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The Completely

Unofficial
SerenityRPG
SourceBook
A compilation of material from
Waves In The Black
(http://wavesintheblack.aimoo.com)
The Completely
Unofficial
SerenityRPG
SourceBook
A compilation of material from Waves
In The Black
(http://wavesintheblack.aimoo.com)
This compilation, “The Completely Unofficial SerenityRPG Sourcebook”, was
compiled and edited by N.Taylor (WitB ID Jezta). All content is the intellectual
property of those who contributed to it and may not be sold for profit without the
original authors permission. This ebook may not be sold either in piece or in
whole, and is freely available to the public domain.

The majority of content contained herein is available freely from http://wavesinthe-


black.aimoo.com . UserID’s of Waves In The Black (abbreviated to WitB, here-
after) contributors who kindly contributed to the SerenityRPG community and
whose work appears in this Sourcebook include (in alphabetical order) :
blaster219, davispigeon, Disintigration, ecritter, FCWesel, GarrettPLC,
Grey_Ronin, GypsySong, idleyote, JamesTheDark, Jason Durrall (non WitB ID),
Jezta, Johan99, just_folk, LynnLeFey, mjstancil, praguepride, ProfGremlin,
RedFinger, Rob_The_Badger, Romnipotent, ShepherdScott, snikle, Tieguanyin,
tke414, travlan, Willis Corto, wydraz.

A special thanks to all the aforementioned Browncoats, without whom creating


this Sourcebook would not have been possible.

Additionally, thanks to (WitB ID) Ravenshadow, who maintains the Waves In The
Black website and forum, and without whom the community probably wouldn’t
exist (and therefore the amalgamation of information and data in this sourcebook).
Contents
Introduction . . . . . . . . . . . . . . . . . . 5
Serenity RPG Un-Official Errata . . . . . 6
New Traits For Serenity RPG . . . . . . . 9
A Players Guide To Companioning . . . 20
Serenity Combat Summary . . . . . . . . 22
Terms, Descriptions & Slang . . . . . . . 26
Spacestations & Truckstops . . . . . . . 28
Dandelion Station . . . . . . . . . . . . . . . . . 30
Romers Bazaar . . . . . . . . . . . . . . . . . . . 35
I Need Inspiration! . . . . . . . . . . . . . . 47
Boats, Boats, Boats! . . . . . . . . . . . . 50
Gremlin Astronautics . . . . . . . . . . . . . . . 50
Hammersmith/Modus Starship Design . . . . 55
LeFey Starship Design & Auctioneers . . . . 64
Equipment, Gear, Gadgets! . . . . . . . . 81
Appendix & Miscellany . . . . . . . . . . . 91
Serenity RPG Character Sheet . . . . . . . . . 92
Crew Questionaire . . . . . . . . . . . . . . . . . 93
3x3x3 . . . . . . . . . . . . . . . . . . . . . . . . . 94
Life Point Tracker . . . . . . . . . . . . . . . . . 96
‘Verse Map - Single Star . . . . . . . . . . . . . 97
‘Verse Map - Multi Star . . . . . . . . . . . . . 98
Deckers Arms Catalogue . . . . . . . . . . . . . 99
http://wavesintheblack.aimoo.com

yer get a spare moment, you’ll find all their Wave(s In


Introduction The Black) ID’s right near the front of this here
compilation and also imprinted onto their own work,
“There’s not a thing in the ‘Verse yer can’t find if
throughout.”
you’re lookin’ hard enough. Course, that’s half the
problem, so much information available on the
Cortex that oft times yer lookin’ high and low for Sometimes, It Just Don’t Go Smooth
information you swear you seen before. “I’m sure y’all appreciate what I mean in that respect.
‘Course, there are them as create some trully mind On occasion somethin’ just don’t seem to work, or
bogglin’ stuff that yer just know you’d rather not be yer can’t find the right of it. So I’ve tried to root out
without, ‘specially out there in the Black. This in the fixes, solutions, workarounds and corrections for
mind, I’ve taken the liberty of puttin’ together some thems that have made mistakes in the past or misled
of the best, coolest and downright shiniest stuff I us good folk into believin’ stuff that ain’t quite right.
could find on the Cortex (Alliance willin’. Yer know O’ course, there are thems’d believe the corrections
how they can sometimes interfere and get in a mans for the mistakes aren’t quite right too, but then ain’t
way..). nobody perfect, right?”

Shiny! Can’t You Get Nothin’ Right?


“So what’s here? Well, truth be “While I aim to show you the best and
told there’s a little bit of most most used shiny stuff around, my brain-
things. We got a bunch of new pan’s been knocked around more’n it’s
assets and complications for fair share. So if yer can’t find somethin’
thems interested in personal akin to what yer lookin’ for, or if you
development, stuff that goes found something so gorram good that
boom and makes big craters (my you’re amazed how it didn’t get squeezed
personal favourite, yer in here, just keep yer hat on and gimme
understand), space-stations, ships, a hollah; you’ll find my ID up there with
corporations, all manner of folk, the rest of ‘em.”
purdy pictures and diagrams,
guides on how not to shoot How Comes It All Looks
yerself in the foot (my opinion it’s always better to Different?
shoot someone elses gorram foot), and that’s just the
short list. “As you read through this here compilation, you’ll
notice things don’t look consistant - well, thas cuz
Some folk might say as they got no use for much of everyone expresses ‘emselves in different ways. Ain’t
this, but then I guess that’s what makes us all different no call for a man like me to butcher someone elses
- man’s gotta choose his own path in life... (uh, so I master piece jus’ so it all looks the same - ‘sides,
heard, anyway)” variety is the spice of life and if you’re livin’ off the
same Mi Tian Gohn as me you’ll appreciate all the
The Independents spice you can get.
“This ain’t no official docket from the Core world What I’ve aimed to do, is put everythin’ in some kind
and Alliance folk, yer understand - this is home of order; afterall, that’s the whole point of puttin’
grown goodness from folk who’d do stuff without this stuff together - so it’s nice’n’easy to get yer hands
lookin’ at the percentage, folk whose time is worth on the right bits as and when yer feel the urge.
more’n creds or plat’num or even a decent bite to eat Well, I ain’t much good with words, so how about we
(well ok, maybe not that). So in the interest of lettin’ get on with showin’ you the best stuff them good
those folk out in the Black know how much yer Browncoat and kindly bystanders have to offer.”
appree.. uh.. appreesh.. gorramit you know what I
mean. Where was I? Oh yeah, drop ‘em a wave when

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Attacking
Serenity RPG Errata
Q: What Attribute do I use to make an attack?
“As I mentioned earlier, some things got to be a tad A: It's up to you, really, depending on what Attribute
mis-leadin’ or on occasion downright confusin’. So, makes sense for the type of attack. If someone's
I’ve scooped up some answers to some questions brawling, using brute force to bludgeon opponents,
that have as yet been unanswered by the powers that you might allow Strength + Unarmed
be in the ‘Verse. Most of these ain’t house rules but Combat/Brawl. If someone is relying on speed,
sensible answers to some of the questions. Also, finesse, and coordination, you would use Agility +
there are still plenty of questions that we’re still Unarmed Combat/Martial Arts, for example. Most
waitin’ for an official answer on, so don’t expect this ranged attacks, relying on hand-eye coordination,
to cover the lot. Either way, I’m sure that some of would use Agility.
this’ll make a few things clearer until they’re answered
in a more official capacity.
Unarmed Combat
Throughout these questions and
answers, you’ll see references to Q: What is the damage for
page numbers and tables - these unarmed combat?
numbers refer directly to pages in A: Damage for unarmed combat is
your shiny Serenity RPG manual. the difference between the Attack
So, on with the questions and and Defense in Stun instead of the
answers... with any luck I can have normal "Basic Damage", unless you
this done and dusted in time for a have Mean Left Hook, in which
trip down to Decker’s” case it is Basic Damage.

Weapon Range Multi-Actions

Q: Weapons are provided with range increments, Q: How many actions can I take in a round?
and ranges are described on page 153, but how A: As many as you can make without reducing your
exactly do the two relate? Skill dice to 0, or as many as your GM will allow.
A: Point-Blank = 10 feet (as noted in Table 5.9: Whichever is lower.
Range), Short = Range Increment, Medium = 2 *
Range Increment, and Long = 4 * Range Increment. Chapter 1 Ending
Q: Chapter 1 seems to end rather abruptly on
Newtech page 37. What happened? (Only applies to some
Q: On page 93, paragraph 2, under zero-g prints)
thruster cane it says: "... this would ordinarily be A: The text was cut due to printer error. Luckily, it
a x5 cost newtech item." Is that a typo? was nothing important. It should read:
A: Three bonuses is good for Newtech items, but "Insane crew bound for the bug-house don't wake
what Newtech really is is a guide for the GM or for up with all of their screws tightened. Make up your
when it's not terribly important (i.e., something that mind to the fact that for some things, you're just
won't unbalance the game). Not everything should gonna be stuck.
exactly follow the Newtech rules; for example, laser
pistols are a lot more expensive than they 'should' be, Gun Vac Case
but that's because they are supposed to be rare (a
Q: Why does this exist? Firearms work perfectly
plot-based reason) and are extremely powerful (a
fine in a vacuum as the chemical propellant (gun
mechanical reason). Try to keep with the feel of the
powder) in the cartridge already has an oxidizer
'Verse, and set prices that make sense.
present and does not need 'air' to function.

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A: It basically boils down to the fact that show (as Guns/Rifles to D10.
aired) was goofy and wrong. This item is a result of
Jayne saying that Vera needed air and wouldn't work Sample Ships
in space. If you listen to the DVD commentary they
admit to their mistake. Q: The sample ships don't seem to match the
existing ship construction rules in terms of
Complexity and Ship Skills. What gives?
Asset: Tough As Nails
A: Basically, the sample ships were built using a
Q: What's the point of this Asset? I can spend slightly different version of the construction rules,
the same number of points to improve my and not updated to the new rules after they were
Vitality of Willpower, and gain the same Life changed.
Point benefit, as well as the
other benefits having a
Surgery
higher Attribute provides.
A: For a starting character, Q: Page 159 (last page of
sure, you'd be better off with chapter 5), on Surgery, we have
more Willpower or Vitality. a note (see Table 6.11) as
However, later, your Vitality reference for the difficulty of
or Willpower would be the surgery roll. Should it be
cheaper to improve each referring to Table 5.12, which
time. has a surgery difficulty listing,
as there is no Table 6.11 in the
book?
Skill Specialties
A: Yes. There are two references to 6.11 in the book.
Q: Do you have to buy the general skill up to d6 Both should refer to 5.12.
before you specialize?
A: Yes. Defense Rolls
Q: How does the Skills Specialty system work in Q: Does every defense have to be rolled?
terms of purchase? Once you've paid the price
for a d6 for a skill, and then the difference for a A: You do not have to dodge; you can use your innate
specialty (for instance making the Specialty d10 defense, which starts at 3 at close range. You also
for a total of ten points) do you have to pay the have the option of using an unskilled Agility roll (just
skill total again for a second specialty, i.e. if you the single die, no skill die, doesn't count as an action)
add a second d10 specialty to the first example, but then you might roll less than the 3 (you zagged
is the total 14 or 20? when you should've zigged).

A: During character creation, you pay the 6 points to


Assets
get the General Skill up to D6, then pay the
"difference" between D6 and whatever level you Q: If you take a Major Asset, do you get the
want for each Specialty Skill derived from that benefits of the Minor Aspect of that Asset as
General Skill. You could pay 6 points to get Guns to well?
D6, then another 4 points to get Pistols to D10 (10- A: Yes. Page 41, paragraph right above the first Asset
6=4), and another 2 points to get Rifles to D8 (8- (Allure): "Note that unless the description states
6=2) for a total cost of 12. otherwise, a character with the Major version of an
But, when you use Advancement Points to improve Asset gains the benefit of the Minor Asset as well."
your skills, you have to pay "full price" each time. So
using the above example, you'd have to spend 12 Prone
Advancement Points to raise Guns/Pistols to D12,
Q: Can being prone provide different benefits in
and then another 10 Advancement Points to increase
different circumstances?

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A: You have to take the prone rule with a bit of Additional Typos & Inconsistencies
sense. A character lying down with a sniper rifle is From The Boats’n’ Mules Chapter
not going to suffer a -2 Attribute penalty to his
Agility to snipe at someone. They will, however, be at Page 107, first line "Hotaru is average size at 4000
a disadvantage if someone sneaks up at them and tons" should read 2400 tons.
pulls them away from the gun and tries to punch Page 119, Bumblebee stats: Life Points should be 10,
them. In the same breath, being prone won't give you not 12.
"cover bonus" from a firearm if the guy is standing Page 128, Cargo Liner stats: Life Points should be 14,
5 feet from you. not 8.

Encumbrance
Q: Where are the encumbrance rules? How
much can my character carry?
A: There aren't any. As it's a cinematic game where
nitty-gritty detailing and accounting for every last
pound of gear wasn't deemed important, it's left to
the GM and Players to apply common sense and
eyeball it.

Grenades
Q: We have stats for the frag grenade on page 80
but then very different stats used in the example
on page 155. Which do we use?
A: The ones in the table on page 80.

Ballistic Mesh
Q: The book provides conflicting stats for
ballistic mesh: (page 76) and example (page 11).
Which is correct?
A: Page 76.

Get Out of Harm's Way


Q: What does it do for you?
A: Think of this as the "video game object dodge"
where a big crate or a piston is going to pound you
so you dodge out of the way. It's kind of an
instinctive move.

Burst Fire
Q: What's the advantage of burst fire?
A: It allows you to effectively make three "attacks"
(at penalty) while only having it count as a single
Action in regards to Multi-Action penalties.

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time arrangement. However, if a character wants to


New Traits For MWPs develop an ongoing relationship with the people they
Serenity RPG saved, they could spend AP to buy the Asset; in such
(By Nathan Rockwood (WitB ID GarrettPLC) a situation, where it fits the game especially well, the
GM should charge 10 points for a Minor Asset or 20
With ideas from the Crew of the Ghur J’wi: Captain points for a Major (or 10 points to upgrade a Minor
Gus, Dr. Galen, Gavin McDonnel, Lady Belen, to a Major).
Seung Da, Suazi, Maddox ‘the Mad Russian’ Ivan,
Tien Shien, Kip, Irish Niska, and ‘Hey You’. However, it is entirely possible that players will want
to get Assets not being ‘handed’ to them. In that case,
they should come up with a good reason for gaining
Buying Assets
it; maybe, in an alteration to the above example, the
To gain a new Asset in play, you will usually have to player says that between adventures they responded
spend Advancement Points. If the GM wishes, they to a distress signal and saved the Companions
can grant (to one character or a whole crew) any themselves (or with NPC, such as Federal, help), and
Assets they feel appropriate, or necessary, for their the Companions owe him one. If the GM is willing,
game; in that case, no AP cost should be levied. they can let the character take the Asset at that point,
However, they may also choose to set up a but the cost is doubled: 20 AP for a Minor Asset, and
situation—the characters may create a situation— 40 for a Major (or 20 to upgrade a Minor to a Major).
where buying an Asset would be especially This may seem a steep price, but keep in mind that
appropriate. For example, the characters might save Assets, even Minor one, frequently add a 2 or more
a group of kidnapped Companions; at that point, the Step bonus to Attributes or Skills. It costs 48 AP to
GM might not feel they automatically gain Friends raise a d10 Attribute to a d12, and then 56 points to
in High Places, if the reward for the rescue is a one
New Assets New Complications
Business as Usual [Minor] All Preened Up [Minor]
Cybernetic Implant [Minor/Major] Amnesia [Minor/Major]
Diplomat [Minor] Conditioning [Minor/Major]
Duct-tape Medicine [Major] Creaky [Minor/Major]
Farm Hand [Minor] Distractable [Minor]
Fleet of Foot [Minor/Major] Forked Tongue [Minor/Major] (New Version)
Good Balance [Minor] Freak! [Minor]
Graceful in Gear [Minor] Hyper-focused [Minor/Major]
Guild Standing [Minor/Major] Indentured Hand [Major]
Hidy-Hole [Minor/Major] Khan Complex [Minor]
Lightnin’ Reflexes [Minor/Major] (New Version) Klutz [Minor/Major]
Mean Left Hook [Minor/Major] (New Version) Lazy [Minor]
Pack Rat [Minor/Major] Lily-Soft Hands [Minor]
Parliamentary Clearance [Minor/Major] Oblivious [Minor/Major]
Pet [Minor] Plodding Along [Minor/Major]
Quick Healer [Minor/Major] Pyromaniac [Major]
Renaissance Man [Minor/Major] Smells Like a Farm [Minor]
Salvage License [Major] Stir Crazy [Minor]
Ship Owner [Minor/Major] Trickster [Minor/Major]
Talented [Minor/Major] (New Version) Tri-plex Junkie [Minor]
Teacher [Minor/Major] Young ‘un [Minor/Major]
Tough as Nails [Minor/Major] (New Version)
Trustworthy Face [Minor]
Very Favorite Gun [Minor/Major]

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go from d12 to d12 + d2; buying, for example, (though not extremely powerful) cybernetic
Lightnin’ Reflexes to boost a d10 Agility to d12+d2 alteration; the bonus is +2 steps to two Attributes, or
costs 40 AP, in comparison to 104 AP, even though +3 Steps to one Attribute, and it applies
it does apply to a narrower range of situations. completely—effectively raising your Attribute(s) the
Because of this, it is necessary to make sure that set amount, as long as you are functioning properly.
players don’t just buy Assets without thought to why Damage, especially on an Extraordinary success, may
the characters should get them, and also necessary to cause malfunctions, and maintenance work would
charge a fair number of AP for them. The GM then be required (Hard Technical Engineering/
should be careful when awarding Assets, or the Cybernetics complex roll); also, your implants may
option of buying them at the reduced price. shut down when exposed to an EMP—and that
might mean a lot more than a loss of the bonus, since
someone with a mechanical arm would have that
Assets (24 total /4 revised) limb rendered entirely useless.
Remember that this Asset only applies when an
Business as Usual [Minor] implant increases normal ability; a character may,
You are so accustomed to life in a boardroom (or on with the GM’s permission, have an implant for free
a Core planet; there’s little practical difference) hat during character creation, as long as it only allows
you can play that lifestyle like a hand of cards. normal functioning—for example, if you want your
Benefit: Having gotten a lot of experience in character to have lost his eye but now have an
government or corporate life, you know the way electronic one, then you don’t need to pay unless this
things work. You get a +2 Step Skill bonus on all rolls new one provides an Alertness bonus. You might
involved with working at a major business, company, even take Ugly as Sin to account for the way it makes
or organization, to invest wisely, and read the market you look, or take Dull Sense to account for it not
on almost anything, as long as you’re in the right working terribly well (and it would still be vulnerable
setting—a megacorp-style office or setup, with digital to EMP).
feeds from every major economic broker, info on Note: Extensive modification, as per the Major level
recent lawsuits, etc. of this Asset, is not only expensive but also extremely
rare. The GM’s permission is required to take it, and
Cybernetic Implant [Minor/Major] the character will need a good reason: life-saving
medical procedure, test subject for a major
A lot of folks in the ‘Verse have had to have some organization (which might mean that they’re a
part or other replaced with a mechanical or electronic fugitive or ‘indentured’), or similar.
equivalent. Yours doesn’t just replace something,
though—it provides some additional benefit.
Diplomat [Minor]
Benefit: At the minor level, you possess some kind
of technological implant that provides a +2 Step While you may not have any special clearance, you’ve
bonus to one Attribute, or a +1 Step bonus to two been well schooled in the arts of diplomatic speech
Attributes—but in either case, the bonus applies only and negotiations—or you just happen to have a talent
in certain circumstances (which depend on the nature for conveying things in a reasonable-sounding sort
of the implant). For example, a system-flushing of way.
device to screen for poison might add +2 Steps to Benefit: You receive a +2 Step Attribute bonus
Vitality for resisting poison, but not for Life Points or when making any roll to negotiate, bargain, ask for
Endurance rolls. A replacement arm might have +2 political favors, and so on. This does not aid attempts
Steps added to Strength (or +1 each to Strength and to seduce, however, unless the target is somehow
Agility), but that would still only apply with that attracted to logical argument. Also, this does not
arm—attacks in melee or with one-handed weapons confer any rank or diplomatic immunity.
would get the bonus, but not rolls for running or
dodging. At the Major level, you posses extensive

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Duct-tape Medicine [Major] Graceful in Gear [Minor]


You specialize in patchin’ folk back together. You know how to move, and how to do it right.
Benefit: Given time to tend a patient who has Benefit: Your preternatural sense for balance and
suffered Wound damage and who is already On the movement reduces all penalties imposed on your
Mend, you can make a Heroic Intelligence + Medical Agility or Strength by armor or clothing by 3 Steps,
Expertise/Internal Medicine roll to reduce their as you unconsciously correct for the impediment.
damage. The action takes 1 hour to complete, and, This does not alter Alertness penalties or penalties
if successful, converts ½ (rounding down) the for carrying a lot of weight, nor does it translate into
Wound damage the patient has taken to Stun damage, a bonus if you are unimpeded by garments. Example:
which will heal much more quickly. This can only be If you are wearing armor that reduces your Agility
attempted on a given patient once for the same set of and Alertness by 1 Step, having this Asset would
injuries, even if the roll fails. However, because of mean that your Agility is actually unaffected by the
the difficulty of such a task, this attempt requires at armor, while your Alertness is still reduced by 1 Step.
least Ambulance Conditions and uses up 100 credits
worth of medical supplies. Guild Standing [Minor/Major]
You hold a position of relative importance in some
Farm Hand [Minor] group or organization, possibly one of the Guilds
You worked as a farm hand or in a similar position (such as the Bounty Hunters or Traders)—except for
for quite a while; you know the trade, how the land the Companion’s Guild and other extremely high-
works, and how to treat it proper. profile organizations, unless you also have other
Benefit: Because of your experience on a farm or appropriate Assets to grant you access to those
plantation on a Rim or otherwise rundown planet, groups. In that case, you happen to have more
you know how to survive on one, and you know what standing there than otherwise...
that life is like. You get a +2 Skill Step bonus on all Benefit: You hold some sway over the actions of the
rolls related to farming, raising animals, or otherwise group you are involved in, have access to privileged
making a normal life for yourself under those information, or something similar; what group that is
conditions—working with the right tools, though and what the exact benefits are is between the player
they are far from the most modern of equipment. and the GM. As a Minor Asset, you posses little pull,
and can only access information that is classified at a
Fleet of Foot [Minor/Major] low level. However, this may give you access to jobs
and equipment otherwise completely unavailable,
You move faster than most folk. even if you still need to pay for them, such as bounty-
Benefit: Increase base movement distance by 5 feet hunting jobs. As a Major Asset, you have more
for walking, to a total of 20 (which is then multiplied influence in the group, and have access to informa-
for faster movement). As a Major Trait, you also tion classified to a higher level.
receive a +2 Attribute Step bonus to Agility or Note that the ability to actually requisition money or
Strength on any Athletics-based rolls involving sheer items is a function of the Friends in High/Low
speed: running, jumping, and moving, but not Places, Parliamentary Clearance or Moneyed
dodging or similar. Individual Assets, and other benefits that are
normally conferred by other Assets remain the
Good Balance [Minor] province of those Traits; you must buy those if you
You’ve got a good sense of balance; you almost want their benefits.
never fall down.
Benefit: Add +2 Attribute Steps to any rolls to avoid Hidy-Hole [Minor/Major]
falling, tripping, or otherwise losing your balance. You have someplace safe to run to, somewhere that
no one knows about (yet).

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Benefit: You have a small place, be it a home, of Basic damage to your hits based on your Strength
apartment, old bomb shelter, disused bunker, or (and ONLY your Strength! No other Attributes may
somewhere else, that you can run to for safety, and substitute). The bonus die is equal to your Strength
which no one can find or link to you unless to lead die with a -3 Step penalty, with a minimum of d2.
them there or tell someone (who might tell someone Note: This replaces the Mean Left Hook Asset as
else). The exact specifications of the place are listed in the Core Book.
between you and the GM, but the place should be no
larger than a small apartment for the Minor (1-2
Pack Rat [Minor/Major]
could live only mildly cramped) or a small house for
the Major (3-6 could live only mildly cramped). It can Your bunk looks like a magpie’s nest. Anything small
also be assumed that there is additional space for a and inexpensive most likely finds its way into your
relatively small vehicle (small ship or medium piles and pockets at some point; not that you steal it,
ground-transport). Anything you actually want in the unless otherwise inclined to do so, but it just seems
place, though, must be paid for in cash. to happen. Pocket change becomes a few extra pens
Note: Multiple characters can take this Asset and and a candy bar; you pick up old keys and elastic
stack the benefits together to create an increasingly bands off the ground; you never throw anything
large and/or sophisticated ‘safehouse’ or base of away.
operations. If they take it after the game starts, then Benefit: Unless you’ve recently been searched and
they should be rewarded (soon) with a newly divested of everything, you can spend PP on the
discovered place—they shouldn’t also have to pay for following table, at any time, to have ‘just what you
it, or at least not very much. If they pay for one in need!’ in a pocket:
credits, or the GM gives them one as part of the 0 PP: Rubber bands, small scraps of paper, other
game, they DO NOT need this Asset as well. ‘junk.’
1 PP: Any small piece of gear that would normally be
Lightnin’ Reflexes [Minor/Major] (New
readily available to you, should you have chosen to
Version) buy it, worth 1 Credit or less.
You react to danger quickly. Folk rarely get the drop 2 PP: Any small piece of gear that would normally
on you, and your quick-draw leaves others groping be readily available to you, should you have chosen to
for their holster. buy it, worth 5 Credits or less.
Benefit: As a Minor Trait, you get +2 Attribute Step 3 PP: Any small piece of gear that would normally
bonus on your Agility on all Initiative, Get out of be readily available to you, should you have chosen to
Harm’s Way, basic defense, and Athletics/Dodge buy it, worth 10 Credits or less.
rolls (the GM may declare other rolls eligible). As a
Major Trait, any Plot Points spent on rolls you would Every time beyond the first that you use this Asset
receive this bonus on count as if you had spent 2 during a session, increase the PP cost by 1. So, if you
additional Plot Points spend 0 PP to get a broken stub of pencil, and then
need a rubber band (normally 0 PP), the rubber band
Note: This replaces Lightnin’ Reflexes as listed in the would now cost 1 PP.
Core Book, and brings the bonus scheme more in
line with other Core Book Assets. As a Major Trait, the benefit is the same, shift the
cost table down 1 PP, so that what costs 1 PP on the
table above now costs 0 PP—but keep in mind,
Mean Left Hook [Minor/Major] (New
multiple uses of this Asset in one session still increase
Version) the cost by 1 PP each time.
You pack a mean wallop!
Benefit: As a Minor Asset, your unarmed attacks deal Parliamentary Clearance [Minor/Major]
Basic damage (divided between Stun and Wounds) For some reason, the Parliament has granted you
instead of Stun. As a Major Asset, you also add a die special clearance. You might be a high level official

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(governmental, military, scientific...), you may have Benefit: Pick an animal you already have or own (or
been granted it in order to aid you in a particularly that you’ve found). That animal becomes a long-term
tough assignment, or maybe you’re not even pet or companion, and is much less likely than most
supposed to have it. such animals to die, disappear, get lost, or otherwise
Benefit: The government of the Alliance has given be removed from the character; it’s practically a part
you special clearance. With positive identification of the character. You may make Willpower + Animal
(IdentCard, biometric check, retinal scan, or handling/(Animal Type) rolls to get it to do ‘tricks.’
something like that), you can get away with Most basic tricks have an Average difficulty (7), but
murder....sometimes literally. At the Minor level, you anything more specialized than fetching a thrown
have permission to request aid from facilities or object (such as: retrieve a specific object or type of
personnel that are not otherwise occupied or object, act friendly and then attack from behind, etc)
incapable of providing assistance; what you can has a higher difficulty (usually Hard or Heroic), at the
request is limited, and it isn’t guaranteed that they’ll GM’s discretion. You can also spend PP to have your
help you out if they have some reason (even a pet do something ‘without instruction,’ temporarily
personal one) not to, but this can still be very useful. taking control of the NPC from the GM (though
Once per session, you can spend Plot Points as per they can overrule you if it gets ridiculous) by
the Friends in High Places table, but with the spending 1 PP to control the animal for the ‘scene,’
following additions: which is broadly defined as one encounter, major
activity, or event.
1-2: Urgent medical treatment or emergency situation
response.
Quick Healer [Minor/Major]
3-4: Transportation, bodyguard, information
Your body mends faster than most folks’.
classified at a low level.
Benefit: When getting proper rest and care, you heal
5-6: Clearing up of ‘misunderstandings’ on major
1 Wound per day, instead of every 2 days, while On
criminal charges in the line of duty.
the Mend. As a Major Asset, you also automatically
As a Major Trait, shift that table ‘up’ one level and get ‘On the Mend’ after 1 day of rest, even without
add a new 5-6 line: a physician, except in the case of injuries causing
1-2: Medical treatment or emergency situation continued damage (such as those caused by an
response, transportation, bodyguard, low level Extraordinary Attack with Wound-type damage).
classified information.
3-4: Clearing up of ‘misunderstandings’ on major Renaissance Man [Minor/Major]
criminal charges in the line of duty. You specialize in not Specializing.
5-6: Requisition a ship, invent charges against Benefit: All your General Skills may be raised to a
someone, access high-level classified info. maximum of d8 (instead of d6); however, buying any
Note: This Asset requires GM permission, and that skill at d10 (which is now the first level at which they
permission should not be given lightly; this may be become Specialties) or higher costs an extra 4
more appropriate to NPCs than to players. This does Advancement Points at each level.
not replace Friends in High Places, since it is more Note: During character generation, you CAN buy
specific but more powerful within that focus. General Skills at d8, but the cost penalty above that
level ONLY applies during advancement later on,
Pet [Minor] and NOT during character generation. Instead, dur-
ing character generation, you are limited to a d10 in
You have a loyal friend you can always count on—
all skills: no Specialty can be raised higher than d10
especially because they aren’t human! It could be
with your starting Skill points. This level of
anything up to the size of a horse that the GM will
Renaissance Man counts as a Minor Asset because
agree to, and it’s a friend you aren’t likely to lose
the value of it is decreased by the additional cost of
anytime soon.
highlevel Skills—otherwise, this is extremely

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powerful, and even with it, GMs should consider stack the benefits together to create an increasingly
whether or not to allow it. large and/or sophisticated ship for their use. If they
As a Major Asset, once per session players can spend take it after the game starts, then they should be
2 PP to add a +1 Step Skill bonus to one General rewarded (soon) with a newly discovered boat—they
Skill for the remainder of the session. This DOES shouldn’t also have to pay for it, or at least not very
NOT apply to Specialties; use it ONLY when the much. If they pay for one in credits, or the GM gives
General Skill itself is rolled. This can increase the them one as part of the game, they DO NOT need
chosen General Skill to d10 if it was already at d8. this Asset as well.

Salvage License [Major] Talented [Minor/Major] (New Version)


You have managed to secure a license from the You have a knack for something.
government to clean up trash for them. Benefit: Choose a General Skill/Specialty
Benefit: Salvage licenses are hard to come by, since combination. As a Minor Trait, whenever making a
the Alliance wants to tightly control who is allowed roll that would fall under the heading of that
to salvage what—otherwise, civilians might be getting Specialty (even if you don’t have it yet), you get a +2
military tech off drifting troop-transports, and so on. Skill Step bonus. As a Major Trait, you also get more
However, with the proper clearance, a thorough for you Plot Points on the Specialty: whenever you
background check, and an annual fee of 250 Credits, spend PP on a roll that you gain the Step bonus on,
you have secured permission to salvage wrecked you count it as if you spent an additional 2 PP (1 PP
ships or other applicable space-borne debris. You gets you a d6 instead of a d2, 2 get you a d8 instead
must always send a Wave to a contact in the Core and of a d4, etc).
receive official confirmation before beginning any Note: This replaces Talented as listed in the Core
salvage operation; often, when dealing with military Book, and brings its bonus scheme more in line with
or Alliance-owned hulks, they want to send in a other Core Book Assets, but still stacks with bonuses
military vessel first, to strip any sensitive equipment from Born behind the Wheel, Allure, etc.
or information, before allowing folk like you to pick
the bones. However, having the license does provide Teacher [Minor/Major]
a way to earn an increased income, and also a
possible way to excuse your actions or cargo, as long You’re a natural-born instructor.
as no-one thinks to check with your contact about Benefit: Pick a General Skill/Specialty combination.
recent permissions-granted. You can make it cheaper for characters to learn that
General Skill and that one Specialty, as long as you
Ship Owner [Minor/Major] have it at a higher level than they do. To give them
this benefit, you must spend at least 2 hours a day for
You own a ship, or at least a share in one. 1 day per Step of the level they want to buy (d2 takes
Benefit: You own a ship! Or, at the very least, part of 1 day, d4 takes 2 days, d10 takes five days, etc)
one. Ships are expensive pieces of equipment, and instructing them; you can instruct a group of up to
so can be hard to find—but every now and then you 10 people at once, but each person beyond that adds
might find one cheap at a junkyard, put there by 1 day to the total time required. At the end of the
mistake ‘cause it still runs (maybe...), or at an auction required time period, the characters you were
or somesuch. As a Minor Asset, this counts as up to teaching may purchase the chosen Skill/Specialty at
4,000 Credits towards the value of a ship; as a Major the new level for 2 AP less than it would normally
Asset, it counts as 10,000 credits. Any ‘left over’ cost (so they can learn d2 in that Skill for free!).
Credits are lost; this doesn’t represent actual money As a Major Trait, the mechanics are the same, but you
paid towards the ship, but value of ship that lady luck can Teach any Specialty you know under the General
has decided to make you not have to pay for. Skill that you choose.
Note: Multiple characters can take this Asset and

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Tough as Nails [Minor/Major] (New later. It will be less likely to be broken, and easier to
Version) fix if it is. How these benefits apply is mostly a
function of roleplaying—it doesn’t actually provide a
You’re tougher than you look; you can take a beating numerical benefit, but the GM should be generous.
and stay in the fight longer than anyone would The item is a symbol or extension of the character.
expect. If the character successfully sells or gives away the
Benefit: Every time you take Stun damage, the item, they lose this benefit AND the Asset. However,
amount you take is reduced by 2 points. As a Major if the situation is suitable, and the character is giving
Trait, whenever you spend Plot Points to reduce away the item rather than selling it, the GM may
damage, they count as if you had spent 2 additional allow this Asset to pass to the recipient. For example,
PP. a dying man could give his Very Favorite Gun to his
Note: This replaces the Tough as Nails Asset as listed best friend, asking him to look after his family, the
in the Core Book. friend would receive the Asset if they intended to
follow through and use the gun as their signature
item.
Trustworthy Face [Minor]
You look like a good sort; people just know they can
trust you. Complications (21 total/1 re-
Benefit: People you don’t even know are liable to vised)
trust you. In bars, sobbing drunks confide in you and
broken-hearted lovers ask you why the world is so All Preened Up [Minor]
cruel. On the streets, people pursued beg you for aid. You make this look good... and everyone else needs
Add a +2 Step Attribute bonus to any roll to to know that. All the time.
convince someone to trust you and believe what you
Penalty: You are a vain, vain person. Whether you
say is true, or to get them to tell you something they
look good or not, you spend excessive amounts of
would normally keep secret. Also, you are less likely
time on your appearance. This can take money, too,
to be accused of lying in general, and a crowd or
for clothing or makeup, or it could just mean you are
group is more likely to believe what you tell them.
easily distracted or beguiled by compliments. You
play it up all the time—because you know it’s true!
Very Favorite Gun [Minor/Major]
You have a piece of gear that is yours. It needn’t be Amnesia [Minor/Major]
a gun or other weapon—but whatever it is, it is as
You can’t quite remember....
much a part of your character as their arm, and about
as likely to disappear on ye’. There may well be a Penalty: As a Minor Complication, you cannot
story behind it. remember something specific: a person, an event, a
certain time; it could be something important, but it
Benefit: Pick any item you already have—it could be
isn’t all-encompassing. Trauma may have buried the
anything that you and the GM agree on, but the price
memory, or maybe you’ve been brainwashed to
in Credits should not exceed 100 for the Minor
forget. The GM should assign you a secret
version or 1000 for the Major. That item becomes a
Complication that even you don’t know the
‘signature item’ for the character. You should make a
immediate nature of: it could be Traumatic Flashes,
point to use it, or at least have it with you, at all times.
Branded, Chip on the Shoulder, or anything else. You
Whatever it is, it will be much harder for you to lose
get the points for it as well, and can only choose up
it than a normal item of that sort. If it is stolen from
to 4 Complications yourself, as the secret uses up one
you, you should be able to chase the thief down or
spot.
buy it back more easily than otherwise. If you are
arrested and your gear impounded, then your jailor As a Major Trait, you have almost no memory of
decides he wants to keep if for himself, rather than yourself; when creating your character, you must
ship it to auction. If you lose it, it should turn up leave certain aspects up to the GM to assign. You

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may pick only 3 Assets and 3 Complications programmed codes (be they ‘safe words’ that knock
(including Amnesia); the GM may assign any others them out, or commands to kill everyone) can only be
as they see fit (if they see fit), to be discovered in play, fought by making an Impossible Willpower +
and then tells you how many total Attribute Points Discipline/Concentration roll for the initial attempt;
you may assign (and these you may use freely). Also, if they fail, they must make the same roll again, next
you may only assign ½ of your starting Skill Points; time. If they succeed, the difficulty for future rolls is
the GM secretly determines the other ½, as well as Ridiculous, and this time (and each time they
any you do not or choose not to spend. Note: This succeed), they are overwhelmed with confusion as
Complication greatly alters character creation, and their conscious mind fights the programming, and
can alter the way the character is played in a they are debilitated and unable to act for 3d6 rounds,
significant manor. You may only take this during which time they either collapse and mumble
Complication with the GM’s permission. to themselves or fall unconscious. This level of
Conditioning is extremely rare, since most
Conditioning [Minor/Major] organizations don’t have the know-how, the time, and
the controlled, secret environment needed to do it.
You’ve been conditioned, whether through boot Only characters who may have been in the control
camp or brainwashing, to act a certain way. of such an organization should have this
Penalty: You have ingrained responses to certain Complication (and, of course, they won’t know about
things, stimuli you have great difficulty controlling— it).
if you can at all. It is entirely possible that you don’t
even fight the conditioned responses. As a Minor Creaky [Minor/Major]
Trait, you have a limited range of things which you
are conditioned to do as a reflex or consistent You’re gettin’ too old for this....
response: go for the kill in a fight, even if you’ve Penalty: You are getting rather elderly, and your
already won, alwayslisten to what a man dressed a body isn’t wearing too well. You suffer boughts of
certain way tells you, always report seditious activity, arthritis, weakness, shaking, or similar. Once per
etc. These aren’t impulses you can easily control, nor session, your problems act up and you suffer a -2
are they trivial; they were conditioned into you to be Step Attribute penalty to Agility and Strength until
obeyed, and it will be almost impossible to resist. The you can sit down and rest for at least five minutes.
first time you try to resist a given response, you must As a Major Complication, the penalty is increased to
make a Ridiculous Willpower + discipline/Concen- -3 Steps and you suffer attacks twice per session.
tration roll. If you succeed, you can resist, and Note: Not all old characters should be assumed to
attempts in the future are only of Heroic difficulty. get this Complication; they can still be in good shape
However, if you fail, you need to make the same roll right up to the day they die.
again next time, and you can’t even hope to resist in
that moment. Even this Minor Trait level can be
Distractable [Minor]
devastating, leading to a character killing or causing
the death of a companion; it should not be taken You—wait, what was that? Never mind. I was
lightly, and should only be allowed in certain saying—hey, look! Shiny!
circumstances. Penalty: You are easily distracted, and get bored very
At the Major level, the Minor penalty applies, but the quickly. This can draw your attention away from your
character is also programmed with certain code work with sometimes disastrous results. You have to
words or phrases—which are generally nonsense, to make a Hard Willpower + Discipline/Concentration
prevent accidental activation, and which can be heard (or similar Specialty) roll to avoid being distracted at
or seen to be used. What the code words are and some point during any complex action that lasts
what they do is up to the GM; the player/character longer than 2 rolls (the GM decides when, exactly,
will never find out, because when they are activated, you get distracted); also, you are liable to be rather
their normal personality is completely subsumed by obnoxious at times, being unable to concentrate on
the coded response. The compulsions caused by what people are saying to you if something

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interesting is going on nearby. If you are distracted in order to notice anything other than what you’re
during a Complex Action roll, you lose all time spent doing, unless someone actually strikes you, or your
on the current roll and half of your accumulated work is forcibly interrupted (knocked down, hurt,
total so far. etc). As a Major Trait, the same applies, but you
suffer a -2 Alertness Step penalty to all Alertness-
Forked Tongue [Minor/Major] (New based rolls to notice things you weren’t expecting or
Version) specifically looking for—this applies at all times.

You lie like an oriental rug. No—two oriental rugs!


Indentured Hand [Major]
Penalty: You are a compulsive liar, and everyone
You, or a family member, went way into debt, and
knows it. You just can’t help yourself! Unfortunately,
now you’re paying it off with your life and labor.
this gives you a -4 Step penalty getting anyone to
believe a word you say once they know you. As a Penalty: You are an indentured servant, with 2d2
Major Complication, the compulsion is irresistible; years to go before freedom (at which point you could
the GM can cause you to lie, against your will or even buy this off with AP), and the possibility of paying
without your knowledge, once per session, in any your way out for 10,000 Credits per year left (at which
situation they choose. point you would STILL have to pay the AP to
remove the Complication; otherwise, something
Note: This replaces the Forked Tongue
happens that still leaves you indentured!). As long as
Complication as listed in the Core Book.
you are indentured, you are almost a slave. You
cannot take any Asset that would give you (at least
Freak! [Minor] currently) particular standing or wealth (such as
You are really hairy. Or maybe you have a vestigial Moneyed Individual) unless you can work out with
tail. Whatever the reason, you could make good your GM why you have it—Moneyed Individual
money in circus barker’s sideshow. would likely be impossible, but Friends in High
Penalty: You are easily recognizable (giving others a Places might be justifiable, for example. 80% of all
+2 Alertness Attribute Step bonus when trying to earnings go to your holder, to pay off debts, and if
spot you), but it gets worse than that. Being such a you stop making regular money, your contract may
curiosity makes it difficult for people to take you have time added to it. Attempting to run away, of
seriously, and many are frightened of you. You suffer course, adds even more time (typically 6 months to a
a -2 Step Attribute penalty to social rolls with most year). However, your holder may permit you to travel,
people, who find you distasteful company at best. if they trust you, while you make this money for
Also, people who are highly insular, inclined to them—but that is chancy, and might lead to
prejudice, or generally unkind will likely target you problems, such as bounty hunters if they ever
for abuse before your companions. perceive you to have ‘jumped ship’ or neglected your
duty, at which point this might become Branded
Note: This is separate from the Memorable [Major] or another Complication of equal value.
Complication, though very similar; characters should
not be allowed to take both. Freak! exists to add a
Khan Complex [Minor]
more direct flavor to the idea behind Memorable,
but is not a considerably greater detriment. There’s one person out there, somewhere, who you
count as your arch-rival. Whether they always foil
Hyper-focused [Minor/Major] you, or you always seek to foil them, the two of you
are irreconcilable. Unlike those with a Deadly
You always get the job done—at least, the job at Enemy, this isn’t a group or organization; there’s just
hand; everything else takes back seat. one person you need to deal with, but they seem to
Penalty: When performing a Complex Action, you be blocking your way at every turn.
have to make an Average Alertness + Penalty: You have a rival who seeks to foil you as
Perception/Specialty (usually Hearing or Sight) roll you seek to foil him. They will likely be very tough to

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get rid of, though they probably won’t have an easy and doesn’t even know what they mean will probably
time bumping you off, either; you are at something dislike you, giving you a -2 Step Willpower penalty
of an overall stalemate, continually interfering with when making any Influence rolls against them.
each other and rarely getting anywhere. As with
Deadly Enemy, until you remove the Complication, Oblivious [Minor/Major]
the threat will always exist—except in this case it is
impossible to actually kill your foe (and have him You rarely notice things; your senses are fine, but you
replaced, as per Deadly Enemy), no matter what just seem to be oblivious to your surroundings half
appears to happen. They always survive, somehow, the time.
though you don’t seem to have that same luxury. Penalty: You suffer a -3 Step Attribute penalty to
Alertness to notice things you aren’t specifically
Klutz [Minor/Major] looking for, making it difficult to spot anything you
aren’t already on the lookout for. This applies to
You can’t seem to avoid causing accidents and Initiative in all situations where your side weren’t the
mishaps; you should never enter chinashops or ever, ones who initiated combat, since you never quite pick
ever be a surgeon. up on the tell-tale signs that you should maybe be
Penalty: You trip on things. You drop fragile things moving now. As a Major Complication, all Plot
down stairs. You fumble with small objects. You have Points spent on Alertness-based rolls cost twice the
a -2 Step Attribute penalty to all rolls to balance, normal amount for the same benefit (1 PP has no
catch things, move quickly, and so on. This penalty benefit; 2 PP gains you a d2, 4 PP gains a d4, etc).
does not apply to initiative or dodging, though it
might be fun to characterize successful dodges as Plodding Along [Minor/Major]
falling, luckily, out of the way; generally speaking,
your mishaps do not physically damage you or your You move slowly.
friends. Penalty: You have trouble keeping up with most
As a Major Trait, you even have to make rolls for people, and your reaction time is a little slow. Your
normal, every-day actions! Twice per session, the GM base speed is reduced by 5, and as a Major Trait you
can make you roll Agility + Athletics (or other also suffer a -2 Step Attribute penalty to Agility or
appropriate Skill/Specialty) with the -2 Step Penalty Strength on any rolls involving speed or movement,
in order to not drop something you’re carrying, trip including running, Initiative, dodging, and Innate
and fall down, bump into someone, etc. Defense.

Lazy [Minor] Pyromaniac [Major]

Why bother? You can always do it later... You love fire! Fire, fire, fire! Flames, too! Lots of fire!

Penalty: You have motivation problems; you’d rather Penalty: You are a pyromaniac; you love fire so
laze about all day than do your work. If at all much that you just like to go out and burn things—
possible, you’ll weasel out of anything remotely like and sometimes, that might mean that people die, or
a job, even if it gets you into trouble later. have their things destroyed. You probably feel
remorse about that, but it doesn’t stop you. You just
like to burn things! Unfortunately, this is a major
Lily-Soft Hands [Minor] problem on a spaceship, and can get you in a lot of
You haven’t done a hard day’s work in your life; trouble in a hurry, even on a planet.
whether or not this means you’re stuckup, and
whether or not you have the know-how to get by, it Smells Like a Farm [Minor]
does mean you stick out like a sore thumb on the
Rim or in a worker’s joint. You come from a workin’ family—and you can’t
never seem to get the smell out...
Penalty: Anyone who would look down on a lily-
skinned boss or an overseer who just shouts orders Penalty: You’re obvious to anyone who looks at you

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as a country boy (or girl), and not in the cute kinda market. You just have to shop—and you always find
way. Even if you know how to get around in the Core something you just have to buy.
and other places of high civilization (which you Penalty: Whenever the opportunity arises, you get
might not) you find that anyone inclined to look the urge to splurge. You would spend huge amounts
down on the lower classes doesn’t like you around of time shopping, given the opportunity, and you
much, giving you a -2 Step Willpower penalty when always end up buying something useless. Whenever
making any Influence rolls against them. you enter a shopping area, you have to spend the cash
you have on hand on something that is largely
Stir Crazy [Minor] useless, like a badly-carved swan or a souvenir plate.
Get cooped up too long and you’re liable to start Whatever it is you come up with, though, your cash
acting strange. just burned its way out through your pocket, and you
waste a bunch of time wandering around.
Penalty: If you spend more than a week without a
significant change of scenery, you start to go a little
nuts—you don’t sleep well, you become easily star-
Young ‘un [Minor/Major]
tled and distracted, you get increasingly irritable. For You’re still wet behind the ears, and everyone knows
each week that you can’t get a change of scene (get- it. People almost never let you make any important
ting off-ship for a few hours or a day, leaving town to decisions, and a lot seems to go over your head.
go on a hike, etc) you suffer a -2 Step Skill penalty to Penalty: You are below the age of a legal adult. As a
all rolls from being so irritated. Also, especially on a Minor Complication, you are just under age (17-20
ship, you start to get on other peoples’ nerves after a years); people may show some respect, but you still
while, acting out and being generally aggravating get treated as ‘just a kid’ alot, and don’t have a lot of
about it. freedom. As a Major Complication, you are
significantly under adult age (16 or younger), and are
Trickster [Minor/Major] given very little freedom; also, a lot of the world is
You don’t get mad—you get hilarious! Or at least, pretty shocking and hard to grasp at that point, at
you think its hilarious... least if you get up to most of the things likely to
happen in a game.
Penalty: Whether or not you’re prone to violence,
you’re abso-fraggin’-lutely prone to mischief. You like
to play practical jokes on people; these may or may
not be malicious, but they generally get people mad
at you. As a Major Complication, though, you have
an even bigger problem. You like to pull off really
dangerous pranks whenever you can, just for the
thrill of it—which can make it much harder to
survive a supposedly stealthy mission. You might be
noticed—but things are so much more fun when you
back up the sewage treatment system, or when you
personally serve the poisoned food to your target.
You don’t hold back—and when anybody riles you
up, you have to play some kind of prank on them. It
might not be immediate, but it’ll come soon....

Tri-plex Junkie [Minor]


You’re a compulsive shopper. You like to spend
hours wandering around the Tri-Plex in any Core city,
poke around stores and markets on the outer rim,
and you never pass up the chance to check out a flea-

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Mozart? What activities do they so enjoy that they


A Players Guide to will spend their hard, honestly earned credits and
Companioning platinum on them?
(By (WitB ID) idleyote) In this way a player will be able to feel entirely
content if his character's profession never once
Essay 1; Career, not Identity comes up during a session, and a GM who is less
When you ask someone what they do, what comfortable with the more graphic elements of the
profession they fill, they're likely to respond in a Companion's trade will not feel burdened to work
fashion similar to this; I am a writer. I am a such scenes in for the player to feel accomodated.
webmaster. I am a student. I am a The goal is, ultimately, harmony between GM and
philanthropist/ceo/plumber/short order cook. No Player, not conflict (save that cherised literary device
one takes these statements as pure absolutes, Donald for the IC). Give yourself and your GM every
Trump does have a life opportunity to enjoy yourselves, instead
apart from his reality of focusing on what is, ultimately, only
show and business one dimension of what should be a rich
empire after all. This and complex character.
kind of self-identifica- Now by no means does this mean a
tion is merely a Companion should not enjoy their job;
simplification of a again, from everything Inara has told us,
complicated answer, for becoming a Companion is difficult, and
ease of conversation. only the dedicated can do it. Thus the
Students at some point profession must be agreeable to the
leave schoolwork at character in question, and by all means
school, journalists stop writing to go get something make this so! Just remember, dear player, that a
to eat, webmasters turn off the html to take in a character has a life apart and distinct from their
movie. People are not their jobs; they are people. profession, and that the profession is to fit into that
No different, then, is the elegant Companion. life, however truly or poorly your mind sees fit.
Companions have lives apart from the
immediate demands of their careers. Essay 2; Gorramn
Consider Inara, most of her screen Culture - a look at
time in the series is spent not plying the western classics
her trade, but talking, making art, "Cultured" is one of the
studying, and generally *living* her adjectives we see frequently
life. A career is a means to one's life, applied to Companion
rather than its purpose. Yes, a career characters. As said in the Big
can be all consuming, but such Damn Game, all
personalities as allow this are generally Companions receive a
considered unhealthy, not someone to "...well rounded education
be emulated. Companions are permit- and years of physical
ted a great deal of personal freedom, discipline, religious study,
from the implications of the show, and in the arts. Girls and
and they are by no means forced into boys are taught dance,
their profession. Thus, a Companion's profession is martial arts, calligraphy, how to play musical
a means to an end, that end being living, rather than instruments, and singing."
their consuming purpose.
Now, since your average player probably doesn't get
Be aware of your Companion's interests; what are nearly the degree of classical education that a
her hobbies? What is his favorite food? Does he Companion would, that puts quite a burden on the
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player to fill in the blanks. Certainly, one can just roll such thing in context.
the dice and allocate the attribute points neccessary Plays are often viewed as microcosms of western
to represent such schooling, but few players are culture, and there are certainly many available to the
happy with saying "let me roll the dice to say inquiring public. Oscar Wilde's the Importance of
something insightful and philosophical." For those Being Earnest, Shakespeare's Hamlet and the Taming
of us interested in doing some research to help of the Shrew, and Arthur Miller's the Crucible are
ourselves roleplay, many of the classics are examples of plays both
now public domain, and can be easily short and long, serious
accessed on the coretex...I mean, internet and lighthearted,
For the aspiring Companion player, addressing a variety of
wikipedia is certainly your best friend. It is topics.
generally accurate in its basic facts, and Poetry too is an abundant
therefore a great place to begin when resource for the cultural
researching most topics that could come up aspirant; Oscar Wilde's e
in a gaming situation. Tenebris, Johne Dunne's
Let us begin with music; music is easily one holy sonnet 14, the anony-
of the most subjective artistic subjects, and mous Ozymandias and
there are many distinctive styles to choose Invictus, and possibly
from. A even A.E. Housman's
good start Epitaph on an Army of
would be to find Mercenaries all could potentially address issues
several songs by each relevant to characters in the 'verse, should the reader
of the famous be so inclined.
classicists. Bach, This is by no means an admonition to spend your
Beethoven, Brahms, spare moments in obsessive study to be able to be
and Mozart are the the cultural elite your character is, a game is just a
most commonly studied, and listening to a few of game after all. Rather, consider it a resource, a place
their songs should allow any player the chance to say to help you take some hints if you feel inclined
"oh, I much prefer Beethoven's 5th to Brahm's 3rd toward making an in character discussion a bit more
Waltz, there's so much more passion there" or some intriguing or insightful.

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Serenity Combat Summary


(By (WitB ID) tke414)

Introduction
“Well, if you’ve read all the stuff on how to beat the Mi Tian Gohn out of some Feh Feh Pi Goh, then I’m fair
sure you’ll have gotten at least a little confused on some of the rules.
So, some nice fellow browncoat (tke414) has taken the time to summarise these a little in the hope of making
things a might clearer”

Step-by-Step Summary
I. GM determines that two parties are close enough to check for detection
II. GM has both parties make detection rolls
A. Roll is (generally) ALERTNESS + PERCEPTION/(SIGHT OR HEARING)
B. Difficulty is based on action of opponent:
• If opponent is engaged in strenuous activity, yelling, or otherwise betraying his location,
the difficulty is EASY (3)
• If opponent is acting normal, the difficulty is AVERAGE (7)
• If opponent is actively trying to hide, sneak, etc., the difficulty is the results of the opponent’s
appropriate skill roll
III. GM informs aware party(s) of the presence of the other party.
IV. GM determines distance between parties
V. All individuals involved determine their INITIATIVE:
A. Roll is AGILITY + ALERTNESS
B. Result is the initiative for the entire combat

(The following steps are repeated in initiative order for each turn of combat)

VI. Individual announces his planned actions


A. For single actions, no skill die step penalties apply
B. For multiple actions, actions have a (# actions – 1) skill die step penalty apply (this includes any
unplanned defensive actions that occur this turn)
VII. Individual resolves his planned actions
A. Movement Actions
• Walk
• Free action
• Move individual’s base speed (usually 15’)
• Can only be taken once per turn
• Hustle
• 1 action
• Move individual’s base speed x 2 (usually 30’)
• Can only be taken once per turn
• Run
• 2 actions (if ONLY action declared NO skill die step penalty applies)
• Roll is terrain based
• For clear terrain (no obstacles), Roll is (STRENGTH OR AGILITY) +
ATHLETICS/RUN
• For cluttered terrain (obstacles), Roll is usually AGILITY + ATHLETICS/RUN

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• Speed for the turn = (Move individual’s base speed x 2) + (roll result)
B. Defensive Actions
• No defense (i.e. flat footed, unaware, etc.)
• DEFENSE VALUE = 3
• Innate Defense (only available IF individual is aware of attacker)
• Free action
• DEFENSE VALUE = AGILITY <unskilled>
• This roll cannot be botched
• Block
• 1 action
• applies to the first melee or unarmed attack in the same turn
• DEFENSE VALUE = AGILITY + MELEE/(SPECIALITY) or
AGILITY + UNARMED/(SPECIALITY)
• If used unarmed vs. a weapon, base weapon damage still applies
• Dodge
• 1 action
• Applies to first attack in the same turn
• DEFENSE VALUE = AGILITY + ATHLETICS/DODGE
• All-Out Defense
• ONLY defensive actions may be taken this turn
• NO hold-over actions
• All rolls receive a +2 skill die step bonus
• Any multiple action penalties apply
C. Offensive Actions
• Basic Gun Attack
• No automatic fire
• 1 action per shot
• DISTANCE INCREMENTS = {distance/range increment} <round up>; for each
distance increment >1, apply -1 skill die step penalty
• OFFENSE VALUE = (usually) AGILITY + GUNS/(SPECIFIC GUN)
• If offense value > or = to defense value, apply damage to target
• Stun = ½ [offense value – defense value]<round up> + weapon damage
• Wound = ½ [offense value – defense value]<round down> + weapon damage
• Automatic Weapons
• Single Shot
• Treated exactly like a single no automatic fire shot
• Burst
• 1 action per burst
• Make 3 no automatic fire shots against 1 target
• DISTANCE INCREMENTS = {distance/range increment} <round up>; for
each distance increment >1, apply -1 skill die step penalty
• Apply a -2 skill die step penalty to all three shots
• Autofire
• 1 action
• 1 area is targeted (from 5’ x 5’ – 10’ x 10’, shooter’s choice)
• DISTANCE INCREMENTS = {distance/range increment} <round up>; for
each distance increment >1, apply -1 skill die step penalty
• OFFENSE VALUE = (usually) AGILITY + GUNS/(SPECIFIC GUN)
• If offense value > or = to 3, people in target area make special defense roll

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• If defensive value < 7, target applies offensive value to this roll


normally.
• If defensive value > or = to 7, target is not affected
• Damage is applied normally
• Basic Melee Attack
• 1 action per attack
• OFFENSE VALUE = (usually) STRENGTH + MELEE/(SPECIFIC WEAPON)
• If offense value > or = to defense value, apply damage to target
• Stun = ½ [offense value – defense value]<round up> + weapon damage
• Wound = ½ [offense value – defense value]<round down> + weapon damage
• Basic Ranged Attack
• 1 action per shot
• DISTANCE INCREMENTS = {distance/range increment} <round up>; for each
distance increment >1, apply -1 skill die step penalty
• OFFENSE VALUE = (usually) AGILITY + RANGED WEAPON/(SPECIFIC GUN)
• If offense value > or = to defense value, apply damage to target
• Stun = ½ [offense value – defense value]<round up> + weapon damage
• Wound = ½ [offense value – defense value]<round down> + weapon damage
• Basic Unarmed Attack
• 1 action per attack
• OFFENSE VALUE = (usually) STRENGTH + UNARMED/(SPECIFIC WEAPON)
• If offense value > or = defense value, apply damage to target
• Stun = [offense value – defense value]
• Aim
• ONLY action allowed during turn
• Attack roll receives +1 skill die step bonus per consecutive turn spent aiming
• Max +3 skill die step bonus may apply to any attack
• All-Out Attack
• ONLY offensive actions may be taken this turn
• NO hold-over actions
• All rolls receive a +2 skill die step bonus
• Any multiple action penalties apply
• Called Shots
• Limb
• Declared as part of any attack
• Apply a -2 skill die step penalty to attack roll
• OFFENSE VALUE unchanged
• If offense value ? defense value, apply special effect to target
• Increase weapon damage by +2 die step bonus
• Target must make average ENDURANCE roll (> or = to 7); on failure:
• For wound weapons, limb is immobile until repaired by surgery
• For other weapons, limb is immobile for 1d6 turns
• Miniscule Target
• Declared as part of any attack
• Apply a -4 skill die step penalty to attack roll
• Determine if nature of target is “critical” or “non-critical”.
• OFFENSE VALUE unchanged
• If offense value > or = to defense value, apply special effect to target
• If target is “critical”

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• Increase weapon damage by +6 die step bonus


• Target must make average ENDURANCE roll (> or = to 7); on failure
target DIES.
• If target is “non-critical”
• Target must make average ENDURANCE roll (> or = 7); on failure
• Limb is immobile until repaired by surgery
• Pain incapacitates target for 1d6 turns.
• Vital Area
• Declared as part of any attack
• Apply a -3 skill die step penalty to attack roll
• OFFENSE VALUE unchanged
• If offense value ? defense value, apply special effect to target
• Increase weapon damage by +4 die step bonus
• Target must make average ENDURANCE roll (> or = to 7); on failure:
• Target is knocked out and actionless for 1d6 turns.
• Disarm
• Declared as part of a gun, ranged, melee, or unarmed attack
• Apply skill die-step penalty
• Melee or Unarmed attacks: penalty = -2 skill die step
• Gun or Ranged attacks: penalty = -4 skill die step
• OFFENSE VALUE unchanged
• If offense value > or = to defense value, apply special effect to target
• NO damage is inflicted
• Target must make hard agility + willpower roll (> or = 11) or drop held
weapon/object
• Feint
• Declared instead of a melee or unarmed attack
• OFFENSE VALUE = ALERTNESS + MELEE/(SPECIALITY) or ALERTNESS
+ UNARMED/(SPECIALITY)
• DEFENSE VALUE = ALERTNESS + PERCEPTION/(INTUITION) or
INTELLIGENCE + PERCEPTION/(INTUITION)
• If offense value > or = to defense value, target gets ONLY innate defense against next
attack from current attacker.
• Grapple
• Declared instead of an unarmed attack
• OFFENSE VALUE = AGILITY + UNARMED/(SPECIFIC WEAPON)
• If offense value ? defense value, Target is in hold
• Maintaining the hold is a free action
• Choose one of the four actions
• Make easy unarmed attack (> or = to 3)
• Choke opponent
• Push opponent
• Knockdown opponent
• Target escapes on AGILITY + STRENGTH roll > or = to offensive value (made
each turn)

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the bottom of the ship and deploy wings. The


Terms, Descriptions & mother ship would pull out and fly off while the
Slang mule makes an unpowered descent, burning off its
heat shield. At I-Minus 30 seconds (impact-minus)
“Through the course of playin’ Serenity, folk develop the hover systems would power up, and at I-minus 5
all manner of words an’ slang with weird an’ the extra hover pads would go on full thruist, burning
wonderful meanings; helps make the experience all themselves out but killing most of the vertical
the richer for usin’ ‘em. velocity allowing for a tranistion between glide flight
So, purely for yer entertainment, I’ve plucked out sev- and ground hover. Wings would retract once "on the
eral of ‘em; hopefully you and yer players’ll find a use ground" and the team would proceed on mission.
for ‘em. Extraction was usually done using a barnswallow.
Contributors to the list include; Just_Folk, Buzzards: See Vultures.
Rob_the_Badger, Tieguanyin, Grey_Ronin, Clamps: Special cuffs that have a strong magnetic
Romnipotent, praguepride, davispigeon, travlan, feild. They can be used to secure special pallets to
blaster219, LynnLeFey, mjstancil, and metal bulkheads, or in a pinch can be used like
JamesTheDark.” handcuffs to stick people to bulkheads. Ship crew use
them to secure any large crates being transported in
‘Verse Terms & Slang their cargo bay...prevents delicate objects from
shifting or being damaged during 're-entry'.
Berk: Equivalent to Land-Lubber. Used as a term of
condescension from spacers toward grounders. Crabs, Cutters, Colo's: Three types of Reaver craft,
being boarding craft, assault fighters, and
Bindlestiff: A tramp freighter privateer, whose crew
supercarriers, respectively. Of course, these are all
targets other tramp freighters for their cargoes. A
relative, considering Reaver ships are seldom built
bindle is a hobo term for an indigent's bundle of
from a set standard.
stuff: a bindlestiff robs and rips off other tramps for
their stuff. Diamondback: An illegal missile launcher available
on the black market in the 2490's. These consist of a
Boogs, boogies, boogeymen: Bandits who
cylinder with a ten missile capacity which can be hid-
mascarade as reavers to scare people into submission.
den just about anywhere, and a lauch tube connecting
Ex: We thought we were donefur, but they turned
the cylinder to the outside. Included in most
out to just be a bunch of boogs.
Diamondback systems is a fire-control and aiming
Browncoat Medals: Wounds marking battles fought system, which can also be hidden just about
during the war. The story line behind it being that anywhere. These systems were frequently used by
since the Independants lost, that they never received pirates, and even owning one constitutes a serious
'real' medals for their valor in combat. (Mal was crime. The last system went off the market not long
wringing the sweat out of his t-shirt when Erikson before the Unification War..
noticed one of the nasty blade wounds on his chest
Dirteater: Someone who feels about space the way
and asked 'Is that a Browncoat medal?' .... 'No, I got
a landlubber feels about the sea.
that after the war.')
Dolls: Basic model robots, similar to the lovebot
Burn Dive: A tactic used by the independence
owned by Mr Universe, whose only function is to
during the war to insert spec-ops and cas-evac teams
stand in the windows of Triplex department stores
on hostile planets. Due to the lack of drop ships, the
on the Core worlds wearing this season's foofaraw.
indy's modified a number of hover mules by adding,
Occasionally, they change seats, stand up and move
ablative heat shielding retractable glider wings and
about a bit.
extra hover pads. The mother shiip would dive into
atmo at an angle just sharp enough to get in with out Drops, The: A highly addictive narcotic (similiar to
bouncing but shallow enough to pull out quickly. heroin) that is squeezed into the eye. Also a slang
Once in atmo the modified mule would drop out of term to reference someone on their last leg, at the
bottom of the barrel. Ex. She's doing terrible, shes

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on the drops now. . but mostly encountered as an illicit substance.


Fillioaxalyn: A powerful neurostabilizer drug, used Nutriplex: A nutrient drink, good for needed
to treat epileptic disorders of the most catastrophic vitamins and minerals but tastes like gos se. Common
degree. on spaceships.
firefly (No capitalization): A phospherous based Phreaks: A term used to describe hackers/crackers
incendiary round fired from a shotgun. Causes a who specialize in intercepting communications. Ex.
spread of flame, but can foul a shotgun with repeated We would have never decrypted that wave, but luckily
firing. I knew a phreak who owed me a favor.
Gnarly's & Creeps: Obvious and covert Reavers, Quik-ment: the wonderful fix-all for hull holes.
respectively. Ravens: Similar to Vultures but more apt to help a
Hard Six: A piloting maneuver only possible in the dying ship along toward that big recycling yard in the
black. The engine vectors are inverted, flipping the sky. Ravens also usually work in coordinated groups
ship one hundred eighty degrees. Unlike the Crazy (known, of course, as 'Murders')
Ivan, the ship continues on its present course, only Scavs: Illegal salvage operators on the junkyards of
facing directly to its six. In Atmo, this manuever Belyx
could be attempted, but it would be classified as a
Crazy Ivan, because unless the ship begins to apply Soyce: A soy-rice hybrid plant, valuable as one of
thrust, it will be swiftly introducing itself to the the base materials in the ubiquitous protein cubes,
ground. bars, paste, etc. Varieties of soyce are hard to breed,
especially outside the Core so new varieties are highly
Jumpers: A type of space pirate that steals cargo and prized.
either keeps it to sell to another buyer or sells to the
real buyer. Rarely steal ships, just the cargos. Spacer: Somebody who has spent a significant
portion of his life in space. Most spacers are born in
Mauraders: Term given to ex soldiers and space, grow up in space, join a crew, live in space,
mercenaries who now live as raiders under no ones have children in space, and die in space. As if it
command save their own. Different than pirates in weren't readily appearant, I mean.
that they are all former professional soldiers and are
highly trained, equiped and supplied. Sting (or stinger): A normal or ordinary looking
ship (store, planet whatever) that hides some decent
Multi-Hack: A complex and perilously expensive firepower. Ex: We thought that firefly would be easy,
procedure that can only be undertaken by the most but she had a nasty stinger on her.
well connected and intelligent of hackers. This
hopelessly complicated task creates an entire identity Throwbacks: People of the 'Verse who reject
in the Union of Allied Planets Personal Registery, technology beyond basic firearms and combustion
which for all intents and purposes, is real. The person vehicles. They live lives of raiders and bandits.
created by a Multi-Hack has a birth certificate, UAPAF: Union of Allied Planets Armed Forces.
records of his attendence of schools, hundreds of Vultures: Salvage ships. Usually none too picky
thousands of cash transactions stretching over years, about how the ship got into the shape its in that
an entire work record reaching back to summer jobs they're salvaging. Frequently Vultures will respond to
held during adolescence, even to marriage and distress signals, but not lend aid, hoping instead that
current employment records. the crew of the damaged ship will die.
An extremely talented hacker (Mister Universe, for
example), could perform a Multi-Hack and turn a
lifetime spacer into a UAPAF Colonel, and give him
an unbreachable alternate identity with all the perks
of Core social status without any of the tedious and
dangerous shindig attendance.
Narcodone: A powerful drug, medicinal in origin

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from which eight spokes radiate, holding the main


Spacestations & passenger portion of the station, a ring with 160 foot
Truckstops radius. This ring rotates at about 4.3 RPM when
operational, creating about 1g of centrivical force.
“If you ain’t been to Romers Bazaar or Dandelion The central spindle and the cargo and docking areas
Station, then you’ve been goin’ to all the wrong attached to it remain stationary, and use artificially
places, my friends. So sit back and relax, and let me created gravity. The cargo area generally has a small
tell you all about ‘em - you can use ‘em for adventure drydock, capable of holding a ship of 80x40x40 feet
settings, honest (or slightly less than honest.... ok, in dimensions. 6 ships of approximately the size of
maybe a lot less than honest) dealings, shopping a Firefly can dock at the station simultaniously with
sprees, puttin’ yer feet up for a good beer or any 34 small vessels, such as shuttles or Wren class
number of other entertaining past-times.” transports.
The passenger area is composed of repeated
Dandelion Station modules.This effectively forms a single long deck of
960x80 feet. In standard configuration, the ring is
(By (WitB ID) Lynn LeFey)
divided into 68 suites of 20x30 feet, with a 10 foot
corridor that accesses suites on either side, and a
Ferris 7 Class, Small Space Station second 10 foot cargo corridor inaccessible to normal
Dimensions: 190x160x160 during transport, passengers. Of the 68 suites, 20 are usually set aside
280x320x320 during operation for commercial use; shops, restaurants, casinos,
Tonnage: 10,000 tons whatever. The rest are living quarters, either for
Speed Class: 1 (no hard burn) permanent inhabitants, or rental spaces for passers-
Crew quarters: 20 through.
Fuel Capacity: 250 tons (enough for 800 A large portion of the stoarge ability of the station
hours in flight, or 60 days stationary) is taken up by fuel. Along with its own needs, the
Fuel for commercial sale: 250 tons station can hold 250 tons of fuel to sustain short-
Cargo Capacity: 1000 tons range transports. It is intended for use as a small
Passenger Capacity: 150 service and fueling station primarily, and includes a
Price: 40,000 credits drydock capable of holding small transports, such a
AGI d2, STR d6, VIT d10, ALE d2, INT d2, Wren class transport.
WIL d2
Owners or operators of the stations usually attempt
Perception/Security d2, Astrophysics
to position their stations in areas where no other
(synchronous orbit) d2
ready fuel source is available, preferably where several
Fuel Efficient (x3), Slow Throttle (major), no
backwater moons encircle a larger body.
atmospheric capability and stationary (minor)
Complexity: Very Low Design notes: There's no good way to describe
Maintenance Cost: 8000 credits per year. stationary 'ships' but I've attempted it here. While not
strictly allowed, this ship has fuel efficiency 3 times,
to account for the fuel usage of a stationary
Ferris 7 Class, Small Space Station
object.Cargo space is about 50% of this vessel, since
The Ferris line of self-portable space stations has it's little more than a spinning ring, docking area, and
evolved over the last six decades to its current model, life support. This ship was inspired after some
the Ferris 7. The station, in transport mode, discussion about 'truckstops in space' in a thread on
resembles a big box with small protruding bridge on Waves in the Black.
one end, and very small engine and pulse drive on
the other. Once it reaches its desired destination, it Crew Of Dandelion Station
can be assembled into operational configuration in
about four working days, by a reasonably competant The Ferris Station is like a very small town. Suites in
crew. In that mode, it is a cylinder of 40 foot radius, the ring may have churches, gambling halls, business

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offices, whore houses, small hydroponic gardens, you Traffic Control:


name it. Depending on how scrupulous the owner Kwon Yi: Early twenties, petite asian (of mixed
or operator is, a very interesting selection of goods ancestry). She's smart enough to control incoming
might be found for sale at such a place. Players traffic and carry on a constant chat with Terry at
looking to get rid of a small vessel aquired creatively 'Download'. She is not terribly interested in being a
might find a buyer among the citizens of such a Big Damn Hero. She's more interested in obscure
station. pop culture coming from the Core. She has two other
Owner/Operator: traffic controllers under her, but as primary, she gets
Victoria Saunders: Victoria is a middle aged called in if things get hairy.
woman, of no-nonsense appearance. She is congenial Head of Security:
and business-like. Hidden beneath the exterior, Russel Jones: Older fella, late fifties. Looks like he’s
however, is a master of organization, slowly putting been through some rough miles, but nice enough if
pieces into place to form a new Browncoat you're behaving. He might seem a might slow, but his
Resistance movement. In her mind, the Unification gears are all turnin'. He just don't show it. He is old-
War isn't over, it's just gotten quiet for a spell. school, brass knuckles and sawed-off jimmy kinds of
Victoria is the last word on the station. fun. He's usually in or near The Waterin' Hole or Kit-
Loadmaster: ties in Kages, since that's where trouble usually com-
Carmine Totulo: Carmine is a short, burly man, mences. He's got six men under him, mostly young
with hair where it ain't got no business bein' on a strapping fellas.
man, 'cept for the top of his head. If you've got Chief Engineer/Mechanic:
'friends in low places', you might know Carmine. He's Hilary Thomas: Early thirties, big boned. Rather
solid in his official capacity as loadmaster for the more burly than most women. She is not enthralled
station, but most of his mind is on more interesting with engineering. It's her job. She's good at it, but at
items coming through the station. Carmine will buy the end of the day, she goes home, soaks her feet,
hot items, as long as they're not TOO hot, and might and reads really cheap romance novels. Hilary has
have a few interesting trinkets for sale. Carmine has four engineers working for her on station.
three additional workers under him, box-kicker types.

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Chief Physician: Kitties in Kages, it is ideally located for an evening's


Dr. Alice Emory: Alice is an introspective, quiet, fun. Hon will occasionally host a card shark
thoughtful woman in her late forties. The passing of tournament, supplying the purse himself. You can't
her husband of twenty five years, a man she truly and buy better advertisement.
deeply loved, left her emotionally stunned. She closed 04. SideIron (gun shop, 1 employee)
her practice, and went where the wind took her, Leroy McMasters, Proprietor: Leroy don't expect
ending up aboard Dandelion. Alice was trained in a much business, but his sister runs the freight office,
reasonably respectable medical school, and was a so he retired to the station and sells the occasional
good general practitioner. She is more than up to the sidearm. Leroy isn't too booksmart, but he knows his
task of handling the needs of the people aboard guns. Loves 'em. Can quote muzzle velocity on
station, including all but the most delicate surgeries. everything from derringers to railguns. He has cargo
Certainly, she can pull a bullet out of a body, and has space in the spindle where he keeps his machine
done so many times over. She maintains a small shop. He can custom make pretty much any piece up
office in the Ring, as well as an infirmary in the cargo to a 200 pound gun, given time and raw material.
area (to decrease transport time for people coming
in from ships). SideIron is a small shop, but offers a good supply of
weapons and ammo. As mentioned above, more
might be available, if he was asked real nice (and
Commercial Ventures
particularly if the owner, Victoria, puts in a good
01. Waterin' Hole Saloon (3 employees) word for ya).
Tommy Benson Proprietor: Nice guy, easy smile,
05. Shave and Haircut (1 employee)
carries a sawed off shotgun lowslung so's ya can't see
it under the bar. Bevy Henderson, Proprietor: Bevy's got a single
chair shop, where you can get all gussied up. Bevy is
The Waterin’ Hole has a reasonable selection of good
a master of conversation, him doing most of it. If
booze. It's got a good music system, and occasionally
you want information, plop down in Bevy's chair and
Tommy manages to get in live music passing through.
sit a spell.
You can occasionally find a game of chance going
on, but Tommy is respectful of Cards and Bones, 06. Pieces and Parts (ship parts, 2 employees)
down the way. Henenesa Monafonahayu, Proprietor: 'Ness' is a
very big Simoan. He's kind of quiet speaking, and
02. Kitties in Kages (dancing girls, 5 employees)
has a huge toothy grin that brightens up the room.
Yan Mei, Proprietor: Yan is an evil ice queen with
a bright smile. If you touch one of her girls, you will Pieces and Parts is a well-organized cargo area mostly
find out exactly how fast she is with the many blades full of scrapware. The shop stocks basic necessities,
she carries. filters, fluids, etc. Larger pieces are available and
stored in the cargo area in the spindle. Most days, one
Kitties in Kages is just about what it sounds like. Yan
can find Ness working on a small engine right smack
has five very pretty dancing girls, all securely inside
dab in the middle of the shop.
cages. It is possible that KiK is the biggest revenue
generator on the station, so the Chief of Security 07. Irv's General Store (1 employee)
usually isn't far away. But, I mean, can ya blame him? Irv Stylish, Proprietor: Irv is old, and rather
wrinkled. If a sense of humor could be surgically
03. Cards and Bones (serious gambling
removed, you'd swear it happened to this man. Still,
establishment, 5 employees)
he's good hearted and dependable.
Hon Fung, Proprietor: Hon is a well dressed, well
mannered, respectful, and corpulent man. He has a Irv's General Store has a little of everything. Like Irv,
firm, reassuring handshake, and great enthusiasm. He it ain't fancy, but prices are low, and he's likely to have
is also well connected with a major Tong. Screw him what you need.
and you will disappear. 08. Garden Patch (hydroponics Garden, includ-
Cards and Bones is a nicely appointed gambling ing fresh herbs, 1 employee)
establishment. Near to both The Waterin’ Hole, and Melissa Moonbeam, Proprietor: Melissa is a

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spiritualist, an herbalist, and something of a shaman. Koi (so named for the several large fish tanks of koi
She looks about thirty, when in fact she is nearly fifty. which can be seen from the main corridor) is a
Some find her flaky, but she knows plants. surprisingly upscale restaurant for such a small
Garden Patch supplies a reasonably high yield of station. Because it has low traffic, meals must be
fresh vegetables and herbs to the station. Most of the arranged in advance (sometimes as little as 2 hours
hydroponics are in the cargo area, but she keeps a in advance, though). The restaurant stocks a supply
fine selection of fragrant herbs growing right in the of livestock (chickens, fish, and a few other small
shop. Much of her produce goes to Koi and Hot animals), so real fresh meat can be prepared. With
Plate, but a good deal is still available for sale direct. fresh vegetables supplied by Garden Spot, Koi boasts
the best food you'll find between here and the core.
09. Uduri's Market (general food and supplies
market, 2 employees) 14. Ling/Mitchell Tailors (2 employees)
Oshi Uduri, Proprietor: Oshi is a small, frantic Fung Ling and Leonard Mitchell, Proprietors:
man, perpetually on the verge of a long-winded rant Misters Ling and Mitchell are exceedingly well-
in Japanese. While he can be pleasant to his dressed men. They have impeccable taste and style.
customers, he is a task-master to his employees. And for the right price, can make anyone look just
as sharp. These two life partners bring an air of
Uduri's market stocks all manner of foodstuffs and sophistication to the place, and more than once,
household items. With more than a hundred people people have wondered what these two cultured
on-station, he has a reasonable business supplying his individuals are doing aboard a micro-station out in
little community. the middle of God's Country.
10. McMasters' Freight (offices of freight hauler, 15. Download (Cortex hub, and info/entertain-
2 employees) ment store with good coffee, 1 employee)
Audrey McMasters, Proprietor: Audrey runs the Terry Skylor, Proprietor: Terry runs his shop with
freight office aboard the station, acting as primary all the business skill of a five year old. He's not
dispatcher. She is mellow, and doesn't get flustered interested in a streamlined model of efficiency. He's
over just about anything. She runs a decent business interested in running a shop he loves. He could be
running small loads to various places on the nearby considered the hero to most of the early teens aboard
moons. She has several employees who run Wren- the station.
class small freighters, and will also employ other
freelance haulers as need be. Download has all the newest shinies from the cortex,
all the hottest personal game systems, the newest
11. Mail franchise (1 employee) noise, and hands-down, the best coffee. He's got such
Standard mail franchise serious java hookup, that he can get kopi luwak (but
12. Hot Plate (diner, 4 employees) it'd cost you a small fortune).
Phil Adams, Proprietor: Phil is a mid-aged man, 16. Sweet Treat (ice cream... sort of..., 1 em-
rather soft in the middle. He loves engaging in ployee)
arguments while slinging hash behind the counter. Lisa Muriam, Proprietor: Lisa is a sweet girl, and
Hot Plate serves good, hot food. It ain't fancy, but optimistic. She has big dreams and boundless
usually a sight better than canned food, and heaven entrepreneurial spirit. She's a little chunky, but still
compared to protein paste. This is the default eatery manages to be attractive, mostly due to her bright
onboard the station, and sees a lot of traffic. demeanor.
13. Koi (good Restaurant, fresh fish specialty, 2 Sweet Treat is not terribly busy, but is a favored pre-
employees) teen and teen hangout, for the small crowd of kids
Aosha Uduri, proprietor: Wife of Oshi (owner of on-station. It will most likely fail eventually as a
Uduri's Market), Aosha is an exceedingly polite business, but it's currently welcomed warmly.
woman. She is also a classically trained chef, and has 17. Fashion Now! (Women's apparel, 2 employ-
managed to make a reasonably good restaurant ees)
aboard Dandelion. Kristina Lahita, Proprietor: Kristina seems very

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sweet, and is very kind to her customers, but she is a going bad, and probably won't last much longer.
first class gossip, and rather catty. She is one of the Eunice McDonnel: Eunice is all of twelve. Her
few pretty, single women aboard, and knows it. daddy works as a cargo handler, and her momma
Fashion Now caters to the lady folk, and stocks all dances at Kitties. Eunice is smart. Scary Smart. She
manner of apparel. Kristina works with Ling and occasionally solves some small mysteries aboard the
Mitchell when serious alterations need to be done. ship, and about half as often comes to a wrong
She and Ling in particular are close friends. The shop conclusion, making a lot of stink out of nothing.
doesn't do much business, and may or may not
survive. Time will tell. Life Aboard Dandelion
18. Live in the Lord Chapel (energetic 'revival' After moving to the end of the docking boom, you
kind of church, 1 employee) come to the entrance to the primary corridor leading
James Johnson, Proprietor: James Johnson comes to the Ring. Right on the doors is painted this
from a long line of farmers, and early on discovered message. "Welcome aboard. Please don't put no holes
that he had the Lord in him something fierce! James in my station. We reserve the right to detach your
is not a properly schooled theologian but is vessel or space you if you get rowdy."
charismatic. He takes a fairly literal interpretation of
the Bible, and can be a bit 'Fire and Brimstone' about Folks aboard the station aren't usually in a hot hurry
people's evil ways, but if nothing else, his Sunday to get anything done (and doubly so if the assistance
morning services are entertaining. While narrow- is for the Alliance). However, money can get
minded in some ways, he can have an uncommon someone moving. Most shops, while officially open,
amount of common sense and good advice in are closed, with a call button. The owners go about
general. their regular life unless a customer shows up. For
instance, Leroy McMasters of 'SideIron' is either in
19. Econoruum the 'Hot Plate' drinking coffee and arguing with Phil,
Aboard the station, there are 48 rooms of various or maybe getting a trim at 'Shave and Haircut'. The
sizes for rent. Small rooms (5x10) with shared only person 100% guaranteed to be on the job is
restrooms are 2 gold per night. Suites (10x10 rooms) Oshi Uduri, at his market.
with private restrooms are 6 gold per night. VIP
rooms (10x15, private restroom and shared lounge) Since the community is so small, everyone knows
are 10 gold per night. Long term rentals can be everyone's business. A handful of the suites in the
arranged at substantial savings. These rooms are ring are set aside for community function (a school,
leased directly from the owner or another two exercise rooms, and a civic center/theater). The
crewmember of the station. Cargo areas can likewise station functions like a very small town in most
be rented. respects. The more rowdy businesses are in a quarter
farthest from the school and most families with
Other persons of interest: children. Victoria Saunders spends a lot of time with
Donny Thompson: Donny is 16, and so bored the businesses and residents to try to keep the peace.
aboard the station that he'd chew his arm off if he
thought it'd help. He hangs out at 'Pieces and Parts' Victoria is working on logistics for a resistance
helping Ness occasionally, and has picked up some movement against the Alliance. She is very good at it,
skill at engineering. He will bug just about anyone and very quiet. She is interested in arming small
coming into the docks to help him get the hell off private vessels to be used against the Alliance in
the station. skirmish or guerrilla style fighting. If she finds people
who still seem to be willing to fight, she may cut them
Avory Graham: Avory is a smelly drunk, usually a sweet deal on ship guns (which are still legal), in
found in or near the Waterin' Hole. He ain't got hopes they will eventually be used against the
money for a ride off-station, and the folks running Alliance. If someone comes to her with Alliance
the place mostly just leave him be, because he's privy problems, she does what she can to hide or help
to a lot of stuff aboard and has a knack of being them. Victoria knows the Alliance has an eye on her,
everywhere and seeing everything. Avory's got a liver and suspects someone aboard is an Alliance mole

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(while she suspects the infiltrator is either Ling or deceased 2508. While ol' John passed away 13 years
Mitchell, the truth is that it's Aosha Uduri). ago his little market place has been kept together by
his family and the many traders who call the place
Use Of This Station As A Setting home.
I've tried to outline the most important folks aboard. While not out of the eyes of the alliance the station
Feel free to use the closest stats found in the was so crudely put together that some sections of
rulebook to represent these characters, should you the place are "dead" zones, blocking almost all
get all-fired dicefied. I've left a lot of room for other electronics and scanning (which is why this place
characters to be represented, and there are at least stocks everything).
two vacant shop locations still aboard. You could use Normally in orbit of Hera, this station has gained a
the station as a frequent stop-over point, or as a set- modular feel, as series of bulkheads were added in
ting for a single adventure. Feel free to place it in the war, and removed after.
whatever backwater area suits your story.
The moment the first shot was fired the station
In my game, Dandelion is in orbit around Niven, in declared neutrality; the browncoats needed it as an
the Clarke Quadrant, near an asteroid belt, where it ally, but understood that the station wasn't a military
serves to fuel Wren transport freighters, and asteroid base and people lived there. The Alliance attempted
miners in the area. twice to capture the base, the first time they met no
resistence, and found no one except the unconcious
bodies of their boarding parties after the entire place
Romers Bazaar had been pumped with knockout gas through the
(By (WitB ID) Romnipotent) atmo.
Dimensions: 346Lx324Bx798H. Johnathan L. Vincent then had the station retrofitted
Tonnage: 520830 tons with a series of turrets, and a couple missile
Speed Class: 0 cruise/0 Hard burn. launchers. These armaments were procurred from
Crew Quarters: Wait till plans the Indepents, however he gave great thanks and
Fuel Capacity: 800 Tons (4380 hours). The many funds, but still could not side with anyone in
station runs generators, so fuel goes further. the war. By the time the Alliance attempted to retake
Cargo Capacity: Wait till Plans the station it had equiped itself to take out most
Passenger Capacity: Wait Till PLANS! threats. Corridors had emplacements, docking bays
Price: Not for sale guarded. An emissary from the Alliance berthed,
Agi D0, Str D10, Vit D10, Ale D8, Int D8, Wil came aboard, had a short discussion with Mr
D8; Init D8, Life 18. Immobile (Major), Seen Vincent, and left. This is considered the second
Better Days (Minor), Ugly as Sin, Memorable. assault, yet no one was harmed (once again). Many
Healthy as a Horse people have wondered what was discussed at that
Space Transport OperationsStation D2; table, many speculate that the emissary realised that
Automatic Targetting D4; Sensor Routine D2; Mr Vincent would not let people use his station for
Interactive maintenance manual D2; Internal a purpose of war, and he would destroy it to make
Security checks D2; Internal sure.
Ecyclopedia/Database D2. While Mr Vincent never sided with either faction the
Complexity: Normal (36pts). Maintenance station was used by many spies on both sides as
None of your concern, the station has reliable layover and infomation drop points.
parts, dedicated mechanics.
After the Alliance won the war, the emissary
returned. Again a short table sitting and they left.
Romers Bazaar Station Most of the heavier armaments were removed. The
Very few folk can miss a visit to the Bazaar. In orbit station now acts as a docking area, popular with
around Hera (change it if you like) hangs the Serenity valley pilgrims who go down to Hera to
cluttered construction of Johnathan L. Vincent, attend graves.

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Romers Bazaar has its own private security force, and wonderful retail delights!
although they are paid in credits. The force has a
good rep with the alliance, bringing in illegal cargo Pedir Nevisky's Gadgets and Cortex
haulers and keeping crimes to a low in the Bazaar. Cafe
Of course the truth is that they are so incredibly
corrupt and organised that they take a cut from most Pedir runs a small cortex cafe with a couple of aging
illegal operations; running illegal cargo has to be public terminals and transmission station; to pay the
referred by them, or they take it. Any resistence bills he fixes databooks and sells microtransmitters
results arrests, warrants... and grumpy people with or the like. Pedir in truth has a shielded room hidden
paperwork. behind his terminals, from here he runs multiple
blackboxes, sells illegal electronics and pornographics
The layout of the station can be confusing, corridors holoimages deemed illegal or unsuitable by the
end at huge airlock doors, that lead to armoured Alliance (and they condone companions, so figure it
bulkheads. Inside these cavities waits for a section to out).
be added or sometimes houses a squater or some
loot. Housing sections come in two versions; normal, Pedir Nevisky
or fancy. Normal apartments have a small hatch Agi D6, Str D4, Vit D6, Ale D8, Int D12, Will D6,
window that may look at more station, Hera, or the Life Points 12, Initiative 1D6+1D8
black. Fancy suites are elevated from the arm of the
station in elongated domes with excellent views. A Traits: Cortex Specter (Major), Friends in Low
full width apartment has enough room to fit an PLaces, Math Wiz, Highly Educated, Talented;
airlock and docking bay for a private craft like a Technical Engineering , Total Recall. Allergy (Hay
Leapfrog, ASREV, or Shuttle. Fever), Combat Paralysis, Portly (Major), Ugly as
Sin (Minor).
Many folk steer clear of engineering; the necessary
layout has created whats known as a gravitronic mess. Skills: Artistry D6; Forgery D10. Covert D6.
"Up" and the theoretical Gravity of "down" peels Guns D4. Knowledge D6; History D8, Law D8.
out to the hull, making most of the area a cylinder, so Mechanical Engineering D6; Create Mechanical
you can see people standing at a pump on the roof, Devices D10, Machinery Maintenance D10,
and they can see you the same way. Many areas of Mechanical Repairs D10. Technical Engineering
engineering have a reduced gravity, 0.1 to 0.6 of D6; Communication Systems D8, Computer
Earth norm. Although these areas need low human Programming D10, Hacking D12, Create/Alter
involvement there are benefits in ease of Technical devices D10, Electonrics D10, Technical
maintenance by not having gravity weighing down repair D12, Technical security systems D8.
the crew. To one side of the Engineering spire sits a
pumping station which has recentlty been refitted for Having spent the war making 'unethical' devices (like
Leapfrog containers, where sewage and garbage is being on the team of developers for Squad Killers)
processed. The containers are bulk containers, Pedir retreated to Romers Bazaar to set up a new life,
allowing the vessel to be flushed out well enough to with a new identity, and a new bank account. Pedir
avoid disease. has really let himself go though, his girth has grown
At the base of the spire is a refueling clamp. This quick and because of his tendency to avoid
system works both ways, if neccessary, however planetside and healthy grub his complexion has
mostly runs pumping fuel in for the generators and become a blotchy amalgamation of pink skin, dead
pumps. The station receives a delivery regularly flakey skin, and an occasional wart or pimple the size
enough that fuel issues are never a problem (unless of a nickel. Yet if theres one thing Pedir knows its
something has gone wrong). computers and gadgets, he'll sell you a debugger,
electronic tool set or distress beacon. If he likes you,
or you know him, he also sells jabberwockies, fed
Commercial Ventures
band scanners, bugging devices, electonic lock picks,
Romers Bazaar is host to all manner of regular, weird or almost any other thing he can make or program.

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He'll sell you sub kelvin, or write you something 'Sticky' Blaster
special. This "weapon" looks like some 4 inch PVC pipe with
a bunch of tubes added and a pistol grip. The blaster
Sticky Business fires Geralds home made sticky balls, a thin rigid
membrane surrounds a small spider like device in
This humorously named shop is the perveyor of 'sticky'.
almost all things sticky, OR technical in the Romers
Bazaar. The owner, a one Gerald Yng, makes The range of the blaster is 10ft, to a max of 20ft.
Scrappers Gel and sells scrap. The blaster fires a ball using a soft pneumatic pusher
(with an air push at the end), sending the ball slowly
Gerald Yng to its target. Upon hitting, the ball excretes all the
'sticky' to a hull or bulk head. The firer then pushes
Agi D8, Str D6, Vit D6, Ale D8, Int D12+4, Will
a button on the front grip of the weapon,
D8, Life Points 14, Initiative D8+D8.
transmitting to the ball, to heat up, and burn through
Traits: Mechanical Empathy, Talented (Mechani- the hull; to be safe the ball has to pass by the grip,
cal Engineering), Talented (Heavy Weapons). where the two identify with each other so balls in the
Scrawny, Amputee, Amorous. magazine don’t go off accidentally. The blaster holds
Skills: Covert D4. Craft D6; Alchemy (Scrappers 4 balls and has enough oxygen to fire four balls.
Gel) D12. Guns D2. Heavy Weapons D6; Reloading and handling the gun has to be delicate, as
Demolitions D12, Repair Heavy Weapons D10. a breakage on ship or in the gun make it useless
Linguist D6. Mechanical Engineering D6; Create (Difficulty Agility : Guns - Hard), and necessary to
Mechanical Devices D12, Machinery Maintenance clean up all the sticky before an unforseen hull breach
D12, Mechanical Repairs D12. Perception D6. is exasperated by another. Just think, if there was
Performance D6. Scientific Expertise D6; sticky on your cargo deck and you vented fire
Chemical Sciences D12. Unarmed Combat D6; through the place, no atmo and heat = new hole.
Kung Fu D10. The hole the blaster generates is anywhere from 5
inches to 1 foot (D8+4 inches).
Boxes lay open with parts, sorted into type. A box MHC 04V2A Multiple hull-point compriser
for compression coils, a box for catalyzers, a box of Gerald has done a few things which shouldn't be, this
patch tape. is one of them. This 100lb missile has one purpose,
Sitting behind the counter is an alchemical lab, where trouble. The entire warhead section has been repaced
the Sticky is made, and a large bottle of O2 to ensure with a cell bladder of 'sticky'. The missile fires retro
the stuff doesn't kill the station in an accident. thusters millimeters from the hull of its intended
target, clamps on and fires another boost from its
Gerald has also done his part to the salvagers efforts rocket to squeeze the jelly in 12 lines; small magnets
of easy looting. A few of his "creations" sit on the on the ends of the wires activate at the same time as
alchemical bench, and look more like toys than the gel and smack the lines to the hull. Overall this
weapons. missile spells doom, the couple Gerald has made
Gerald Yng is 5ft tall, has a left leg made out of an haven't been sold and he keeps them for
assortment of parts and looks like he hasn't eaten in emergencies.
a while. While gerald might be one leg short he Short Range only, 'Sticky' warhead 04, Cost 750 creds.
always assures the ladies that the middle ones still Damage: Special, if the sticky takes to the hull and
good. effects it you're looking at hull breach, maybe at
Sticky Business - GOODS multiple sections. The "web" of sticky as it were
Sticky business stock the usual technical parts and covers a radius of 20ft. One could request some of
tools, however Gerald has made a few gadgets that these, of course getting them to your ship is fun.
deserve mention and to be bought. Hull Patch Tape and Quik-Ment
Where Gerald sells sticky, he sells its solution too. As

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long as you have the area locked off just jump in a on the back wall, and a cheap version of Space
vac suit, hop outside, and apply this "tape" to the Invaders 3D sits in a box collecting dust (cheap is 100
outside of the hull and spray with Solution A. Run creds).
back in and fill repair pipes, cables, and the like. Seal
any vent gaps with some scrunched up patch tape, Ronald T. Slipenshower
apply the "tape" to the inside hull breach, stab a hole Agi D4, Str D6, Vit D6, Ale D6, Int D10, Will D6,
and spray once again with Solution A. Then insert Life Points 12, Initiative D4+D6.
the nozzle from the Quik-Ment and fill the chamber
Traits: Talented (Craft), Sharp Sense (Hearing).
- now yer good to go!
Dull Sense (smell), Little Person, Memorable.
Once in drydock or somewhere similar apply Solvent
Skills: Artistry D6 (Painting D12, Sculpting D12,
A to the metal sheets, and peel them off, then Solvent
Game Designing D10), Craft D6, Influence D6
B to the Quik-Ment and make sure you have a bucket
(Marketing D10, Barter D10), Knowledge D6,
underneath.
Perform D4, Thrown Weapon D4, Unarmed
The "tape" is an Aluminium foil with a sticky side Combat D4.
and a 2 part epoxy on the other, 1 part impregnated.
The tape comes in rolls 1 ft wide, and 5ft long and
costs 5creds. Solutions and Solvents come in small Many folk in the verse would take to teasing Ron, but
hand held sized spray cans for 10 creds (for 3). The he'll throw a heavy dice at your head if you try. This
Quik-Ment canister has enough Quik-Ment for 3 red headed midget makes, imports, exports, and sells
cubic feet, then must be thrown away. These cost 30 toys. Standing in at a whopping 2'7" he always tends
creds each. All up the system costs 45 creds, but one to amaze kids, but will sell them anything too, with
can buy each part seperately. his curly red hair, and thick Scottish accent.

Quik-Ment T0yZ for Tugs - GOODS


This stuff is the short fix for many a problem. Hole While you can find almost any toy you'd find at a flea
in the roof ? Hole in the hull? This stuff looks more market a few more futuristic items or things of note
like a sponge cake mix than cement, however when are available.
exposed to atmosphere (O2 and NO) the stuff Space Invaders 3D
hardens. It lasts for up to 1 week before it starts to After an Earth that was artifact had been uncovered
become brittle, after a month it's easily dug away like at an art exhibition, Blue Sun and various other
loose sand. Canisters come in various sizes, from 1cu companies went into making holographic tables and
ft worth, 3cu ft, and 10cu ft; costing 10 creds per devices that replicated the simplistic game. Rebadging
cubic foot. Some folk use this stuff to fill a room so and clones have seen this product under various
intruders can't take their stuff, but with enough labels from "Reaver Rundown" to "Browncoat
Solvent B (mentioned above) one can simply have Bullies" but it has remained rather similar.
the stuff turn to a muddy slush and wash it away. You fly an ASREV through space firing at Firefly's
and Blockade Runner's in either a 2D or 3D
T0yZ for Tugs environment (3D difficulty is far different.)
Flipping dogs, crawling army men, remote control Table version with built in projectors, controllers, and
cars, small laser pointers, cheaper than food such cost around 300 creds.
multibands! Thats not all, theres Yo-Yos, hoola
Portable versions often include 2 controllers, and
hoops, dominos, Tall card decks, chess, mah jong,
some projection "towers" that users place in a 3ft
reversi, foosball (small table suction cups), poker
square on say, a dining room table. Various other
chips, miniature toy fireflies and asrev's. Theres also
games can be played on the home system, such as a
beyblades... but they suck.
Raiden like game. Space Invaders only machines cost
Ron, as he's known, sits behind a plethora of junk, 90 creds. Expandable machines are listed later.
but dont say that around him. Toys, gadgets, funny
BlueSun SpaceDeck
clapping monkeys adorn his stall; larger things hang
This small stylish box links into a cortex subnet, for

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gaming. Here you can download, and play many a shag pile rug Kumar is your man. Brighten up that
different games. The device hooks into monitors, shuttle, smarten up your common area, funkify that
TV's or holoimagers. A standard kit includes one lovenasiam.
controller and 1 month subscription to the game Shag Plush Rugs and Carpets
network. The fuzzy floor is great to lie on, or walk barefoot.
SpaceDeck: 30 Creds Sorta makes you feel "not on a ship" so its been
1 Month Subscription (needed to play any game): 1 bought a bit.
Cred Rugs cost 50 creds for a 4ft by 6ft rug, and 15 creds
12 month Subscription: 10 creds for every ft extended each way, i.e. 65 for 5ftx7ft
Extra controller: 3.4 creds
Game costs: 1 cred to 10 creds Carpet comes in roles 6ft wide and 10ft long at
70creds, with backing, glue and tacks for laying it.
SpaceDeck mod chip: 20 creds. The mod chip allows
users to play games without a subscription, however Disco Balls
they are illegal, and dont assist in downloading the At 1 cred for a key ring, 4 creds for a baseball sized
games. Blue Sun are finding a pattern with mods and ball, and 15 creds for one of those huge ones the size
pressing charges if they find out you have one. The of a yoga ball. 5 creds for a motor to spin it! Deflect
better the mod, the more expensive. light, make your Cargo bay a Disco Bay. Hey maybe
the reavers will be distracted.
Holo Imagers start at 50 creds (projection only) and
increase in price with quality and size. Technicolour Lights
Attuned spotlights with a rotating disc of 'gels'
Robo Raptor (colour filters for the light) to aim at your Disco
These are out now but leave them in your ship, they Ball/'s! Globes last 1000 hours of use and cost 3
can hunt intruders. creds a piece. The light is only 8 creds.
(Armoured) Neon Sign
Haziz's Funkee Town While Kumar doesn't MAKE these, he sells and
"Grand sale! You want good rug? Can get you good orders them in, good price for you!
rug! Have funkee time in da black friend, wid d'is fine Have anything written in them... nothing says
mizzor ball." Mr Haziz sells carpet, mirror balls, and Bollywood class like a neon sign reading "Budhas
technicolour lights. Shining Belly" in hot pink on the top of your ship.
Not regulation markings but damn MEMORABLE!
Kumar Haziz
(hint hint) 5 Creds a letter unarmoured, 9 creds for
Agi D8, Str D6, Vit D4, Ale D6, Int D16, Will one covered with resin and protected from space
D10, Life Points 14, Initiative D8+D6. debris.
Traits: Talented (Influence), Religiosity (Hindu).
Swears like a sailor. Rounds for Browns
Skills: Artistry D6, Craft D6, Influence D6 On a more recently welded on arm of the space
(Marketing D12, Barter D12, Streetwise D10), station sits Alex's munitions dump. The shop itself
Knowledge D6, Perform D6 (Sitar D10, has a few hunting knives, a couple bolt action pistols,
Vocal/Singing D10), Guns D6. and boxes of ammunition. A thick window sits to the
right hand side, as it gives the most consistent view
of Hera. This store has been modified with the help
Kumar is, if you haven't noticed, Indian. He sells rugs of Pedir and Gerald; sensor dampened sections hide
and for some reason loves Earth that Was Bollywood heavy weapons, and finding these compartments is
Cinema. He performs songs from the musicals, the near to impossible. Some open to the black, and
dramas, and well heck a whole lot of things. His house heavy weapon delivery systems, Which is
marketplace looks more like a rug laden disco than a fortunate if you've docked just below the shop since
serious rug trader, but whether its a wall hanging or you can make a descreet delivery outside in to a

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bomb bay or some such. dislikes the Alliance, she doesn't want to cross them;
she takes great care in revealing the treasures.
Alex G Escapolini
Romers Conglomerate Missile
Agi D8, Str D6, Vit D6, Ale D6, Int D10, Will D6,
While this weapon doesn't have a name, the four that
Life Points 12, Initiative D8+D6.
worked on it have prefered to forget about it, except
Traits: Allure, Talented (Guns), Talented (Heavy Alex. It sits mounted on a concealed launcher that
Weapons). Dull sense (taste), Hero Worship can be launched at an assaulting pirate or reavers.
(Browncoat survivors of Serenity Valley), Phobia
The warhead itself is a conventional explosive 100lb-
(Reavers), Workoholic.
er, with a 3 mile short burn rocket, with a micro sized
Skills: Craft D6; Armour smithing D10. Guns one-use pulse burst engine. The missile is given a
D6; assault rifles D10, grenade launchers D8, target, and calculates its burn time to reach within
gunsmithing D12+2, machine guns D8, pistols half a mile of the target, where it fires the rockets
D12, rifles D10, shotguns D8. Heavy Weapons and slams into the target, exploding in a glorious
D6; Craft Heavy Weapons D12+D2. Mechanical fashion overloading the pulse engine to cause a small
Engineering D6. Perception D6. Scientific radioactive area if any fuel is left. (Now you know
Expertise D6. Melee Combat D6; Melee why they dont want to believe it exists)
Weaponsmithing D8.
Theres only one and it would cost 21000 creds if it
Registered with the Alliance, Alex moves munitions could be bought. Of course the only reason to have
for decent prices, of course like most places on the one is if you have to hit an alliance cruiser at 50 miles.
station you can get something a little more illegal. Because of the design the long range is 48. The one
Alex generally prefers browncoats, and came to the main issue in firing this however is that no one has
bazaar because it hangs over Serenity valley, a place ever done just that, the pulse engine will fire the
she thought she could have made a difference, had device quite close, so you need to get the target in its
she been a little older at the time. predicted area. Without advanced aiming assistance
targeting is Heroic, with a decent targeting system
Alex stands at six foot tall, has an amazing radiance, (Automated Targetting D8) the task is a normal firing
but because she's always tucked away working on of a heavy weapon (Rocket).
weaponry and lives on protein packs she hardly
wanders the station. Occasionally she rents a shuttle Weapon Customisations
and drops down to Hera, dons her brown coat, and If you already own a weapon and want it customised,
sits in Serenity Valley (quirky...). Her only station Alex can craft you your very own Vera. Maybe you
based escapades are usually to ask one of the few want to add a bigger scope, and have it accurised.
technical types to make her a rocket with mid range Theres always something to make your gun better.
propulsion and a 8 inch flat end. Nightscope: For a measly 120 creds Alex can add a
Alex's family had a brush with reavers, most of the GenII 6x nightvision telescopic sight to your rifle.
family had gone out the day before to forage for While not illegal the Alliance frowns upon
scrap metals and parts out at a crash site, upon nightscopes in general, however with a license and
returning they found a scene of devastation, and one an explanation of "fox hunting" most people are
reaver body. The body was riddled with holes, and in cautioned.
the families doorway was the skinned body of her Laser Targetting And Flashlight: Another item
uncle. The family got what they could, and left the that attracts a grumbling from the Alliance, on the
moon, Alex split away and after some weapons core especially. The flashlight is a perfectly legit
smithing courses she set up her own business. attatchment, and costs 4 creds.
Rounds for Browns - GOODS The laser itself is fine, but not attached to a gun.
On the shelves sit your standard alotment of Again, a license and "fox hunting" may get you a slap
ammunitions, melee weapons, and accessories on the wrist, but because of the increased accuracy
deemed appropriate by the Alliance. As much as Alex the laser can offer it is usually confiscated. A
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laser when used increases the particular gun skill by have a little more safety than a fragmentation grenade
one dice step, and the targets defense one step (as he as the blast area is fairly consistent.
might see where the bullets headed). Shreek AMG (Assault Machine Gun): This
Silencer/Supressor: These "cans" will make your modification was originally made for the M16 rifle,
friendly SMG sound more like a click than a bang, however with a little ingenuity almost every other
but will still leave its punch. Posession of these rifle can be modified the same way. The modification
devices is incredibly illegal, but if stored well enough costs 40 creds (making it a customised "high tech"
might pass as piping on a ship. Supressors for pistols x2) and replaces the loading mechanisms with a more
cost 10 credits, and 20 for Rifles. Assault Rifles and selectable mode of fire. Still compatable with
Sub machine guns fetch a slightly higher price at 25. magazines (both straight and beta-c 100rd) and also
K9 Doggy Armour: 30 creds of ballistic mesh made with the option to be belt fed. This option is lighter
to cover the torso of your best friend. The only than other light machine guns, like the M249 SPW,
reason for a dog to have armour is if it will be in the but still has the ability to carry upto 200 rounds. Un-
line of fire, like during fox hunting (get the recurring like the LMG below, one can retro-mod their rifle
excuse here?). back to normal.

Ballistic Shield: This heavy cumbersome shield Light Machine Gun: The M249, and other such
comes in various sizes, and offers protection from models are handy packets of hurt. Whether its for
small arms fire (it wont stop a .50 cal rifle). 50 Creds defense or assault a LMG is light enough to warrant
for half cover, 75 for full cover, and 85 Creds with a taking one along. Some models are simply assault ri-
built in light and full cover. By coming out from fles with a few modification, some are purpose built.
behind it you only are granted half the cover listed. However they all fire 5.56x45mm ammo, and all
These are illegal. come with either a belt or box fed load of 100 ammo.
They do no more damage than an assault rifle, they
Underbarrel Grenade Launcher: Ever wanted to simply have more ammo between reloads.
carry an assault rifle and a grenade launcher without
having to lug both about? These 40mm grenade Light Machine Gun - d8 W - 150ft - 3 (100 box/200
launchers are illegal, but so are the guns they attach belt)S/B/A - cr80 / 200p - 18lbs -
to. They take 1 action to reload. * means (Single/Burst/Auto)
Grenade Launcher, Damage as Grenade, 40ft range, Vehicle Scale Carnage
ROF 1(1), 40creds, 3lbs This equipment consists of 3 'Vehicle' weapon scale
Double/Triple Mag: Any assault rifle or smg can devices made for soldier/military operation. Some
have magazines taped together, this is cheap as patch of the damage is Vehicle based (denoted as ß), and a
tape, OR you can buy holders, that keep the ammo direct hit will vaporise a victim. A near hit/miss may
port pointing up. 3 creds for 2 mags, and 5creds for put a person in the blast area, which they may survive
3 mags. Makes reloading a might quicker. (watch Blackhawk Down; some people get
Cannister Claymore: Pesky pirates keep trying to concussed). Some of the damages are in normal
get in through the cargo bay? Plonk down this box, People scale, as they dont deal an immense volume or
red dot facing the door 10 ft away (patch tape down that would penetrate armour so easily (frags scratch
too, just a word of advice). Step away and arm with armour, but a good hit may open a hole in a skiff).
the individually matched remote. when 3 moving heat These weapons are often mounted or carried on
signatures reach the threshhold the device will go off. Techniks (a flatbed truck with a support arm carrying
Similar to todays claymores the trigger is replaced the weapon, allowing a cheap portable heavy weapon
with a small dome, and can be detonated remotely platform. See Terminator films, Blackhawk Down,
(careful with that remote). The front face of the and use google.).
claymore has a layer of metal, behind which are Firing these is a dangerous excercise, the area behind
ballbearings. This canister claymore sends a shower the firer needs to be clear, and the weapon is
15ft foward (range increment to 45ft) to maim the ineffectual up to 40ft, the shell will not arm and just
assaulting group with 5d6W. Costing 15 creds these

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stab through... or explode with you in the area. 84mm rifle is also known as a Bazooka ( now I know
M136 AT4: In the late 20th century and into the 21st thats not entirely true, use that weapon in place if
century various nations employed single use rocket you need to).
propelled grenades and munitions to destroy enemy Carl Gustaf M3 Recoiless Rifle, Damage as Below,
armour. This allowed a small squad to destroy 100ft range, ROF 1(1), 300creds, 22lbs Illegal
emplacements without needing to call in artillery or HEAT; D6ß; 5ft; cr10; 6lb
more backup.
HEDP; D4ß; 10ft; cr10; 6lb
AT4, Damage as Below, 100ft range, ROF 1(1),
150creds, 17lbs Illegal FRAG; 6D6W; 20ft; cr10; 4lb
HEAT; D6ß; 5ft; 6lbs Smoke; D4S; As Grenade; cr5; 5lb
HEDP; D4ß; 10ft; 6lbs Illumination; daylight; 200ft radius; cr8; 5lb
HE/Frag; 6D6W; 20ft; 6lbs ß: The M3 is a Man portable VEHICLE weapon,
multiply damage by 10 against people.
ß: The AT4 is a Man portable VEHICLE weapon,
multiply damage by 10 against people.
Mademoiselle Isabella Langton
Of the few penthouses available for rent on the
RPG-7 And Variants: If any weapon defined the station, this one may just have the most history to it.
Browncoats grasp for heavier arms this was it; on Its original purpose was to house a couple mistresses
earth-that-was the weapon was favoured by guerillas, of Johnathan L. Vincent. With the escalation of the
terrorists, and almost anybody with less cash but as war and the increasing threat to the station he sent
big-a-need to blow stuff up! The RPG-7 is a them away, at which point he entered into a contract
collapsable re-usable RPG launcher. The body only with the Companions Guild. The contract stipulated
weighs in at 4.4lbs, and can fit into a larger backpack that he would rent the penthouse out to a
so it became a quick favorite for the small portable Companion of the guilds choice, for 100 years and a
browncoat units. They just never had enough of day at no cost but to service Johnathan after a hard
them. Ammunition is also illegal, and fragile (store days work. Rumours about Johnathans death have
with care). Ammo is at base cost, increase it for your always had some relation to this penthouse, however
game, make them pay for storing them in crates with nothing could be proven and the stories were more
foam padding, the weapon is cheap because it IS a rumour than fact. Over the years the place has stood
cheap system. empty, and occupied by various tenants till 2015
RPG-7, Damage as Below, 100ft range, ROF 1(1), when Isabella accepted the tenure on the station. The
200creds, 4.4lbs Illegal place was fixed up again, and Isabella used it as a base
of operations, heading out from the station and
HEAT+HE; D4ß+3D10W 5ft+15ft; cr15; 10lb
taking clients in as well.
HEAT; D4ß; Shaped; cr10; 6lb
Like all companions Isabella has an almost divine
Thermobaric; 4D10W (burn damage); 15 ft; cr15; grace and radiant charisma. With auburn hair and
10lb light jade eyes, Isabella brings some men to their
FRAG; 6D6W; 20ft; cr10; 4lb knees just by smiling. Some men find her pleasant
enough to look at but dont go weak. That is to say
Smoke; D4S; As Grenade; cr5; 3lb
she's no Inara.
Illumination; daylight; 200ft radius; cr8; 3lb
Isabella has already worked on cruise liners,
ß: The RPG-7 is a Man portable VEHICLE weapon, entertained clients on Persephone, and with her
multiply damage by 10 against people. younger years behind her (she's 27) she decided to
Carl Gustaf M3 Recoiless Rifle: Large, heavy, find a place where she could work and enjoy a view
reusable "canon" employed by various forces over when necessary.
the late 20th and earlier 21st centuries. This recoiless

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Isabella Langton electronic stuff). A few other things have been


thrown together by Tony & Toni, namely the small
Agi D8, Str D6, Vit D6, Ale D8, Int D10, Will D8, portable (110lbs...its portable, got handles and every-
Life Points 14, Initiative D8+D8. thing) air scrubber and generator.
Traits: Allure (minor), Highly Educated,
Registered Companion. Bleeder, Combat Paralysis Tony Nguyen
(Minor), Memorable. Agi D6, Str D6, Vit D4, Ale D6, Int D12, Will D8,
Skills: Artistry D6 (Painting D10, Caligraphy D12, Life Points 12, Initiative D6+D6.
Poetry D8, Cooking D8), Athletics D6 (Dodge Traits: Mechanical Empathy, Talented
D8, Gymnastics D10), Discipline D6, Guns D4, (Mechanical Devices). Combat Paralysis (minor),
Influence D6 (Seduction D12), Knowledge D6, Dull sense (hearing), Overconfident.
Linguistics D6 (French D8, Japanese D8), Melee Skills: Craft D6; . Linguist D2 (Vietnamese).
Weapon Combat D6, Perception D6 (Read lips Mechanical Engineering D6; Create Mechanical
D10), Perform D6 (Dancing D10, String Devices D12+D4, Machinery Maintenance
instruments D10, Singing D12), Pilot D6, Ranged D12+D2, Mechanical Repairs D12. Perception
Weapons D6 (Bow D8). D6. Technical Engineering D6: Technical Repair
The Bazaar penthouse had sat empty for a year, dust D8, Electronics D10, Create/Alter Technical
collected on cover cloths. Devices D8.
Gear: 20 Ton Shuttle fitted with bed, Derringer.
Standing at 5'2" Tony is a well built, yet aging man
Mlle. I Langton, GOODS:
who traced his families history back to the second
The going rates are dependant on client, but its often French Indo-China war then prowdly exclaimed his
350 creds for an evening and 450 for a day. If Isabella roots till someone pointed out what it was all about.
needs some money she may charge a client more, one Well nethertheless they dont get a discount (or rather
she wouldn't normally service perhaps. Theres not the prices go up). Tony often smokes a pipe, but only
much else to say about the goods purveyed by when Toni is off on a trip, and the docking crews
Isabella. give him a buzz when she comes back. Tony's wit is
dulling with age, but thats more due to the fact he
Tony & Toni's Technical Treasury can't hear the conversation as well to be witty with
Tony and Toni are engineers from the stations it.
wartime; they dont look after the station anymore but
they know their stuff. Tony, a sly and well built (but Toni Farrway Nguyen
small, dont call him that though) Vietnamese man is Agi D6, Str D4, Vit D4, Ale D6, Int D12+D4,
always hammering away at something - parts of air Will D10, Life Points 14, Initiative D6+D6.
scrubbers and sections of pipe. Toni on the other
Traits: Mechanical Empathy, Talented
hand will always be on Tony's back about it, not
(Create/Alter Technical Devices). Stubborn
doing it right or some such. To the uninitiated ob-
(Minor), Stingy, Superstitious.
server these are wars of a long term married couple.
Those schooled in personal behaviour will recognise Skills: Craft D6; . Linguist D2 (Vietnamese).
these as respectful feuds, keeping the fire in the rela- Mechanical Engineering D6; Create Mechanical
tionship and any quip about loosing the engineering Devices D12, Machinery Maintenance D10,
touch is really just an offer to help. Mechanical Repairs D10. Perception D6.
Technical Engineering D6: Technical Repair D12,
The goods on offer are varied; not everything is kept
Electronics D12+D2, Create/Alter Technical
up front and large deposit of scrapware is available
Devices D12+D6.
for purchase. Floodlights, portable generators, engine
parts and cooktops are the common fair. Mechanics
tools come in two options, Kits and seperate (for Toni is an average looking but incredibly bright

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caucausian, she's a bit of a flirt but never goes too different light settings - on and off being the normal
far. She began working on the Bazaar during the war, - such as strobe and devastating. A small rubber
where she met Tony, and they instantly had nipple under the handle is pressed then the light is
something in common... being asked for and getting turned on/off/on in rapid succession, the torch then
confused with the other Ton+y/i. Toni is the salvager sets off a special one use bulb at the target up to 10ft
of the two now that Tony has lost some of his away. This works just like an Optical Bomb.
hearing, he gets his time to smoke (which she knows The torch is 20 credits, as illegal, and replacement
about), and she can take her trip to see family. Where bulbs are 8 credits a piece.
some folk live on the Bazaar and love it, Toni treats
it like a workplace with stables, and performs Tai Chi
Weave Workers
in front of the store each morning local time. Each
trip she comes back with more charms, a cat with Shirts get holes in them, many holes. And rather than
waving paw, or some other thing to tac on to the wall. repair the shirt, buy a new one! Weave workers sells
TTT - GOODS plain shirts in many colours, and they also have a
printing service, so your crew can have shirts with
T&Ts Treasury stock the usual technical parts and the ships name! Weave Workers also prints shirts for
tools, and then theres the extra parts. Sticky business teams on other moons, sending small batches by
and TTT have some levels of rivalry, but Gerald is Allied post, and large ones by whatever method they
more into scrappers and salvagers. Tony & Toni deal can.
with more gadgets, cleaver but simple solutions, and
emergancy supplies. Andrew Galligon
Back-up! Life Support unit: This thing runs on Agi D6, Str D6, Vit D6, Ale D6, Int D8, Will D8,
batteries or fuel if you can hook up an exhaust pipe, Life Points 14, Initiative D6+D6.
and will heat and scrub the air for 300 tons of space. Traits: Talented (Artistry; Clothing), Talented
On a firefly some crews keep one in the mess hall (Craft; Sewing). Amputee (right leg).
closets, and if the engine goes they drag it out, put it
on the table, and run the generator in the air lock, Skills: Artistry D6; Clothing D12+D2. Craft D6;
setting up a power outlet and air pipe. A can of fuel Sewing D12+D6, Weaving D12. Influence D6;
will allow this to run for 16 hours, at which point it Haggle D10. Mechanical Engineering D6.
needs refueling. Perception D6.

For a rough guide (firefly), 300 tons of space is a


mess hall and maybe the front corridor, but Maimed as a child Andrew had to turn to something
everything else locked off. It is possible to keep the other than sports to pass time. Since he was around
top level open and run a backup in the rear hall, and home a lot he ended up working on the clothes of his
one in the front hall, however anything greater than family. His patterns and quality attracted the attention
this will strain the system. Most smaller ships without of other local families and soon he had enough
redundant backup systems see the use of one of money for a prosthetic leg... or a loom. Well his heart
these, but the other side of the arguement further won out and he bought a loom, soon he was making
out is "if I dont have life support somethings gone so all sorts of things and had enough dosh to move
wrong that this is just gonna prolong pain." away. While stopping off in the bazaar he met
Gerald; sharing a similar injury they got on rather
Using scrap and spare parts Tony and Toni sell these
well, and it wasn't long before his skills became useful
things for 90 credits, but they require maintenance
on the station. Ever since then Andrew has been
from an engineer as well at 5 creds a year (the cost for
importing shirts made cheaply on the rim, printing
scrapware, imagine that).
on them, and selling them around the 'verse. His
Flashlight with directional Opti-bomb (looks most popular shirts to date are below;
like a dolphin torch): Whats so special about a
Weave Workers - GOODS
flashlight you ask? nothing! Well actually there can
be.... This innocent looking flaslight has a few Weave Workers mainly sells clothing, below are some

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of the prints used: Pipe Cleaners - GOODS


"My other ship is a Tohoku" Pipe Cleaners sells a wide range of spirits and such.
"Blue Sun" but the chinese reads 'Not Fun' A flavourless moonshine is used with a selected
cordial to make many different schnapps. All the
"Captain" and on the back a small target and text cordials are made from natural ingredients, making
with "Stab here." Helmut's schnapps a little more special.
A picture of the 01 Firefly, with its bulky neck. "I had Other products of note are as follows:
one of these made."
Isopropol Rubbing Alcohol: The only two brown
"Wren you've got to get it done" jugs of Helmuts contain Isopropol, one is 100% and
"I went to Romers Bazaar and all I got was this T- the other a 60% solution. Both adorn a huge
Shirt!" and on the back "At least I didn't get shot." flamable symbol and are best left untouched.
Isopropol is a useful cleaning fluid, as it burns away
Pipe Cleaners bacteria, then evaporates quite easily. When diluted
its used in medicine to sterilise. 100ml of pure
The name of this place is more of a misnomer than Isopropol costs .5 creds.
intended. Its not a cleaning company, an OB/GYN,
or some craft store. This place makes, sells, and pur- Moonshine: Potent stuff, strips your throat and
veys in alcohol. If there was any more a stronger makes you cough a fire like nothing you've ever had.
brew then you could use it to fuel a ship! Helmut Some call this stuff rebadged Isopropol, of course
Kilsmith makes hootch, rubbing alcohol, wine, they're not far off. At 170 proof (85% alcohol
schnapps and vodka. Mans half drunk all the time content) this stuff is more useful to clean pipes and
but never half stupid. Large glass bottles with huge wounds than for cooking... which isn't
cork stoppers adorn a shelf, each bottle labled in recommended. Jayne carries a flask of similar stuff,
Chinese, and then what looks like English (German) using it to numb the pain and clean wounds at the
but isn't. same time. At a cred per flask refil Helmut keeps just
enough on hand, but not enough to endanger the
shop, 10 creds to fill a 1/4 gallon bottle (along with
Helmut Kilsmith
a stern warning on storage).
Agi D6, Str D6, Vit D10, Ale D4, Int D6, Will
Cream Liquer: A favourite of many, this cream
D12, Life Points 22, Initiative D6+D4.
based caramel like liquer is often floated on butter-
Traits: Heavy Tolerance, Talented (Craft: scotch schnapps to make the Browncoat Bender.
Alcamahol). Alcoholic. Another method is to let it dilute with ice, releasing
Skills: Craft D6; Alcohol D12+D4, Cooking D10. more flavours. As with all of Helmut's liquers he uses
Guns D2. Linguist D4. Mechanical Engineering natural ingredients, meaning he buys milk or cream
D6; Mechanical Repairs D8. Perception D4. (if he can). Sold by volume Helmut charges 15 credits
Scientific Expertise D6; Chemical Sciences D10. for a pint.
Unarmed Combat D6; Wrestling D10. Schnapps: Almost every fruit can be condensed into
a cordial, then added to moonshine and a little suger
Sporting his blonde moustache Helmut speaks with water. Because Helmut mixes the desired amount of
a thick Germanic accent, and seems to smell of his schnapps up on demand he always likes a heads up
wares. His nose is consistently bright, his cheeks are on special larger orders. Schnapps is bottle by
rosey and he's quite congenial, welcoming all he can Helmut, the only thing he bottles himself, and goes
with a hug. Helmut has, for some years, supplied for 20 credits a bottle.
captains with a rum like spirit for crews, schnapps for
companions, and moonshine for fire breathers. His
clothes are stained many colours, mostly from Whiskey: To use the term lightly, Helmut makes a
cordials and spirits. "whiskey" that will strip paint. Boiling and cooking
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adding moonshine Helmut makes whats referred to finds itself into many cupboards on ships.
as Rot Gut. Helmut even calls it that himself, he's not Freeze Dried Shrimp :Ok not really, these are
equiped nor inclined to make a proper scotch, and in protein shaped, coloured, and flavoured like shrimp.
his opinion "Very few are!" At 3 creds a bottle its easy While not really shrimp they are tasty and add body
to tell this isn't Helmuts money maker, nor his to a meal. The best thing is they hold form after
passion. being cooked. People who are use to the real thing
Alka Seltza: The morning after remedy, this aspirin will tell you the difference, but that dont matter much
pills are still used to numb the pain, but the best cure out on the rim. 1 credit for a 1lb bag, 10 credits for a
is time, water, and rest. 15lb bag... but who needs that much shrimp?

Raymond Gulliani's Drypacked Noodle Shiny Medical- Conglomocare Branch


Company Conglomocare itself is a subsidiary company of Blue
Ray's is the epitome of "choice when all the choice Sun, and has some funding from the Alliance. Most
you have is noodles" (Cowboy Bebop movie style). stations have a medical service, and some get bought
Ray sells bottles of sweet chilli garlic sauce, various out or nudged out by a Conglomocare office.
flavoured noodle cups, and other canned goods. Conglomocare itself is just a real estate and medical
While not particularly an exotic business Ray moves services company, they rent or purchase locations
boxes and boxes of this stuff, its cheap and its not a and put doctors in the clinics. Some offices are
protein pack. And you can add spice mixes to rudamentary, and others are more reminiscent of
enhance flavour. smaller hospitals.
The Romers Bazaar Conglomocare offices take up a
Raymond Gulliani
significant space off to the side of the main
Agi D6, Str D6, Vit D6, Ale D6, Int D8, Will D10, promenade. Clean blueish gray walls, uncomfortable
Life Points 14, Initiative D8+D6. seats, and televisions adorn the reception area. Here
Traits: Nose for Trouble (minor). Stingy. a few medical staff work, reception/nurses, and
maintain the general practice. Various suites join on
Skills: Craft D6, Discipline D8, Influence D6;
to the reception and waiting area; a couple are general
Barter D12, Marketing D10, Streetwise D8,
areas, as well as a modular operating theatre, an
Conversation D8. Perception D6; Taste D8, Smell
optometrist and lastly an imaging theatre (not as
D8.
grand as those in the Core).
Shiny medical is not an emergency room, they are
Ray is a short and stocky man, son to mediterranean not set up to deal with trauma.
parents he has a hairy chest, so most folk are glad he
doesn't sell fresh food. If Ray can short change you
Rita Gallanmire
he will, if he can skim 1lb off the shrimp he most
definately will. Agi D6, Str D6, Vit D6, Ale D8, Int D8, Wil D6,
Life Points 12, Initiative D6 + D8.
Flash Cook Ramen Cups : Bachelors, lazy folk, and
those too tired to cook use these things like madmen. Traits: Good Name (Minor Asset).
A small pull tab at the base sparks the little amount Skills: Influence D6/Administration D12/Lead-
of fire jelly, heating the ramen instantly ready for ership D10, Knowledge D6, Perception D6,
eating. Various flavours and styles, constitutes a single Medical Expertise D6/General Practice D8,
meal. 0.5 Creds a cup, or 3 creds for a 7 pack (one Technical Expertise D6.
weeks dinners). Noodles are not a healthy diet, you
need nutrient bars, or fruit/veggies as well. Rita is the head administrator and main matron of
Taste of the Ocean: Dried seaweed, salt, and other Shiny Medical.
various parts of dried things add flavour to the Andrew fell into this job after failing medical studies
noodles for a little variety. At 2 creds a can this stuff to be a doctor. The works still rewarding and Andrew

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assists where necessary. Andrew may be the one to Jericho worked as a trauma surgeon in the war for
take your blood, fetch you blood, or hand you a the Alliance, however he worked on browncoats as
lollipop. well, forming bonds with many of his patients.
Jericho works both as a GP and as the trauma
Andrew Cambuttom
surgeon at Shiny Medical, however prefers not to
Agi D8, Str D6, Vit D6, Ale D8, Int D8, Wil D6, have to go back into people. Many of the injured
Life Points 12, Initiative D8 + D8. Jericho see's are often stabilised then sent down to
Traits: Steady Calm (Minor Asset). Hera for further care. Jericho himself leaves the
station one month out of the year to give talks at
Skills: Discipline D6, Influence D4, Knowledge various Universities in the Core to elaborate on
D4, Perception D6, Medical Expertise D6/Physi- medicine on the rim and some cases on border
ology D8/ Pharmaceuticals D8. worlds.
Writing various papers and having a low paying
Dr Phillip Yng
tenure Jericho also developed a new and easy to
Agi D6, Str D6, Vit D6, Ale D8, Int D10, Wil D6, manufacture treatment to Bowdens Mallody disease.
Life Points 12, Initiative D6 + D8. Currently patents and such are being put together for
Traits: Highly Educated. Heavy Accent (minor, the method and device so that affected communities
makes him difficult to understand). may produce medicine.
Skills: Discipline d6, Influence D6, Knowledge Dr Vivian Gray- Optometrist
d6, Perception d6, Medical Expertise d6/General
Agi D6, Str D6, Vit D6, Ale D10, Int D10, Wil
Practice D10/Pharmaceuticals d8.
D6, Life Points 12, Initiative D6+D10.
Traits: Highly Educated, Talented (Optometry).
Phillip Yng grew up on Sihnon, in a predominantly
Dull sense (Taste), Lightweight.
Chinese society and has retained a thick accent in his
English language. Those who know Chinese more Skills: Discipline D4, Influence D6, Knowledge
fluently tend to use it with him, however those that D6, Perception D6/Sight D10, Medical Expertise
just know how to swear have a hard time understand- D6/Optometry D12/General Practice D10,
ing Phillip. Phillip works in Shiny Medical because Scientific Expertise D6.
he's been shuffled off every core clinic, and now has
been accepted as "the best we'll get" at the Shiny Vivian works as a GP when not testing peoples eye-
Medical clinic. Phillip is not the chief medical con- sight, to keep the rates coming in. Now days glasses
sultant however, and mostly see's people who do not are for those that cannot afford surgery, or for inop-
have appointments. erable sight problems. Optometrical tests have be-
come much faster with the development of
Dr/Prof Jericho T. Daes II
electronic eye testing, measuring cornea stress and
Agi D8, Str D6, Vit D8, Ale D8, Int D12+D2, Wil putting out the closest optical prescription, which is
D8, Life Points 16, Initiative D8+D8. then checked with the same tools that have been used
Traits: Highly Educated, Talented for years, kits of lenses.
(Surgery)(major), Steady Calm. Credo (Hypocratic Vivians Husband runs the Panoramic Cafe.
Oath), Straight Shooter, Bleeder, Combat Paralysis.
Conglomocare - GOODS
Skills: Discipline D6, Influence D6/Leadership
It would be difficult to say Shiny Medical has any-
D10, Knowledge D6, Perception D6/Touch D8,
thing good, they keep medical supplies on hand but
Medical Expertise D6/ General Practice
nothing is for sale.
D10/Pharmaceuticals d8/Internal medicine
D10/Pharmaceuticals D12/Surgery D12/Toxicol- Spectacles: Rather than keeping everything needed
ogy D10, Scientific Expertise D6. on site Shiny Medical have a selection of frames one
can choose from, then order your spectacles in, with

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lenses, to the station (or designated optometrist for


those who travel). Delivery can take anywhere from
3 days to 5 weeks if you designate a more remote op-
tometrist to collect your glasses from.
Medications and Such: Whether its prescription
medicine, supplies, or a crutch you will need to see a
Pharmacy. Some supplies can be attained illegally as
always, however subsidised health care systems exist
for those with the right connections. Being caught
with prescription only medicines without a prescrip-
tion does/can have penalties (confiscation up to deal-
ing in restricted drugs).

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what to feed ‘em in terms of plot.


I Need Inspiration!
(Data Posted by (WitB ID) Tieguanyin) Well, don’t get yer gorram panties in a wad - here’s a
list of all manner of things you can throw at the party
“So, on occasion, it’d be right to say that as a GM yer with as little or large amount of preparation as you
players don’t always go where you thought they were had time for; listed alphabetically, there’s something
gonna go; all those hours of puttin’ together material for every direction. No complications are included
and they decide they wanna go in a completely here: in all cases, it's up to the GM to throw in
different direction! So, there you are running the generous monkeywrenches into any plot. This is just
game with a rapt audience (..or maybe they’re just a list of the sorts of trouble you can send your
waiting for you to hand out more M&M plot points characters off into ... or find themselves unwittingly
for ‘em to eat?), and yer brain is having a panic over entangled in.”

Jobs, Plots & Naughtiness


Acquire information (pick up from a specified location)
Acquire object (pick up from a specified location)
Arrange a bribe (on behalf of Patron)
Arrange a social event (e.g. wedding, Shindig, christening, funeral)
Arson (burn some place to the ground)
Assassinate third party (for Patron)
Assess site security (risk assessment, in order to make the place more secure)
Authenticate artefact (confirm item is the real thing)
Authenticate cargo (confirm cargo is as described on manifest)
Bait and switch (covertly swap a valuable item for a fake one)
Bear witness to contract/ treaty signature (get paid to just stand around)
Bearer (carry Patron's gear on mission of exploration overland)
Bodyguard (protect Patron or third party from others)
Broker (arrange trade between third parties, claim commission on sale)
Bug someone (plant surveillance devices on their person, in their rooms etc.)
Burgle target location (to steal specific items or valuables, or to plant stuff)
Case a joint (preparatory to it being burgled, etc.)
Chaperone (protect third party from oneself)
Charter (Patron buys full use of your ship or vehicle for a flight or journey)
Chauffeur (Patron or other: land, air, water vehicle or short range shuttle)
Clean up red tape (on behalf of Patron)
Conceal object (about one's person or in a hidey hole)
Conceal person (give them a place to lay low for a time)
Conduct espionage (snoop on target for oneself or for Patron)
Confirm provenance (check to see if object or cargo is stolen)
Courier information (mounted, by vehicle or by hand)
Courier object (mounted, by vehicle or by hand)
Create an artwork (on commission)
Decoy (someone else is pulling off the real mission elsewhere)
Demolish target (boom)
Design something (e.g. outfit, fancy gun, irrigation system, wind farm)
Destroy records held on computer or on Cortex (hack the System)
Distract someone (allowing Patron to do something behind victim's back)

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Jobs, Plots & Naughtiness cont’d


Entertain children (get that slap on, here's your party balloons)
Entertain paying clients (Companions apply here)
Entertain in public venue (singing, standup comedy, public speaking)
Errand of mercy (assist medical / rescue personnel - variant: veterinary work!)
Escape (bust out of prison or seek freedom from being held by criminals)
Escort (Patron or third party, e.g. to a Shindig)
Ferry paying passengers (by ship: see Chauffeur for vehicular transportation)
Follow up rumour (ply contacts for corroboration)
Forge documents (hardcopy or Cortex)
Frame someone (to cover up one's own crimes, or Patron's)
Guard information (stored in secure location)
Guard object (stored in secure location)
Guard person (held in secure location, willingly or not)
Guard place (hold important location against assaults, arson etc.)
Guide (wilderness)
Guide (e.g. tour guide)
Haul cargo (ship or vehicle; Patron or broker pays for its delivery)
Haul speculative cargo (character buys with own cash for trading elsewhere)
Heist (sneak into a place, rob it and sneak back out)
Hijack (e.g. Hijack and divert a cargo, or steal a vehicle or even a ship)
Host a social event (e.g. wedding, Shindig, christening, funeral)
Hunt / track (escaped or wild animal, or person gone to ground in a wilderness)
Impersonate someone (e.g. to provide an alibi)
Interrogation (extract information from someone on behalf of Patron)
Jury rig (cobble working machinery or vehicle from available parts)
Kidnapping (abduct third party on behalf of Patron)
Library search (dig through hardcopy print archives for information)
Locate missing object (e.g. stolen valuables)
Locate missing person (e.g. person has been abducted or run away)
Make Patron or third party a Cortex Specter (hack the System)
Muscle (intimidate people, make Patron seem more important)
Obtain incriminating evidence on a target (for the law, or for leverage)
Pick third party's pocket (or switch their valise or whatever)
Piracy! (Rob another ship in the air or, more audacious still, in dock!)
Plant false information (hardcopy or Cortex)
Plant false trail (to misdirect pursuers of Patron)
Prison Break (bust someone out of prison)
Raise a ruckus (to distract security)
Recruit crew / hirelings (for ship or Patron)
Rendezvous (third party at specified location)
Repair object or machinery (characters might be the most qualified folks around)
Rescue (someone from imminent death due to natural disaster)

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Jobs, Plots & Naughtiness cont’d


Rescue (retrieve person from captivity or from a cult)
Research genealogy of Patron (Patron's lineage; Patron's trying to buy nobility)
Retrieve missing object (object must first be located)
Robbery (waltz in, brandishing weapons: expect things to not go smooth)
Sabotage a security system (so characters or other parties can burgle a place)
Sabotage prototype before a demonstration (corporate sabotage)
Sabotage treaty signing / important ceremony (corporate, political or religious)
Salvage wrecked ship / skyplex, etc. (easy money, but highly illegal)
Scout unknown territory (mapping sites of future settlements, facilities etc.)
Search Cortex (for elusive file or information)
Set up security around a site (sensors, alarms, checkpoints, staff vetting etc.)
Smuggle cargo (haul illegal or taboo objects / information)
Smuggle persons (to safety)
Solve a mystery (reveal unknown assailants behind a dastardly crime)
Stakeout (place or person)
Steward (look after passengers on board ship)
Suborn hireling (bribe an underling to leak information, bypass security, etc.)
Survey specific area (usually for mineral prospecting)
Surveillance (monitor bugs planted on a person or area)
Tail third party (report movements to Patron)
Trace origin of information (whether information came from an authentic source)
Trace origin of object (object's history)
Trace origin of person (trace family tree, or maybe person is amnesiac)
Track down leaked information (trace paper and money trails to informant)
Trade (dealing in speculative cargo markets at personal financial expense)
Trafficking (hauling people to a life of illegal slavery)
Train horses (an essential talent to have on many Rim and Border worlds)
Train Patron or third party (any skill character is good at)
Vet staff / hirelings (perform background checks, etc.)
Work a scam (fleece victim out of money, valuables or deeds of ownership)
Work a sting (same deal, but you're working for the law and catching bad guys)
Write a fancy speech (for some form of public speaking)

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favourite design company and if ya ask REAL nice,


Boats, Boats, Boats! they might even set about constructing a proto-type
just fer you!
“This is the part where some of the most prolific and
talented ship designers in the ‘Verse get to showcase Obviously, every design/manufacturer has their own
their latest and greatest - and some FINE lookin’ style of presentation, and in this here manual of
boats they have to show us, at that! If ya can’t find shinies I’ve done ma very best to preserve their
what yer lookin’ for here, send a Wave to yer individual styles.”

Gremlin Astronautics
Two ships courtesy of the designers at Gremlin Astronautics (WitB ID ProfGremlin) for your pleasure!

Hornbill Longhaul Transport


Tonnage - 9900 (LxBxH - 287'x147'x 94' )
Speed Class - 5/7
Fuel Capacity/Storage - 250 tons / 1250
tons (I used michizure's formula for
consistancy in design)
Flying Time - 800 hrs or 33 days @ SC5
Cargo Cacity - 1316 tons in one hold
measuring 188'x 25'x 28'
Crew - 8
Crew Quarters: 7 - 12 ton billets, 10'x15'x8',
Single Occupancy.
1 - 24 ton billet, 20'x15'x8', Double
Occupancy.
12 military standard 8 ton billets, 10'x10'x8',
(depending on configuration of deck 3)
Passenger Quarters - 2 first class billets, 24
tons, 20'x20'x8' (see deck 2 map)
1 - 24 ton billet, 20'x15'x8', Double
Occupancy
Cost - 452,960 Credits
Maintenance - 19,800c per year or 1,650c
per month
Complexity: Average
Gear - 10 Escape Pods, 2 Person, 2 Short
Range Shuttles
Attributes - Agility - d4 Strength - d6 Vitality
- d6 Alertness - d4 Intelligence - d6
Willpower - d6
Life Points - 12
Traits: Fuel Efficient (Minor), Memorable
(Minor)
Skills: Aerial Transport Operations/Transport - d4, Space Transport Operations/Transport - d4,
Pilot/Navigation - d4.

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Hornbill Longhaul Transport (cont’d)

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Hornbill Longhaul Transport (cont’d)

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Hornbill Longhaul Transport (cont’d)

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HSP3A "Hobgoblin" Salvage Pod


Tonnage - 28 Tons (LxBxH: 21' x 15' x
12')
Speed Class - 1 / 3
Fuel Capacity - 0.170 Tons / 814 hours
Crew - Pilot
Two cylindrical tanks 3' diameter x 6'
long.
Life Support - 72 human hours.
Compressed O2 canisters.
Cost - 193C
Maintenance - 33.6C / year <-> 2.8C /
Month
Complexity - Low
Gear - Armor (Two points wound
armor.)
Attributes - Agility - d8 Strength - d4 Vitality - d4 Alertness - d6
Intelligence - d2 Willpower - d4
Initiative - d8+d6
Life Points - 8
Traits - Short Range [Minor]
Skills - Pilot/Navigation - d2, Collision Avoidance - d4,
Perception/Sensors - d4
The salvage pod was designed to be launched from a salvage
vessel and as such does not require a pulse drive. Even in it's
secondary role as a support vessel for space stations and
intersteller docks it does not require the ability to 'pulse'.
Interestingly enough, even with no pulse drive the Hobgoblin is
still capable of entering/exiting atmo and landing on a space
station. Though this capability exists it's not encouraged. The
Hobgoblin becomes rather ungainly in this procedure (Reduce
agility to d4 for this procedure while entering/exiting atmo.
Return to d8 once maneuver is complete).
In it's primary capacity the salvage pod runs the risk of getting
bumped or knocked around by shifting debris. As a precaution
to protect both the pilot and the vehicle itself two-and-one-half
tons of armor were added to the outer hull.

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Hammersmith/Modus Starship Design


Based on Persephone, we have another two offerings from Hammersmith/Modus Starship Design’s leading
designer (WitB ID) Johan99.

Iron Class Recovery/Salvage Vessel


Tonnage: 13,000 tons (LxBxH: 310’ x 181’ x 96’)
Speed Class: 4 cruise/6 hard burn
Crew Quarters: 6 double cabins, 4 single cabins
Fuel Capacity: 600/3000
Cargo Capacity: 2,700 tons (1200 tons in cargo hold, 1300 tons in primary work bay, 200 tons in secondary
work bay [small items only])
Passenger Capacity: none (empty crew quarters can be used for passengers)
Gear: 2 cargo shuttles, 6 two-person escape pods.
Price: 832,000 (new)
Complexity: High
Attributes: Agility - d8 Strength - d8 Vitality - d6 Alertness - d6 Intelligence - d4 Wilpower - d4
Assets/Complications: Ugly as Sin
Skills: Athletics d6, Knowledge d2, Mechanical Engineering d2

An old design by the Hammersmith/Modus company, first built in 2450, the Iron Class is a solid workhorse
of a ship. Ugly as sin and rarely in tip-top shape, some people joke that these vessels can easily be mistaken
for the abandoned junkers they are salvaging. The Iron Class is non-streamlined and not capable of landing
on a planet or moon.
Ninety-seven of these ships were built over a thirty year period. Almost fifty are still officially registered and
operating, some in their recovery/salvage capacity, some in other duties. Of the other fifty or so ships built,
about half can be accounted for and were either officially decommissioned or destroyed, in accidents or
during the war. There remains around 25 ships that are unaccounted for. Many of these are certainly long-
lost in undocumented accidents, or in forgotten encounters during the war. Some, however, continue to
operate under the radar. These include both scavengers who simply want to avoid taxes and other Alliance
complications, to more sinister pirate vessels and ships captured by Reavers.
At one point the Alliance Military itself had about a dozen of these ships in their fleet, but those vessels
were decommissioned long ago and either sold to civilian operators or broken up for scrap themselves.

Design
As mentioned, the Iron Class is a highly functional ship that is very efficient at its primary task of salvage
operations. At the core of the ship is a large three story primary work bay. Two three-story tall pressure doors
mounted on the bow of the ship can open to give access to this bay. The bay is usually used as a staging area,
where recovered components can be further broken down by crewmembers using a variety of cutting tools
and other heavy machinery. When performing a salvage operation on an unpressurized ship or other item,
the primary work bay is often kept unpressurized itself with the main doors open. The bay can be used as a
storage hold itself for larger components, such as recovered shuttles and other small craft.
An airlock is mounted directly on the port-side main bay door. When the main pressure doors are closed, this
airlock can be used to latch on to pressurized ships or stations and allow transfer in an atmosphere. A second

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airlock is located on the habitat module.


Mounted on the front of the ship, outside of the primary work bay, are a series of gantries loaded with
clamps, cutting equipment, and other gear. The ship is designed so that it can latch onto potential salvage with
the gantries and open the adjoining pressure doors to allow easy access to the material being worked on.
Behind the primary work bay is a secondary work bay. Two internal airlocks join the two bays. The secondary
work bay is used for more delicate salvage recovery operations, such as the breaking down of fragile electronic
components. Often, one team will be in pressure suits in the depressurized primary bay doing the heavy
labour of breaking apart the bigger components. They will them place these components in the internal
airlocks, and another group of crewmembers in the secondary work bay will do the more detailed work.
Mounted below the secondary bay is the main storage hold. This hold is accessible by a hatch in the floor of
the secondary bay, as well as two stairwells down. The storage hold is where salvage is kept after it has been
recovered. This hold is often kept in zero-gravity, to make it easy to move heavy pieces of scrap around.
Another hatch at the bottom of the hold opens into space. On the exterior of either side of the hold is the
ship's two cargo shuttles, mounted vertically.
On the starboard side of the primary work bay is the bridge module. This structure contains the bridge and
main computers. On the port side of the primary bay is the habitat module, which is about three times the
size of the bridge module. This section contains the crew quarters, recreation areas, and escape pods.
Aft of the secondary work bay is the engineering section, containing the pulse drive and the four thrusters.
Typical crew: 1 captain, 1 pilot, 1 mechanic, 4 deckhands (one trained as a medic).

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Iron Class Recovery/Salvage Vessel (cont’d)

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Iron Class Recovery/Salvage Vessel (cont’d)

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Xin Chai Class Express Boat


Tonnage: 2,100 tons (LxBxH: 132’ x 144’ x 98’* )
Speed Class: 6 cruise/8 hard burn**
Crew Quarters: 2 double cabins, 2 single cabins
Fuel Capacity: 50/250
Cargo Capacity: 450 tons (400 tons in main cargo hold, 50 tons in lower hold)
Passenger Capacity: 2 double cabins, 1 single cabin
Gear: 1 shuttle***
Complexity: Average
Attributes: Agility - d8**** Strength - d6 Vitality - d6 Alertness - d4 Intelligence - d2 Willpower - d4
* height reduced to 56 feet when thrusters are folded down
**hard burn not capable when thrusters are folded down
***same stats as short range shuttle, except only 15 tons and cargo/passenger capacity reduced to 2
passengers.
****reduce agility to d6 when flying in atmosphere with thrusters in upright position
Assets/Complications: Allure
Skills: Athletics d2, Knowledge d4, Mechanical Engineering d2

A small, fast, versatile boat, the Xin Chai ("Messenger") Class Express Boat is an increasingly common sight
in the 'verse since the design was first introduced just after the war in 2512. The ship is modeled somewhat
on the classic pony express of the old west, and is designed for swift transport of people or small cargos across
the system.
More than four hundred of these ships are currently in service, with dozens more being built and sold every
month. The Xin Chai is being used for a variety of different roles. It's popular as a courier boat, used to
move small cargos or passengers quickly from one planet to another. The Alliance has started using these
vessels for their Federal Mail Service, and also as military or government light transports. A number of them
have been sold as private yachts for the rich. They've also been found outfitted as luxurious companion
transports.
Because of the ship's small size and higher cost, the owner of a Xin Chai can usually only make a profit as a
merchant by carrying valuable cargo - a hold full of cattle is just not going to pay the bills. Instead, things like
precious metals, luxury goods, and electronics are the types of cargoes often sought after by their captains.
Likewise, passengers will pay slightly more to be transported on these ships than on slower vessels. You are
more likely to find well-off professionals, Alliance bureaucrats, and others with extra cash on board rather
than poor settlers, labourers, or drifters. As a result, these ships have become a target for thieves and pirates,
who know that the unarmed ship is likely to be carrying valuable cargo or, at the very least, a rich playboy they
can ransom off. Alliance transports or mail vessels will on the rare occasion have an armed escort, and a few
government-owned Xin Chai's have been equipped with small external missile racks. However, the ship usually
relies on its internal security systems (cameras, locked blast doors, etc.) to ward off hijack attempts and long-
range sensors and high speed to avoid external threats.
There are a few reports of these ships being used by thieves or scavengers themselves, often under the cover
of being legitimate merchants. The Xin Chai's small size, high speed, and increasing number in the 'verse
make them viable for this type of work.

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Design
The Xin Chai features four large thruster pods at the rear of the ship that, in conjunction with the vertically-
mounted Type-29 pulse drive, give the ship it's impressive cruising speed. The thrusters are mounted on struts
that extend out from the rear of the ship. The dorsal and ventral thruster pods can rotate up and down to
fold against the body of the ship in order to give it a lower profile and slightly better performance in an
atmosphere. The pods have to be folded up in order for the ship to land. The lower profile also helps when
it comes to fitting the ship into a landing bay or drydock. However, the pods are generally always kept rotated
outwards during space travel, as otherwise the ship is not capable of hard burn.
The ship has one externally mounted short range shuttle craft. The shuttle is small and can take a maximum
of four people in it's cramped cockpit. There is no room for significant amounts of cargo. The shuttle
launches and lands on a small platform that extends out from the port side of the ship. Transfer to and from
the shuttle is from a hatch on the floor of the shuttle that locks onto a hatch on the ceiling of deck two.
Internally, the ship consists of three decks. The exact layout can vary based on the ship's function and use.
Listed here is information for a standard courier/light transport variant.
The upper deck (deck one) is offset on the starboard side of the ship and contains two double and two single
cabins for the crew. There is a staircase down.
Deck two contains most of the ship's main components. A airlock is mounted on the nose of the ship. The
starboard side of this deck contains most of the control systems and crew areas, and can easily be sealed off

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from the passenger area for security reasons. The bridge is located at the forward part of the starboard side.
Behind this is a pressure suit locker, where crew members can get suited up for work in vacuum. An equipment
locker holding a variety of gear (including a gun rack) is behind this. A small crew-only lounge, sometimes
used as an office area, is located at the bottom of the staircase that leads up to deck one. Behind this is a short
corridor that leads to the small cargo hold. A ramp leads down from the cargo hold to the lower hold, and a
door to the engineering room is on the rear wall of the hold. The fuel tanks, pulse drive, and thruster pods
are aft of this.
The port side of deck two is mostly a passenger area, though it does include a small room with a ladder up
to the ship's shuttle. A lounge/dining area for both passengers and crew is at the bow end of this side of the
ship. A supply room off the lounge contains a fridge and dry goods. Aft of this area is the two double and
one single cabins, along with a shared fresher. A staircase leads down to the lower deck.
Then lower deck (offset to port) consists mostly of a small cargo area, a ramp up to the main cargo hold, and
stairs up to the passenger area. Mounted on the inside of this deck is the cargo bay doors and a ramp that
extends down to the ground, which is the primary way on or off the ship when planet-side. The folded-up
landing gear is also housed in bays on this deck.

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Xin Chai Class Express Boat (cont’d)

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Xin Chai Class Express Boat (cont’d)

Starship design by Hansel Cook, hanselcook@yahoo.ca, images created using Poser and Photoshop. Certain
textures, and props are by Joe Kurz http://www.joes3dfantasyworlds.com

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LeFey Starship Design & Auctioneers


Ships Galore! Courtesy of the Director of LeFey Starship Design & Auctioneers, (WitB ID) LynnLeFey.

Minaret Gunship ('Fortune and Glory')


Tonnage: 400 (LxBxH: 60’x70’x75’)
Speed Class: 4 / 6 full burn
Crew Quarters: 4 single bunks
Fuel Capacity: 10 tons (600 hours of
operation)
Cargo Capacity: 30 tons in main cargo bay. 20
tons in deck 2 cargo hold, 5 tons in various
cargo lockers.
Passenger Capacity: 3
Armament: None, however see description
for stock armaments
Price: 6,400 credits new, excluding weapons
(1600 used for 'Fortune and Glory')
Maintenance Cost: 320 credits new (480 used for 'Fortune and Glory')
Attributes: Agility - d6 Strength - d4 Vitality - d4 Alertness - d2 Intelligence - d2 Willpower - d12
Initiative - d6+d2, Life Points - 16.
Assets/Complications: Seen better Days (minor), Healthy as a Horse (minor).
Skills: Space Transport Operations/Gunship d2, Astrogation d2.

In the early days of the unification war, the Independents created a small gunship made primarily for close
ground support, called the Minaret. It was intended to be a mobile tower to support ground operations and
a light transport to bring a few additional troops or vital supplies to the front line. The basic shape was a crude
octagonal tower, with extended pods and fins used both for atmospheric control and as heat radiators in
vacuum. It was intended to be a very cheap mass-produced vessel, so design simplicity, both in fabrication
and maintenance was high priority. The fins served a further purpose, allowing several Minarets to be set in
a circle planetside, where the fins would be closed tip to tip from one minaret to the next, creating a defended
courtyard.
Nearly four hundred of these ships were produced during the course of the war. Of those, more than half
were destroyed in the war. In that time, they made a name for themselves as robust and dependable weapon
platforms. They were ultimately a failure as close ground support. They could not carry enough supplemental
troops to be of any real use. However, they were fairly reliable at extraction operations, being more than
capable of withstanding enemy fire and creating a safe pickup zone. They were also reasonably good at supply
escort, particularly when the main turrets were refitted to carry larger guns. Virtually anyone who saw action
on either side of the Unification War will recognize this ship. Many of those ships in pristine condition were
purchased by museums or private collectors in the core. Those in less than perfect condition were stripped
of their weapon systems and sold as light freighters to border worlds. A few of those in worse condition are
still operating on Rim worlds.
Stock Armaments: The original weapon configuration for the vessel included two twenty-pound guns in the
top turrets (d2 starship scale damage), each had a magazine of 10 rounds. These weapons have a full sweep
of all directions of the ship, except for about 30 degrees in the rear of the ship when in flight. Two one-pound
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45 degrees up or down, from the landed position. These have 50 rounds each. Two racks of missiles (5
missiles each) with 200 pound warheads (d8 starship scale damage) supplied the anti-starship firepower for
the ship. In addition, the 'ventral' side of the ship also has six small ports which can be opened to allow small
arms fire when planetside.
With the weapons removed, there are two areas to either side of the airlock now empty which used to hold
the missile racks. The deck five pentagonal rooms held the two-pound guns and are now empty, as well as the
deck five cargo area, originally meant to hold ammo. Some systems from deck six were removed, which were
hydraulic systems used to swivel the guns, both on deck five and deck seven. In some cases, these hydraulic
systems were left intact simply because they were too time consuming to remove and posed no real threat,
and guns are not strictly illegal weapon systems.

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Cambridge Class Mid-Bulk Transport


Tonnage: 820 tons (LxBxH: 115’x95’x30’)
Speed Class: 6 / 8 full burn
Crew Quarters: 3
Fuel Capacity: 20.5 tons (600 hours of operation)
Cargo Capacity: 100 tons
Passenger Capacity: 8
Gear: 2 20-ton shuttles
Price: 29,520 credits new (7380 with minor 'Seen Better Days')
Maintenance Cost: 984 credits per year (1476 with minor 'Seen Better Days')
Complexity: Low
Attributes: Agility - d6 Strength - d4 Vitality - d8 Alertness - d2 Intelligence - d2 Willpower - d8 Initiative -
d6+d2, Life Points - 12
Assets/Complications: Seen Better Days (Minor)
Skills: Pilot d2, Astrogation d2

Made to be a very small and reliable light transport, the Cambridge is a good, solid design as a relatively low-
cost, low maintenance 'starter' vessel.

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Comet-Class Fast Armored Freighter


Tonnage: 960 tons (LxBxH: 130’x80’x40’)
Speed Class: 8 (no full burn)
Crew Quarters: 4
Fuel Capacity: 24 tons (800 hours of operation)
Cargo Capacity: 98 tons
Passenger Capacity: 4
Gear: Armor (W3)
Price: 46,080 credits new (11,520 with minor 'Seen Better Days')
Maintenance Cost: 1152 credits per year new (1728 with minor 'Seen Better Days')
Complexity: Low
Attributes: Agility - d4 Strength - d4 Vitality - d4 Alertness - d6 Intelligence - d2 Willpower - d10 Initiative
- d4+d6, Life Points - 16
Assets/Complications: Seen Better Days (Minor), Slow Throttle (Major), Fuel Efficient, Tough as Nails
Skills: Pilot d2, Astrogation d2

This fast transport is heavily armored, and fairly rugged. The only downside in the design is that the rugged
design doesn't make it the most cost-effective transport. This was a favored design by blockade running forces
in the Unification war. Its fuel efficiency and high speed give the ship an impressive range, while its internal
system redundancies and resilient hull mean more than a few have survived after seeing significant combat.

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Gamura-Class Mid-Bulk Transport


Tonnage: 1000 tons (LxBxH: 130’x70’x35’)
Speed Class: 5 / 7 full burn
Crew Quarters: 6
Fuel Capacity: 25 tons (600 hours of operation)
Cargo Capacity: 200 tons
Passenger Capacity: 4
Gear: 1 20-ton shuttle
Price: 20,000 credits new (5000 with minor 'Seen Better Days')
Maintenance Cost: 800 credits per year new (1200 with minor 'Seen Better Days')
Complexity: Very Low
Attributes: Agility - d4 Strength - d4 Vitality - d8 Alertness - d2 Intelligence - d2 Willpower - d6 Initative -
d4+d2, Life Points - 10
Assets/Complications: Seen Better Days (Minor), Dull Sense (Internal sensors)
Skills: Pilot d2, Astrogation d2

This design is made to be a fast and inexpensive small transport, a significant step up from the Wren, with
some passenger space. This design includes two standard 25-ton cargo containers mountable on the outside
of the hull. The deck 3 common allows a good forward view through fairly large windows.

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Javelin-17 class Fast Transport


Tonnage: 1400 tons (LxBxH: 160’x70’x50’)
Speed Class: 8 / 10 full burn
Crew Quarters: 3
Fuel Capacity: 35 tons (800 hours of operation)
Cargo Capacity: 336 tons
Passenger Capacity: 8
Gear: 1 20-ton shuttle
Price: 44,800 credits new (11,200 with minor 'Seen Better Days')
Maintenance Cost: 1120 credits per year new (1680 with minor 'Seen Better Days')
Complexity: Very Low
Attributes: Agility - d6 Strength - d6 Vitality - d6 Alertness - d2 Intelligence - d2 Willpower - d4 Initiative -
d6+d2, Life Points - 10
Assets/Complications: Seen Better Days (Minor), Memorable, Fuel Efficient
Skills: Pilot d2, Astrogation d2

The javelin line are fast, and look it. There rare few freighters capable of matching their speed, and their fuel
efficient design give them a very good range. However, there is very little else to say for the ship. It is made
for speed, and little else. While it has a good number of 2nd class passenger berths, additional common area
space is rather cramped-feeling.

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Pride-Class Mid-bulk Transport


Tonnage: 1000 tons (LxBxH: 150’x70’x30’)
Speed Class: 6 / 8 full burn
Crew Quarters: 4
Fuel Capacity: 50 tons (1600 hours of operation*)
*An additional 10t of fuel is carried for refueling shuttles and would supply 320 more hours of operation if
needed.
Cargo Capacity: 80 tons (plus an additional 50 tons if no more than two shuttles are carried)
Passenger Capacity: 8 (all second class berths)
Gear: 6 20-ton shuttles, or 2 20-ton shuttles and 2 25-ton standard cargo containers.
Price: 36,000 credits new (9000 with minor 'Seen Better Days')
Maintenance Cost: 1200 credits per year new (1800 with minor 'Seen Better Days')
Complexity: Low
Attributes: Agility - d4 Strength - d4 Vitality - d8 Alertness - d6 Intelligence - d4 Willpower - d6 Initiative -
d4+d6, Life Points - 10
Assets/Complications: Seen Better Days (Minor), Fuel Efficient
Skills: Perception d6, Covert d2

The Pride has a good passenger capacity, and reasonable cargo capacity. It's made to go very long periods
between stops, carrying twice the normal fuel reserve as most vessels per ton, as well as running fast and fuel
efficient engines. It also carries a secondary fuel supply for refueling its shuttles which could be used by the
primary vessel if needed. Few people look closely enough at the Pride to understand it's true purpose. The
upper deck can hold six
small craft, and the lower
cargo deck has an airlock
large enough to accom-
modate a 20-ton shuttle.
The ship had a
surprisingly sophisticated
array of sensors for its
size. These things add up
to a micro-carrier in war
terms. The design allows
for four shuttles to be
swapped out in favor of
two standard cargo
containers, increasing
cargo capacity by 50 tons.

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Scarab-Class Salvage/Tug
Tonnage: 2000 tons (LxBxH: 170’x120’x40’)
Speed Class: 4 (no full burn)
Crew Quarters: 4
Fuel Capacity: 50 tons (600 hours of operation)
Cargo Capacity: 600 tons
Passenger Capacity: 6
Price: 48,000 credits new (12000 with minor 'Seen Better Days')
Maintenance Cost: 2400 credits per year new (3600 with minor 'Seen Better Days')
Complexity: Low
Attributes: Agility - d8 Strength - d6 Vitality - d8 Alertness - d2 Intelligence - d2 Willpower - d4 Initiative -
d8+d2, Life Points - 10
Assets/Complications: Seen Better Days (Minor), Slow Throttle (Major), Strong as an Ox (Can tug 2x nor-
mal cargo at ½ speed or 4x normal cargo, at ¼ speed)
Skills: Pilot d2, Astrogation d2

The scarab is a purpose built salvage vessel, capable of towing a vessel equal to the mass of a Firefly class
ship. It's 'mandibles' are adjustable docking braces, with numerous grappling mechanisms. The bridge, located
in the center of the ship at the top, coupled with swiveling engine pods, allow views of both directions of
the ship, as well as giving the pilots the option of flying her 'forward' or 'backward'.

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Indian Summer-Class Small Pleasure Cruiser


Tonnage: 1200 (LxBxH: 200’x85’x40’)
Speed Class: 5 / 7 full burn
Crew Quarters: 8
Fuel Capacity: 30 tons (600 hours of operation)
Cargo Capacity: 140 tons
Passenger Capacity: 20
Gear: 2 20-ton shuttles
Price: 36,000 credits new (9000 with minor 'Seen Better Days')
Maintenance Cost: 1440 credits per year new (2160 with minor 'Seen Better Days')
Complexity: Low
Attributes: Agility - d2 Strength - d6 Vitality - d6 Alertness - d2 Intelligence - d6 Willpower - d4 Initiative -
d2+d2, Life Points - 10
Assets/Complications: Seen Better Days (Minor), Allure (Minor), Memorable
Skills: Pilot d6, Covert d6 (for internal sensors)

The Indian Summer class was designed as a toy for the rich. The top deck forward lounge is a canopy of glass,
providing an excellent view forward, just aft of that is a spacious dining area. Nine large guest rooms on the
mid-deck and ten smaller rooms allow plenty of friends to accompany you on your cruise. Crew space, is in
the forward part of mid-deck, and allows for enough crew to see to the needs of the guests.
A common modification to this ship adds a cargo lift in the aft of the cargo deck to the mid-deck, and
converts much of the passenger area to cargo space.

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Grapnel Class Independant Picket Corvette


Tonnage: 2000 tons (LxBxH: 215’x110’x60’)
Speed Class: 5 / 8 full burn
Crew Quarters: 11 small cabins, 4 medium cabins
Fuel Capacity: 50 tons (600 hours of operation)
Cargo Capacity: 240 tons
Passenger Capacity: 8 small cabins
Gear: Armor W3, Two 20-ton shuttles
Armaments: four .2 pound guns with 1000-round magazines; Heavy Ordinance:24x500-lb medium range
missiles; Medium Ordinance: 16 missiles, mixed between 100-lb medium range and 500-lb short range, usu.
12/4 mix.; Light Ordinance: 160 10-lb short range missiles, all either decoys or jammers. cost 600x4 + 12000
+ 2000 + 1200 + 8000
Price: 161,200 credits. Weapons loadout: 25,000 credits
Maintenance Cost: 6,400 credits per year
Attributes: Agility - d6 Strength - d6 Vitality - d6 Alertness - d6 Intelligence - d4 Willpower - d12 Initiative
d6+d6, Life Points - 18
Assets/Complications: Memorable, Fast Throttle (Minor)
Skills: Pilot d2, Covert d4, Perception d6

Originally, this ship class was a fast


freighter (known as the Tiwaz class),
but the vessel was a favorite of the
Independants, and a total of 28 were
converted into Grapnel-Class picket
corvettes. Shortly after, the Alliance
banned the production of the hull de-
sign altogether, due to the ease with
which she was converted to a fighting
ship.
The Grapnel was made as a picket ship,
intended by the Independant Navy to
travel ahead of the main fleet,
extending sensor range, and
theoretically keeping the larger ships
well-defended. As such, she is a swift
vessel, generally able to outrun even
smaller patrol boats. She boasts reasonable sensor hardware and software, and is designed to fulfil a secondary
role as a screening vessel in naval engagements. All of her guns are defensive, low-bore weapons with high
rates of fire for intercepting incoming targets. Offensive power is supplied by her forward missile tubes, and
to a lesser degree by her medium ordinance.
The ships of this class that survived the unification war were mostly used as targets in Alliance training
maneuvers. However, while there are officially no remaining ships of this class, a remarkable 14 of them are
unaccounted for. At least one is supposedly in the hands of a pirate group operating in the Clarke Quadrant.

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Longbow Alliance Patrol Cruiser


Tonnage: 45000 tons (LxBxH: 800’x200’x150’)
Speed Class: 3 / 5 full burn
Crew Quarters: 300
Fuel Capacity: 1688 tons (1200 hours of operation)
Cargo Capacity: 1786 tons
Passenger Capacity: 400
Armaments: Main Dual Gun: 200lb projectile (d8), range 9 miles (newtech), 200 round magazine per barrel.
Interceptor Guns (12): 1 lb. autocannon, 1000 round magazine. Standard missile load: 26 long range 100-lb
missiles, 20 medium range 200-lb missiles, 160 short range 10-lb missiles (jammers and decoys)
Armor: W4 (newtech, weighs half normal tonnage)
Craft: The Longbow has docking slips for up to 18 50-ton vessels, often carrying a mix of ASREVs, drop
shuttles, etc.
Price: 4,400,000 credits new
Maintenance Cost: 216,000 credits per year
Complexity: Very High
Attributes: Agility - d6 Strength - d8 Vitality - d8 Alertness - d6 Intelligence - d8 Willpower - d10 Initiative
- d6+d6, Life Points - 18
Assets/Complications: Fuel Efficient, Memorable
Skills: Athletics d4, Perception d4, Pilot d4, Heavy Weapons d4

When the Alliance wishes to maintain a serious presence in an area without dedicating a full-blown Alliance
Cruiser, it will send a Longbow Patrol Cruiser and several supporting vessels. The ship has the speed and
maneuverability of a much smaller vessel, as well as the armaments and fighter screen to fulfil many roles.

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Trebuchet Alliance Escort Frigate


Tonnage: 25000 tons (LxBxH: 470’x200’x120’)
Speed Class: 3 / 5 full burn
Crew Quarters: 170
Fuel Capacity: 625 Tons (600 hours of operation)
Cargo Capacity: 1000 tons
Passenger Capacity: 100
Gear: Armor (W2), support vessels (4 craft of 50 tons or less each)
Armaments: Duel-guns (4, 8 barrels total); 100-lb projectile (d6), 50 round magazine per barrel. Defensive
autoguns (4); 1 lb projectile, 1000 round magazine. Standard missile load (1500 tons allocated): 40 long range
1000-lb missiles, 500 long range 100-lb missiles, 80 medium range 1000-lb missiles, 1000 short range 10-lb
missiles (jammers and decoys).
Price: 1,850,000 credits w/ armor
Maintenance Cost: 1584 credits per year
Complexity: Very High.
Attributes: Agility - d4 Strength - d8 Vitality - d10 Alertness - d6 Intelligence - d8 Willpower - d12 Initiative
- d4+d6, Life Points - 20
Skills: Pilot d2; Perception d6; Heavy Weapons d6, Mechanical Engeneering d2

While this ship is an older design, it has


proven a solid escort vessel, sturdy and
easy to maintain. It is in the midst of
phase-out, however, due to its short tour
duration. Regardless of its status, the
Trebuchet carries an impressive arsonnel
of weapons, and performs its job as an
escort vessel very well, able to deliver a
great deal of damage in a very short
amount of time. Its low number of
support craft make it less than ideal for
independant patrols. However, some
variants have been made that cut the
missile load in half in favor of a small
hangar deck (capable of carrying 15 50-
ton craft). Few of these variants survived
the unification war, however.
Author Notes: This is the second of the ships seen in the battle in Serenity. The first I did was the Longbow.
These stats are not official, and are likely to change at some point in the future. The model was built with only
two pictures to work with, so it may not be accurate in many respects, however, it will work for basic shape
and dimensions of the craft.

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Ocula Class Electronic Warfare Corvette


Tonnage: 6000 tons (LxBxH 300’x125’x60’)
Speed Class: 5 / 7 full burn
Crew Quarters: 20
Fuel Capacity: 300 tons (1200 hours of operation)
Cargo Capacity: 900 tons
Passenger Capacity: 20
Armaments: Interceptor Guns (6): 1 lb. autocannon, 1000 round magazine. Standard missile load: 100 short
range 10-lb missiles (jammers and decoys), 20 medium range 1000-lb missiles
Armor: W4 (newtech, weighs half normal tonnage)
Craft: 2 standard 20-ton shuttles
Price: 722,400 credits new
Maintenance Cost: 28,800 credits per year
Complexity: Very High
Attributes: Agility - d4 Strength - d6 Vitality - d6 Alertness - d12 Intelligence - d12 Willpower - d8 Initiative
- d4+d12, Life Points - 14
Assets/Complications: Memorable
Skills: Athletics d4, Perception d6, Pilot d6, Heavy Weapons d4, Covert d4

The Ocula is a light screening vessel for heavier warships. It is a fairly new design, with state of the art sensors
and programming, meant to detect trouble at long range. It is not intended to be a front-line fighter, relying
on its sensors to alert the fleet of trouble well in advance, allowing fighters to be sent out.

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Arrowhead Courier
Tonnage: 300 tons (LxBxH: 130’x75’x25’)
Speed Class: 7 / 9 full burn
Crew Quarters: 2 single cabins
Fuel Capacity: 7.5 tons (600 hours)
Cargo Capacity: 75 tons
Passenger Capacity: 2
Price: 12,600 credits new
Maintenance Cost: 360 credits per year
Complexity: Low
Attributes: Agility - d8 Strength - d4 Vitality -
d8 Alertness - d2 Intelligence - d2 Willpower -
d6 Initiative - d8+d2, Life Points - 10

This older model courier can often be found for sale used. It was favored among independant forces during
the unification war for its ease in conversion into gunship.
Author Notes: I designed this 3D model for a Star Wars site. It was orignally called YG-4210. I didn't create
the original, just modeled it off someone else's line drawing, but I thought it looked like it'd fit the Serenity
game, so here it is.

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Ox (Niu) Bulk Transport


Tonnage: 9,800 tons (LxBxH: 300’x150’x75’)
Speed Class: 3 / 5 full burn
Crew Quarters: 10
Fuel Capacity: 245 tons (600 hours)
Cargo Capacity: 36 25-ton cargo containers, 4 500-ton bulk cargo storage areas, 2 300-ton internal cargo
bays, 6 20-ton shuttles (5120 tons total)
Passenger Capacity: 36
Gear: 6 standard shuttles, 36 standard cargo containers, 2 loading cranes.
Price: 117,600 credits new
Maintenance Cost: 7,840 Credits per year
Complexity: Very Low
Attributes: Agility - d2 Strength - d6 Vitality - d8 Alertness - d2 Intelligence - d4 Willpower - d2 Initiative -
d2+d2, Life Points - 8
Skills: Perception d4, Pilot d4

The Ox is a slow, dependable bulk freighter. Figuring on versatility, the Ox has multiple configurations of
cargo space. It can carry 36 standard
cargo containers. It also has four large
areas for bulk storage, or for carrying
large objects. Each of these areas can
carry 500 tons of cargo. In addition, the
ship has two 300 ton internal storage
bays, with ground access via a cargo lift.
The ventral bulk cargo bays can unload
directly onto the ground. To unload the
Dorsal bulk cargo bays or the cargo con-
tainers, the ship is equipped with two
heavy cranes, one servicing each side of
the ship.
The Ox is capable of carrying 36
passengers, and has ample space,
including dining and a common area,
both with views out forward facing view-
ports. Emergency evacuation is accomplished by standard 20-ton shuttles. These may also be used for small
deliveries planet-side, and front-door drop-off service for passengers. Passenger rooms and services are on
decks 2 and 3 forward of the standard cargo containers. Crew space is on deck 4.
The Alliance has a large contract for these dependable transports, using them as tenders for its fleet of Patrol
Boats and in other transport roles. They are common in the Core, where large loads are easy to find, but a
bit more rare in the Border and Rim where the Ox is usually not a cost-effective solution.
Author Notes on the picture: This is just a 'sketch' of the ship, showing its basic shape. The cargo containers
are darker blue. Just aft of them are the bulk cargo areas. The cranes can be seen on the top of the ship. The
three protrusions on the topmost deck fairly far forward are the doors to the shuttlebays. There are three on
each side. The little dark blue spot on the nose is the main bridge.

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49er Class Prospector


Tonnage: 20 (LxBxH: 25’x15’x10’)
Speed Class: 5 / 7 full burn
Crew quarters: 1 cramped
Fuel Capacity: .5 tons (400 hours of operation)
Cargo Capacity: 3 tons
Passenger Capacity: 0
Gear: Armor (W3)
Price: 1,000 credits new (250 with minor 'Seen Better Days')
Maintenance Cost: 64 credits per year (96 with minor 'Seen Better Days')
Complexity: High
Attributes: Agility - d10 Strength - d2 Vitality - d6 Alertness - d6 Intelligence - d4 Willpower - d10 Initiative
- d10+d6, Life Points - 14
Assets/Complications: Seen Better Days (Minor), Gas Guzzler, Tough as Nails, Ugly as Sin
Skills: Pilot d2, Astrogation d2, Perception d4

This small rugged vessel is designed for prospecting amongst asteroid fields for minerals. This vessel has a
tremendous amount of sensors for its size, and the programming to detect minerals at some range. Still, the
life of asteroid prospectors is a lonely and tedious one, even with such equipment. The vessel is made of ex-
tremely resiliant alloy, with double hull, and built with metal caging surrounding many systems. It is capable
of the occasional low-speed colision with solid bodies, which are inevitable in asteroid belts. Landing gear are
fixed position skids, capable of withstainding the harshest landings. While the vessel is capable of going two
weeks before refueling, the crew compartment is so cramped that all but the most rugged prospectors find
it impossible to remain out in the black for more than a week at a time. The vessel's small cargo capacity
makes it unattractive for escavation of ore once found, so most prospectors mark their find with a
transponder, and return to port once minerals are discovered.
Because of the rugged nature of the ship, as well as the speed and agility, it is also favored among those
looking for inexpensive assault craft. It is no great feat to shift some of the sensor equipment into cargo
space, and place a forward fixed gun or small missile battery aboard.

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Crane Class Small Transport


Tonnage: 600 tons (LxBxH: 80’x50’x30’)
Speed Class: 4 / 6 full burn
Crew quarters: 5
Fuel Capacity: 7.5 tons (600 hours operation)
Cargo Capacity: 2 standard 40 foot cargo containers (25 tons each), plus 1 ton in storage locker.
Passenger Capacity: Capacity: 1
Gear: 1 20-ton shuttle
Price: 10,080 credits
Maintenance Cost: 480 credits per year
Complexity: Very Low
Attributes: Agility - d6 Strength - d4 Vitality - d6 Alertness - d2 Intelligence - d2 Willpower - d4 Initiative -
d6+d2, Life Points - 8
Skills: Pilot:Crane d2, Astrogation d2

The Crane was a short-run production, attempting to appeal to small freight transporters that wanted a little
more creature comforts in their long-hauls than the Wren could provide. Unfortunately, the price was
prohibitively high for its use. The Crane, while six times as expensive as the Wren, could only carry twice as
much cargo. The 20-ton shuttle made the ship more versatile and economic for planet-side operations, but
this completely missed the intended market. While failing miserably as a transport, the ship enjoyed some
popularity among Core world sight seers, who often converted the cargo containers into elaborate living
spaces.
The Crane almost exclusively used pieces common to the Wren. The same models of thrusters found on
wrens power the crane, although more are used. The only significant piece of hardware not shared is the
pulse drive, which is a common model found on another light freighter. Creating the Crane in this fashion
cut R&D costs significantly, so the corporation that produced the crane was not really affected by the ship's
commercial failure. The design is still being produced in limited numbers by a stellar homes manufacturer in
the Core. It is found most often in tourist-laden areas of the border worlds, and very rarely out on the rim.

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into a spaceship from the outside).


Equipment, Gear,
Bandolier, Equipment: The equipment bandolier
Gadgets! is a belt worn over the shoulder and across the breast.
More commonly associated with ammunition
“Well I’ve been huntin’ around for some handy, cool,
storage, the bandolier can have a variety of fitments
and down-right funky stuff to make your life easier
attached; shell-cases (up to 50) can be attached in
and more entertainin’. Some of the stuff I’ve rooted
strips of 10, magazine holders (up to 7) can be at-
out is purely functional while some of it is simply
tached, as well as hoops and loops for clipping other
big-boys(or gals)-toys. The folk supplyin’ this orgy of
gear onto. Wearing the bandolier ensures easy access
gadgetry include (WitB ID’s); ShepherdScott, Willis
to everything attached (and eradicates those
Corto, RedFinger, Lynn LeFey, Disintigration and
embarrassing moments of “Uh, has anyone got
Jezta”
another mag.. I can’t find the rest of mine” – chances
are if you run out of ammo while wearing this, you
Protective Gear & Clothing need a bigger gun). Comes complete with a full
Armored Vacc Suit (Newtech): A sleek pressurized selection of fitments for various ammo types.
body suit made out of self-sealing weave and ballistic Goggles, Anti-Glare: Darkens automatically to
mesh produced for the Alliance. When it suffers a protect against ultrabright light (Pilots flying in the
tear, the fabric automatically pulls together to seal the direction of suns and bright stars favour these) cr14.
hole before internal atmosphere is lost. There is a
small atmo-tank (holding a few hours of air) built Goggles, Light-Intensifier: Gives the wearer night
into the back. It also comes with a space-worthy vision. They will last approximately 10 hours of
vacuum helmet (2 W armor rating). When the helmet continuous use before requireing a recharge. For an
is removed, the suit's weight drops by 5 pounds and additional cr10, these can be modified to slot into
the wearer no longer suffers the -2 step Alertness your favourite helmet (with quick-release mechanism)
penalty. The suit protects against 1 point of Wound ThermalTek AnyWear: Born, as so many things
damage and converts all excess Wound damage from are, from the needs of the Alliance military forces,
normal bullets into Stun damage, just like ballistic this exciting new line of garments is nothing short
mesh. Armored vacc suits are worn by them who of revolutionary. Whether you need durable coveralls
plan on doing battle in unpressurized, zero-g envi- to keep you comfortable while working in a ship's
ronments (like a bounty hunter who wants to sneak access hatch or cold weather gear for deep mining,

Protective Gear & Clothing


Item AR Penalty Cost Weight Availability
Armoured Vacc Suit 1W* -1Agi/-2 Ale cr134 / 336p 16 I
Bandolier, Equipment - - cr3 / 7p 1 E
Goggles, Anti-Glare - - cr14 / 35p - E
Goggles, Light-Intensifier - - cr40 / 105p 2 C
ThermalTek -
• Hat, Gloves, Boots - - cr10-cr35 Varies C
• Pants, Skirts, Shirts, Dress - - cr20-cr60 Varies C
• Short Coats - - cr35-cr90 Varies C
• Long Coats, Coveralls - - cr40-cr120 Varies C
Wardrobe -
• Basic Wardrobe - - cr15 / 35p Varies E
• Fine Wardrobe - - cr45 / 105p Varies E
• Formal Wardrobe - - cr100 / 280p Varies E

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we have you covered. • Formal Wardrobe, 100 credits- Your companions,


Every piece of AnyWear brand clothing contains its dignitaries, and uppity-ups out there will wear such
own tiny expert system that reads and interprets clothing. Fair warning though, don't be walkin' into
ambient temperature, humidity, and then deduces a rim bar wearing these clothes, likely to get yer face
weather conditions from that information. Within all mangle-fied and such.
seconds, the electroresponsive polymers adjust
Settler Equipment
themselves to allow more or less airflow as necessary
while remaining totally opaque. In addition, Earth Ram & Kiln: An Earth Ram is a hydrolic
outerwear like coats, coveralls, overalls, gloves, boots, machine that compresses dirt into bricks, which are
and hats all contain small heat exchangers and then baked into a more permanent form in a kiln,
thermal coils that help maintain a comfortable creating low-cost, high R-value building material for
temperature. settlers.
But what if you like something a bit cooler or Portable Sawmill: This is a metal frame and
warmer? Shiny! You can have your system tuned at a bandsaw capable of converting lumber into usable
ThermalTek outlet to maintain your comfort, or even wood planks on-site.
have it set before it's shipped.
Settler Equipment
ThermalTek AnyWear is available Item Cost Weight Availability
in most standard sizes, cuts, and
Earth Ram & Kiln cr20 / 48p 500 E
styles. Custom pieces can be
Portable Sawmill cr50 / 115p 500 E
worked out for additional charge,
including modification of Micro Fusion Powerplant cr100 / 224p 1000 C
suitable existing clothing. Mule Attachment cr50 / 115p 500 E
Wind Mill cr50 / 108p 2000 C
Game Effects - Whatever the
GM decides staying the proper
Micro Fusion Powerplant: A small fusion
temperature does for you. Also might come in handy
powerplant. Generates enough power to operate a
when you're in the middle of a job and can't be
homestead, with plenty of juice to spare.
bothered wriggling out of that coat because it's too
hot, or if you get tossed in a meat locker. Ideal Mule Attachments: This could be a backhoe,
clothing for expeditions in extremes of temperature drilling rig, dozer, whatever, each purchased
or climate. separetely, and fit on Large Mule (not included).
Wardrobe: The price includes the cost for a weeks Wind Mill: An alternate power source, a single wind
worth of clothing. Of course the more wardrobes mill could power a frontier home if the pioneers are
you have the better looking your clothes will be and conservative with their power needs (a few lights,
the longer they will last. A wardrobe includes; a few occasional comm signals, small regridgeration unit).
pairs of pants, about twice as many shirts, underwear, Many folks opt for multiple windmills and battery
and a nice jacket to keep you all warm and toasty. banks as opposed to a fusion generator. Unit comes
Suspenders, a belt and good pair of boots too, you with a 30 foot tower.
can even throw in a hat if you like. Wardrobes come
in three “off the shelf ” styles; Covert Gear
• Basic Wardrobe, 15 credits- This is your basic Binoculars: Your basic binoculars. All different
clothing, nothing fancy or audacious, just enough to shapes, sizes, and styles are available. The lookers
keep your naked self from running around the black have a night vision and range finding function as well
(or middle of the desert). (and cost more).
• Fine Wardrobe, 45 credits- For those folk out there Flaser: The Flaser is nothing more than an extremely
who want to be a little more shiny! This wardrobe high powered flashlight and laser combo on a pistol
may include a suit or two; any fancy accessories like grip/shoulder stock rig for signaling ships in the
a cane or other such things.

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Covert Gear created a prepackaged, instant


deploying shelter for use
Item Cost Weight Availability onboard spacecraft. Requiring
Binoculars cr4 / 11p 3 E only minor refits of bunk
Flaser cr100 / 225p 7 C facilities and lifesupport control,
Parabolic Microphone cr25 / 65p 3 C this system deploys a mylar-lined
Whisper Mask cr1200 / 2700p 1/2 I and airtight bubble over the beds
of sleeping passengers in event
Black. It runs in two modes search (constant beam) of pressure failure. Four hours
and semaphore (short dots and dashes). The batteries of air are enclosed in a small, independent tank that
last for 12 hours of search mode or up to 72 hours doesn't depend on your main blowers and a small
on semaphore before requiring a recharge. The thermal element helps keep the chill of vacuum away.
Flaser's flashlight has a range of 10 miles and the When your mechanics need that extra little bit of
laser a range of 50 miles in the black. Useful for silent time to get things back to normal and you can't be
running condition communication too. bothered to teach groundhogs to space like a pro, we
Parabolic Microphone: This small dish is capable have you covered. Also available is an infirmary
of picking up and magnifying signals almost 90 times model for hospital ships and those with their own
that of a normal microphone, while remaining medical facilities.
virtually impervious to overload. This device can be Upon loss of pressure, roll the ship's Int + d4 (for
used to listen at long distance; up to 1000feet in the the control system). Failure to botch means that the
open, provided there is not too much extraneous system deploys as normal, enclosing passengers that
noise between (e.g. listening in on a conversation are in their bunks until released or the bubble is
between 2 smugglers in the middle of nowhere, while punctured. Each hour of air is one man-hour, so
you hide in the scrub) – in more confined areas or double bunks need a double unit installed at the cost
noisier places, this distance will drop-off rapidly; of two singles or they will drain twice as fast. One
however in busier places it’s likely that you’ll find it control module is sufficient to control any number
easier to remain unseen by the eavesdropee. Solid of bunk units.
walls do present a problem, however structures that
are fairly flimsy in design afford little in terms of Crybaby: Barrel sized power-supply and signal
sound-proofing and thus the device will still work. emitter. The signal emitter can be pre-programmed
Consult your GM for use in un-clear circumstances. to emit signals typical of a variety of ships and
transmitters. These can be dropped in space in a
Whisper Mask: A mask that is worn over the mouth location distant from your ship, and triggered at the
on the face. The mask is used heavily by special ops push of a button (distance may have an on effect the
personnel, and is highly illegal to own privately. The time taken for the trigger signal to be reach the
mask is equipped with ear buds that allow the wearer crybaby). These are often used as decoy “backups” in
to hear who ever else he or she is linked to. The mask case you get humped stealing from derelict ships that
also muffles the wearers voice allowing him to speak you oughtn’t be stealing from. Depending on the
normally without being heard. Only available on the severity of your misdemeanour, other ships
black market. (particularly alliance) may elect to seek out the cry-
baby “distress call” in preference to waiting to bust
Out In The Black Gear & Gadgets you. Note that if the crybaby is actually used
Bastion Emergency Pressure Shelters: Ever have (switched on), it is unlikely you will be able to recover
one of those days where things just don't go right? it.
Are you responsible for those who, to put it gently, Electromagnetic Boots: Another invention
couldn't get into a vac suit to save their lives (liter- designed for use by those venturing out into the black
ally)? Worry no more! to work on externals of ships. These boots have been
Enterprising technicians at Rubaiyat Industries have carefully designed, such that each boot chassis
measures pressure against it; the electromagnetic

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plates underneath turn


Out In The Black Gear & Gadgets
themselves on and off in co-
ordination with the chassis Item Cost Weight Availability
pressure. The boots work Bastion Pressure Shelters -
together, transmitting signals to • Control Module cr400 / 950p 6 C
each other, such that at any time • Bunk Unit cr60 / 135p 15 C
during their use, only one boot
Crybaby cr50 / 115p 30 I
will de-magnetise; this allows the
Electromagnetic Boots cr220 / 515p 16 C
wearer to take a step and re-place
his or her foot, at which point the Magnetic Reel Gun (MRG) cr60 / 138p 9 C
boot then re-magnetises itself,
masks, costing cr4 each.
sticking the boot (and the wearer) back on the metal
- as the wearer moves forward, the rear-boot releases
itself, and the wearer makes another step. In this fash- Climbing, Exploration & Expeditions
ion, the wearer is granted reasonably free movement Air Mask: A face mask and air hose. Used on worlds
across metallic surfaces in the black. The boots are or in areas with unbreathable but otherwise harmless
fairly large and heavy, as they contain the sensor and atmospheres: If the atmosphere lacks enough oxygen
transceiver hardware, electro-magnetic plates, plus a (of has too much) air tanks are required, whilst if is
battery in each that will last approximately 6 hours has enough oxygen but is contaminated or tainted, a
of continuous use before requiring a re-charge. filter (but no tanks) is required. For another cr4 each,
Magnetic Reel Gun (MRG): Primarily used in the mini-tanks with 10 minutes air are available; up to
black, this nifty "gun" looks more like a flame- two of these simply screw into the underside/chin
thrower with a fishing-reel attached. Mounted under- section of the mask, and can be replaced individually
neath and to the left is an air-cannister providing during use.
enough air for eight "shots". Underneath and to the Air Mask Filters: Inserted nearly into the front an
right is the "fishing reel". At the end of the barrel is air mask, these filters work against a variety of
a magnetic "puck", with thin nylon-like line running contaminants. Filters usable against chemical agents,
through the length of the barrel. Used by those bioweapons or radiation fallout (Heavy Duty) cost
working/searching over large craft (or even between cr8 and weigh 1Ib - these filters require changeing
non-connected craft), the Reel Gun can be shot up to after 48 hours of use depending on the quantity of
500 feet; when the puck hits its target, it magnetically pollutants being filtered (GM determines this). For
sticks itself to the target, and the user can then reel filters rated against pollution, smoke volcano fumes
themselves to the puck. The magnet is flipped using or pollen (Light Duty), the cost is 3cr and weigh
a small lever on the outside of the puck, in order to 1/2Ib - these require replacing once per week of
release it from the surface. Through careful consid- constant use. Note that to protect against contact
eration during the design process, the "puck" travels agents like nerve gas or bioweapons, a sealed suit will
relatively slowly at approximately 40 feet per second; also be necessary.
this is to ensure that the device is sensibly useable in
Air-Tank: Stores 2 hours worth of air useable with
the black without pushing a non-braced user too far.
air masks, underwater diving equipment, vaccsuits
More elaborate versions have optical and laser sights and any other suitable device. Multiple tanks can be
mounted on the top, as well as automatic reeling worn (to a sensible maximum of two in atmo, four in
mechanisms. Potentially, the reel gun could be used at the black).
much greater distances especially as weight isn't so
Ascender: Ideal for climbing “overhangs” where
much of an issue in the black (though there will
climbing is particularly treacherous, the ascender can
always be limitations on practicality of hand-held
be used to climb directly up a rope with less effort
devices such as this). This item is not recommended
than climbing up the rope under your own steam.
for use in atmo, as it's relatively useless.
Once a rope has been dropped from the top of the
Compressed air cannisters are the same as used in air- overhang (yeah, someone made that treacherous

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climb!), the ascender is clipped around the rope. As visually impaired environments) a red and green light
the climber climbs the rope, the ascender is pushed flicker depending on whether the environment is
up the rope, being hooked and unhooked as it goes; non-breathable or breathable, respectively. Works for
in this fashion, the climber can take a complete rest approximately 1 year before requiring recharge/new
as his or her weight is fully supported by the batteries.
ascender. Backpack: Your modern-day expedition style
Atmosphere Tester: A simplified chem-sniffer that backpack, complete with carbon-fibre bracing, fully
displays atmosphere composition using a digital read- padded webbing for comfort and adjustable to fit in
out. To make life even easier and clearer (especially in just about every direction. Costs cr2
Out In The Black Gear & Gadgets Bio-Canteen: A self-contained
Item Cost Weight Availability canteen that holds and purifies 1
litre of water. The filters contain
Air Mask cr20 / 46p 2 E
good bacteria that help remove
Air Mask Filters - harmful bacteria from the water.
• Light Duty cr3 / 6p 1/2 E 1 filter is good for about 3 refills.
• Heavy Duty cr8 / 17p 1 C Weight is 2 lbs (when full,
Air-Tank cr10 / 23p 10 C negligable when empty) and the
Ascender cr2 / 4p 1/2 E cost for two filters is 1 credit.
Atmosphere Tester cr25 / 54p 1 C Bolts: Climbing-rated adjustable
Backpack cr2 / 5p 4 E bolts for knocking into rock;
Bio-Canteen cr2(1) / 4p(2) (2) E once the bolt has been banged in,
Bolt cr0.4 / 1p * E twist the nut at the end and the
Bolt Hanger cr0.1 / 0.2p * E bolt expands to get even more
Carabiner cr0.3 / 0.7p * E purchase on the hole. Suitable for
Chalk Bag cr0.6 / 1.3p - E attaching bolt hangers (see
below).
Climbing Goggles/Glasses cr1.4 / 3p - E
Climbing Hammer cr3 / 7p 2 E Bolt Hangers: Once your bolt is
Cimbing Helmet cr3 / 7p 1 E firmly fixed into the rock-face,
simply clip this hanger over the
Climbing Rope cr0.04/0.1p** 60g/m C
end of the bolt and you have a
Climbing Shoes cr1.6 / 3.5p 1/2 C semi-permanent fixing for rope.
Crampons cr3.4 / 8p 2 E
Carabiner: Your stock “rope
Curve Nut cr0.35 / 0.9p * E
attachment” device, used to clip
Figure-of-8 cr0.4 / 1p * E
ropes to climbing harnesses,
Harness, Abdominal cr2.2 /5p 1.5 E hangers, vehicles, and anywhere
Harness, Chest cr1.1 / 3p 1 E else you might want to attach a
Head Lamp cr1.2 / 3p 1 E rope (or anything else, come to
Ice-Axe cr2.8 / 6p 2 E think of it) to.
Inertial Compass cr10 / 28p 1/2 C Chalk Bag: Small hip-bag
Pulley cr0.8 / 2p 2 E containing powdered chalk -
Rappel Gloves cr1.2 / 3p - E good for dipping fingers into to
Trekking Pole cr1.6 / 4p 1/2 E help increase finger-grip.
Survival Kit cr8 / 20p 9 E Climbing Goggles/Sun-
* These items are very light and compact. Ten of these weigh approxi- Glasses: High strength, scratch
mately 1Ib. resistant, shatter proof
** Cost and weight is per metre purchased. goggles/glasses – these are
designed to withstand the harsh

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treatment often endured when climbing. Prescription Harness, Abdominal: Most widely used style of
goggles/glasses are available, but will cost more. climbing harness. This harness consists of 3
Climbing Hammer: High tech materials to make it adjustable “O” rings, all attached to each other. The
lightweight yet still give enough leverage and clout to wearer pulls the larger ring up over their hips, whilst
knock a Bolt into rock. the smaller two rings are pulled up the legs. Once
adjusted and secure, the wearer is ready to climb. Also
Climbing Helmet: Specially designed to withstand has a variety of “handles” where rope and gear can
the knocks and bangs of sharp, hard, rock. be attached.
Ergonomic in design, they do not cause the wearer to
suffer any vision or hearing impairment. Harness, Chest: Standard torso harness used for
climbing and attaching rope/gear to.
Climbing Rope: Light weight, hi-strength, hi-
durability rope. Purchased by the meter and weighing Head Lamp: Robust and waterproof lamp mounted
in at only 60grams per meter, this rope is perfect for on adjustable elastic, for securing to the wearers head
the job. Common “standard” lengths for rope are or helmet. The lamp will last several days of constant
30m, 60m, and 100m lengths. use before requiring a recharge.

Climbing Shoes: De- Ice-Axe: Constructed of


signed-for-the-job climb- similar materials to a
ing shoes; lightweight, very climbing hammer, this item
flexible, with high-tac rub- is lightweight and designed
ber souls that extend up specifically with climbers in
over the sides, front and mind. Used mostly in icy
back of the shoe. climbing conditions.

Crampons: Spiked sole- Inertial Compass: Small


plates designed to strap device that records and
onto the underside of indicates direction and dis-
climbing shoes or boots – tance travelled from any
most particularly used preset point on a planet,
when climbing in snowy or accurate to within 1 meter
icy conditions, where pur- per 1000miles. Lasts
chase using even good approximately 6 months
climbing shoes is tricky at best. These will hinder before requiring a re-charge. For an additional cr3
more than help if used when climbing non-ice/snow. this device can be linked to any navigation system ca-
pable of setting way-points to aid in travel..
Curve Nuts: A variety of shapes of metal lumps, Additionally, it is also able to upload it's record of
with lightweight hi-strength steel-wire protruding movement to any navigation system for later perusal.
from it; These nuts can be shoved into all manner of
cracks and crevices on a rock-fack. Once the nut is Pulley: For those who can find a spot for it at the
securely wedged into place, rope can be attached to top of a climb, a pulley makes even easier work than
the steel wire protruding from the nut. using a figure-of-8. Once secured in place, one can
easily use the pulley to make light work of pulling
Figure-of-8: Standard climbing piece – the figure- someone or something up. Ideal for pulling up gear
of-8 is often used by the person already at the top of or other heavy loads.
a climb, and is normally used control the slack/ten-
sion on another climbers safety rope. As the climber Rappel Gloves: For those who need to get down a
ascends (or descends), the person at the top pulls (or rope quickly, these gloves are designed to withstand
slackens) the safety rope through the figure-of-8, the high-friction generate when rappelling.
providing excellent control over the tension on the Descending too quickly without a pair of these
rope, securing the climber in place should he fall or normally results in serious friction burns, often
slip. completely removing the skin on the palms of ones
hands.

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Trekking Pole: Your standard trekking pole with and still be sensibly useable. Any more than that and
ergonomically designed hand grip at the top, wrist speed and handling will drastically drop-off, as well as
strap to ensure it stays in your hand, and a sharp spike the possibility of damaging the vehicles sub-frame).
at the bottom end for helping maintain good At the front of the ATV is mounted a pulley system,
purchase on the ground/slope. with 150 feet of steel-wire capable of hauling up to
Survival Kit: Somethin' no one should go on an ex- 1000Ibs – depending on what the pulley is being used
pedition with out. A survival kit is a container taking for and the environment in which it’s being used, the
approximately half the capacity of a backpack, which ATV may require chocks to be placed in front of all
has assorted items needed for emergency situations. the wheels to stop it sliding forward as it pulls. P D6,
The following are included in the pack; M -.

• 1 person shelter, basically a small pop tent Coffin, Chilled: Handy for all sorts, not just bodies.
These coffin-containers are very well thermally
• Bio-canteen. A self-contained water purification insulated and also have a small, thin, power-supply
system that holds 1 liter of water. running through the bottom of the coffin, and an
• 2 Bio-canteen filters (1 filter is good for 3 refills). extremely efficient slow-working refrigeration
• 1 protein bar. (If sliced thin bar will easily last a element inside. Provided the coffin is left
week) closed/sealed, the power-supply will refrigerate the
• 1 space blanket. contents down to about 4c and keep it that way for
• 1 basic first aid kit. up to 6 weeks before requiring a re-charge (or unless
• Flash light(manual powered, lasts 4 hours, 5min to plugged into a power point). Each time the coffin is
recharge) opened and closed, it’ll take several hours to get back
• Survival Knife (treat as combat knife) Knife down to temperature, and will reduce the battery life
contains; by 5 days (as it expends more power to get it back
• Small compass down to temperature). These cost cr28.
• 2 needles
• Spool of nylon thread Compact Precision Air Compressor: A portable
• 12 matches precision air compressor capable of re-filling most
• Piece of flint air-tanks and other such devices. Digital readout and
touch-pad allow required pressure to be set, and the
compressor will switch itself off once that pressure
Tools, Travels & Other Gadgetary
is reached. Whilst capable of refilling very high
ATV, 4-Wheeled Bike: Similar to Earth-That-Was pressure systems, this device works slowly and takes
ATV Quad Bikes, this is a versatile vehicle for approximately 30 minutes to refill a regular air-tank (2
ground-use. In itself, this vehicle will travel up to hour capacity), but can be plugged into just about
50mph over a variety of terrains,
and will also float in water and Tools, Travels & Other Gadgetary
move slowly (3mph in water).
Item Cost Weight Availability
This ATV is more functional
than fun; it has two seats (one ATV, 4 Wheeled Bike cr40 / 110p 600 E
behind the other) and a rack on Coffin, Chilled cr28 / 64p 40 C
the back for small loads – the Compact Prec. Air Comp. cr10 / 23p 5 E
vehicle is capable of 50mph with Field Dressing cr16 / 35p 1 C
only one person on it, slowing Nylon Cord cr0.25 / 0.8p 1 E
down to 30mph with two people Remote Sentry Tripod cr45 / 110p 20 C
and a full load (500Ib load). The Saddle cr25 / 54p 9 E
ATV also has a tow-bar fitted to Trailers -
the back for pulling other
• 2 Wheeled cr10 / 22p 50 E
vehicles or trailers (will pull up to
1000Ibs worth of trailer-weight • 4 Wheeled cr18 / 40p 80 E

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anywhere with power (and atmo!). system is primarily designed for non-permanent
Field Dressing: This is, quite literally, the decorators remote controlled sentry operation. This is, in
sealant of the medical world. This small gun squirts essence, a tripod with camera, transceiver, and battery
out a thin, foamy looking, line of medical sealant – mounted within the large swivel-mount on top of the
this chemical is completely compatible with human tripod. Atop this, a variety of mountings and
muscle and flesh, and is used to seal wounds that standard trigger mechanisms can be mounted. Once
need sealing “right now”. Used mostly in the field, in place, the owner/user can use any wireless com-
the person applying the Field Dressing need only puter device to receive real-time camera footage, and
hold the edges of a wound together, and apply a line can swivel and tilt the gun mounted on top (buy your
of Field Dressing down the wound. In order to do favourite gun from the weapons list). The basic
this the person applying the field dressing makes an version of this package is fairly crude in reality;
Agility+Medical Skill/Relevant Expertise with a tar- anyone remotely controlling and firing it will most
get number equal to the total number of points of likely use Agility+Heavy Weapons to hit, but due to
wound damage received from that wound only, to crudeness of the device, both of these are capped at
succeed; failure means that the recipient receiving the d8+d8. Note also that any weapon causing more than
dressing is still bleeding and is also now covered in 1d8 damage will require that the tripod be bolted to
field dressing. the floor (or too a heavy plate). The cost of this
device, complete with a selection of mounting
The Field Dressing compound glues the wound back devices is cr45.
together and begins to cure on contact with air;
depending on the size and severity of the wound, the More expensive versions have onboard computers
dressing will take between 1 and 3 rounds to apply which can calculate distance to target and adjust
(ask your GM). Once applied, all bleeding is stopped accordingly, have night vision cameras, targeting-
and the injured individual may resume their activities assistance, and even “automatic” movement sensor
(unless the severity of the wound impedes this). The mode (highly illegal). Obviously, the remote sentry
dressing is good-to-go as soon as it’s complete, tripod can’t re-supply ammunition in the weapon, so
however, the curing process does take a half a minute oft-times the weapons used are refitted with larger
to complete (10 combat-rounds); during this time, mags or drums. Remembering, of course, that this is
the injured party may elect to make all agility and meant to be an inexpensive and “light-weight” sentry
strength rolls at a -1 step penalty until the curing is solution; people are more inclined to go for larger
complete (and thereafter act normally) – failure to military type sentry guns is they desire all the bells
“take it easy” for that half minute will result in the and whistles (and costing a lot more).
dressing coming undone, and for bleeding to Saddle: For the times you are on a horse and needin'
continue. to get around planet side for a bit. A saddle will hold
The downside to using this product, is that it pays no one person and fits almost all horse. The saddle has
attention to aesthetically pleasing wound closeture – several straps and ties for attaching spare equipment
unlike neat stitches, the wound is likely to leave a and such. Cost is 25 credits.
terribly angry looking scar, especially if the wound Trailer: Your regular 2 or 4 wheeled trailer. These
was a tear or gash rather than a neat slice. trailers are flat-packed on arrival (reduces production
One “gun” of Field Dressing is good for about half and transportation cost for the end-user), and can
dozen average sized wounds. either be constructed in a flat-bed fashion (no sides),
or with sides and a flap-down rear-end. The smaller
Nylon Cord: This is your basic rope. It is sold in 25ft of the two is 2-wheeled and thus must be sensibly
increments and is capable of holding up to 1000lbs. loaded to ensure even weight distribution from front
It also works good for wrappin' people up in when to back; this measures approximately 2m long by
you don't want'em to move. Note that this cord is 1.5m wide, and will carry up to 2000Ibs (if you can
unsuitable for extended periods of climbing (See fit that on). The larger, 4 wheeled version, is designed
Climbing Rope). Weight 1lbs, cost is 0.25 credits. for much heavier work and, as it has 4 wheels, is less
Remote Sentry Tripod: This lightweight (kinda) effected by un-even loading; this measures 3.5m long

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by 1.5m wide, and is designed to take a load up to


5000Ibs (distributed reasonably evenly from front to
back axle). Costs of these are cr10 for the 2-wheeled
and cr18 for the 4-wheeled. Both have the standard
“universal” tow-fitment, for attaching to ground
vehicles.

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map .
Appendix & Miscellany
Thanks to both of these guys; I’m sure you’ll agree
“So, after all the stuff crammed into this here source- that both maps are excellent!”
book, you’ll find a variety of other useful shiny stuff
here. You’ll find printable stuff that will no doubt aid Decker Arms Catalogue
yer roleplaying sessions. As much of it is designed to “All the best places have a Decker Arms Outlet -
be printed and used as a full page, I’ll put any intro- some of the finest guns in the ‘Verse. I’ve included
ductory notes here so your printed copy is still shiny the latest catalogue from them simply ‘cos I just
and without any of my wind on ‘em” LURVE their guns!. You’ll find that right at the back
of this source-book. Decker Arms head office is on
SRPG Character Sheet Ariel and is founded and directed by (WitB ID) ecrit-
“Seeing as there wasn’t a character sheet included ter, although they occasionally have their catalogues
with the original Serenity RPG Manual, I’ve weeded spruced up by (WitB ID) nimowy. Decker Arms have
out a real shiny one, created by Jason Durall. Feel free been known to create custom designs to meet your
to print it out and scrawl all the stuff yer need to on specific requirements, so if you can’t find what you’re
it. Thanks, Jason!” lookin’ for in their catalogue then I recommend con-
tacting Decker and havin’ a chat with ‘em! Thanks
Crew Questionaire & 3x3x3 for the latest catalogue guys; lookin’ forward to next
seasons!”
“(WitB ID) FCWesel has been good enough to pro-
vide a Crew Questionaire sheet which, tossed toward
each player, will help players generate much more
depth and feel to their character.
Additionally, there’s the 3x3x3 Sheet; this helps the
player to create a bunch of people they know from
their past history - you’ll find a complete introduction
and instruction on how to use this, with the 3x3x3
sheet.
For GM’s who need to keep a track of various
folk/villains wounds during combat, you’ll also find
a printable sheet with wound trackers on. Handy!
Thanks for all your work, FCWesel!”

‘Verse Maps!
“It’s safe to say that things aren’t exactly clear about
the size, shape, number of stars etc of The ‘Verse.
So, given that this is a roleplayin’ game an’ all, open
to interpretation from all fronts, I’ve tracked down
what might be considered the two best maps of The
‘Verse.
The map provided by (WitB ID) snikle is based on a
single star - so for all you folk who believe the Seren-
ity ‘Verse has only one star, you might wanna take a
good gander at this.
For those who prefer to operate in a multiple star
‘Verse, (WitB ID) Wydraz has created a multi-star

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