Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Chapter Twenty-One
Foreword . . . . . . . . . . . . . . . . . . 5 How To Do Things With Starships . . . 340
Chapter One Chapter Twenty-Two
Introduction . . . . . . . . . . . . . . . . . 7 Starship Templates . . . . . . . . . . . . 369
Chapter Two Chapter Twenty-Three
How Do I Play This? . . . . . . . . . . . . 18 Collaborative Campaign Creation . . . . 393
Chapter Three Chapter Twenty-Four
Character Creation . . . . . . . . . . . . . 29 Plot Stress . . . . . . . . . . . . . . . . 396
Chapter Four Chapter Twenty-Five
Careers & Character Types . . . . . . . . . 41 Plot Generator & Adventure Funnel . . 400
Chapter Five Chapter Twenty-Six
Equipment & Gadgets . . . . . . . . . . . 57 Planet Generator . . . . . . . . . . . . . 416
Chapter Six Chapter Twenty-Seven
Aspects . . . . . . . . . . . . . . . . . . . 84 Twisted Tips . . . . . . . . . . . . . . . 424
Chapter Seven Chapter Twenty-Eight
Skills . . . . . . . . . . . . . . . . . . . . 97 Starblazer Settings . . . . . . . . . . . . 452
Chapter Eight Chapter Twenty-Nine
Stunts . . . . . . . . . . . . . . . . . . . 144 Starblazer Worlds . . . . . . . . . . . . 466
Chapter Nine Chapter Thirty
Fate Points . . . . . . . . . . . . . . . . 200 Starblazer Legends . . . . . . . . . . . . 494
Chapter Ten Chapter Thirty-One
How To Do Things . . . . . . . . . . . . 212 Starblazer Heroes . . . . . . . . . . . . 509
Chapter Eleven Chapter Thirty-Two
Running the Game . . . . . . . . . . . . 234 Alien Races . . . . . . . . . . . . . . . . 524
Chapter Twelve Chapter Thirty-Three
Character Advancement . . . . . . . . . 243 Monsters, Minions & Mad Scientists . . 538
Chapter Thirteen Chapter Thirty-Four
Basic Scaling . . . . . . . . . . . . . . . 246 Adventure Seeds & Campaign Starters . 568
Chapter Fourteen Appendix One
Alien Races and Mutations . . . . . . . 248 Starblazer Issues . . . . . . . . . . . . . 576
Chapter Fifteen Appendix Two
Star Monsters & War Machines . . . . 264 Rules Summary . . . . . . . . . . . . . 589
Chapter Sixteen Appendix Three
Star Empires & Battle Fleets . . . . . . 280 Useful Tables . . . . . . . . . . . . . . . 593
Chapter Seventeen Appendix Four
Hover Cars, Robots, and Mandroids . . 295 Sheets . . . . . . . . . . . . . . . . . . . 605
Chapter Eighteen Appendix Five
Starship Creation . . . . . . . . . . . . . 305 Maps . . . . . . . . . . . . . . . . . . . 610
Chapter Nineteen Appendix Six
Starship Systems Skills and Stunts . . . 311 Design Notes . . . . . . . . . . . . . . . 617
Chapter Twenty
Starship Aspects . . . . . . . . . . . . . 333 Index . . . . . . . . . . . . . . . . . . . 620
[Table of Contents]
System License 2. The License: This License applies to any any authorized version of this License
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artifacts; creatures characters; stories, RIGHT NOTICE of any original Open by Steffan O’Sullivan, © 2005 by
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dialogue, incidents, language, artwork, 7. Use of Product Identity: You agree not to O’Sullivan.
symbols, designs, depictions, likeness- Use any Product Identity, including as FATE (Fantastic Adventures in Table-
es, formats, poses, concepts, themes an indication as to compatibility, except top Entertainment) © 2003 by
and graphic, photographic and other as expressly licensed in another, inde- Evil Hat Productions LLC; Authors
visual or audio representations; names pendent Agreement with the owner of Robert Donoghue and Fred Hicks.
and descriptions of characters, spells, each element of that Product Identity. Spirit of the Century © 2006, Evil Hat
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creatures, equipment, magical or super- with a work containing Open Game Starblazer Adventures © 2008, Cubicle 7
natural abilities or effects, logos, sym- Content except as expressly licensed Entertainment Ltd.
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which specifically excludes the Open tent does not constitute a challenge to characters, “color” quotations and dia-
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licensee in terms of this agreement. versions of this License. You may use
Chapter Two
How Do I
Play This?
19
How Do I Play This? Teller to enhance your experience. They are usually
Here’s a basic outline of the Fate rules and how to described by their highest rated three Skills and
play Starblazer, some simple concepts, what things any other defining features
mean and what stuff on the character sheet means. Minions – Minions are the faceless hordes of aliens,
guards and other bad guys that are a hindrance to
The cast of the player progress through the story. They’re most
likely described by one Skill rating – e.g you might
Starblazer Adventures have Average+1 palace guards which means all
There’s a bunch of names for what people do in the their Skills are at Average+1 for any Skill checks.
game, whether real life players or fictional characters. Companions – Companions are the close allies and
supporters of the player characters who accompany
Story Teller – also called Games Master, DM or GM them on their adventures. They are described more
in other games. Helps the group tell a story, simply than player characters.
devises the plot, background, setting and enemies, Named Characters – Other major characters in the
plays the roles of Extras and enemies when you story who have a name as opposed to Guard #3.
encounter them and is responsible for knowing They might be major players such as the player
the rules and making sure the players have a great character’s boss, a major ally or enemy. It could be
time. the main henchmen or the player’s arch nemesis,
Player Character – the character devised by the player. the evil alien or mad scientist. They’ll be described
The fictional person they will explore the story just like player characters.
with. They’ll tell the Story Teller what their player
character does in the situations they are put in and Characters: The Basics
how they respond. The character is described by a Characters in Starblazer are made up of a number of
number of things such as Skills and Aspects which things which describe who you are, what you can do
explain what they can and can’t do and how good and why you are special. The fun way of creating them
they are at it. is through a series of phases (page 30) or you can
Extras – Also called Non Player Characters or NPCs in jump right in (page 28). We use the character sheet to
other games. We call them Extras because they’re record this information and help you to understand
not important to the storyline. They’re the cast what you can and can’t do during the game. Here’s a
of people on the fringe of the story, people met sample player character, Brandon Carter.
along the way, all briefly ‘played’ by the Story
is not difficult tell the player they are faced with an completed the task quicker, more accurately, caused
Average (+1) task (or maybe that’s an everyday task more damage or did something cool.
done under pressure). That means they need to get
a total of +1 with their Skill and the roll of the dice
added together. If it’s a more difficult task but you’re For example…
not sure how difficult, just start with Average (+1) Brandon is trying to reprogram a renegade
then for every extra problem you think the character robot. He has the Skill Science Mediocre (+0).
faces add +1, for example, if they need to do it quickly, Let’s say that it’s a Fair (+2) difficulty task
are being shot at, the object they’re moving is really because he needs to do it before it recovers
heavy, or very delicate, or it’s a long distance to jump. from a Stun grenade (+1) and it’s an unusual
robot he’s not seen before (+1). That means
Brandon needs a total of +2 on the dice. Let’s
For example… say he rolls and get a total Effort of +4 (0 from
Let’s take Brandon Carter, the Star Patrol officer. his Skill and +4 from the roll). That means he
He’s following a suspect in his patrol car. A got 2 Shifts. In this case the Story Teller suggests
fairly standard task for Brandon is driving the that whilst restoring the robot’s programming
patrol car and pursuing the suspect – that Brandon also found a clue as to who had
should be an Average (+1) difficulty. If it’s more ordered the robot to attack the Chief of Police.
complex like weaving through traffic and
chasing the suspect, something Brandon would
need experience at, it should be a Fair (+2) diffi-
culty. If it’s really complex like swerving around Conflicts
on-coming traffic, pursuing the suspect, whilst Any time two or more characters are opposed in a
being shot at by the suspect’s accomplice, that’s way that can’t be quickly or cleanly resolved, use this
a Great (+4) difficulty. Here’s how that was system to determine what happens.
worked out. As you can see it’s pretty simple:
A Star Patrol officer, driving a patrol car Running Conflicts
(Mediocre +0), pursuing a suspect (+1). Total +1, Conflicts start like so:
Average difficulty.
A Star Patrol officer driving a patrol car Frame the Scene
(Mediocre +0), pursuing a suspect (+1), through The Story Teller tells the player’s what Aspects are
traffic (+1). Total +2 Fair difficulty. present in the scene that they would know about
A Star Patrol officer driving a patrol car (but not any hidden Aspects) and where everyone
(Mediocre +0), pursuing a suspect (+1), through is located in an abstract measurement called zones.
traffic (+1), that is oncoming (+1), whilst being Zones are used to determine how movement is
shot at (+1). Total +4, Great difficulty handled in the scene – you can spend a shift from any
roll to move one zone and perform your action. If you
need to move more than one zone, that is your action instead of receiving stress. A Minor consequence
for the round and is handled with a Skill roll. absorbs 2 stress, a Major 4 stress, a Severe 6 stress
and an Extreme consequence absorbs 8 stress. If the
Establish Initiative character cannot take any further consequences and
Sometimes, the Story Teller will use a Skill-based has no stress boxes left they are taken out. This means
system to determine the turn order for the round. the character is very close to death and must be stabi-
Sometimes, a different person will take the first action lised if they want to survive.
in every successive round, going clockwise or counter-
clockwise from the Story Teller, according to your
group’s preference. For example…
Then, when it’s your turn, you: Brandon Carter our brave Star Patrol officer is
hated by Jed Tharrow, a rather bent cop who
Take Action sees Brandon as a threat to the scam he’s got
Describe what your character is doing and, if going at the precinct. Brandon’s obviously too
necessary, roll an appropriate Skill. This will either clean and straight to ignore what Jed’s up to so
be resolved as a simple action (no opposition) or Jed tries to intimidate Brandon. His Intimidate
a contest. If it’s a contest, whoever has to defend Skill is Good (+3) and Brandon’s Resolve is Fair
against your action or does something to counteract (+2). The Story Teller says there are no bonuses
your effort, rolls an appropriate Skill. to either side so both characters roll the dice.
If you win the contest, or if you succeed at the Jed rolls a 0 for a total Effort of +3 (0 roll plus +3
simple action, you can spend the shifts you generate Skill), whilst Brandon’s player smirks as his dice
to resolve your action. If you lose the contest, your come up +4 for a total Effort of +6 (+4 roll plus
action fails. If you lose the contest by three or more, +2 Skill). Brandon’s obviously not easily scared
the defender gets spin, which he can then use to add by Jed and inflicts 3 Shifts composure stress on
or subtract 1 from the effort of the next immediate Jed. Jed could take a Minor consequence ‘wary
action, provided he can find a way to reasonably of Brandon’ to reduce the composure stress by 2
narrate his character’s influence. and then tick off 1 composure stress box.
If you choose not to take an action on your turn, As a bonus Brandon also generated spin
you make all your defense rolls at +2. You may also because he beat Jed by +3 or more. This means
supplement an action with a simple action (like that Brandon can add 1 to his next roll or deduct
moving and attacking, flicking a switch, or drawing a 1 from Jed’s next roll. He has to describe how
weapon and attacking) by taking a -1 penalty to your this happens so Brandon says Jed is so shocked
roll, effectively spending a shift in advance. In general, by Brandon’s refusal to be bullied that he is on
a supplementary action shouldn’t be anything that the defence when Brandon demands to know
would normally require a separate roll. who he really works for.
We’ll leave them ‘discussing operational
Resolve Action procedure’ in the corridor for now…
You can spend shifts to resolve your action in a
number of ways.
If it’s a direct attack, you can inflict stress on your Overflow
target at a value equivalent to the number of shifts If a character inflicts more damage than the target
you gained (plus any bonus damage from weapons). can absorb you can use the wasted Shifts as a bonus
The target ticks off the number of stress on his stress in a Supplemental action (which cannot be an attack
track and then checks to see if he’s been taken out (if or offensive manoeuvre). For example, Brandon takes
the stress value is higher than the last open box on his out a guard who has 5 Stress with a total of 6 shifts,
track). If he has any consequences left, he can choose and use the 1 overflow to move one zone away. See
to take a consequence, which is an Aspect that repre- page 214 for a description of zones.
sents lasting effects from the fight and can be tagged,
Now What?
And… That’s basically it. It’s pretty simple once you
get your head around using the dice and the Ladder,
invoking & tagging Aspects and how to use Fate
points. Remember as a Story Teller you’re not out to
beat the players, you’re working together to have a
brilliant time telling an amazing story. Don’t worry
if you get difficulties wrong, choose the wrong Skills
1 Great, 2 Good, .
3 Fair, 4 Average
[Chapter 7: Skills]
195
Smokey Aspect) or even one that would normally Deadly Shadows [Stealth]
justify the use of Stealth to hide, you may pay a Fate Requires Shadowed Strike.
point to make a full sprint action without automati- When using the Shadowed Strike method the
cally breaking stealth. character may use his Stealth to make attacks as well,
The upshot of this Stunt is as follows: Whenever rather than using his Weapons Skill or the like.
the character moves while hidden, discovery penalties
(see page 141) may still apply, but are cut in half. Retreat
Outside of conflict, this leaves observers at +1 for a
cautious creep, +2 for walking pace, +3 for a jog (short Quick Exit [Stealth]
sprint) and +4 for an out-andout run (long sprint); A momentary distraction is all you need to vanish
inside conflict, observers only get a +1 to detect the from the scene. Provided you are not in the midst of
character for every zone moved in an exchange. a conflict, you may roll a quick contest between your
If used in combination with Like the Wind (see Stealth and the highest Alertness in the room. If you
page 196), these discovery bonuses are eliminated succeed, the next time someone turns to look at or
entirely. talk to you, you’re not there.
[Chapter 8: Stunts]
257
allows the characters to defeat the Threat piecemeal Each part should, however be able to take up
(whilst facing multiple attacks) or possibly tie up parts to three Consequences before it is taken out and
of the creature whilst the chosen characters confront destroyed or become so damaged as to be useless to
its head and weak spot. the main Threat.
Each body part should have the same 5 Physical
Stress but only one should have the 5 Composure Here Comes The Boss!
Stress, where its brain or control system are situated. Rather than have a number of Threats making up a
This is the Threat’s Weak Spot – if this body part is larger Threat, have just one ‘boss’ Threat surrounded
Taken Out, the whole Threat is defeated, unless it by a host of minions. You might want to review the
has the ‘No Weak Spot’ Monstrous Special Ability. rules on using Minions on page 226. This is scaled
The Interloper
Sum of Parts Version Large Scale (4) Sum of Parts Threat
Let’s look at a creature through the
different suggested ways of creating a Body Part Physical Composure Attacks
Threat. Our threat is the Interloper, a Left Leg Stamp Fair (+2)
creature from the depths of the sea, Right Leg Stamp Fair (+2)
stirred up by drilling for the interconti- Head/Mouth
nental monorail tunnel system! Left Arm Smash Avg (+1)
Right Arm Smash Avg (+1)
Design notes: Tail Smash Avg (+1)
• This is a big slow moving creature All other natural Skills default to Mediocre (as appropriate)
from the depths, its life in the – including Alertness and Athletics, however the creature
pressurised depths of the sea may not use any Knowledge based Skills or any others
means its skin is very hard requiring use of technology – basically use your common
(Immune), sense in this!
• It can tear ships or streets apart
with its mouth (Massive Bite Aspects:
Unusual Attack), • Swallow a whole ship (Unusual Attack)
• It can topple buildings (Monstrous • It’s still alive!
Might) but is Ponderous due to • Must feed my young
its giant size and has a weakness • Pain makes me angry!
to fire. • The Fire burns!! (Fire Weakness)
• The creature’s allocation of 6 Skills • Where’d they go? (Ponderous Weakness)
are used up on attacks – one Monstrous Special Abilities:
for each body part and notice • Unusual Attack – Good (+3) Massive Bite (Serious
the creative descriptions for the Consequence)
character Skill ‘Fists’ to represent • Monstrous Might
its stomping and smashing • Immune
attacks. Major Weakness – Weakness to Fire
• Only the head has a Composure Major Weakness – Ponderous
stress track as this is where the Weak Spot: Head/Mouth
creature’s brain is. So one way to
defeat it could be some kind of Fate Points: 10
mental attack or perhaps it could Consequences: Each body part may take 3 Consequences as
be scared by (a large amount of) normal (no more than one Minor, one Major, one Severe
fire in to retreating towards a trap. or one Extreme).
to determine Initiative in conflicts If both organisa- of an organisation in so far as it may deviate from
tions do not have this or have the same level it has the reality. Most organisations have an implicit
no effect but if an attacker’s Technology is higher reputation based upon their Aspects and activities,
than the other it provides a bonus of the difference but it is possible to put on a “false face” repre-
between the two to the attackers Arms or Security sented by this Skill. Default: Mediocre (+0)
Skill checks. Default: Mediocre (+0) Lore (Type) – The organisation has access to a large
Trade – How good is the organisation at trading with body of knowledge of some sort, and it is generally
others? A measure of its trade goods and abilities. implicit that this knowledge is hard to come by
You can set Trade Skill versus trade Skill in negotia- under other circumstances. Default: Not Available
tions, and a successful Diplomacy check will give Ancient / Alien / Experimental / Lost Technology –
a bonus (see Negotiation & Diplomacy). Default: The organisation has access to some manner of
Mediocre (+0) strange technology, be it bestowed, discovered,
Security – How good are the guards, patrols, internal stolen, invented, re-invented. This generally
security systems, software encryption, secret means the organisation has access to individuals
agents, undercover organisations and other means or specialised units willing and able to use the
of protecting the organisations people, holdings technology. The Skill level represents the quality
and resources? Can be used as an alternative to and type of technology. Default: Not Available
Technology for determining Initiative in conflicts.
Default: Mediocre (+0) Holdings
It is possible for an organisation to spend Skill points
Special Skills on holdings, such as fortresses, headquarters, under-
Many organisations will have at least one special ground hideouts, fortified planets, giant space
Skill which represents something peculiar which that stations or vast Star Relics. Generally these are places
organisation does which others may not. These special for the leaders of the organisation to meet at, to
Skills could be almost anything, depending on the retreat to in time of attack, for members to meet in
nature of the setting and the organisation. Here are secret or for members of the organisation to carry
some examples: out secret or specialised work from in relation to the
organisation’s Skills.
Assassination – The ability to quietly
make people go away. Naturally this
is illegal pretty much everywhere,
and had best be accompanied
by a great deal of secrecy.
Default: Not Available
Secrecy – This is a measure of
how hard it is to find things
out about the organisation
and (at higher levels) whether
or not the organisation exists
at all or whether the leaders
are even aware of the true
nature themselves. Whether
this secrecy is an intentional
conspiracy or merely the
result of extreme obscurity
can be determined at creation.
Default: Mediocre (+0)
Reputation – The opposite of
Secrecy, this is the public face
Aspects
Wanted Dead or Alive Law Breaker Choose up to 2 Aspects
Stunts
Overload (Beam) Reinforced Prow
Usually appearing in three’s the Pirate Attack Ship is the bane of passenger liners and freighters and can
give Star Patrol Cutter’s a challenge. Loaded with firepower they’re eager for a fight. Their standard tactic
is to cripple a ship, then get in close to use squads of pirates to board, killing or kidnapping those aboard
for slavery and taking anything of value. The ship carries a squad of ten pirates for boarding and another
10 crew.
Starblazer Legends planetary cluster of Arboc, the site of the last great
Here’s a selection of unusual Starblazer Legends – battle between the Federation and Odelot. Earth’s
summaries of stories from classic Starblazer issues as military space force now consists mainly of a small
plot ideas for your campaign. We’ll be adding to these fleet of defensive cruisers only just equal in power to
on the website and in future supplements. one of the war era battleships. Supplementing this
official force are a number of wartime vessels which
ASTRAL ARMADA were hidden from the Odelotian treaty inspectors,
or which have been converted into merchant ships
A Dangerous Peace with hidden weapons systems. Chief of these is the
Even the fiercest war must have its end, but it is not so-called ‘Base Ship’, formerly an assault carrier,
always clear when that end has come. Such is the case which the Security arm of the Earth Defence force
with the 4th Thermal War waged between the Galactic now uses as a support ship for it’s spy missions.
Federation and the Odelot. Earth supplements this space force with covert
The origins of the Thermal War are clear enough. strike forces of ex-military special operatives whose
For many years the Odelot, a humanoid alien race mission is to spy on the Odelot, and if possible to take
of feline appearance, had demanded payment from action against them. Officially deniable, these forces
any vessel passing through their sector of space. are denounced as pirates if caught. Despite these
Because the Odelot occupied a key shipping route, secret elements the Earth administration is actually
and because their military was powerful, other races very keen on peace, even if many humans retain their
grudgingly paid their taxes, until the greedy Odelotian hatred of the Odelot and would happily see the war
rulers upped the charges significantly. Earth, along restarted.
with a number of other races in the Galactic Republic,
refused to pay the new taxes. Incensed the Odelotians Post-War Odelot
responded by taking the payment by force, attacking The treaty of Verz Alles forced the Odelotians to
and looking any republican vessels they could lay accept restrictions similar to those imposed on Earth.
their hands on. When the Republic retaliated, the war Although they have retained significant ground troops,
had begun. armed with traditional straight swords, halberds, and
With both sides evenly matched, neither strong blaster rifles, their space fleet has been cut down to a
enough to win nor weak enough to loose, the war handful of defensive vessels no more powerful than
dragged on for years, till both sides were over- the cruisers now defending the Solar System. The
stretched, exhausted, and all but bankrupt. Eventually Odelotian capital vessels have been destroyed, and
both sides sued for peace, and signed the treaty of their network of listening posts has been shut down.
Verz Alles. This should have marked the end of the Or at least that is the official story.
war for good, but it has proven to be an uneasy The human dissenters are far from alone in
peace, with members of each side still eager to restart wanting the war to restart. The new ruler of the
the conflict and end the war … their way. The disar- Odelot, Lord Pangrev, still smarts at his people’s
mament process continues, but both sides have their defeat, and yearns to crush the humans once and for
hidden weapons, disgruntled soldiers, and unhappy all. Although Pangrev is ostensibly leading his people’s
civilians, all waiting for an excuse to go to war again. participation in the ongoing disarmament process
The opportunities for adventure, and for treachery, he is in fact using the opportunity to spy out Earth’s
should be clear. weaknesses in preparation for a fresh attack.
The Odelotians have in fact managed to retain a
Post-War Earth far more significant space force than Earth suspects,
The treaty of Verz Alles placed serious arms limitations or the treaties permit. An entire fleet of damaged
upon both sides in the aftermath of the 4th Thermal warships have been rescued from battlefields like
War. As a result Earth has been forced to reduce it’s Arboc and spirited back to Odelot for refitting in
once great battle fleet to a small defensive force. secret. Concealed within the superstructure of an
Limits on the size and armament of warships has led orbiting holiday resort this new armada is being
to most of Earth’s battleships being left to rust at the prepared for an all-out attack on a weakened Earth.
Starblazer Heroes
A host of familiar faces reappeared in many Starblazer Senior Law Enforcement Officer Francis Carter (usually
issues. In this chapter you’ll find summaries of the referred to as Frank Carter, or just Carter), is another
most memorable heroes from the pages of Starblazer of the longer lasting characters in Starblazer. First
appearing in the issue Mandroid, Carter would
disappear for a time, later to appear in Carter’s Law.
Here we get more of his back story and some of his
motivations. Later issues reveal his past life including
his accident that happened while he was shopping
with his fiancée and his later disenchantment with a
lot of the police force. Carter never seems to stay at
one place for too long, often assigned to a Starship
as basically a roving troubleshooter. This is perhaps
because he tends to get on the nerves of officials in
any police precinct he is assigned to.
Tak-50 Raba
(Issue 29-The (Issue 39-The Overlords of Oltair)
Moonstealers) The Raba seem to be a mechanical life form though
Tak-50 is the giant it is possible they are cyborgs. The Raba have
computer that is managed to overcome the human colonists of
the overlord of Oltair, driving the survivors into the countryside.
the inhabitants The Raba are numerous and have a fairly large
of the planet fleet of fighters. They do have one major
Joaphat. Tak-50 vulnerability however, and that is they depend
regularly issues new on a power source installed in a satellite in orbit.
commands through
the Warlords, who are
those individuals placed Raba
highest among the normal Physical Stress: ooooo
inhabitants. Tak-50’s word is law, and is slavishly System Stress: ooooo
obeyed. Tak 50 seems to be unarmed but it is housed Fate Points: 5 Scale: Small(2)
in a large hall on the planet Joaphat, presumably one Consequences: Up to 3 consequences
that is reinforced against attack. Encounter Size: 3-10
Skills
Fair(+2) Guns
Tak-50 Average(+1) Alertness Endurance
Physical Stress: ooooo Aspects
System Stress: ooooo Cyborg
Fate Points: 5 Scale: Medium(3) Powered by satellites
Consequences: Up to 3 consequences Robotic sensors
Encounter Size: 1 Strength in numbers
Skills Stunts
Great(+4) Science One hit to the body [Endurance]
Good(+3) Leadership Academics Tireless [Endurance]
Fair(+2) Deceit Engineering Equipment
Resources Energy Pistol
Average(+1) Contacting Investigation
Intimidation Alertness
Aspects
Advanced A.I.
Computer with attitude
Extremely advanced computer
Rule with an (virtual) iron hand
Set on conquering the galaxy
Stunts
Computer Specialist [Science]
Hacker [Science]
Minions [Leadership]
Supermind [Science]
Tak-50 could also be represented as an organisation
Achos
Physical Stress: ooooo
Composure Stress: ooooo
Fate Points: 6 Scale: Small(2)
Consequences: Up to three consequences
Skills
Superb (+5) Telepathy
Great (+4) Empathy Mental Bolt
Good (+3) Mind Control Resolve
Achos Deceit
(Issue 62-Terror Tomb) Fair (+2) Starship Pilot Starship
A really really nasty alien who killed over half a Gunnery Science
million humans in a fit of displeasure. Imprisoned Intimidation
by a race known as The Guardians, Achos eventually Average (+1) Starship Systems
escaped his imprisonment. Resources Fists
Achos lives for destruction and killing, has mental Weapons Guns
powers and will do absolutely anything to achieve its Aspects
aims; there are no boundaries it will not cross. Alien Psychology
All life-forms are tools
Evil countenance
Evil beyond understanding
Forgotten by history, they’ll pay for that
Live for the kill
Power corrupts, the more the better
Ancient Mind Demon
Minor Weakness - To Energy Weapons
Minor Weakness - Weak
Stunts
Clever Facade [Deceit]
Inner Strength [Resolve]
Still Standing [Resolve]
Takes One to Know One [Deceit]
[Index]