1.0 GUIDELINES FOR USING THIS MODULE
This is Beyond the Core: The Worlds of Frontier Zone Five, the latest in Iron Crown Enterprises series of science fiction campaign modules which explore the future milieu of the Terran Stellar Empire through the Space Master gaming universe.
Although Beyond the Core is designed specifically for use with ICEs Space Master role playing system, Gamesmasters using any SFRP system will find within the contents of this module a wealth of source material which may easily be utilized in their campaign. Because the universe of Space Master is a vast and variegated realm containing many diverse planets, races, and cultures, GM's may find it beneficial to utilize ICE's ARMS LAW and CLAW LAW fantasy role playing supplements. These invaluable works will allow archaic melee weapons, martial arts, and animal attacks to be handled quickly and easily, within the same format that is used in this module and other Space Master role playing products. ICE's SPELL LAW may also be used to expand the range and type of psionic abilities and other, more mystical effects.
Beyond the Core is actually a geopolitical analysis of a large area of space populated by humans in a time period set a little over 9000 years in our future. The area of space detailed herein is a partially colonized territory called Frontier Zone Five, the past and current state of which are the prime focus of this module. Section 2 provides a general overview of the Terran Empire as well as the Frontier which surrounds it, while sections 3 and 4 provide a more detailed view of the development and current state of Frontier Zone Five, and describe the very basic aspects of life therein about which players will likely have questions while adventuring. Sections 5 and 6 detail thee worlds of note within the zone, and section 7 provides the Gamesmaster with detailed ethnographies on each of the zones native cultures.
1.1
ADAPTING THIS MODULE TO YOUR GAME
This module, like the rest of the Space Master series, is designed to be easily adapted for use with other SFRP game systems. All statistics are presented on a closed or open-ended scale of 1-100, and all modifiers stated are in addition to the PCs own stat or skill modifier. Only percentile dice (d100) are required.
1.11 CONVERTING HITS, BONUSES, AND MODIFIERS
HITS: The concussion point hit numbers stated herein represent only general pain and system shock. PCs who are knocked down to zero hits are not dead (of course, they aren't MOVING, either). Real wounds and killing blows are critical strikes. If you are using a game system which employs no specific critical strike results, the PCs hits should be doubled, or the damage stated be halved.
BONUSES AND MODIFIERS: If converting to a scale of 1-20, each +5 on a d100 scale equals a +1. If converting to a scale of 1-12, each +8 equals a +1.
1.12 CONVERSION CHART
If you play something other than MERP or Rolemaster and you do not use a percentile system, use the following chart to convert 1-100 numbers to figures suited to your game.
STAT CONVERSION CHART |
---|
1-100 Stat | D100 Bonus | D20 Bonus | 3-18 Stat | 2-12 Stat |
102 | +35 | +7 | 20 | 17 |
101 | +30 | +6 | 19 | 15-16 |
100 | +25 | +5 | 18 | 13-14 |
98-99 | +20 | +4 | 17 | 12 |
95-97 | +15 | +3 | 16 | 11-12 |
90-94 | +10 | +2 | 15 | 11 |
85-89 | +5 | +1 | 14 | 10 |
75-84 | +5 | +1 | 13 | 9 |
60-74 | 0 | 0 | 18 | 8 |
40-59 | 0 | 0 | 10-11 | 7 |
25-39 | 0 | 0 | 9 | 6 |
15-24 | -5 | -1 | 8 | 5 |
10-14 | -5 | -1 | 7 | 4 |
5-9 | -10 | -2 | 6 | 3 |
3-4 | -15 | -3 | 5 | 2-3 |
2 | -20 | -4 | 4 | 2 |
1 | -25 | -4 | 4 | 2 |
1.2
ABBREVIATIONS AND DEFINITIONS
The following abbreviations and terms are defined for easy reference.
Game Systems |
RM | Rolemaster |
SM | Space Master |
Professions/Character Classes |
Arm | Armsman |
ArT | Arms Technician |
Cri | Criminologist |
EIT | Electrical Technician |
Eng | Engineer |
Exp | Explorer |
Med | Medic |
Pil | Pilot |
Phy | Physician |
Pla | Planetologist |
Res | Researcher |
SYT | Systems Technician |
Tel | True Telepath |
xxx/T | Semi-Telepath of class xxx |
Game and Technology Terms |
AT | Armor Type (a range of 1-30) |
AT (DB) | Armor Type with the Defensive Bonus given |
Auto | Automatic Projectile (attack table) |
Bon | Bonus |
CAT | Construction Armor Type (ATs 21-30) |
D10 | A die randomizer for a range from 1-10 |
D100 | A dice randomizer for a range from 1-100 |
DB | Defensive Bonus |
El | Elmonits (cost in electronic monits) |
FTL | Faster Than Light |
GM | Gamesmaster (game referee) |
K | 1,000 (a quantity of one thousand) |
KIN | Kashmere Intelligence Net |
km | kilometers |
LS | Light Second (300,000 kilometers) |
Lvl | Level (experience, attack or Psion level) |
LY | Light Year (the distance light travels in a year) |
m | meters |
M | Monits (hard currency denomination) |
MA | Martial Arts |
M/A | Matter/Antimatter |
MERLOGH | MERcantile League Of Greater Houses |
Mk.# | Mark Number (size, strength, and/or power) |
NPC | Non-Player Character |
OB | Offensive Bonus |
PC | Player Character (also 'player') |
RR | Resistance Roll |
SFRP | Science Fiction Role Playing |
Stat | Statistic or characteristic |
TBD | Tachyon Beam Dictor |
TLD | Trans Light Displacement |
1.22 DEFINITIONS
A few crucial concepts of the module are detailed below.
Backnet: The far reaches of the Frontier. Generally surveyed to some minor extent but largely unexplored stellar systems.
Circuit: In Frontier terms, a circuitous star-route utilized by starship caravans, traders, etc.
Colos: An Inner Provincial Major House (or 'Family'), the Colosians control several star systems near Devon Province, and the two Families are frequently at odds. During the time period of this module the ruler of the Family is Lord Alexander Telax Colos IV; the Homeworld is Gamma Vulpeculae IV.