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Supplimental Material

The following pages contain the suppliment material for the adventure such as NPC Stats, Maps, and the various listings from the adventure.

CFMS Venture Cross Section

All decks are 2.5 m in height and typical deck spacing is 1 m between decks. The spherical bow section (decks 1-5), as well as the engines, gimbal 90 degrees when the Venture is operating near, or landing on, a planetary surface.  Full details for the decks of the CFMS Venture will appear in a future issue of the Frontier Explorer.

DawnTrader.png [1]

Listing A – Contents of Weapon Shipment

The weapon shipment that the players are delivering consists of the following items:

  • 10 Sonic stunners
  • 2 cases of 20 SEU clips- 50 each case
  • 5 semi-automatic rifles (same as auto-rifles but no burst fire)
  • 10 empty clips and 1500 rounds of ammo
  • 1 case of 20 dose grenades
  • 1 case of 20 smoke grenades
  • 25 military skiensuits

Listing B – Needed Ship Maintenance and Chores

The following is a list of tasks that need to be completed on the Venture.  Each task is listed with the number of work hours needed to complete the task.  The exact task list depends on the number of PCs with additional tasks being added for larger groups.

Required Tasks
  • Store crates brought up from Port Loren and get oriented to the Venture – 8 work hours
  • Inventory and store the former crew’s personal effects till they can be transshipped at Port Loren – 4 work hours.
  • Clean ship, must be done immediately to make up for it not being done in a while – 8 work hours
  • Maintain a clean ship (could be done automatically by robots if they are put back on line) – 2 work hours per day.
  • Finish maintenance on and reassemble 4 robots. Doing this will save on cleaning the ship and save 5 hours on stowing the rocket battery ammo – 10 work hours.
  • Pull, disarm, palletize, and stow old rocket battery ammo – 20 work hours.
  • Run diagnostic tests on all of the new HARM rocket battery ammo, fix technically issues with individual rockets, upgrade the gunnery programs for the Harm, load the rockets, and test the system – 40 work hours
  • Re-align all the targeting hard ware and software for all weapons mounts (a -3% deviation has crept into the targeting systems) – 10 work hours per weapon for 30 total.
  • Clean and check all of Venture’s small arm weaponry – 8 work hours

If 4 or more PCs add:

  • Environmental Breakdown on the crew deck- no running water or fresh air for this deck till fixed – 10 work hours
  • Leaky cargo bay doors – 10 work hours.

If 5 or more PCs add:

  • Micro meteor holes the ships and damages the radar total repair is 10 work hours
  • Nozzle indicator on the masking screen system reads red. Diagnose fault – 8 work hours. (It’s strictly a fault in the wiring.)

If the robots are brought back on line, they can assist with many of these tasks at the referee's discression as long as at least one PC is involved in the process.

Listing C – Contents of Venture's Small Arms Locker

The Venture's small arms locker contains the following items.  The contents are optimized for repelling boarders without damaging the ship.

  • 1 grenade rifle
  • 20 smoke grenades
  • 20 tangler grenades
  • 20 dose grenades
  • 3 Electro Stunners
  • 3 Needler rifles
  • 9 full Needler rifle clips
  • 2 laser rifles
  • 1 heavy laser
  • 2 power belt packs
  • 1 power backpack
  • 30 power clips (20 SEU)
  • 5 electric swords

Note: crew members are responsible for their own defenses and any weapons they desire beyond these.

Referee's Village Map and Legend

TownMap-Mooks1-600w.png [2]

The players map is on the back of the Port Loren map if you have the Star Frontiers Alpha Dawn boxed set or in the high-res download section.

Map Legend, Farming Outpost

The map above is designed for the referee's use.  It shows the starting positions of the pirates in the "Storm Breaking" Section as well as identifying numbers for the various buildings.  Basic descriptions of the buildings and locations are given below. Gray buildings are two stories.

#1 – Dormitory sectioned off internally for families to have privacy

#2 – Tool Shed

#3 – Grain sheds

#4 – Livestock pen

#5 – Dormitory sectioned off internally for families to have privacy

#6 – Communal kitchen and cafeteria

#7 – Barn with internal loft and second story doors opening south and north as well as an obscured floor hatch to a root cellar

#8 – The Common – an open field used for community events & meetings

#9 – Warehouse and storage

#10 – Food processing equipment and offices (videocom radio located here)

#11 – Workshop and power generator (petroleum fuel for generator)

#12 – Dormitory sectioned off internally for families to have privacy

NPC Profiles

Note: skills for the above NPCs are predicated on “A Skilled Frontier” Star Frontiersman [3] #9 and “Spacer Skills Revisited” Star Frontiersman [3]#10. The agricultural skill listed for Mim and Barlo is simply a catch all farming skill if there is a need for it

Captain Kleevor-face-150w.png [4]


Captain Kleevor CFM

Ifshnit Male  Age 80

STR/STA: 45/45 INT/LOG: 40/40

DEX/RS: 35/35 PER/LDR: 30/35

PS: +3, IM +4

Beam Weapons(3), Technician(4),

Computers(3), Starship Piloting(4),

Astrogation(3)

Kleevor started out as a cabin boy in the CFM and rose to ownership of his own ship. He’s faced the sathar and holds a reserve commission in the Rim Coalition’s Flight and the Venture can (though unlikely) be activated for merchant marine missions by the Flight and its treaty ally Space Fleet.

He’s loyal and protective of his crew and has a relaxed leadership style. One ritual he has is an almost daily meal with the whole crew to build a sense of family.  He takes seriously threats against his ship and crew and will respond with extreme prejudice.

Keyvan-face-150w.png [5]


Keyvan

Human male Age: 14

STR/STA: 20/25 INT/LOG: 40/40

DEX/RS: 35/35 PER/LDR: 30/30

PS: +1, IM +4

Robotics(1)

Robcom toolkit, vibro knife

Keyvan is a dreamer and robotics nut. His family has been wiped out by the Lucky Devil pirates leaving him just his older half sister. He’s impressionable and will likely become attached and overly helpful to the player characters.

Mim-face-150w.png [6]


Mim James

Human female Age: 28

STR/STA: 30/30 INT/LOG: 40/40

DEX/RS: 35/35 PER/LDR: 40/40

PS: +2, IM +4

Medic(1) Agriculture(1)

Med kit

Mim is the half-sister of Keyvan and the wife of Barlo James. She has the air of an old soul, seeming wise beyond her years. She’s committed to starting a family and founding a community on Lossend with Barlo.

Barlo-face-150w.png [7]


Barlo James

Human Male  Age 38

STR/STA: 20/25 INT/LOG: 40/40

DEX/RS: 35/35 PER/LDR: 50/50

PS: +1, IM +4

Melee(1), Agriculture(2), Projectile Weapons(1)

Vibro knife, magni-goggles

Barlo has dreamed of having a farm of his own since a youth. He’s gathered other like-minded men and women, obtained property rights to an old PGC mercenary base and scraped together a shoe string budget to found Barlo’s Post. 

Ramirez-face-150w.png [8]


Ramirez 

Human Male  Age 45

STR/STA: 50/50 INT/LOG: 35/40

DEX/RS: 60/40 PER/LDR: 45/45

PS: +3, IM +4

Beam(3), Computers(3), Technician(4),

Melee weapons(3), Starship piloting(3)

Skein suit, albedo screen, power belt, laser rifle, sonic sword, four 20 SEU clips

Ramirez is a tough, personable bandit. He’s been with the Lucky Devil pirates a short time having risen to command one of their ships in that time largely on the strength of his personality. He’s mindful of the need to continually prove himself to maintain his position. Failure here in Timeon could cause him to be replaced and he fears that possibility so he will act ruthless.


 


Source URL (modified on 08/09/2012 - 15:19): https://frontierexplorer.org/book/supplimental-material

Links
[1] https://frontierexplorer.org/file/160
[2] https://frontierexplorer.org/file/161
[3] http://starfrontiersman.com
[4] https://frontierexplorer.org/file/162
[5] https://frontierexplorer.org/file/163
[6] https://frontierexplorer.org/file/164
[7] https://frontierexplorer.org/file/165
[8] https://frontierexplorer.org/file/166