upgrade# :$tended Stores# Fuel Scoops# Ship9s %oc,er#
Sur!e Sensor 'rra# 4or,shops
&"eratin% Cost
)r 1D0#DD7 per /onth1 2aroll1 120#000+ Stores1 2C#000+
/aint1 1D#DD7
'P Cost: 2D 'P Annual: 7
-his Sur!e Frigate is a commonl seen design used b emerging interstellar powers to e$plore the space around
them. -he ship normall operates with a full crew of C0# mi$ing operations# scientists and ground sur!e teams. -he
ship is e"uipped with a .eaper =atter and 'ugmented 2lating to protect itself in the wild# but is not reall designed
to fight.
ioneer : )lass )olon! Shi. Hull: )ruiser
Power
:
70@G free
Mass
:
D0@0 free
Cost Cr!: G#11B#000 HP: A0 Crew: 70@7000 S"eed: 0 Ar#or: 10 AC: 7
$ea"onry .eaper =atter (7dC# )lums*# Sandthrower (2dC# Fla,*
Defenses 3one
Fittin%s
)argo %ighters $C# )argo Space $77 (D#D00 tons*# )old Sleep 2ods $A (1A#000*# <ri!e02
Upgrade# :$tended /edlab# Fuel =un,ers# ;droponic 2roduction# Ship9s %oc,er# 4or,shops
&"eratin% Cost
)r 2#171#2A0 per /onth1 2aroll1 700,+ Stores1 1.Bm+
/aint1 71.2,
'P Cost: CD 'P Annual: 7
-he %ioneer is a ship designed with onl one purpose# to transport a large number of colonists and their e"uipment
to a new world. )apable of carring 1B#000 colonists# 1A#000 in cold sleep and 7000 awa,e# the %ioneer can also
carr D#D00 tons of supplies. Four cargo lighters are a!ailable to mo!e supplies and colonists between orbit and the
settlement site. -he hdroponic gardens pro!ide starter plants and animals for the new colonies. 4hile the ship is
armed# it is usuall escorted.
Concier%e : )lass rivate )ourier Hull: Fighter
Power
:
7@1 free
Mass
:
A@0 free
Cost Cr!: 2D7#000 HP: 1A Crew: 1@10 S"eed: 7 Ar#or: 0 AC: G
$ea"onry 3one
Defenses ;ardened 2olceramic O!erla
Fittin%s
'd!anced 3a! )omputer# 'rmor# 'tmospheric )onfiguration# <ri!e07 Upgrade# %ifeboat#
Ship9s %oc,er
&"eratin% Cost
)r 7D#B77 per /onth1 2aroll1 70#000+ Stores1 D#000+
/aint1 B77
'P Cost: 2 'P Annual: 1
<esigned with the bus interstellar e$ecuti!e in mind# the &oncierge0)lass courier can carr up to nine personnel# in
addition to the one crewmember# in crowded conditions. 3ormall the &oncierge carries onl a couple of e$ecuti!es
and their staff. -he ship9s maFor drawbac, is the lac, of armament. If protection is re"uired# e$ecuti!es will
normall use the %remier0)lass transport.
Pre#ier : )lass +;ecutive Trans.ort Hull: Frigate
Power
:
1A@0 free
Mass
:
1A@0 free
Cost Cr!: C#GC0#000 HP: 2A Crew: 10@C0 S"eed: 2 Ar#or: 10 AC: 7
$ea"onry Fractal Impact )harge (2dD# '2 1A# 'mmo C*# Sandthrower (2dC# Fla,*
Defenses ;ardened 2olceramic O!erla
Fittin%s
'rmor# 'tmospheric )onfiguration# )argo Space (20 tons*# <ri!e07 Upgrade# :$tended
/edba# Fuel Scoops# %ifeboat# Ship9s %oc,er
&"eratin% Cost
)r 1G0#DD7 per /onth1 2aroll1 1A0,+ Stores1 2C,+
/aint1 1D.7,
'P Cost: 2A 'P Annual: 7
-he %remier0)lass e$ecuti!e transport is built from a Frigate hull. It has significant armor and weapons to protect
the high le!el corporate and go!ernment e$ecuti!es that use it. Special permits are usuall re"uired for the ship to
mount the Fractal Impact )harge weapon# but for these mo!ers and sha,ers# that is rarel a problem. 4hile the ship
can carr up to C0 people# tpicall the ship9s crew is about 10 with a full compliment rarel more than 70#
pro!iding e$tra space for the e$ecuti!es.
A
-he following two ship designs incorporate new Ship Fittings defined in this article1
*unsu : )lass Fast Merchant Hull: Frigate
Power
:
1A@2 free
Mass
:
1A@0 free
Cost Cr!: 1#7CA#000 HP: 20 Crew: 1@D S"eed: 2 Ar#or: 2 AC: C
$ea"onry Fractal Impact )harge (2dD# '2 1A# 'mmo C*
Defenses 'ugmented 2lating (02 ')# 01 Speed*
Fittin%s
'd!anced 3a!. )omputer# 'tmospheric )onfiguration# )argo Space $2 (C0 tons*# <ri!e07
Upgrade# Fuel Scoops# %ifeboats# Ship9s %oc,er# '2U (EA 2ower*
&"eratin% Cost
)r 27#DB7 per /o1 2aroll1 1B#000+ Stores1 7#D00+
/aint1 2#0B7
'P Cost: G 'P Annual: 1
<esigned to transport e$tremel important cargoes o!er long distances# the 'unsu0)lass merchant is also e"uipped
with one of the strongest ci!ilian weapon sstems allowed# the Fractal Impact )harge. -his weapon eats so much
power that it has a dedicated 'u$ 2ower Unit to handle the demand. 'unsu merchants ha!e somewhat of a shad
name# as man of these ships are used as smugglers and with the powerful weapon sstem# e!en pirac.
Corsair : )lass )ommerce Raider Hull: Frigate
Power
:
1A@0 free
Mass
:
1A@0 free
Cost Cr!: A#7C0#000 HP: C0 Crew: 10@C0 S"eed: 2 Ar#or: 10 AC: A
$ea"onry .eaper =atter (7dC# )lums*# Fractal Impact )harge (2dD# '2 1A# 'mmo C*
Defenses 'ugmented 2lating (02 ')# 01 Speed*
Fittin%s
'rmor# =oarding -ubes# <ri!e02 Upgrade# :missions <amper# Fuel Scoops# Ship9s %oc,er#
=ooster 2ac, (E1 speed*# '2U (EA 2ower*# :)/ Suite
&"eratin% Cost )r 1D0#DD7+ 2a1 120#000+ Stores1 2C#000+ /aint1 1D#DD7 'P Cost: 2G 'P Annual: C
<e!eloped from a 2atrol =oat# this semi0warship is built to harass enem shipping and light militar craft. -he '2U
is used to power the Fractal Impact )harge. =ooster 2ac,s are installed to ,eep the speed lost to the installation of
the augmented plating. Unfortunatel a large number of &orsairs ha!e found their wa into the hands of pirates# not
legitimate pri!ateers.
Additional Starshi. Fittin"s
-he following new ship fittings are for use with Stars Without Number. Use of an of these fittings is completel
optional and subFect to 8/ appro!al.
Additional Starshi. Fittin"s
Fittin% &ost %ower (ree
Mass
Min) &lass T
L
(unction
Au;iliar! o-er
9nit
100, EA 1 Frigate C 2ro!ides A 2ower 2oints
8ooster ac1 2A,H 1I 1I Fighter C Increases Speed b 1
+)M Suite 100, 2 1 Fighter C Jams :nem Sensors and )ommunications
*aborator! 10, 1 1 Fighter C E2 </ to specific science tas, rolls
Minin"
+<ui.ment
2A, 1 1 Fighter C /ine 2 tons of resources per da
Reduced Fuel
8un1er
2,H 0 E1 Fighter C )on!erts fuel mass to cargo mass
+ Multi"ly re,uire#ents -y . for fri%ates/ 0 for cruisers and 1 for ca"ital shi"s
2 Multi"ly cost -y 34 for fri%ates/ .5 for cruisers and 344 for ca"ital shi"s
Starshi. Fittin"s
Au6iliary Power 7nits: '2Us are additional power
plants that can be added to a ship to increase the total
power output. -his fitting ma be ta,en multiple times
and each '2U adds A points to the amount of power
a!ailable for other ship fittings and weapons.
'ooster Pac8s: =oosters are additional engines that
increase the speed of the ship b one. -his fitting ma
be ta,en multiple times# but the ma$imum speed cannot
e$ceed the limits of the tech le!el1 -%071 Speed 2# -%0C1
Speed D# -%0A1 Speed 10.
(CM Suite: 'n :lectronic )ounter /easures suite can
be used to scramble an enem ship9s sensors and
communicators. :ach :)/ suite can be used on one
ship. 4hen a ship is being scrambled# all sensor and
communications tas, rolls are made at with a 0C </.
/ultiple :)/ suites ma be installed and multiple
:)/ suites ma be aimed at a ship# the </s stac,.
La-oratory: %aboratories pro!ide space for research
and e$perimentation. %aboratories are common on
e$ploration and sur!e ships. :ach laborator is
dedicated to the stud of a particular tpe of science#
D
pro!iding a E2 </ to an s,ill tas, rolls made in that
area. /ultiple laboratories# each with their own
specialt ma be installed. )ommon tpes of
%aboratories include =iolog# 'strophsics# 8eolog
and 'rcheolog# but almost an ,ind of science can be
studied in a laborator.
Minin% (,ui"#ent: -his fitting allows a spaceship to
be used as a portable mining platform. 'll the re"uired
mining e"uipment# processors and refining e"uipment is
included. /ining e"uipment can be used to mine
resources from asteroids# airless moons or e!en planets.
-he resource must be within a few hundred meters of
the surface# but almost an ,ind of resource can be
mined with this e"uipment. 4hile most common metals
are common# than,s to asteroid mining# that the are not
worth the time to mine+ occasionall an especiall rare
mineral is disco!ered. Use of /ining :"uipment allows
the crew of the ship to mine 2 tons of refined resources
per da of use. -he !alue of the resource will !ar# but
is tpicall worth 2d10H1000 credits per ton. -his
fitting ma be ta,en multiple times.
Reduced Fuel 'un8er: For ships that operate within a
planetar sstem# this fitting allows the con!ersion of
the large amount of F-% fuel mass bac, into free mass+
increasing the total free mass a!ailable b one. -he ship
can still use its Spi,e <ri!e within a planetar sstem
but no longer has enough fuel to complete a drill and go
faster than light.
7
A Less9Travelled Road, A Fresh *oo1 at )lassic Traveller
8! 4mer #olan-6oel
2ublished a mere three ears after the original fantas
role0plaing game# )lassic Traveller was one of the first
science0fiction role0plaing games e!er. .ules0light#
simple and inno!ati!e# it still has its following e!en
toda# 7C long ears after its initial publication# e!en
though numerous new editions of the game ha!e been
published since. -his article is the first in a series of
articles e$ploring this old game from a fresh# modern
perspecti!e# while remaining respectful for the game
that has started it all.
-he initial publication of the three little blac, boo,s of
)lassic Traveller was followed b a !eritable ri!er of
supplements and ad!entures e$panding on them. 4hile
most# if not all# of these supplements were e$cellent
products# the did considerabl change the fla!our#
scope and# indeed# the !er nature of the game. From its
humble beginnings# Traveller grew into a maFor brand0
name in science0fiction role0plaing# an empire of its
own. =ut it was changed in a maFor wa b its
supplements.
I argue that ou can roughl di!ide )lassic Traveller
into two KerasK or separate games. -hese are not# b an
means# historical or chronological eras# but rather two
different approaches to the subFect of science0fiction
role0plaing. I argue that the main di!ide is between
=oo, 2 and its implied fla!our and =oo, A (*igh
"uard* and its setting implications.
If ou loo, at =oo, 2 on its own it clearl implies a
smaller setting# with e!en the mightiest -%1A
(ma$imum technolog* empire fielding A#0000ton ships
at most# and most polities ha!ing much smaller ships+
militar weapons are not better than ci!ilian ones. -his
re"uires relati!el small budgets+ onl allows for
limited trade+ and ma,es plaer0scale ships rele!ant. In
contrast# *igh "uard allows for giant militar (and
commercial* ships up to 1#000#0000ton monstrosities#
brimming with world0shattering weapons. It implies#
therefore# might empires with might fleets and bul,0
scale shipping. In other words# while the first implied
setting feels li,e (irefly L with small# ci!ilian0scale
ships and shotguns in space L the second implied setting
feels li,e Star Wars or Star Tre!# with huge militar
ships and space0stations and massi!e energ weapons.
-here is also the matter of game mechanics to consider.
Traveller traditionall uses the 2dD cur!e# which is "uite
sensiti!e to modifiers# in the sense that e!en a small
modifier could swa the chances of success or failure on
that cur!e b a significant degree. -he first three little
boo,s stringentl limited the number of s,ills per
character# so that a s,ill of 7 or abo!e was rare and
!aluable and most modifiers were in the area of 02 to E2
(e$cept for a few to0hit modifiers*. =oo,s C# A# D and 7
with their :$panded )haracter 8eneration ga!e
characters much higher and more numerous s,ills# and
ga!e their weapons higher modifiers# essentiall
Kbrea,ingK the 2dD cur!e b ma,ing success almost
automatic for such s,illed characters.
%et me stress that both implied settings are legitimate
and both could lead to enFoable games. ;owe!er#
Traveller has alread chosen the latter road of large0
scale settings with huge ships and e$pensi!e militar
tech# and all later editions of Traveller ha!e faithfull
followed this road. =ut what would result if ou follow
the former road# the road of onl the three little boo,s
and a handful of supplements# the wa of small ships
and light weaponsM
/ rough mapping of the road is as follows. -he first
road# that of lighter rules# small ships and a smaller#
wea,er Imperium# includes# generall spea,ing# the first
-hree %ittle =lac, =oo,s# Supplements 10C# 'd!entures
10C and all the <ouble 'd!entures. -he second road#
that of more comple$ rules# more law and order and a
!ast Imperium with might warships# starts with 'A1
Trillion &redits S+uadron# =oo, C1 Mercenary and
=oo, A1 *igh "uard# and continues with latter0era
)lassic Traveller products# and later MegaTraveller.
;ow would a hpothetical game and setting using onl
=oo,s 107# Supplements 10C# 'd!entures 10C and the
<ouble 'd!entures loo, li,eM For starters# things would
be at a smaller# more KhumanK# scale than when using
later boo,s. It will be a uni!erse where there are four
1#2000ton =attlecruisers per subsector while most da0
to0da na!al wor, is done b 7000ton 2atrol )ruisers+ a
uni!erse where most ground battles are resol!ed with
firearms# or# at most# with lasers+ a uni!erse where the
Imperium (or whate!er maFor polit in our game* is
much smaller and wea,er than in later boo,s# a fact
which opens much more opportunities for enterprising
(and@or criminal and@or mercenar* characters for
ad!enture and profit. 8ame mechanics would also be
"uite simple# and the a!erage character will ha!e a
handful of s,ills# well within the capabilities of the 2dD
cur!e to handle.
-he ne$t article in these series will discuss )lassic
-ra!eller6s most distincti!e# and# for some people# most
hated# element L death at character generation.
B
Dawn Sector, The World of Flic1er
8! 8rian ichelman
-his series of articles b =rian 2ichelman will present
the <awn Sector# home to the Flic,erians and
Nendeleorians as well as se!eral ;uman colonies# a
complete sector in the Stars Without Number uni!erse.
-his article details the world of Flic,er.
Flic,er is a planet so radioacti!e that is can be seen to
glow at night. From this glowing land# three alien
species rose to become some of the strangest and most
powerful creatures the gala$ has e!er seen.
Flic,er is at a outer arm of the /il, 4a gala$# and
the Scream ne!er technicall hit them. =ecause the
emerged technologicall later than humans# this does
not ma,e much of a difference.
Flic,er has a mass that is 1A0O :arth6s+ gra!it is 1.A
times stronger there than as compared to :arth0li,e
planets. Flic,er9s core and lower mantle has incredibl
high concentrations of radioacti!e materials such as
Uranium+ tring to deto$if the planet is practicall
impossible. Scientists do not belie!e that the unusual
core of Flic,er is natural# but the ha!e not been able to
come up with an e$planation for how it could ha!e been
created. Otherwise# Flic,er6s atmosphere and
temperature are prett much :arth0li,e.
In spite of the radiation# the planet flourishes with life#
albeit e!olution occurred much faster here than
anwhere else (mutations# while impossible for the
intelligent species to suffer from# occurs almost dail in
animals*. =ecause of the radiation# the biolog cannot
be consumed b humans unless it is gi!en a through
anti0radiation wash first. Surface radiation le!els !ar#
roll 2dDH100 .ads per hour when necessar.
-here are appro$imatel G billion inhabitants on
Flic,er1 about A billion =ladish# about 7 billion
;ippaflic,s# and around 1 billion Irons.
-he main spaceport is )he,03i (which means >First
)ontact? in =ladish*. It is located off the edge of the
biggest continent. )he,03i is at the midpoint between
the land cities and the underwater ci!ili&ation.
4ith the e$ception of the =ladish6s man land0based
cities near the oceans# most of the land is de!oid of
ci!ili&ation. -here ha!e e!en been rumors of illegal
human colonies e$isting in the heart of the wilderness.
-he onl ,nown intelligent life in the wilderness areas
is the Irons. /ost Irons# though# li!e in the large
mountains Fust north of )he,03i. 'll of ;ippaflic,
ci!ili&ation e$ist underwater# some of it e!en going
down to the trenches. 'bout CAO of =ladish call the
ocean cities their home as well.
)ities
-he underwater cities of the ;ippaflic,s rarel go abo!e
two stories in height# but the can co!er thousands of
s"uare ,ilometers. -heir houses accommodate their
bul, bodies. /an psionic centers e$ist in their cities
as well. /an a pschic ha!e tra!eled to the
;ippaflic,6s centers of psionic learning.
-he =ladish underwater cities are tpicall car!ed out
of canon walls# and their homes are air0filled. <efenses
on =ladish cities are !ast and unusual (some reports
indicate continual use of antimatter as a weapon*.
=ladish land cities are composed of small s,scrapers#
smaller than :arth6s mostl because of the higher
gra!it. -he are structured much li,e a human cit
would.
Irons li!e in mines used for e$tracting iron ore# their
primar food. 's the do not need creature comforts#
most Irons onl posses a sleeping Far.
Animals
-here are man dangerous animals on Flic,er. 'll
Flic,er predators ha!e compounded iron ore in their
bodies that gi!e off a magnetic trace# allowing them to
be located with a compass. -his is wh the =ladish and
;ippaflic,s ha!e magnetic sensing abilities. -he
animals come in all shapes and si&es# so prett much
anthing can be encountered.
7istor! of Flic1er
'll the intelligent creatures on Flic,er super0e!ol!ed
until the finall became sentient and grew a resistance
to the radiation (e!en pretech scientists were scratching
their heads about wh that was*. -hree species grew
from that planet1 -he =ladish# -he ;ippaflic,s# and -he
Irons. -he Irons emerged about 1 million :arth ears
ago+ the =ladish emerged about A0#000 ears ago+ and
the ;ippaflic,s about A#000 ears ago.
-he =ladish in!ented modern societ on Flic,er# but it
was the ;ippaflic,s that perfected the technologies
needed for tra!el beond their world. -he Irons were
disco!ered in their e"ui!alent of our 1C
th
centur. -he
Irons were a boon to mining and medicine. S,illed Iron
operators could worm their wa through a patient9s
bod and ,noc, out diseases# while not harming the
patient. 4ith the increase of public health and mining#
the whole world "uic,l industriali&ed and prospered.
-he =ladish built antimatter dri!es that too, them to the
stars. 'ntimatter was not suitable for galactic
e$ploration# because of power re"uirements. -heir
sstem used a combination of throwing space dust at
antimatter and aiming the e$plosion out the bac, end.
-his method was slower0than0light# so tring to go
anwhere on a =ladish6s 200 ear lifespan was generall
useless. so the built rudimentar wormholes.
G
4ormholes were made b blowing a large hole in the
uni!erse# usuall with antimatter. -he wormholes onl
needed power at one end to maintain the opening# and
could reach across gala$ies.
-hese wormholes were large# but also inefficient+ the
too, up a lot of space# and consumed a lot of power. '
wormhole with a diameter of 1 ,ilometer would onl
allow one ship about 71 meters wide to pass safel+ a
frigate si&ed ship. 3one of the Flic,erians in!ented
spi,e dri!e technolog and because the =ladish
suppressed large0scale 2schic endea!ors# the ne!er
made Jump 8ates (In a few instances# =ladish militar
forces blew up space ships containing 2schics*. /an
historians conclude that sufficient technolog e$isted#
and e!en prototpes# but the =ladish suppressed all of it.
-he =ladish did not ha!e the energ to build multiple
wormholes though# because the could not build a
second supercollider. -he ;ippaflic,s were frea,ed out
about one supercollider# and so the simpl refused to
pro!ide the technological support re"uired to build a
second supercollider. -he =ladish made use of their one
supercollider and connected to :arth (the read radio
signals that suggested intelligent life* and made contact
with humans.
-he humans "uic,l made a Jump 8ate to Flic,er# and
the traded. -he had a issue at first because on Flic,er
humans could not handle the high amounts of radiation
that occurred naturall. 3e!ertheless# humans managed
to continue trading with the Flic,erians. /ost historians
ha!e concluded that the best radiation0proof suits were
made to be used on Flic,er. ' unprotected human
would die in a matter of minutes without protection.
;umans supplied them with enough power to build
other wormholes# including one to Nendleoria (detailed
later*. 4hen the Scream occurred# the Flic,erians lost
the human0supported power to run their wormholes.
-he Flic,erians had to close all other wormholes to
,eep Fust one wor,ing. -he pic,ed the Nendleorian
wormhole# because the Nendleorian had Jump 8ates
near Flic,er# but there was onl one wormhole to
Nendleoria. -he closed the :arth wormhole after the
learned of the collapse of man,ind but before an
human ships could cross o!er.
Flic,er ne!er suffered the de!astating effects of the
Scream# but their empire was se!erel cut down without
man,ind to suppl power.
'll antimatter spaceships were grounded after humans
introduced the spi,e dri!e (because if e!en a single bit
got loose# it would be a !er large e$plosion*# but man
antimatter ships e$isted in museums. -he sole reason
for producing antimatter after the Scream was to power
the Nendleorian wormhole.
#overnment
:ach race on Flic,er has their own go!ernment# but
there is one unifing entit1 -he )ouncil of Flic,er. It is
composed of 17 beings of each race# the e$ception being
that the Irons onl ha!e 12. -his council generall does
not do much e$cept e$tra0flic,er0estrial (alien* relations#
and to stop wars between the races.
-he Flic,erians control the immediate solar sstems
surrounding them# but the were ne!er reall concerned
with e$pansion as much as e$ploration (i.e. Fust loo,ing
around# but going home for dinner*.
-he ne$t article in these series will discuss the three
races of Flic,er# and# later on# the neighboring world of
Nendleoria and its inhabitants+ finall# the $enomorphs
nati!e to Flic,er and Nendleoria will be discussed.
10
Personnel Files, More 4.tions for Stars Without Number )haracters
8! 4mer #olan-6oel
Stars Without Number comes with a good number of
=ac,ground and -raining 2ac,ages# allowing for a wide
range of characters. ;owe!er# the potential number of
professions and bac,grounds in the uni!erse is
enormous+ man more pac,ages are possible. In this
article# I will present a plethora of additional
=ac,ground and -raining 2ac,ages for Stars Without
Number.
Ne- 8ac1"round ac1a"es
8ureaucrat
)omple$ societies# especiall ones with moderate
technological capabilities# tend to re"uire large
"uantities of paperwor, to manage. On higher
technolog le!els# this record0,eeping wor, is done on
computer networ,s# but usuall there is still need for
administrators to monitor it. ' =ureaucrat is such an
administrator# ranging from a %ostworld scribe to the
administrati!e assistant of a modern world.
S!ills, =ureaucrac# )ulture@4orld# 2ersuade# Steward
8usinessman
4hether a store0owner# a street !endor# a small0time
accountant or an entr0le!el manager in a !ast
interstellar mega0corporation# the character conducts
business and manages finances. 3ot all businessmen are
entrepreneurs# but all of them ,now how to conduct
themsel!es financiall and run a business.
S!ills, =usiness# 2ersuade# )ulture@'n# Steward
)olonist
-he character has grown up on a remote# low0populated
colon world# ma,ing a li!ing out of the harsh
wilderness and sur!i!ing man hardships.
S!ills, )ombat@2roFectile 4eapons# )ulture@4orld#
3a!igation# Sur!i!al
)om.uter S.ecialist
)omputers are !er important to a modern econom#
and man professionals speciali&e in their production#
programming# construction and repair. -hese specialists
,now their wa through most computer sstems# and are
also in!aluable for the operation of high0end shipboard
communication sstems and sensors.
S!ills, )omputer# )ulture@4orld# Securit#
-ech@2ostech
*a- +nforcement
)omple$ societies ha!e accordingl comple$ laws and
the usuall need armed men and women to enforce
them. -he character ma be anthing from a corporate
securit guard to a beat cop to a pri!ate ee# but all
speciali&e in similar s,ills.
S!ills, )ombat@'n# )ulture@4orld# 2erception#
Securit
MedTech
From the %ostworld herbal healer# through the mid0tech
nurse or paramedic to the 2ostech medical technician#
these indi!iduals are healthcare specialist.
S!ills, =ureaucrac# )ulture@4orld# Science#
-ech@/edical
Rebel
It is hardl surprising that the man trannies of the
stars gi!e rise to rebels and malcontents who oppose
their oppressi!e rule. -hese hard men and women ta,e
guns into their hands for the cause of freedom (or#
indeed an cause the see worth*# ris,ing their li!es in
the streets# sewers# mountains and forests for what the
belie!e in.
S!ills, )ombat@2roFectile 4eapons# )ulture@4orld#
Stealth# Sur!i!al
Ne- +;.ert Trainin" ac1a"es
8elter
-he wealth of a star sstem6s asteroid belts is the bread
and butter of interstellar ci!ili&ation# and the =elters are
the hard people who e,e out a li!ing out of mining
them. 3aturall enough# the are highl s,illed in
anthing related to li!ing and wor,ing in space# but the
also ,now their wa around comple$ sensor sstems
and can defend themsel!es with their fists in the rowd
bars of the belts.
S!ills, )ombat@Unarmed# )omputer# )ulture@Spacer#
:$osuit# Pehicle@Space# 3a!igation# 2rofession@/iner#
-ech@'stronautics
/etective
-hese indi!iduals# be the police inspectors# secret
agents or pri!ate in!estigators# are e$perts in searching
for clues and piecing together the solution of msteries#
usuall ones of a criminal or political nature.
S!ills, =ureaucrac# )ombat@'n# )ulture@)riminal#
)ulture@4orld# 2erception# 2ersuade# Securit# Stealth
/i.lomat
Interstellar relations depend on diplomats who go
between planets and negotiate the pacts# agreements and
deals between the stellar powers. -hese men and
women must be proficient in the cultures the are
wor,ing with# not to mention the art of con!incing and
the legal ,nowledge of signing such agreements.
S!ills, =ureaucrac# )ulture@'lien# )ulture@-ra!eller#
'n two )ulture@4orld s,ills# ;istor# %anguage#
2ersuade
11
/octor
-he human bod# li,e an other machine# might brea,
down# and li,e a machine# it can sometimes be repaired.
-his calls for a medical professional who possesses the
s,ills and ,nowledge necessar to mend wounded or
sic, humans (or aliens*. -hese e$perts are highl sought
after in space and on the ground for their medical
capabilities.
S!ills, =ureaucrac# )ulture@'n# Instructor#
2erception# Science# -ech@/edical# -ech@2ostech#
-ech@2retech
+n"ineer
/achiner has to be designed# maintained and tended.
-he :ngineer is the master of machine# starship and
structure design as well as their maintenance and repair#
an e$pert in applied science and an asset on board an
starship.
S!ills, )omputer# )ulture@'n# :$osuit#
2rofession@:ngineer# Science# 'n three -ech S,ills
+ntertainer
=ringing Fo and interest to other6s life can be a
profession# a leading Fob in the entertainment industr.
4hate!er art the ha!e mastered# :ntertainers ,now
how to capti!ate an audience# and also ,now how to
manage an entertainment outfit in the cut0throat mar,et
of Show=i&.
S!ills, 'n two 'rtist s,ills# =usiness# 'n two )ulture
s,ills# 2ersuade# 8ambling# 2rofession@Show=i&
+;ecutive
-he !ast bureaucracies of an ad!anced societ# be the a
mega0corporation or a go!ernment bureau# need capable
men and women to lead them. -he :$ecuti!e training
pac,age reflects a character who has spent time in such
a high0le!el managerial Fob# in!ol!ed in business and
bureaucrac as well as in human management.
S!ills, =ureaucrac# =usiness# )ulture@'n# %eadership#
2ersuade# 2rofession@'n# Steward# Pehicle@'n
7ac1er
)omputer science# especiall at -ech C and beond# is a
!er comple$ science# allowing for much speciali&ation
and re"uiring cutting0edge professionals to ma$imise its
use. -he ;ac,er is a general term for an elite computer
scientist# be that an e$pert programmer# a crac,shot
technician or the professional computer criminal.
S!ills, )omputer# )ulture@'n# 2erception# 2ersuade#
Securit# Science# -ech@2ostech# -ech@2retech.
Free Merchant
Unli,e the des,0dwelling e$ecuti!e of the larger
shipping lines# the life of a Free /erchant crewman is
both more interesting and more dangerous. -hese
intrepid men and women reach distant stars and bla&e
new drill routes in search of new business opportunities#
wor,ing as a tightl0,nitted crew on board a small#
often ric,et# starship.
S!ills, =usiness# )ombat@'n# )ulture@Spacer# :$osuit#
3a!igation# 2ersuade# -ech@'stronautics# Pehicle@Space
Wanderer
Some rootless people wander the spacelanes# some for
the sheer thrill of it# others due to an inabilit to call an
single place home. -hese 4anderers are Fac,s0of0all0
trades# people who hop from one odd Fob to the other
and from one planet to the ne$t.
S!ills, )ombat@Unarmed# )ombat@'n#
)ulture@-ra!eller# )ulture@'n# %anguage# 8ambling#
Stealth# Sur!i!al
Ne- s!chic Trainin" ac1a"es
Machine +m.ath
Some rare pschics e$cel at interfacing not onl with
the minds of men and women but also with the minds of
machines. -he are particularl fa!oured b anti0
/achine polities such as the %iberated 4orlds in the
'l,onost Sector# who use them as weapons against the
enem 'Is.
S!ills, )ombat@:nerg 4eapons# )omputer#
-ech@2retech# -ech@2ostech
Mentant
3ot e!erone is content with letting high0grade
computers run their societies+ some# such as the
%iberated 4orlds in the 'l,onost Sector# prefer to ,eep
a human mind in charge of information processing.
-hese speciall0trained /entants are human computers#
capable of performing ama&ing mental feats with their
minds and managing massi!e amounts of information.
S!ills, =ureaucrac# ;istor# Science# -ech@2si-ech
si +nforcer
.ogue or deranged pschics are a ris, to ci!ili&ed
societ and it ta,es a pschic to catch a pschic.
:nforcers are trained and emploed to use the powers of
their minds to enforce the laws of the )ommittee on
2sionics in and around the 'l,onost .epublic.
S!ills, =ureaucrac# )ombat@:nerg 4eapons#
2ersuade# Securit
s!chic Assassin
Some factions# such as the %iberated 4orlds in the
'l,onost Sector# ma,e use of pschics to power their
secret agents and assassins# using the powers of the
mind as a dagger against their enemies. -hese agents are
highl s,illed in hand to hand combat with and without
2si-ech weapons# as well as entering and lea!ing
enem compounds undetected.
S!ills, )ombat@Unarmed# )ombat@2si-ech# Stealth#
Securit
s!chic Navi"ator
3ot all worlds entrust the na!igation of their starships to
ordinar na!igation computers+ some# such as the
%iberated 4orlds in the 'l,onost Sector# prefer to lea!e
pschic humans in charge. -hese na!igators use their
precogniti!e abilities to gi!e their ships an edge when
crossing interstellar distances.
S!ills, )ulture@Spacer# 3a!igation# -ech@2sitech#
Pehicle@Space
12
Ne- Warrior Trainin" ac1a"es
8arbarian
4arriors of the lower tech le!els differ greatl from
their higher0tech peers# though the# too# can be
ama&ingl lethal in combat. -hese lostworlder warriors
bear the (originall derogator* nic,name of
K=arbariansK with pride# denoting their brute force and
raw endurance on the battlefield.
S!ills, 'thletics# )ombat@Unarmed# )ombat@2rimiti!e
4eapons# )ulture@4orld# Sur!i!al# -actics
)ombat 7ac1er
-hese pathetic creatures of meat and bones dare to
challenge e!en the most perfect and immortal machine
with their combat prowess and hac,ing s,ills. 'lso
called electronic warfare specialists# these men and
women are often included in crac, militar teams to
pro!ide electronic co!erage and attac, enem
information sstems.
S!ills, )ombat@2roFectile 4eapons# )ombat@:nerg
4eapons# )omputer# Securit# -ech@2retech#
-ech@2ostech
)ombat Medic
'lmost an militar formation contains militar
personnel to attend the wounded and sa!e the li!es of
casualties of incoming enem fire. -he are trained both
in modern combat and in caring for the wounded.
S!ills, 'thletics# )ombat@2roFectile 4eapons#
%eadership# 2erception# Stealth# -ech@/edical
)om.an! Man (or Woman)
-he !ast mega0corporations need strong and cle!er men
and women to enforce their boards6 will# to deal with
an trouble that arises and to 6deal6 with unwanted
competition. -hese )ompan /en (or 4omen* mi$ the
s,ills of a business e$ecuti!e with those of an assassin
and industrial sp.
S!ills, =ureaucrac# =usiness# )ombat@'n# Securit#
Stealth# Pehicle@'n
)!bernin=a
-he wa of a 3inFa is an old and well0respected wa#
but these cborg assassins do not belong to it or to its
philosoph# but rather adapt some of the 3inFas6 old
techni"ues to use with e$tensi!e cbernetics.
S!ills, 'thletics# )ombat@Unarmed# )ombat@2rimiti!e
4eapons# 2erception# Securit# Stealth
7unter
Past alien beasts roam strange worlds beond the few
,nown stars# and the ;unter6s Fob is to hunt them#
whether for food# trophies# defending a beleaguered
colon or simpl entertaining a !isiting dignitar. -he
;unter# conse"uentl# is stealth and s,illed with
hunting rifles# as well as with sur!i!al in the wilds.
S!ills, 'thletics# )ombat@2roFectile# )ulture@4orld#
3a!igation# Stealth# Sur!i!al
erimeter A"ent
-he 2erimeter 'genc was once a branch of the old
-erran /andate tas,ed with monitoring technological
progress and enforcing technological regulations#
particularl where /altech was concerned. -oda# some
of the 'genc6s local branches still e$ist# their agents
restlessl fighting against dangerous technolog#
eugenic cults# deranged 'Is and mad scientists.
S!ills, )ombat@'n# )omputer# ;istor# 2erception#
Science# -ech@/altech
u"ilist
3ot all warriors fight with guns# lasers or e!en swords+
some hone their bod into a deadl weapon. -hese
pugilists# or martial artists# can fight e$tremel well
with their fists and ,ic,s# and endure much pain and
damage.
S!ills, 'rtist@/artial 'rt# 'thletics# )ombat@Unarmed#
)ulture@4orld# )ulture@'n# 8ambling
Secret A"ent
-he secret world of espionage and counter0espionage
re"uires capable men and women with a license to ,ill.
In addition to being highl efficient with their gun# the
must also flawlessl blend into enem societ and# of
course# penetrate enem facilities.
S!ills, )ombat@'n# )ulture@-ra!eller# 8ambling#
2ersuade# Securit# Stealth
>ehicle S.ecialist
/odern combat is tpicall fought with mi$ed0unit
forces# where tan,s# '2)s# 'FPs# helicopters and gra!0
sleds complement and support the infantr fighters. -he
Pehicle Specialist has speciali&ed in operating such a
combat !ehicle# be that as a tan,er# a Feep dri!er# or a
helicopter or gra!0sled pilot.
S!ills, )ombat@8unner# )ombat@2roFectile# 3a!igation#
-actics# -ech@2ostech# Pehicle@'n
17
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trademar"s. )n addition$ any arti%les in this fan#ine %annot be republished or distributed without the
%onsent of the author who %ontributed it.
1A

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