PORT ECLIPSE
an adventure setting for Rifts: Phase World
by Gadrin
Oropan System Data
Main Star: Oropan (White Dwarf)
Number of Planets: 3 (Oropan II, III, IV, all outside the biozone)
Oropan I
Type: Asteroid
Diameter: Miniscule
Gravity: Miniscule
Temperature: Cold
Environment
Atmosphere: None
Terrain: Two*
Hydrosphere: None
Biosphere: Moderate*
Civilization
Population: Colony
Technology: Stellar Age
Economy
Primary: Industrial
Secondary: Commerical
Wealth: Average
Government
Type: Mageocracy
Law Level: Lawful
Popularity: Popular
Stability: Stable
*see details below.HISTORY
"What can I tell you about Port Eclipse? Hmmm, let me think. A place
vibrant and sedate, whether it's the bustle of the people and starships
in its port, or the wind sweeping over the lake of the Inner City. What?
Yes, I know the Galactic Knowledgebase says it's simply an asteroid
belt. Come now, step inside and see what its builders have made." -- Astral Mage Trimen Tar
* * * * *
e·clipse [i klíps] n (plural e·clips·es)
Astronomy: obscuring of a celestial body: the partial or complete hiding
from view of a celestial body, for example, the Sun or Moon, when
another celestial body comes between it and the observer.
Circling a White Dwarf main sequence star, the Oropan Belt, better known
now as Port Eclipse, was founded nearly a thousand years ago by the
mining concern, Hadroban Minerals, now defunct. Like many others, the
Oropan Belt was a lawless boom colony, attracting an influx of greedy
outsiders. However, the colony stagnated as no rich strikes or bonanzas
had ever been found. The Oropan belt was a steady, but unspectacular
producer.
Some 800 years ago, the spatial mage, Cephus Auctor arrived at Oropan,
while conducting some magical space folding and wormhole experiments. He
took up residence in the small frontier outpost, living in an arcology.
Here he had plenty of time to study and perfect his spells. He was also
of the opinion the system could be improved, by getting rid of the
riff-raff and mercenaries that preyed on the place and used it as a
base. After currying local favor he did so, displacing offending ships
and crews randomly about the galactic region and Oropan settled down to
business. Not long after, Cephus married (a Silhouette named Cassey) and
created his first spatial realm, building Port Eclipse "within" a
massive, unexplored rock of the belt, creating huge portals through
which starships and other spacecraft could "enter" the port. Word of the
improvements spread and starships from the surrounding systems appeared,
enabling it to flourish.
Cephus and Cassey had a son, Cygnus, who was tutored in the arts of spatial
magic and soon took over for his father, who went into stasis. Cygnus was
instructed to wake Cephus after he'd sired a son and the boy turned 20. They
would both teach him the art of spatial magic. Soon after Cygnus met the
Draconid, Lacerta, who had the aptitude for spatial magic as well. Cygnus
tutored Lacerta who took to spatial magic fast. After decades of adventuring,
Cygnus finally married Amphitite (half-elven ley line walker) and settled down.
Cygnus, his wife and Lacerta created the spatial realm he called the Inner City
-- another "level" inside the asteroid. Here they built a paradisical city
within it's own dimension, home to friends and family and established the
Institute for Spatial Magicks (ISM).
Cygnus eventually did have a son -- Midas -- and soon Cephus was brought out of
stasis and reunited with his family. Midas was an apt pupil, but headstrong and
stubborn, and Cephus, Cygnus and Lacerta took him many places and showed him
many things. But there were also times when the boy was on his own, which
prompted a return to Cephus' career as an adventurer. While visiting the
Yahaadra system in the Corkscrew Galaxy, Cephus discovered the place was
systematically ravaged by demons, kidnapping citizens and terrorizing the
populace. Cephus was present during an attack, promptly banished the demons and
then followed them via his spells, observing their lair and masters -- a group
of Gene Techs living in an orbital, facility in the outer system. Cephus and
Lacerta attacked the Gene-Tech ship, killing nearly all present. The CCW
stepped-in, sending in follow-up teams, which were able to gather a
treasure-trove of genetic research and information, far beyond current
capabilities. From this, Cephus was able to market a form of anagathics
(anti-aging drugs). While illegal inside CCW space, he was allowed to do so via
alchemists in the UWW, his place of origin. This earned him a knighthood, a
fortune, and Port Eclipse now had formal ties with UWW's High King.
GROWTH AND RECOGNITION
The anagathic discoveries also meant Cephus and his progeny would live for
millenia, and as their line expanded so would Port Eclipse. Through Midas,
Cephus, Cygnus and Lacerta formed an alliance with the Astral Mage Trimen Tar,
and the Inner City was now linked to the Astral Kingdom of Hulat, and to the
astral plane itself.
In addition, space traffic in the surrounding system blossomed as Cephus and his
sons created dozens of wormholes to link the port with other portions of the UWW
and the Three Galaxies. These wormholes (coined Interspatial Flexures by the
Auctors) are hidden in different parts of the Oropan system and are accessible
to authorized ships possessing special access codes, which are changed
regularly.
Over the years additional settlements sprang up (with Cephus' permission
naturally) and Port Eclipse supports a dozen smaller, independent space stations
and asteroid arcologies. Even the CAF Discovery Corps maintains a small base
within the system.
The Inner City was expanded with the help of Midas, and the Auctors brought in
several firms which would use it as a base of operations: Perpetual Formulary
(Cephus' alchemical company), NovaTech (a group of Techno-Wizards), Stellar
Optics (an off-shoot of NovaTech and backed by the CAF), and the expanded
Institute of Spatial Magics (ISM), which was founded by Cygnus.
PORT OVERVIEW
Ships entering the system must receive permission to dock at any of the
facilities, but Eclipse Station is the main one. The interior of the asteroid
appears to have been hollowed out and supports life and business much like any
space station. While several massive portals allow access, it too is restricted
by access codes, changed regularly by the landlords. In actuality the interior
is its own seperate dimension and destroying the outer asteroid would not harm
the inner port.
While not a large installation by any stretch of the imagination, Port Eclipse
can handle over 200 ships. Docking fees are 100 credits for three days, 50
credits per day after that. The port is favored due to the fact of two
Promethean companies are present (which can fix and install phase tech, and
sell/install Phase Transceivers) a popular technology in the Three Galaxies.
This means that locals have instant access to Phase World (which has not
permitted the Auctors to create a wormhole to their system). Several
interstellar cruise lines and other merchants pay to use the place as a hub for
voyages into the UWW. While Port Eclipse is not officially UWW "soil" it does
enjoy the periodic company of ships from the Warlock Navy, who put into port for
repairs, as well as friendly visits. Many hotels and restaurants litter the
port, and numerous companies selling and trading stellar age goods are present.
Current population, is roughly 120,000.
DISTRICTS
Whether you're in Port Eclipse or the Inner City, you'll find the areas are
divided into districts to help manage things.
Heavy Industry is quite common around the Port, since mining, starship building
(on a small scale) and construction are daily pursuits. Most heavy industry is
separate from the port but keeps offices here. Construction and mining firms are
often transitory and may be starship based.
Financial groups are needed to finance these operations (as well as others)
these are linked with the Commercial district which also covers regular
businesses like the hotels and restaurants, shops and markets which are staples
of everyday living.
The Government district maintains the Port Authority and keeps an eye on
operations (including policing).
Residential is predictably the largest since it covers all persons living in
independent arcologies, Eclipse Station or the Inner City.
TRANSPORTATION
Aside from starships and shuttles, transportation within Port Eclipse is handled
by mag-lev tubes and displacement booths. Mag-lev uses magnetic levitation and
is for carrying the maximum amount of passengers, and a few belongings the
farthest distance for the cheapest amount. Displacement booths ignore spatial
constraints and work instantaneously and are reserved for taking a single
individual from one end of the Port to another. They're also costly, 10 credits
per use, compared to the mag-lev tubes which are 1 credit each.
Movement from the Port to the Inner City (and vice-versa) is restricted and
accomplished via portals which respond to certain access codes. These are
changed regularly and those who shouldn't be inside will trigger an alarm heard
by all Creators. There are portals that allow large equipment through for
special work.
In addition, intra-system and extra-system transport is available via the many
wormholes created by the Auctors. At any one time 6d6+6 wormholes are present,
which link the inner and outer system, or that lead to other dimensions or
portions of the Three Galaxies. To keep Port Eclipse solvent, Cephus, Cygnus and
Lacerta created a few permanent portals that allow cruise lines and other
merchants, easy/quick access to planets in the UWW. By paying a yearly fee,
ships can arrive in Port Eclipse and quickly make their way to certain planets
within the UWW. Also, there's a Promethean company within the Port that
sells/installs phase transceivers, so that ships can move from Port Eclipse to
Phase World in a single step. Phase World will not allow Port Eclipse to create
wormholes, for security reasons.
PORT DEFENSES
Compared to other ports, defenses are meager. A quartet of small, 400-ton
escorts patrol the system -- that's it. Some asteroids have their own gun
emplacements and missle silos. Of course figuring into system defense are the
wormholes, which can be exploited to allow locals to quickly move around the
system, or travel to the UWW and bring back reinforcements, part of the
agreement with participating UWW worlds. Naturally, the spell power of the
landlords (Cephus, Cygnus, Midas and Lacerta) can sway the balance of most
struggles. Opponents may find their warships suddenly transported into close
orbit of the Oropan main star, a dense portion of the asteroid field or into a
remote void. Individually, Fourth Dimension Transformation can allow the mages
to access any ship and inflict crucial damage to crew, equipment or both.
THE CAF BASE
The Discovery Corps maintains a small base, concerned primarily with pure
research. A small contingent (around 180) of CAF officers and scientists work at
the facility, off-limits to non-CAF personnel. DC personnel frequent Port
Eclipse and Inner City and seem to be predominantly Noro, but other races are
represented. Rumors are that they're employing some sort of secret techno-wizard
device, but are thus far unsubstantiated.
THE INNER CITY
A small, paradisical city which actually resides within another dimension, the
Inner City is the creation of Cygnus Auctor and has been expanded upon by his
sons, their wives and a few friends. Despite the fact that portals exist within
the Port Eclipse asteroid that lead to it, destruction of the asteroid by
hostile forces would not affect it, making it a stable home for the Auctors and
their business partners. The Inner City is 10 miles long, wide and high and its
properties simulate those of a real planet. Night and day alternate -- always an
equal 12 hours of each (in honor of Cephus' Silhouette wife). The climate
resembles eternal spring, but this can be changed at the whim of the Auctors,
who periodically decide to bring summer or winter or fall to the community. A
population of roughly 20,000 live in the Inner City, most are friends or
business associates of the Auctors. The landscape is predominantly flat with a
few hills and a fresh-water lake along the west border. Boaters who venture out
beyond the edge of the realm will find themselves sailing back towards the
shore. Energies native to the dimension power four complete city blocks with
free electricity, while the rest is supplied via TW mystic generators.
CHARACTERISTICS OF THE REALMS
Aside from the power mentioned above, both the Port and the Inner City are
mystical places. See the spatial mage O.C.C. in Rifter #3 for complete details
on realm creation. All Creators have the following abilites:
Alarms -- are triggered whenever an unauthorized person enters the Inner City.
It maybe hard for the offender to be tracked initially, but it can usually be
done within 1d4 hours. The Eclipse Station is primarily an "open" or "free" city
and outsiders may come and go as they like.
Teleportation -- anywhere (except specially magicked areas)
Scepters of the Realm -- (these replace Spell Spheres) each has 120 PPE and can
cast: Banishment, Expel Demons, Alter Senses,Negate Magic, Energy Field. These
items appear as thick, ornate rods or staves and can be summoned by any creator
(except ones already in use). There are 6 total.
Summon Vorticies -- with the snap of their fingers any Creator can summon what
looks to be a whirlwind which can displace up to 14 creatures to a random
dimension, before vanishing.
Use ambient PPE -- a pool of 800 PPE is available for use by any Creator. Each
knows immediately how much is currently available, and is usually used
sparingly. "Scheduled" usages occur and messages will be sent to all Creators,
notifying them of such usage. Each realm (the Port and Inner City) has a
separate supply of 800 PPE.
Energy Weapons -- the only difference between the Eclipse Station and the Inner
City is that energy weapons do not function within the Inner City but function
normally inside the port, since it is a "public" place. Within Inner City,
energy weapons only work for Creators, so invaders or intruders will be forced
to use other means.
KEY FIGURES
Cephus Auctor is a 19th level spatial mage, who is the founder of the port.
Despite being human, Cephus has managed to live almost a millenia through the
judicious use of anagathics (non-aging drugs) and stasis booths. Cephus married
his wife, Cassey (a 9th level Silhouette Shifter) who helped build and expand
his realm. She bore him a single son, Cygnus, also human. Cassey died 313 years
ago turning Cephus into a bitter, hardened man. He will not remarry.
Cygnus Auctor is a 15th level spatial mage, and son to Cephus. Tutored by his
father, he learned the concepts of spatial magic quickly and was soon helping
keep order over the realm. Cygnus is 802 years old, having his lifespan extended
by similar means as Cephus. Cygnus married Amphitite (a 6th level half-elven ley
line walker) and still lives with her to this day. She bore him a human son whom
they named Midas. The pair also founded the Institute of Spatial Magicks and
have expanded Cephus' realm, becoming Creators.
Midas Auctor is a 10th level spatial mage and son to Cygnus. As others before
him, he was raised to learn the arts of spatial magic and was the first of three
original students the Institute for Spatial Magicks taught. Midas, who is 738
years old, hasn't married, but did have a human son via a consort: Corvus
Auctor. Midas has sacrificed his own psychic energy to expand Cephus' realm and
is considered a Creator.
Corvus Auctor is currently the last in the line of the Auctor family. At 25
years old, he's enrolled at the ISM with two other promising spatial mages.
Corvus has not yet created his own realm, nor has he sacrificed any psychic
energy to become a creator.
Note: for simplicity, cross-breeding between the Auctors and other races usually
results in the birth being 100% human or 100% of the other race involved. GM may
alter this to fit their campaign.
Lacerta is a 13th level spatial mage and adventuring friend to both Cephus and
Cygnus Auctor. Lacerta is a Draconid and doesn't need to use anagathics. He gets
along with most everyone except Midas Auctor, whom he can barely tolerate. Like
the others he has sacrificed psychic energy and is considered a Creator.
Zondas is a 7th level Promethean Headhunter and Head of Security for Port
Eclipse. He lives in the Inner City but can be found in the port proper,
conducting business on behalf of himself or the Auctors. Zondas was recruited by
Lacerta and the two remain very good friends. The Promethean is responsible for
maintaining a security force of 500 troops of varying races, most of who work
and live in Eclipse Station. As part of his charges, Zondas will have 2d6
Cyber-Knights, each has 1d4 levels; and 2d6x10 Headhunters and 1d4x5 Galactic
Tracers each 1d6 in levels. His chief deputy is Barnel, a 4th level Arcane
Detective. He is not a Creator.
Novar is a 10th level human Techno-Wizard who splits time between the realm of
Hulat and Port Eclipse (mainly the Inner City) where he manages NovaTech, a firm
specializing in TW gear for space. NovaTech markets the CG-8 "CarryAll" and CG-9
"APC" (a civilian, atmospheric, contra-gravity transport and a military version)
and TW power sources and TW armor enhancements. The firm can also carry out
standard TW Vehicular enhancements from the Rifts Book of Magic, but at a
discount and in less time. NovaTech is responsible for powering the entire Port
(both asteroid and Inner City). NovaTech employs a staff of 90, including a
dozen TWs, 8 Psi-Techs, 24 Armorers and the balance are Operators, Rogue
Scientists, Rogue Scholars and even a Cyber Doc. With the aid of spatial magic
from the Creators, they've also made several "enhanced" items not available to
the general public (powerful radio telescopes using Dislocated Perception).
Their most famous customizations include transports and starships that are
larger on the inside than the outside (Dimensional Envelopes) and craft that
have magical sensors. Custom jobs are negotiable and generally expensive. In
addition, the company can perform most of the TW Space customizations from
Rifter #10. He is not a Creator.
Trimen Tar is a 9th level True Atlantean Astral Mage who met Midas in Psyscape.
This led to establishing a pair of Astral portals and reshaping the Inner City
so that astral constructs & psychic avatars from Trimen's own Astral realm
(called Hulat) function here as well. They've also established inter-realm
transport for those with special knowledge. He aids locals with Astral
Configuration and Astral Transference magical items. Trimen's own realm is much
smaller (about half the size of the Inner City) and Hulat is the home to a
Cyber-Knight monastery, and some candidates are placed within Port Eclipse
security immediately. Most remain for a few levels before moving on. Trimen is
not a Creator.
Prad Darek is a 8th level human Celestial Mage and teaches Space Magicks at the
ISM. Most spatial mages can learn space spells mainly due to his research and
teachings.
Brekal is a 7th level Wulfen Shifter and found this dimension through travel and
experimentation. Brekal is primarily a merchant mage and responsible for
bringing foodstuffs and supernatural creatures (good ones) to the Inner City
whether it's to learn, live or visit.
Parlan is a 3rd level human Natural/Genius and is Corvus Auctor's best friend.
Parlan is a mental genius (photographic memory, bonus to skills) and a computer
whiz. He's employed as IT specialist for Eclipse Station, but has recently moved
into the Inner City.
Tatz Dubad is a 6th level dwarven Conjurer and a friend of Brekal. A bit of a
gypsy, Tatz is only allowed inside Inner City when in Brekal's company.
Greebly Farnham is an 8th level Phantom whose capacity to imitate other
lifeforms/persons makes him a valuable contact of Zondas. In his "usual" form,
Greebly is an immensely overweight human (5'7", 365 lbs) who seems to always be
eating or drinking and whose massive form belies quick movement and sharp mind.
Greebly is usually found in Port Eclipse, unless visiting Zondas and reporting
on his activities. He has many other "forms" as well.
TIMELINE
-948 Oropan Belt first colonized by independent mining concerns
-852 Cephus Auctor born in UWW
-832 Cephus Auctor becomes a spatial mage
-827 Cephus Auctor arrives in Oropan Belt
-821 Cephus Auctor marries the Silhouette mage Cassey Onyx
-819 Port Eclipse founded and built; population 90,000+
-802 Cygnus Auctor born
-783 Cephus goes into stasis, Cygnus now a spatial mage, takes over Port Eclipse
-780 Cygnus meets Lacerta, who also becomes a spatial mage
-742 Cygnus marries Amphitite the Half-Elven
-741 Inner City realm created by Cygnus, Amphitite and Lacerta; population 160,000+
-738 Midas Auctor born
-730 Cygnus founds Institute of Spatial Magicks in Inner City
-718 Cephus revived from stasis, Midas becomes a spatial mage
-699 Cephus visits Yahaadra, with help of Lacerta, destroys the Gene Techs preying on the system
-694 Cephus founds Perpetual Formulary
-690 Cephus granted a Knighthood by UWW's High King Silverlight, Holy Day proclaimed in Port Eclipse
-532 Prometheans establish two Phase Tech companies in Port Eclipse
-515 CAF establishes a "friendly presence in Oropan system and lease an asteroid research facility
-501 Midas meets and allies with Trimen Tar, Port Eclipse linked to the Astral Realm of Hulat; population 200,000+
-496 Cyber-Knights of Hulat help police Port Eclipse
-437 NovaTech established in Inner City
-313 Cassey Onyx dies in spacing accident, foul play suspected but never proven; Cephus becomes recluse
-223 Stellar Optics founded with the backing of CAF
-104 Stellar Optics completes nine-year project: Techno-Wizard Radio Telescope for CAF Discovery Corps
-025 Midas Auctor's consort bears a son: Corvus Auctor
-010 Corvus enrolls in the ISM
0 Current day
INSTITUTE OF SPATIAL MAGICKS
"Magic? Yes, you'll find magic...and the secrets of the Megaverse." -- spatial
mage Lacerta
The ISM was originally designed as a school for the Auctor's progeny, but
eventually developed over the years, thanks to friends and family, into a
diverse school of magic. Cygnus Auctor felt it wise to put down a formal process
for the endowment of future sons and daughters. He built the school with the
help of Cassey, Lacerta and his wife Amphitite, while Cephus was in stasis. The
Institue expanded over the centuries and in addition to training spatial mages,
curriculums were added for: Celestial Mages, Celestial Line Riders, Celestial
Shifters and other Space-minded magical OCCs, such as the Techno-Wizard,
Techno-Smith and the Celestial Diabolist.
The school has 1d4 spatial mages, 6d6 Celestial Mages and Celestial Line Riders
and 5d20 of the rest. Students are predominantly humans and Star Elves, but
other races can be found (Silhouettes are welcomed, the occaisional Wulfen,
Draconid or Dragon Hatchling and others such as Ultrovians and the odd
Promethean, Noro or Catyr). Applicants are carefully screened and rigorously
tested. Schooling is steeped in real-world science as well as magical arts and
dimensional information (the Astral Plane, Intro to Phase Technology, etc) and
teachers may be former students or even the Auctors themselves. Cygnus remains
Headmaster, but consults with the Chairs of each department (typically mages of
8th to 12th level).
Graduation times are 5 to 9 years of apprenticeship, depending on which program
they are enrolled in. Graduates are 1st level spatial mages. The last year of
the spatial mage program deals exclusively with Realm Creation, examining all
aspects of it in detail (security, natural phenomena, etc). Graduates are NOT
forced to sacrifice psychic energy to expand Port Eclipse or the Inner City.
They are free to make their own domains (which may NOT be linked to the Port)
but may be called on in the future to do so. Typically, once graduated, students
are filled with a thirst for exploration and adventure and move away.
ADDITIONAL SPATIAL MAGE SPELLS
Futher expansion of the spatial mage O.C.C. is provided by adding more "mundane"
spells that the class may choose from. The original numbers of the O.C.C.
haven't changed -- only the selection of spells available.
Globe of Daylight, Nightvision, Suspended Animation/Stasis Field, Energy
Disruption, Sub-Particle Acceleration, Astral Portal and Time Slip; in addition
each spatial mage may add 1d6+6 Space Magic spells from Rifter #10 to the list
of "mundane" spells normally available.
PERPETUAL FORMULARY
"Just mix it with a good port or whiskey and drink it everyday. You'll live to
see the next millenia." -- Aristall Baines Director of Marketing
Founded by Cephus Auctor 694 years ago, this alchemical company was the result
of genetic information recovered from the remnants of a group of Gene Techs,
marauding the Yahaadra system. While a great deal of data was lost, Cephus and
Lacerta were able to save several computer cores and samples from the Gene Tech
ship after destroying it. The CCW stepped in, since Yahaadra was a protectorate,
but eventually conceded portions of the salvage to Cephus after a long
negotiation. Since anagathics are illegal in the CCW (see below), Cephus took
his find to the UWW and invited a group of alchemists to Port Eclipse to carry
out research. Within 5 years, Perpetual Formulary was formed and prototype
anagathic supplements were in production. After intial outlays, sales within the
UWW rocketed and Cephus became as rich as any interstellar mogul. He's since
licensed the production of anagathics and they are available throughout UWW
space (if you can afford them -- a typical supply costs 1.5 million credits per
year). Development is still underway to adapt the drugs to a variety of
different races (humans and dwarves are currently the best subjects) but other
humanoids (such as Wulfen, Uteni and Noro) are still in development. Originally
the drug gave 5-to-1 extension of life (5 years for each year taking the
supplement) but currently the formula has been refined to grant anywhere from
20-to-1 to 50-to-1 depending on physiology of the individual. In game terms a
saving throw of 12 must be made for the supplements to work on a particular
individual (for humans and dwarves -- the GM may raise the save for other
races). Despite this hurdle, there are still more than enough individuals who
can benefit from their use, providing they can afford it.
Note: anagathics aren't mentioned in Phase World canon, so this is a house rule.
DISCOVERY CORPS BASE
"Yup, that's our little piece of heaven, out there at the farthest Lagrangian
point. Just don't come calling." -- Discovery Corps Pilot Medwell Likke
On a remote asteroid, beyond the Port's normal spacelanes, sits an unassuming
arcology that houses a relatively small contingent (about 200) of the CAF
Discovery Corps. Around 500 years ago, the CAF expressed an interest in working
with Cephus Auctor, after the incident at Yahaadra with the Gene Techs. While
Cephus refuses to do military research he found the Discovery Corps to be less
like martinets and more like explorers, something he relates to. He offered them
a 250-year lease, which they snapped up and have renewed each time so far. Of
course Cephus came and went as he chose, and the CAF team soon found themselves
working with the port's techno-wizards, funding them to develop "exploration"
technology. It took nine years, many millions and a special training program and
team, but it has paid off, as Stellar Optics completed its "Galactic Telescope"
which allows the Discovery Corps to not only observe very remote portions of the
galaxy -- but to do so with great precision. The 'scope can't look beyond the
galaxy it's in, however it can be moved and used in that manner. It takes a team
of 8 psychics (invariably Noros) to power and use the 'scope for 20-45 minutes.
Currently the 'scope can reach targets that are 20 times beyond the range of
technological sensors. Each year the team pushes the envelope and expands the
range so that within 5 to 7 years they feel they'll be able to reach and observe
the Threshold-- a great aid in the quest for the Cosmic Forge! Present at the
base are 20 or so small ships and a converted Scimitar warship, Burden, modified
to carry its special cargo.
In game terms the Galactic Telescope uses the spatial magic spell Dislocated
Perception and requires eight psychics using the super-psionic power of Gestalt
Circle (from Between the Shadows) to power, focus and use it. The telescope
requires a minimum of 30 levels to function properly so participants must be 4th
level (or any balance that meets this requirement). Among the psi-team are 3
members with "Photographic Memory" (a version of Total Recall) and overseen by
an external member adept with Mind Bond so that experiences can be recorded
accurately. To determine range of the device use 3d6x10 parsecs (roughly 100 to
600 light years) and add 1d6 for each year the project continues (4d6x10
parsecs, 5d6x10 parsecs, etc). As demonstrated during the test program, overuse
results in temporary insanity for the team (all in the circle and the Mind
Bonder) -- and GM should use any of the tables (like Fourth Dimension
Transformation or Curse of the World Bizarre) they feel are appropriate after
each week of use. This means personnel are rotated regularly. Maximum range
should top-off around 12d6x10 parsecs, which might mean the request for a new,
more powerful 'scope, which should take 50% of the time to build (5 years) and
cost around 300 million credits, but has a 1 billion credit price-tag, netting a
profit of around 700 million.
It is important to know that the Galactic Telescope, its use and existence are
highly secret and are NOT common knowledge within Port Eclipse, the Inner City
or the CAF/Discovery Corps.
OTHER BUSINESSES:
Inner City Bank -- owned by the Auctors, usually has 1d6 billion credits.
Jewels and Niceties -- owned by private venturist, it buys and sells precious
gems (including TW grade gems).
Auctor Tower -- a 50-story modern tower owned by Cephus and houses his family,
servants and businesses. The ISM takes the 20th to 25th floors. Perpetual
Formulary has the 30th to 40th.
Lakeland -- a lakeside community of 800 homes including a small marina. Electric
groundcars are favored by the locals, though contra-gravity and TW flying items
can be found as well. The populace is predominantly mundanes. There are dozens
of other residental areas around too.
Center Street -- is the main area for business and commerce, housing NovaTech
and Zondas' private office. Auctor Tower looks down on Center from the next
block. Here you'll find the usual offices present in any city.
Inner Mind -- is a brand-new center for Mind Melters and other psychics that are
based in Inner City, and so far has 2d6 members each 1d6 in level. A few of the
Psi-Techs from NovaTech stop by here, as well as travelers.
Stellar Optics -- a subsidy of NovaTech, they specialize in TW items, including
small custom sensors for starships and shuttles and Radio Telescopes used by the
CAF Discovery Corps base. This manufacturing company is set apart on its own
plot of land and is a high security area.
Astral Palace -- a small shop run by Trimen Tar, with a mystic connection to his
own Astral realm. Trimen and a psychic avatar sell Astrally configured goods
(some permanent, some temporary) and items, as well as arranging Astral Travel
for those who can afford it.
THE AUCTOR FAMILY YACHT -- The Cassey-O
Model Type:CY-30
Class: Civilian Yacht
Crew: 8 and 20 passengers
MDC: Base of 200 all-around and another 600 from force fields. This ship
can phase like a promethean vessel.
Speed
Sublight: up to Mach 6 via contragravtiy
Fold Space: instantaneous movement for up to 1 LY
FTL: 1d10+90 parsecs per day (1 parsec = 3.26 LY)
Range: effectively unlimited, but requires maintenance (12 hours or so)
every 600 parsecs
Phase Transceiver: allows it to instantaneously teleport to Phase World
Statistical Data
Height: 60 feet
Width: 135 feet
Length: 290 feet
Weight: 200 tons displacement
Cargo: 70 tons normally, but dimensional envelopes can provide almost
unlimited extra room (see spell)
Power System: Anti-matter powerplant and Fusion backup. Several PPE
batteries (10,000 PPE total)
Market Cost: Stock is about 30 million but x100 with magical enhancements.
Weapon Systems:
Two triple turrets each with
small point defense laser
small cruise missile launcher
small gravity beamer (both pressor and tractor options)
Holds 25 missles.
STARSHIP ENCOUNTERS FOR PORT ECLIPSE
GM roll 3d6, then choose a Mission appropriate to the situation.
Die Roll Ship Type Mission
3 Naval/Scout Vessel Maneuvers/Patrol
4 No Encounter
5 No Encounter
6 No Encounter
7 Non-Starship Distress/Transport/Charter/Smuggling
8 Civilian Distress/Smuggling/Courier/Business/Pleasure
9 Merchant Transport/Trade/Distress
10 Merchant Transport/Trade/Distress
11 Non-starship DistressTransportCharterSmuggling
12 Merchant Transport/Trade/Distress
13 Merchant Transport/Trade/Distress
14 Civilian Distress/Smuggling/Courier/Business/Pleasure
15 Civilian Distress/Smuggling/Courier/Business/Pleasure
16 Merchant Transport/Trade/Distress
17 Non-starship DistressTransportCharterSmuggling
18 Naval/Scout Vessel Maneuvers/Patrol
Naval/Scout Vessel -- may either be Port Eclipse defense craft, UWW Naval
Vessels or IDF ships in from a neighboring system. Naruni, Hargital and TGE
ships are never allowed into port.
Merchants -- are likely to be from neighboring systems coming from and going to
the UWW via wormholes. A few stop in Port Eclipse first.
Civilians -- can mean just about anything, from Galactic Tracers to Runners or
just normal spacers, travelling.
Non-Starships -- small, system craft incapable of moving between planetary
systems. These are likely to be transport craft from a larger ship, or locals
going about their business.
SAMPLE WORMHOLES FOR THE OROPAN SYSTEM
Interspatial Flexures (wormholes) created by the Auctors are set in a circular,
clock configuration around the system, above and below the ecliptic (plane of
rotation) of the belt, the other planets and most heavenly bodies. The Auctors
have configured the portals so that they'll respond to narrow-band, radio
signals, opening and closing only when the correct signals are received. Most
are permanent, though occaisionally some will fade or dissipate. Changes are
made every 3 months. In extreme emergencies portals can be reconfigured within
minutes by an Auctor.
D1 aka "Departure One" this wormhole is located far below the ecliptic of the
Oropan Belt and deposits craft about 6 AU distant, in a gravity-free area, and
prime position to head for Bertram's Star, a neighboring planetary system
leading towards the inner portion of the Anvil Galaxy's Halo and 3 parsecs (9.78
light years) away. This wormhole can shave 1d6 hours off an outbound trip to
Bertram's Star.
D2 aka "Departure Two" is situated just above the ecliptic of the belt, and
allows ships to traverse the asteroid belt, exiting near a place known as the
"The Oropan Gap" (a break in the asteroid belt). In terms of the position of a
clock, D2 would be located at 1 o'clock and the exit point would be at 8.
P1 aka "Power One" is situated just above the ecliptic (4 o'clock position) and
places a craft many AU away near Oropan IV, the system's gas giant. Primarily
used by tankers and ice miners, local craft can skim the gas giant and recover
hydrogen for magneto-hydro dynamic powerplants (used by old ships and primitive
arcologies) as well as ice mining from the gas giant's moons, to recover water.
There's a return portal (RE1 near the gas giant) which deposits ships back,
about 1 million miles from Port Eclipse, making it roughly a 26 hour round-trip
(leave, skim and return).
R1 aka "Research One" is situated below the plane of the ecliptic and deposits
the craft within 2 AU of Oropan's White Dwarf main star. A return portal RE2
brings you back to D2, "The Oropan Gap."
TP1 or "Transport One" leads to UWW world of Varo, a veritable greenhouse world. A
jungle paradise, this planet is popular with cruise-goers. It also supplies
Oropan with a wide variety of foodstuffs and lumber.
TP2 or "Transport Two" leads to UWW world of Grennock, a typical, stellar-age planet,
almost indistinguishable from many CCW worlds. Grennock is home to several
merchant clans of Star Elves, who use Port Eclipse as a jumping off point for
forays into the Anvil Galaxy. Grennock is a four hundred light years from Oropan
physically. The elves also welcome travellers and sightseers. A Warlock Naval
base provides tight security for locals, as well as supplying reciprocal
protection for Port Eclipse when necessary.
TP3 or "Transport Three" leads to UWW world of Walan, a colony-world located along an
outer, spiral arm of worlds among the UWW. It's remote location means its hungry
for an influx of merchants and visitors. This planet is a good place to sell and
trade goods, as well as hide.
TP4 or "Transport Four" leads to the UWW world of Pagoda, a stellar age planet near
the UWW frontier. This is handy for those who wish to exploit the independent
worlds in the area, or venture back into UWW space. Frontier worlds are always a
good source of trade.
Note: codes to activate the wormholes can be gained in a few different ways
(payment, subterfuge, or piggy-backing a ride through via stealth), but should
always be role-played.
SAMPLE TECHNO-WIZARD ITEMS
TECHNO-FAMILIARS
Developed by NovaTech, this allows a mage to "bond" or link with a computer via
magical means, and use it like a familiar. Almost any device that uses a
computer can be bonded with (GM discretion) but this is most often done with
computers and vehicles.
First an artificial intelligence is placed inside the computer using the spell
"Friend in the Head" from Through the Glass Darkly. Once so enchanted, the mage
may then spend PPE (permanently) to bond with the item, using the entries listed
on pages 45-46 from that book. The permanent loss of PPE prevents the mage from
bonding with everything in sight (except Lizard Mages and Godlings etc, etc).
Not all of the powers listed are available either, though some are given for
free.
Available Powers from Through the Glass Darkly:
#5 Human Intelligence (5 PPE) and the PC may choose between the amount
rolled by the spell (3D6) or this option (2D6+7)
#7 Loyal (no PPE cost, conferred automatically to 98% of those sold)
#12 Telepathic Link (5 PPE)
#13 See the Invisible (5 PPE and the device must have some sort of optic system)
#15 Sense Evil (5 PPE)
#16 Sense Magic (5 PPE)
#17 Share Memories (10 PPE and the device must have some sort of memory storage, size is not an issue)
#18 Share Sight (10 PPE and the device must have some sort of optic system)
#19 Superhuman Intelligence (15 PPE)
Differences from the spell:
The builder of the item (usually the TW that sold it) casts Friend in the Head
normally, paying his own PPE. He now has 1d4 weeks to bond the item to another
person (someone able to use TW items -- either a mage or psychic). They can then
expend their own PPE, making the enchantment(s) permanent. If they do not have
the PPE, then they cannot bond with the item.
98% of the time the artifical intelligence will be friendly and beneficial,
otherwise the GM should use the information provided by Friend in the Head to
give the PC a problem "friend". The familiar can always be destroyed, and the
loss of PPE is still permanent. Since it will generally be friendly, option #7
is given automatically at no PPE cost. Even if the AI isn't friendly, it will
start out so (for 1d6 days). The GM will have to decide about any refund policy.
Since most weapons and items have computer components, it's possible a mage or
psychic could bond with his weapon or a vehicle. Imagine having a contra-gravity
vehicle (like a Maniple APC, or a starship) that has a magical, intelligent and
sentient computer controlling it! It could startup in response to a mental
command, or fly to its master, or engage sensors or the radio on his behalf. In
general, GMs should allow the computer to be able to control all electronic
functions of the machine in question. Physical ones are another matter. A bonded
laser pistol should be able to fire itself, but would be unable to lift and aim
itself without physical help. Most modern aircraft have "fly by wire"
capabilities and are computer controlled. The GM should be aware that unless the
craft has a "robotic structure" (can do things on its own) it can't open doors,
fill oxygen tanks, etc. It may be possible to purchase a "robotic" raven or dog
or cat and then bond with it, to simulate a convential mage's familiar. Further
augmentation, such as having it enchanted with Telekinesis or flying ability is
left up to the GM. Both players and GMs are encouraged to look at the Charms
section of Through the Glass Darkly for additional types of augmentation.
Option #10 Speech is not listed, since it would be relatively simple for a Phase
World character to purchase a speech synthisizer and software program to do so.
A good list of computer abilities are in Ninjas and Superspies. Sense Magic and
Sense Evil are mystical in nature and don't require any special hardware. Sight
is driven by some sort of optic sensor (including mult-optic eyes, imaging radar
and the like). Remember radar can't resolve colors or writing on a piece of
paper, but a simple camera can -- and transmit it's picture to its master via
#18 share sight, or even via radio using a data link. Damage to the device, or
countermeasures may affect its ability to function.
If #19 is chosen, the computer must be something powerful, like the Holographic
Personal Computer on p143 of Dimension Book 2: Phase World, or a laptop or
vehicle or starship computer. No guns or any devices with limited or dedicated
computer ability.
Cost: 156,000 credits (either pre-made or custom built)
COMMAND & CONTROL INTERFACE (CCI)
Another product made by NovaTech duplicates some of the remote access and
control available by the psychic power of Telemechanics and Telemechanic Mental
Operations. Using the spell Machine Empathy (AU Galaxy Guide) a regular
Universal Headjack is enchanted and then surgically inserted into the person, as
a normal headjack would. However, instead of using a cable, the person is
connected to the equipment mystically, up to a range of 40 feet. The unit can
only interface with items that could work with a regular headjack.
Opertations-wise, the item functions the same as the spell Machine Empathy.
Changing from device to device is simple and can be done once per each melee
action the character has. The machine doesn't run any faster, only the accessing
or controlling of it. For example a character with a CCI with 4 actions per
melee, could access his computer and set it to query a database, access his
radio and tune it to a particular frequency, access a radar set and set it to
scan, and access his holographic display and turn it on, all in a single melee
round. Processing the data takes concentration, and may affect other skills or
combat. The interface works with most machines, but the GM may preclude its use
against machines controlled by others (wrestling away the control of an
opponent's starship, or walking into a bank and controlling its ATM or
electronic bank vault door).
Cost: 20,000 credits
INTERCHANGE TRANSMITTER (IC)
This item combines the mundane use of a laser communicator, with energy
transformation and travel. A shipboard laser communicator is augmented to
transform living beings and their possessions into energy (light) and send them
at the speed of light to a corresponding receiver, then turn them back into
matter. The use of the spell Metamorphosis Energy (AU Galaxy Guide) makes the
trip possible, allowing people to effectively teleport between relays. Normal
range is 200 miles, so it's quite easy for transport between a ship in close
orbit (80 to 100 miles) to the surface and back. Distance covered is limited to
line of sight and the laser can be blocked by clouds or thick smoke and rain.
Deployment from orbit is accomplished by launching a special probe carrying a
laser transceiver. After reentry, it parachutes down, airbags deploy on impact,
so that it always lands right-side-up. The probe unfolds into a petal-like
formation and the internal laser swivels up and connects with the craft in
orbit. Once diagnostics give the green light, transports can occur between the
two sites, both ways, for up to 2 hours. Recovering the probe is possible, via
Teleport: Lesser. Transporting between vessels in space is also possible, even
if the destination ship isn't magical -- as long as they have a laser
communicator. The subject in transport, simply materializes next to the laser or
computer station nearest to the device, but the transport is only one way.
Cost: 200,000 credits
GALACTIC COMMUNICATOR UNIT (GCU)
This item appears in many configurations, from a small wrist communicator,
backpack version or standard FTL communicator seen aboard starships and
buildings.
Using the spatial mage spell Dislocated Perception the unit & it's companion
allow instantaneous communication regardless of range. The transmission is also
undetectable and unjammable by mundane means, though a mage might tell it's
magical (only when functioning, it's a TW device) and possibly use spells as a
countermeasure.
Communication is full color, holographic video, audio and can even transmit the
senses allowed by the spell. Best of all it can also interface with standard
communicators, but the additional sense options will not function, and it is
limited to the medium (radio relays only voice etc). Communications is limited
to one-way, unless the Galaxy Communicator is within range of the other device's
transmissions.
An expensive and rare item, this was built for the Creators of Port Eclipse and
friends of the owners. Tri-Galactic Military Services (TMS) and certain factions
within the UWW also purchase these items.
Cost: 1,000,000 credits.
MYSTIC SENSOR UNIT (MSU)
Built along the lines of the Galactic Communicator, the Mystic Sensor functions
slightly different, providing only visual and audio information to the user.
These units use Dislocated Perception, but are cast by low-level spatial mages,
so range is between 100 to 10,000 miles. Communication isn't possible (can't
interface with a Galactic Comm or other type of communicator) only the sensory
information described earlier. The sensor can be built into any existing sensory
unit (like the PSE-7000 from Dimension Book 6: Three Galaxies, or a vehicle
sensor unit), but it must have some sort of optical sensor to function. Other
sensory augmentation may occur such as See the Invisible, Sense Evil and Sense
Magic, which will function at the range of the device. GM can determine how
quickly the sensor functions by direction and range:
1-100 miles -- 1 melee round
100 to 1000 miles -- 4 melee rounds (1 minute)
1000 to 10,000 miles -- 8 melee rounds (2 minutes)
Note: the scan is NOT limited by the horizon and can "peek" over it.
To detect a ship in orbit, or scan a remote area the user must be facing it and
must wait the times described above, otherwise the results are inconclusive. The
scans can be recorded by computers.
Cost: depends on model, generally 50,000 to 250,000 credits.
CELESTIAL CLOAK
This is a magic item available only to the Auctors or any graduate of the ISM.
Since most students generate income by casting spells for NovaTech or other
firms, they can usually afford one of these. This is a jet-black cloak with a
star field imprinted/embroidered on it. It has the following powers, each usable
once per day:
Chameleon, Protection from Space, Armor of Ithan, Redirect Damage, Mystic
Portal. The item functions at 8th level.
Cost: 180,000
VEHICLE ENHANCEMENTS
These are additional customizations performed by NovaTech for locals and
travellers to the system.
Note: most of the spells here are cast by low-level students of the ISM making
extra money, so performance tends to be on the low-end.
Applied Effect Manipulation -- can be cast onto a vehicle improving speed
between 25% to 100%. Weapons that use projectiles may also have their damage
improved.
Laser Damper -- using Alter Environment, a vehicle can erect a field around
itself making it impervious to laser attacks. This has the effect of darkening
the area, but any light intersecting with the vehicle, will simply pass through
it harmlessly. Since space is very dark, this can also be used as a simple
cloaking device against visual means or LIDAR (laser imaging radar).
Galactic Tracker -- a somewhat simple device, using a modified gravitonic weapon
or grenade launcher, mini-missle launcher (or shipboard launcher for starships)
which delivers the spell Dimensional Tracker by hitting the target, allowing the
shooter to track it (be it a person or object or vehicle), almost anywhere in
the Megaverse. Another version called the Galactic Beacon allows persons to
track their own people or items.
Portal System -- this is only for short range teleportation (300 feet or less)
and usually only done within ships or between ships rendezvousing closely in
space. Using Mystic Portal, this is a handy way to load/unload cargo and deploy
crew and supplies within the ship, or quickly move troops outside of the
vehicle. All 3 effects are possible, so the buyer can switch between short-range
teleport, insubstantability, or 1-way transport.
HOOK, LINE AND SINKER ADVENTURE
Cast the First Stone
Hook: This is a high-level adventure set in Port Eclipse's past. Characters
should be at least 8th level and may even play Cephus Auctor, his wife Cassey, a
bodyguard or Lacerta.
Line: After travelling in the Cassey-O into the Corkscrew Galaxy, the Auctors
heard about a planet that had an excellent playhouse company. Cassey, Cephus'
wife enjoys theater and within a few days, had crossed nearly 1000 light years
and took orbit around Yahaadra, a planet that has knowledge of interstellar
technology, but whose own is only Information Age. Arriving during the day
(Cephus wife is a Silhouette and won't go planetside until dark) Cephus and a
bodyguard teleport down to the surface to find the theater company and purchase
season seats. Despite his powers, Cephus isn't omniscient, and must ask for
directions and information. Since they're obviously outsiders, most people run
away from them or simply ignore them -- something quite different that what
Cephus was told about the "friendly" place.
Sinker: Yahaadra has been suffering from a rash of kidnappings and
disappearances, always at night and the victims usually vanishing without a
trace. Recently, a witness to an assault, described the attacker as a "demon".
Just before the first night's performance, another attack takes place and
Yahaadra is placed under curfew by the CCW, who have been called in. The Auctors
now planetside, are quite put-out and end up partying in the empty amphitheater
by themselves since the play was cancelled at the last minute. While this
happens another demon attack takes place and Cephus Auctor witnesses it. Using
Expel Demons, he foils the creature, which used a spacecraft of some type to
leave. Using his spell of Dimensional Tracker or Dislocated Perception, Cephus
was able to witness the foul creature's flightplan and report to its
"superiors". Throughout the rest of the night, Cephus checks in periodically on
the creature and finds that it is headed for a hidden orbital facility, where he
discovers a lair of Gene-Techs, conducting experiments on the locals, using a
small army of demons to recover their subjects. By way of a portable portal, he
returns to the Inner City and recruits Lacerta to aid him rid Yahaadra of this
scourge. The Cassey-O folds to a safe spot nearby. Their final plan is to create
a wormhole near a moving asteroid and have it smash the Gene-Tech ship, but
first Cephus, Lacerta -- and the PCs -- must board the ship to free as many as
possible.
OTHER ADVENTURE SEEDS
Due to the diversity of the setting, the campaign need not revolve around
spatial magic (or any magic). The port is still a typical space setting and
exploration, mercenaries, intrigue may intrude on the day-to-day functions of
Port Eclipse.
Possible scenarios:
1. The PCs are travelling through the port looking for a Uteni (a non-Naruni
employee) and a shipment of 2 tons of Naruni gear, stolen from the Phase Adepts
of Center. If they find the Uteni, a special reward awaits them (the gear is
almost inconsequential to the the Adepts). A Uteni was spotted by one of Zondas
security men and check of surveillance videos shows he booked passage on a
cruise liner heading into the UWW frontier, but had no freight.
2. The PCs are hired by NovaTech's Precious Stones Procurer as security. While
Jewels and Niceties is a decent source for small quantities, a large shipment of
gems is being brought in for a special project. The GM should fast-forward
things a bit, have them work for NovaTech for at least a year before getting
this assignment.
3. The PCs are evil and get wind of #2.
4. The PCs are hired by a Galactic Tracer who works for Zondas. The Promethean's
friend Greebly Farnham has taken a trip to nearby Bertram's Star, and hasn't
been heard from in over a week. He could be on the ship in #5 or may have moved
elsewhere. Zondas gives them a specially modified hand-scanner which will sense
Greebly when within 25 yards of him.
5. Trans-Galactic Salvage & Rescue (a small company) is looking for a group of
space-worthy individuals to help them salvage (loot) a vessel recently
discovered in deep space. Only individuals with useful skills will be hired
(zero-g experience, piloting, computer and electrical/engineering) who must
board the ship and begin operations.
6. If one or more of the PCs is a wizard, they make the acquaintance of a TW
named Gindle, while at Center on Phase World. Gindle is travelling to Port
Eclipse after a "visit" to Rifts: Earth. Just before leaving, a pair of Naruni
Repo-Bots try to kidnap or kill the TW, but his Negate Mechanics pistol enables
them to barely get away. Gindle (who is 3rd level) will hire the PCs as
bodyguards until they reach Port Eclipse.
7. The PCs are hired by a small mining firm to provide security (or participate
if they have the requisite skills, such as Zero-G Experience, Piloting
Spacecraft, etc). The company is building a small arcology (roughly the size of
a 4 story building) and needs help. Naturally, living here, they'll get to know
the port.
8. The PCs are with the Discovery Corps (either officers or Noro
Psi-specialists) and heading to Port Eclipse from Bertram's Star, for their new
assignment.
9. A civilian within Eclipse Station is quietly looking for "specialists" to
penetrate the Discovery Corps base and bring him back info. If pressed, he shows
ID that reveals him to be part of the CAF Inspector General's Office and is
conducting a test of security conditions. The man is a Superspy (see Rifts:
Mercenaries) and is working for 1) the TGE, 2) The Omegan Order, 3) Naruni
Enterprises, 4) Rival UWW faction or 5) he really is with the CAF.
10. A Cloud of Smoke followed by a Thunderclap gets the PCs attention while
visiting Eclipse Station. A young (19 years old, 2nd level) Ley Line Walker is
running from a pair of goons (choking and stunned) chasing him. Gunnar needs to
get the briefcase he's holding to his shuttle and over to the Bacchus (huge,
casino-cruise ship sitting in orbit) and get the goods to his boss. Another pair
of goons isn't far behind, and a gun-fight erupts on the station. If the group
gets back to the Bacchus, they discover that Gunnar was given the wrong
briefcase by the hotel clerk. Was it intentional? No they wouldn't be chasing
him now. Would the PCs want to make some extra money by retrieving the right
one? The briefcase contains: 1) 200,000 credits in gambling debts owed by
Greebly Farnham, 2) TW schematics being sent by NovaTech to a subcontractor in
the UWW, 3) 365 doses of anagathic medicine (worth 1.5 million credits) for the
owner of the Bacchus.
11. A human in port has somehow snuck into a private cargo area and is watching
a starship from Red Branch Shipping unload. Company security prohibits this and
he's asked to leave by a pair of company troopers. The man is a Temporal Warrior
and his friend, a huge space wulfen, is a renegade Phase Mystic, who responds to
his friend's call for help. The pair turns away about a dozen or more armored
troopers, before vanishing. Red Branch "arrests" the PCs since their craft is
parked next to the offender's, before Zondas' men arrive and free them. Red
Branch is a snotty, 800 lb gorilla that has this sort of reputation. The next
day, the Red Branch VP of Distribution for this sector of space is kidnapped
from Port Eclipse and the ransom note (a continuous-loop, holographic, 3D
player) is found inside a room the PCs have, by a steward. Red Branch is
instructed to have the pair's starship (now in impound) moved to a remote sector
of space, along with 2 million credits for the safe return of the Red Branch VP.
Needless to say Red Branch has turned its full attention on the PCs, suspecting
they're in cahoots with the kidnappers. They place the ship in a remote area,
then disable it (if the GM likes he can use #5 above).
12. The PCs are hired by an oriental gentlemen via interstellar radio. He'll not
deal with any elves or Phase Mystics. Sitting in one of the lockers within
Eclipse Station is the receipt chit for a load of freight (approximately two
tons) sitting in the yard of Eclipse Storage & Transport. It's a typical old,
used space container, with several paint splotches on it. The man, who was
recently in Port Eclipse, had to return home when a family member took ill and
was unable to find transport for the cargo. Rather than spend the money to
return to the port, he's looking for someone to take the goods into the UWW
frontier, where he'll meet them, reimburse their expenses and pay them a
handling fee which is negotiable. The container is code-locked, but can be
opened by some serious hacking ability or laser torches and 1d4 hours of
cutting. It contains a wide variety of Naruni gear and weapons, all brand-new
and is worth an estimated 2 million credits. GM see #1 above. The Uteni now has
a few doses of a cosmetic nano-virus, which can alter his skin color to a
pinkish hue for 3d6 hours. This situation may or may not strike the PCs as odd,
since their are a half-dozen freight companies in port who do this sort of thing
everyday. To get the chit, the PCs can use a crowbar, laser scalpel or other
means.
13. The PCs are aboard their starship within 2 or 3 light years of Port Eclipse.
Sensors pick up a small, 20-ton shuttlecraft floating dead in space. A quick
scan of the vessel seems to indicate it's in working order (antimatter reactor
is working, electronics work) but there's no lifeforms aboard. If the PCs are
close enough and they can Sense Magic (like a ley line walker) they'll sense
magic. Also, the craft will retreat from them, flying for a few melees at mach 3
to 6 before stopping. Finally after 3 or 4 jaunts, they'll receive a radio hail
from the ship. A pleasant female voice will inform them to stay away. The GM
should inform the PCs that the shuttle still registers no lifeforms. If the PCs
can placate the ship (roll a 1 on a d6, or move the craft away again) it will
remain stationary and they can board it. The ship is a "bonded familiar"
described above, holding abilities #5, 12, 16 & 17. However a magical anomaly
makes #17 intermittant, causing it to lose its memories and turn on the person
its bonded with. Whenever it loses 17, it uses its ability to Sense Magic to
bond with another mage (must sacrifice PPE permanently) and then eventually will
attempt to eliminate the mage and friends, growing more and more paranoid each
passing day. The ship is named The Darla Ann and a check of her log will reveal
that the last owner and crew was spaced a few days before by the magical AI.
When bonding, Darla Ann will attempt to lockout anyone inspecting her logs
(they're strangers), but a talented hacker might be able to get the information.
an adventure setting for Rifts: Phase World
by Gadrin
Oropan System Data
Main Star: Oropan (White Dwarf)
Number of Planets: 3 (Oropan II, III, IV, all outside the biozone)
Oropan I
Type: Asteroid
Diameter: Miniscule
Gravity: Miniscule
Temperature: Cold
Environment
Atmosphere: None
Terrain: Two*
Hydrosphere: None
Biosphere: Moderate*
Civilization
Population: Colony
Technology: Stellar Age
Economy
Primary: Industrial
Secondary: Commerical
Wealth: Average
Government
Type: Mageocracy
Law Level: Lawful
Popularity: Popular
Stability: Stable
*see details below.HISTORY
"What can I tell you about Port Eclipse? Hmmm, let me think. A place
vibrant and sedate, whether it's the bustle of the people and starships
in its port, or the wind sweeping over the lake of the Inner City. What?
Yes, I know the Galactic Knowledgebase says it's simply an asteroid
belt. Come now, step inside and see what its builders have made." -- Astral Mage Trimen Tar
* * * * *
e·clipse [i klíps] n (plural e·clips·es)
Astronomy: obscuring of a celestial body: the partial or complete hiding
from view of a celestial body, for example, the Sun or Moon, when
another celestial body comes between it and the observer.
Circling a White Dwarf main sequence star, the Oropan Belt, better known
now as Port Eclipse, was founded nearly a thousand years ago by the
mining concern, Hadroban Minerals, now defunct. Like many others, the
Oropan Belt was a lawless boom colony, attracting an influx of greedy
outsiders. However, the colony stagnated as no rich strikes or bonanzas
had ever been found. The Oropan belt was a steady, but unspectacular
producer.
Some 800 years ago, the spatial mage, Cephus Auctor arrived at Oropan,
while conducting some magical space folding and wormhole experiments. He
took up residence in the small frontier outpost, living in an arcology.
Here he had plenty of time to study and perfect his spells. He was also
of the opinion the system could be improved, by getting rid of the
riff-raff and mercenaries that preyed on the place and used it as a
base. After currying local favor he did so, displacing offending ships
and crews randomly about the galactic region and Oropan settled down to
business. Not long after, Cephus married (a Silhouette named Cassey) and
created his first spatial realm, building Port Eclipse "within" a
massive, unexplored rock of the belt, creating huge portals through
which starships and other spacecraft could "enter" the port. Word of the
improvements spread and starships from the surrounding systems appeared,
enabling it to flourish.
Cephus and Cassey had a son, Cygnus, who was tutored in the arts of spatial
magic and soon took over for his father, who went into stasis. Cygnus was
instructed to wake Cephus after he'd sired a son and the boy turned 20. They
would both teach him the art of spatial magic. Soon after Cygnus met the
Draconid, Lacerta, who had the aptitude for spatial magic as well. Cygnus
tutored Lacerta who took to spatial magic fast. After decades of adventuring,
Cygnus finally married Amphitite (half-elven ley line walker) and settled down.
Cygnus, his wife and Lacerta created the spatial realm he called the Inner City
-- another "level" inside the asteroid. Here they built a paradisical city
within it's own dimension, home to friends and family and established the
Institute for Spatial Magicks (ISM).
Cygnus eventually did have a son -- Midas -- and soon Cephus was brought out of
stasis and reunited with his family. Midas was an apt pupil, but headstrong and
stubborn, and Cephus, Cygnus and Lacerta took him many places and showed him
many things. But there were also times when the boy was on his own, which
prompted a return to Cephus' career as an adventurer. While visiting the
Yahaadra system in the Corkscrew Galaxy, Cephus discovered the place was
systematically ravaged by demons, kidnapping citizens and terrorizing the
populace. Cephus was present during an attack, promptly banished the demons and
then followed them via his spells, observing their lair and masters -- a group
of Gene Techs living in an orbital, facility in the outer system. Cephus and
Lacerta attacked the Gene-Tech ship, killing nearly all present. The CCW
stepped-in, sending in follow-up teams, which were able to gather a
treasure-trove of genetic research and information, far beyond current
capabilities. From this, Cephus was able to market a form of anagathics
(anti-aging drugs). While illegal inside CCW space, he was allowed to do so via
alchemists in the UWW, his place of origin. This earned him a knighthood, a
fortune, and Port Eclipse now had formal ties with UWW's High King.
GROWTH AND RECOGNITION
The anagathic discoveries also meant Cephus and his progeny would live for
millenia, and as their line expanded so would Port Eclipse. Through Midas,
Cephus, Cygnus and Lacerta formed an alliance with the Astral Mage Trimen Tar,
and the Inner City was now linked to the Astral Kingdom of Hulat, and to the
astral plane itself.
In addition, space traffic in the surrounding system blossomed as Cephus and his
sons created dozens of wormholes to link the port with other portions of the UWW
and the Three Galaxies. These wormholes (coined Interspatial Flexures by the
Auctors) are hidden in different parts of the Oropan system and are accessible
to authorized ships possessing special access codes, which are changed
regularly.
Over the years additional settlements sprang up (with Cephus' permission
naturally) and Port Eclipse supports a dozen smaller, independent space stations
and asteroid arcologies. Even the CAF Discovery Corps maintains a small base
within the system.
The Inner City was expanded with the help of Midas, and the Auctors brought in
several firms which would use it as a base of operations: Perpetual Formulary
(Cephus' alchemical company), NovaTech (a group of Techno-Wizards), Stellar
Optics (an off-shoot of NovaTech and backed by the CAF), and the expanded
Institute of Spatial Magics (ISM), which was founded by Cygnus.
PORT OVERVIEW
Ships entering the system must receive permission to dock at any of the
facilities, but Eclipse Station is the main one. The interior of the asteroid
appears to have been hollowed out and supports life and business much like any
space station. While several massive portals allow access, it too is restricted
by access codes, changed regularly by the landlords. In actuality the interior
is its own seperate dimension and destroying the outer asteroid would not harm
the inner port.
While not a large installation by any stretch of the imagination, Port Eclipse
can handle over 200 ships. Docking fees are 100 credits for three days, 50
credits per day after that. The port is favored due to the fact of two
Promethean companies are present (which can fix and install phase tech, and
sell/install Phase Transceivers) a popular technology in the Three Galaxies.
This means that locals have instant access to Phase World (which has not
permitted the Auctors to create a wormhole to their system). Several
interstellar cruise lines and other merchants pay to use the place as a hub for
voyages into the UWW. While Port Eclipse is not officially UWW "soil" it does
enjoy the periodic company of ships from the Warlock Navy, who put into port for
repairs, as well as friendly visits. Many hotels and restaurants litter the
port, and numerous companies selling and trading stellar age goods are present.
Current population, is roughly 120,000.
DISTRICTS
Whether you're in Port Eclipse or the Inner City, you'll find the areas are
divided into districts to help manage things.
Heavy Industry is quite common around the Port, since mining, starship building
(on a small scale) and construction are daily pursuits. Most heavy industry is
separate from the port but keeps offices here. Construction and mining firms are
often transitory and may be starship based.
Financial groups are needed to finance these operations (as well as others)
these are linked with the Commercial district which also covers regular
businesses like the hotels and restaurants, shops and markets which are staples
of everyday living.
The Government district maintains the Port Authority and keeps an eye on
operations (including policing).
Residential is predictably the largest since it covers all persons living in
independent arcologies, Eclipse Station or the Inner City.
TRANSPORTATION
Aside from starships and shuttles, transportation within Port Eclipse is handled
by mag-lev tubes and displacement booths. Mag-lev uses magnetic levitation and
is for carrying the maximum amount of passengers, and a few belongings the
farthest distance for the cheapest amount. Displacement booths ignore spatial
constraints and work instantaneously and are reserved for taking a single
individual from one end of the Port to another. They're also costly, 10 credits
per use, compared to the mag-lev tubes which are 1 credit each.
Movement from the Port to the Inner City (and vice-versa) is restricted and
accomplished via portals which respond to certain access codes. These are
changed regularly and those who shouldn't be inside will trigger an alarm heard
by all Creators. There are portals that allow large equipment through for
special work.
In addition, intra-system and extra-system transport is available via the many
wormholes created by the Auctors. At any one time 6d6+6 wormholes are present,
which link the inner and outer system, or that lead to other dimensions or
portions of the Three Galaxies. To keep Port Eclipse solvent, Cephus, Cygnus and
Lacerta created a few permanent portals that allow cruise lines and other
merchants, easy/quick access to planets in the UWW. By paying a yearly fee,
ships can arrive in Port Eclipse and quickly make their way to certain planets
within the UWW. Also, there's a Promethean company within the Port that
sells/installs phase transceivers, so that ships can move from Port Eclipse to
Phase World in a single step. Phase World will not allow Port Eclipse to create
wormholes, for security reasons.
PORT DEFENSES
Compared to other ports, defenses are meager. A quartet of small, 400-ton
escorts patrol the system -- that's it. Some asteroids have their own gun
emplacements and missle silos. Of course figuring into system defense are the
wormholes, which can be exploited to allow locals to quickly move around the
system, or travel to the UWW and bring back reinforcements, part of the
agreement with participating UWW worlds. Naturally, the spell power of the
landlords (Cephus, Cygnus, Midas and Lacerta) can sway the balance of most
struggles. Opponents may find their warships suddenly transported into close
orbit of the Oropan main star, a dense portion of the asteroid field or into a
remote void. Individually, Fourth Dimension Transformation can allow the mages
to access any ship and inflict crucial damage to crew, equipment or both.
THE CAF BASE
The Discovery Corps maintains a small base, concerned primarily with pure
research. A small contingent (around 180) of CAF officers and scientists work at
the facility, off-limits to non-CAF personnel. DC personnel frequent Port
Eclipse and Inner City and seem to be predominantly Noro, but other races are
represented. Rumors are that they're employing some sort of secret techno-wizard
device, but are thus far unsubstantiated.
THE INNER CITY
A small, paradisical city which actually resides within another dimension, the
Inner City is the creation of Cygnus Auctor and has been expanded upon by his
sons, their wives and a few friends. Despite the fact that portals exist within
the Port Eclipse asteroid that lead to it, destruction of the asteroid by
hostile forces would not affect it, making it a stable home for the Auctors and
their business partners. The Inner City is 10 miles long, wide and high and its
properties simulate those of a real planet. Night and day alternate -- always an
equal 12 hours of each (in honor of Cephus' Silhouette wife). The climate
resembles eternal spring, but this can be changed at the whim of the Auctors,
who periodically decide to bring summer or winter or fall to the community. A
population of roughly 20,000 live in the Inner City, most are friends or
business associates of the Auctors. The landscape is predominantly flat with a
few hills and a fresh-water lake along the west border. Boaters who venture out
beyond the edge of the realm will find themselves sailing back towards the
shore. Energies native to the dimension power four complete city blocks with
free electricity, while the rest is supplied via TW mystic generators.
CHARACTERISTICS OF THE REALMS
Aside from the power mentioned above, both the Port and the Inner City are
mystical places. See the spatial mage O.C.C. in Rifter #3 for complete details
on realm creation. All Creators have the following abilites:
Alarms -- are triggered whenever an unauthorized person enters the Inner City.
It maybe hard for the offender to be tracked initially, but it can usually be
done within 1d4 hours. The Eclipse Station is primarily an "open" or "free" city
and outsiders may come and go as they like.
Teleportation -- anywhere (except specially magicked areas)
Scepters of the Realm -- (these replace Spell Spheres) each has 120 PPE and can
cast: Banishment, Expel Demons, Alter Senses,Negate Magic, Energy Field. These
items appear as thick, ornate rods or staves and can be summoned by any creator
(except ones already in use). There are 6 total.
Summon Vorticies -- with the snap of their fingers any Creator can summon what
looks to be a whirlwind which can displace up to 14 creatures to a random
dimension, before vanishing.
Use ambient PPE -- a pool of 800 PPE is available for use by any Creator. Each
knows immediately how much is currently available, and is usually used
sparingly. "Scheduled" usages occur and messages will be sent to all Creators,
notifying them of such usage. Each realm (the Port and Inner City) has a
separate supply of 800 PPE.
Energy Weapons -- the only difference between the Eclipse Station and the Inner
City is that energy weapons do not function within the Inner City but function
normally inside the port, since it is a "public" place. Within Inner City,
energy weapons only work for Creators, so invaders or intruders will be forced
to use other means.
KEY FIGURES
Cephus Auctor is a 19th level spatial mage, who is the founder of the port.
Despite being human, Cephus has managed to live almost a millenia through the
judicious use of anagathics (non-aging drugs) and stasis booths. Cephus married
his wife, Cassey (a 9th level Silhouette Shifter) who helped build and expand
his realm. She bore him a single son, Cygnus, also human. Cassey died 313 years
ago turning Cephus into a bitter, hardened man. He will not remarry.
Cygnus Auctor is a 15th level spatial mage, and son to Cephus. Tutored by his
father, he learned the concepts of spatial magic quickly and was soon helping
keep order over the realm. Cygnus is 802 years old, having his lifespan extended
by similar means as Cephus. Cygnus married Amphitite (a 6th level half-elven ley
line walker) and still lives with her to this day. She bore him a human son whom
they named Midas. The pair also founded the Institute of Spatial Magicks and
have expanded Cephus' realm, becoming Creators.
Midas Auctor is a 10th level spatial mage and son to Cygnus. As others before
him, he was raised to learn the arts of spatial magic and was the first of three
original students the Institute for Spatial Magicks taught. Midas, who is 738
years old, hasn't married, but did have a human son via a consort: Corvus
Auctor. Midas has sacrificed his own psychic energy to expand Cephus' realm and
is considered a Creator.
Corvus Auctor is currently the last in the line of the Auctor family. At 25
years old, he's enrolled at the ISM with two other promising spatial mages.
Corvus has not yet created his own realm, nor has he sacrificed any psychic
energy to become a creator.
Note: for simplicity, cross-breeding between the Auctors and other races usually
results in the birth being 100% human or 100% of the other race involved. GM may
alter this to fit their campaign.
Lacerta is a 13th level spatial mage and adventuring friend to both Cephus and
Cygnus Auctor. Lacerta is a Draconid and doesn't need to use anagathics. He gets
along with most everyone except Midas Auctor, whom he can barely tolerate. Like
the others he has sacrificed psychic energy and is considered a Creator.
Zondas is a 7th level Promethean Headhunter and Head of Security for Port
Eclipse. He lives in the Inner City but can be found in the port proper,
conducting business on behalf of himself or the Auctors. Zondas was recruited by
Lacerta and the two remain very good friends. The Promethean is responsible for
maintaining a security force of 500 troops of varying races, most of who work
and live in Eclipse Station. As part of his charges, Zondas will have 2d6
Cyber-Knights, each has 1d4 levels; and 2d6x10 Headhunters and 1d4x5 Galactic
Tracers each 1d6 in levels. His chief deputy is Barnel, a 4th level Arcane
Detective. He is not a Creator.
Novar is a 10th level human Techno-Wizard who splits time between the realm of
Hulat and Port Eclipse (mainly the Inner City) where he manages NovaTech, a firm
specializing in TW gear for space. NovaTech markets the CG-8 "CarryAll" and CG-9
"APC" (a civilian, atmospheric, contra-gravity transport and a military version)
and TW power sources and TW armor enhancements. The firm can also carry out
standard TW Vehicular enhancements from the Rifts Book of Magic, but at a
discount and in less time. NovaTech is responsible for powering the entire Port
(both asteroid and Inner City). NovaTech employs a staff of 90, including a
dozen TWs, 8 Psi-Techs, 24 Armorers and the balance are Operators, Rogue
Scientists, Rogue Scholars and even a Cyber Doc. With the aid of spatial magic
from the Creators, they've also made several "enhanced" items not available to
the general public (powerful radio telescopes using Dislocated Perception).
Their most famous customizations include transports and starships that are
larger on the inside than the outside (Dimensional Envelopes) and craft that
have magical sensors. Custom jobs are negotiable and generally expensive. In
addition, the company can perform most of the TW Space customizations from
Rifter #10. He is not a Creator.
Trimen Tar is a 9th level True Atlantean Astral Mage who met Midas in Psyscape.
This led to establishing a pair of Astral portals and reshaping the Inner City
so that astral constructs & psychic avatars from Trimen's own Astral realm
(called Hulat) function here as well. They've also established inter-realm
transport for those with special knowledge. He aids locals with Astral
Configuration and Astral Transference magical items. Trimen's own realm is much
smaller (about half the size of the Inner City) and Hulat is the home to a
Cyber-Knight monastery, and some candidates are placed within Port Eclipse
security immediately. Most remain for a few levels before moving on. Trimen is
not a Creator.
Prad Darek is a 8th level human Celestial Mage and teaches Space Magicks at the
ISM. Most spatial mages can learn space spells mainly due to his research and
teachings.
Brekal is a 7th level Wulfen Shifter and found this dimension through travel and
experimentation. Brekal is primarily a merchant mage and responsible for
bringing foodstuffs and supernatural creatures (good ones) to the Inner City
whether it's to learn, live or visit.
Parlan is a 3rd level human Natural/Genius and is Corvus Auctor's best friend.
Parlan is a mental genius (photographic memory, bonus to skills) and a computer
whiz. He's employed as IT specialist for Eclipse Station, but has recently moved
into the Inner City.
Tatz Dubad is a 6th level dwarven Conjurer and a friend of Brekal. A bit of a
gypsy, Tatz is only allowed inside Inner City when in Brekal's company.
Greebly Farnham is an 8th level Phantom whose capacity to imitate other
lifeforms/persons makes him a valuable contact of Zondas. In his "usual" form,
Greebly is an immensely overweight human (5'7", 365 lbs) who seems to always be
eating or drinking and whose massive form belies quick movement and sharp mind.
Greebly is usually found in Port Eclipse, unless visiting Zondas and reporting
on his activities. He has many other "forms" as well.
TIMELINE
-948 Oropan Belt first colonized by independent mining concerns
-852 Cephus Auctor born in UWW
-832 Cephus Auctor becomes a spatial mage
-827 Cephus Auctor arrives in Oropan Belt
-821 Cephus Auctor marries the Silhouette mage Cassey Onyx
-819 Port Eclipse founded and built; population 90,000+
-802 Cygnus Auctor born
-783 Cephus goes into stasis, Cygnus now a spatial mage, takes over Port Eclipse
-780 Cygnus meets Lacerta, who also becomes a spatial mage
-742 Cygnus marries Amphitite the Half-Elven
-741 Inner City realm created by Cygnus, Amphitite and Lacerta; population 160,000+
-738 Midas Auctor born
-730 Cygnus founds Institute of Spatial Magicks in Inner City
-718 Cephus revived from stasis, Midas becomes a spatial mage
-699 Cephus visits Yahaadra, with help of Lacerta, destroys the Gene Techs preying on the system
-694 Cephus founds Perpetual Formulary
-690 Cephus granted a Knighthood by UWW's High King Silverlight, Holy Day proclaimed in Port Eclipse
-532 Prometheans establish two Phase Tech companies in Port Eclipse
-515 CAF establishes a "friendly presence in Oropan system and lease an asteroid research facility
-501 Midas meets and allies with Trimen Tar, Port Eclipse linked to the Astral Realm of Hulat; population 200,000+
-496 Cyber-Knights of Hulat help police Port Eclipse
-437 NovaTech established in Inner City
-313 Cassey Onyx dies in spacing accident, foul play suspected but never proven; Cephus becomes recluse
-223 Stellar Optics founded with the backing of CAF
-104 Stellar Optics completes nine-year project: Techno-Wizard Radio Telescope for CAF Discovery Corps
-025 Midas Auctor's consort bears a son: Corvus Auctor
-010 Corvus enrolls in the ISM
0 Current day
INSTITUTE OF SPATIAL MAGICKS
"Magic? Yes, you'll find magic...and the secrets of the Megaverse." -- spatial
mage Lacerta
The ISM was originally designed as a school for the Auctor's progeny, but
eventually developed over the years, thanks to friends and family, into a
diverse school of magic. Cygnus Auctor felt it wise to put down a formal process
for the endowment of future sons and daughters. He built the school with the
help of Cassey, Lacerta and his wife Amphitite, while Cephus was in stasis. The
Institue expanded over the centuries and in addition to training spatial mages,
curriculums were added for: Celestial Mages, Celestial Line Riders, Celestial
Shifters and other Space-minded magical OCCs, such as the Techno-Wizard,
Techno-Smith and the Celestial Diabolist.
The school has 1d4 spatial mages, 6d6 Celestial Mages and Celestial Line Riders
and 5d20 of the rest. Students are predominantly humans and Star Elves, but
other races can be found (Silhouettes are welcomed, the occaisional Wulfen,
Draconid or Dragon Hatchling and others such as Ultrovians and the odd
Promethean, Noro or Catyr). Applicants are carefully screened and rigorously
tested. Schooling is steeped in real-world science as well as magical arts and
dimensional information (the Astral Plane, Intro to Phase Technology, etc) and
teachers may be former students or even the Auctors themselves. Cygnus remains
Headmaster, but consults with the Chairs of each department (typically mages of
8th to 12th level).
Graduation times are 5 to 9 years of apprenticeship, depending on which program
they are enrolled in. Graduates are 1st level spatial mages. The last year of
the spatial mage program deals exclusively with Realm Creation, examining all
aspects of it in detail (security, natural phenomena, etc). Graduates are NOT
forced to sacrifice psychic energy to expand Port Eclipse or the Inner City.
They are free to make their own domains (which may NOT be linked to the Port)
but may be called on in the future to do so. Typically, once graduated, students
are filled with a thirst for exploration and adventure and move away.
ADDITIONAL SPATIAL MAGE SPELLS
Futher expansion of the spatial mage O.C.C. is provided by adding more "mundane"
spells that the class may choose from. The original numbers of the O.C.C.
haven't changed -- only the selection of spells available.
Globe of Daylight, Nightvision, Suspended Animation/Stasis Field, Energy
Disruption, Sub-Particle Acceleration, Astral Portal and Time Slip; in addition
each spatial mage may add 1d6+6 Space Magic spells from Rifter #10 to the list
of "mundane" spells normally available.
PERPETUAL FORMULARY
"Just mix it with a good port or whiskey and drink it everyday. You'll live to
see the next millenia." -- Aristall Baines Director of Marketing
Founded by Cephus Auctor 694 years ago, this alchemical company was the result
of genetic information recovered from the remnants of a group of Gene Techs,
marauding the Yahaadra system. While a great deal of data was lost, Cephus and
Lacerta were able to save several computer cores and samples from the Gene Tech
ship after destroying it. The CCW stepped in, since Yahaadra was a protectorate,
but eventually conceded portions of the salvage to Cephus after a long
negotiation. Since anagathics are illegal in the CCW (see below), Cephus took
his find to the UWW and invited a group of alchemists to Port Eclipse to carry
out research. Within 5 years, Perpetual Formulary was formed and prototype
anagathic supplements were in production. After intial outlays, sales within the
UWW rocketed and Cephus became as rich as any interstellar mogul. He's since
licensed the production of anagathics and they are available throughout UWW
space (if you can afford them -- a typical supply costs 1.5 million credits per
year). Development is still underway to adapt the drugs to a variety of
different races (humans and dwarves are currently the best subjects) but other
humanoids (such as Wulfen, Uteni and Noro) are still in development. Originally
the drug gave 5-to-1 extension of life (5 years for each year taking the
supplement) but currently the formula has been refined to grant anywhere from
20-to-1 to 50-to-1 depending on physiology of the individual. In game terms a
saving throw of 12 must be made for the supplements to work on a particular
individual (for humans and dwarves -- the GM may raise the save for other
races). Despite this hurdle, there are still more than enough individuals who
can benefit from their use, providing they can afford it.
Note: anagathics aren't mentioned in Phase World canon, so this is a house rule.
DISCOVERY CORPS BASE
"Yup, that's our little piece of heaven, out there at the farthest Lagrangian
point. Just don't come calling." -- Discovery Corps Pilot Medwell Likke
On a remote asteroid, beyond the Port's normal spacelanes, sits an unassuming
arcology that houses a relatively small contingent (about 200) of the CAF
Discovery Corps. Around 500 years ago, the CAF expressed an interest in working
with Cephus Auctor, after the incident at Yahaadra with the Gene Techs. While
Cephus refuses to do military research he found the Discovery Corps to be less
like martinets and more like explorers, something he relates to. He offered them
a 250-year lease, which they snapped up and have renewed each time so far. Of
course Cephus came and went as he chose, and the CAF team soon found themselves
working with the port's techno-wizards, funding them to develop "exploration"
technology. It took nine years, many millions and a special training program and
team, but it has paid off, as Stellar Optics completed its "Galactic Telescope"
which allows the Discovery Corps to not only observe very remote portions of the
galaxy -- but to do so with great precision. The 'scope can't look beyond the
galaxy it's in, however it can be moved and used in that manner. It takes a team
of 8 psychics (invariably Noros) to power and use the 'scope for 20-45 minutes.
Currently the 'scope can reach targets that are 20 times beyond the range of
technological sensors. Each year the team pushes the envelope and expands the
range so that within 5 to 7 years they feel they'll be able to reach and observe
the Threshold-- a great aid in the quest for the Cosmic Forge! Present at the
base are 20 or so small ships and a converted Scimitar warship, Burden, modified
to carry its special cargo.
In game terms the Galactic Telescope uses the spatial magic spell Dislocated
Perception and requires eight psychics using the super-psionic power of Gestalt
Circle (from Between the Shadows) to power, focus and use it. The telescope
requires a minimum of 30 levels to function properly so participants must be 4th
level (or any balance that meets this requirement). Among the psi-team are 3
members with "Photographic Memory" (a version of Total Recall) and overseen by
an external member adept with Mind Bond so that experiences can be recorded
accurately. To determine range of the device use 3d6x10 parsecs (roughly 100 to
600 light years) and add 1d6 for each year the project continues (4d6x10
parsecs, 5d6x10 parsecs, etc). As demonstrated during the test program, overuse
results in temporary insanity for the team (all in the circle and the Mind
Bonder) -- and GM should use any of the tables (like Fourth Dimension
Transformation or Curse of the World Bizarre) they feel are appropriate after
each week of use. This means personnel are rotated regularly. Maximum range
should top-off around 12d6x10 parsecs, which might mean the request for a new,
more powerful 'scope, which should take 50% of the time to build (5 years) and
cost around 300 million credits, but has a 1 billion credit price-tag, netting a
profit of around 700 million.
It is important to know that the Galactic Telescope, its use and existence are
highly secret and are NOT common knowledge within Port Eclipse, the Inner City
or the CAF/Discovery Corps.
OTHER BUSINESSES:
Inner City Bank -- owned by the Auctors, usually has 1d6 billion credits.
Jewels and Niceties -- owned by private venturist, it buys and sells precious
gems (including TW grade gems).
Auctor Tower -- a 50-story modern tower owned by Cephus and houses his family,
servants and businesses. The ISM takes the 20th to 25th floors. Perpetual
Formulary has the 30th to 40th.
Lakeland -- a lakeside community of 800 homes including a small marina. Electric
groundcars are favored by the locals, though contra-gravity and TW flying items
can be found as well. The populace is predominantly mundanes. There are dozens
of other residental areas around too.
Center Street -- is the main area for business and commerce, housing NovaTech
and Zondas' private office. Auctor Tower looks down on Center from the next
block. Here you'll find the usual offices present in any city.
Inner Mind -- is a brand-new center for Mind Melters and other psychics that are
based in Inner City, and so far has 2d6 members each 1d6 in level. A few of the
Psi-Techs from NovaTech stop by here, as well as travelers.
Stellar Optics -- a subsidy of NovaTech, they specialize in TW items, including
small custom sensors for starships and shuttles and Radio Telescopes used by the
CAF Discovery Corps base. This manufacturing company is set apart on its own
plot of land and is a high security area.
Astral Palace -- a small shop run by Trimen Tar, with a mystic connection to his
own Astral realm. Trimen and a psychic avatar sell Astrally configured goods
(some permanent, some temporary) and items, as well as arranging Astral Travel
for those who can afford it.
THE AUCTOR FAMILY YACHT -- The Cassey-O
Model Type:CY-30
Class: Civilian Yacht
Crew: 8 and 20 passengers
MDC: Base of 200 all-around and another 600 from force fields. This ship
can phase like a promethean vessel.
Speed
Sublight: up to Mach 6 via contragravtiy
Fold Space: instantaneous movement for up to 1 LY
FTL: 1d10+90 parsecs per day (1 parsec = 3.26 LY)
Range: effectively unlimited, but requires maintenance (12 hours or so)
every 600 parsecs
Phase Transceiver: allows it to instantaneously teleport to Phase World
Statistical Data
Height: 60 feet
Width: 135 feet
Length: 290 feet
Weight: 200 tons displacement
Cargo: 70 tons normally, but dimensional envelopes can provide almost
unlimited extra room (see spell)
Power System: Anti-matter powerplant and Fusion backup. Several PPE
batteries (10,000 PPE total)
Market Cost: Stock is about 30 million but x100 with magical enhancements.
Weapon Systems:
Two triple turrets each with
small point defense laser
small cruise missile launcher
small gravity beamer (both pressor and tractor options)
Holds 25 missles.
STARSHIP ENCOUNTERS FOR PORT ECLIPSE
GM roll 3d6, then choose a Mission appropriate to the situation.
Die Roll Ship Type Mission
3 Naval/Scout Vessel Maneuvers/Patrol
4 No Encounter
5 No Encounter
6 No Encounter
7 Non-Starship Distress/Transport/Charter/Smuggling
8 Civilian Distress/Smuggling/Courier/Business/Pleasure
9 Merchant Transport/Trade/Distress
10 Merchant Transport/Trade/Distress
11 Non-starship DistressTransportCharterSmuggling
12 Merchant Transport/Trade/Distress
13 Merchant Transport/Trade/Distress
14 Civilian Distress/Smuggling/Courier/Business/Pleasure
15 Civilian Distress/Smuggling/Courier/Business/Pleasure
16 Merchant Transport/Trade/Distress
17 Non-starship DistressTransportCharterSmuggling
18 Naval/Scout Vessel Maneuvers/Patrol
Naval/Scout Vessel -- may either be Port Eclipse defense craft, UWW Naval
Vessels or IDF ships in from a neighboring system. Naruni, Hargital and TGE
ships are never allowed into port.
Merchants -- are likely to be from neighboring systems coming from and going to
the UWW via wormholes. A few stop in Port Eclipse first.
Civilians -- can mean just about anything, from Galactic Tracers to Runners or
just normal spacers, travelling.
Non-Starships -- small, system craft incapable of moving between planetary
systems. These are likely to be transport craft from a larger ship, or locals
going about their business.
SAMPLE WORMHOLES FOR THE OROPAN SYSTEM
Interspatial Flexures (wormholes) created by the Auctors are set in a circular,
clock configuration around the system, above and below the ecliptic (plane of
rotation) of the belt, the other planets and most heavenly bodies. The Auctors
have configured the portals so that they'll respond to narrow-band, radio
signals, opening and closing only when the correct signals are received. Most
are permanent, though occaisionally some will fade or dissipate. Changes are
made every 3 months. In extreme emergencies portals can be reconfigured within
minutes by an Auctor.
D1 aka "Departure One" this wormhole is located far below the ecliptic of the
Oropan Belt and deposits craft about 6 AU distant, in a gravity-free area, and
prime position to head for Bertram's Star, a neighboring planetary system
leading towards the inner portion of the Anvil Galaxy's Halo and 3 parsecs (9.78
light years) away. This wormhole can shave 1d6 hours off an outbound trip to
Bertram's Star.
D2 aka "Departure Two" is situated just above the ecliptic of the belt, and
allows ships to traverse the asteroid belt, exiting near a place known as the
"The Oropan Gap" (a break in the asteroid belt). In terms of the position of a
clock, D2 would be located at 1 o'clock and the exit point would be at 8.
P1 aka "Power One" is situated just above the ecliptic (4 o'clock position) and
places a craft many AU away near Oropan IV, the system's gas giant. Primarily
used by tankers and ice miners, local craft can skim the gas giant and recover
hydrogen for magneto-hydro dynamic powerplants (used by old ships and primitive
arcologies) as well as ice mining from the gas giant's moons, to recover water.
There's a return portal (RE1 near the gas giant) which deposits ships back,
about 1 million miles from Port Eclipse, making it roughly a 26 hour round-trip
(leave, skim and return).
R1 aka "Research One" is situated below the plane of the ecliptic and deposits
the craft within 2 AU of Oropan's White Dwarf main star. A return portal RE2
brings you back to D2, "The Oropan Gap."
TP1 or "Transport One" leads to UWW world of Varo, a veritable greenhouse world. A
jungle paradise, this planet is popular with cruise-goers. It also supplies
Oropan with a wide variety of foodstuffs and lumber.
TP2 or "Transport Two" leads to UWW world of Grennock, a typical, stellar-age planet,
almost indistinguishable from many CCW worlds. Grennock is home to several
merchant clans of Star Elves, who use Port Eclipse as a jumping off point for
forays into the Anvil Galaxy. Grennock is a four hundred light years from Oropan
physically. The elves also welcome travellers and sightseers. A Warlock Naval
base provides tight security for locals, as well as supplying reciprocal
protection for Port Eclipse when necessary.
TP3 or "Transport Three" leads to UWW world of Walan, a colony-world located along an
outer, spiral arm of worlds among the UWW. It's remote location means its hungry
for an influx of merchants and visitors. This planet is a good place to sell and
trade goods, as well as hide.
TP4 or "Transport Four" leads to the UWW world of Pagoda, a stellar age planet near
the UWW frontier. This is handy for those who wish to exploit the independent
worlds in the area, or venture back into UWW space. Frontier worlds are always a
good source of trade.
Note: codes to activate the wormholes can be gained in a few different ways
(payment, subterfuge, or piggy-backing a ride through via stealth), but should
always be role-played.
SAMPLE TECHNO-WIZARD ITEMS
TECHNO-FAMILIARS
Developed by NovaTech, this allows a mage to "bond" or link with a computer via
magical means, and use it like a familiar. Almost any device that uses a
computer can be bonded with (GM discretion) but this is most often done with
computers and vehicles.
First an artificial intelligence is placed inside the computer using the spell
"Friend in the Head" from Through the Glass Darkly. Once so enchanted, the mage
may then spend PPE (permanently) to bond with the item, using the entries listed
on pages 45-46 from that book. The permanent loss of PPE prevents the mage from
bonding with everything in sight (except Lizard Mages and Godlings etc, etc).
Not all of the powers listed are available either, though some are given for
free.
Available Powers from Through the Glass Darkly:
#5 Human Intelligence (5 PPE) and the PC may choose between the amount
rolled by the spell (3D6) or this option (2D6+7)
#7 Loyal (no PPE cost, conferred automatically to 98% of those sold)
#12 Telepathic Link (5 PPE)
#13 See the Invisible (5 PPE and the device must have some sort of optic system)
#15 Sense Evil (5 PPE)
#16 Sense Magic (5 PPE)
#17 Share Memories (10 PPE and the device must have some sort of memory storage, size is not an issue)
#18 Share Sight (10 PPE and the device must have some sort of optic system)
#19 Superhuman Intelligence (15 PPE)
Differences from the spell:
The builder of the item (usually the TW that sold it) casts Friend in the Head
normally, paying his own PPE. He now has 1d4 weeks to bond the item to another
person (someone able to use TW items -- either a mage or psychic). They can then
expend their own PPE, making the enchantment(s) permanent. If they do not have
the PPE, then they cannot bond with the item.
98% of the time the artifical intelligence will be friendly and beneficial,
otherwise the GM should use the information provided by Friend in the Head to
give the PC a problem "friend". The familiar can always be destroyed, and the
loss of PPE is still permanent. Since it will generally be friendly, option #7
is given automatically at no PPE cost. Even if the AI isn't friendly, it will
start out so (for 1d6 days). The GM will have to decide about any refund policy.
Since most weapons and items have computer components, it's possible a mage or
psychic could bond with his weapon or a vehicle. Imagine having a contra-gravity
vehicle (like a Maniple APC, or a starship) that has a magical, intelligent and
sentient computer controlling it! It could startup in response to a mental
command, or fly to its master, or engage sensors or the radio on his behalf. In
general, GMs should allow the computer to be able to control all electronic
functions of the machine in question. Physical ones are another matter. A bonded
laser pistol should be able to fire itself, but would be unable to lift and aim
itself without physical help. Most modern aircraft have "fly by wire"
capabilities and are computer controlled. The GM should be aware that unless the
craft has a "robotic structure" (can do things on its own) it can't open doors,
fill oxygen tanks, etc. It may be possible to purchase a "robotic" raven or dog
or cat and then bond with it, to simulate a convential mage's familiar. Further
augmentation, such as having it enchanted with Telekinesis or flying ability is
left up to the GM. Both players and GMs are encouraged to look at the Charms
section of Through the Glass Darkly for additional types of augmentation.
Option #10 Speech is not listed, since it would be relatively simple for a Phase
World character to purchase a speech synthisizer and software program to do so.
A good list of computer abilities are in Ninjas and Superspies. Sense Magic and
Sense Evil are mystical in nature and don't require any special hardware. Sight
is driven by some sort of optic sensor (including mult-optic eyes, imaging radar
and the like). Remember radar can't resolve colors or writing on a piece of
paper, but a simple camera can -- and transmit it's picture to its master via
#18 share sight, or even via radio using a data link. Damage to the device, or
countermeasures may affect its ability to function.
If #19 is chosen, the computer must be something powerful, like the Holographic
Personal Computer on p143 of Dimension Book 2: Phase World, or a laptop or
vehicle or starship computer. No guns or any devices with limited or dedicated
computer ability.
Cost: 156,000 credits (either pre-made or custom built)
COMMAND & CONTROL INTERFACE (CCI)
Another product made by NovaTech duplicates some of the remote access and
control available by the psychic power of Telemechanics and Telemechanic Mental
Operations. Using the spell Machine Empathy (AU Galaxy Guide) a regular
Universal Headjack is enchanted and then surgically inserted into the person, as
a normal headjack would. However, instead of using a cable, the person is
connected to the equipment mystically, up to a range of 40 feet. The unit can
only interface with items that could work with a regular headjack.
Opertations-wise, the item functions the same as the spell Machine Empathy.
Changing from device to device is simple and can be done once per each melee
action the character has. The machine doesn't run any faster, only the accessing
or controlling of it. For example a character with a CCI with 4 actions per
melee, could access his computer and set it to query a database, access his
radio and tune it to a particular frequency, access a radar set and set it to
scan, and access his holographic display and turn it on, all in a single melee
round. Processing the data takes concentration, and may affect other skills or
combat. The interface works with most machines, but the GM may preclude its use
against machines controlled by others (wrestling away the control of an
opponent's starship, or walking into a bank and controlling its ATM or
electronic bank vault door).
Cost: 20,000 credits
INTERCHANGE TRANSMITTER (IC)
This item combines the mundane use of a laser communicator, with energy
transformation and travel. A shipboard laser communicator is augmented to
transform living beings and their possessions into energy (light) and send them
at the speed of light to a corresponding receiver, then turn them back into
matter. The use of the spell Metamorphosis Energy (AU Galaxy Guide) makes the
trip possible, allowing people to effectively teleport between relays. Normal
range is 200 miles, so it's quite easy for transport between a ship in close
orbit (80 to 100 miles) to the surface and back. Distance covered is limited to
line of sight and the laser can be blocked by clouds or thick smoke and rain.
Deployment from orbit is accomplished by launching a special probe carrying a
laser transceiver. After reentry, it parachutes down, airbags deploy on impact,
so that it always lands right-side-up. The probe unfolds into a petal-like
formation and the internal laser swivels up and connects with the craft in
orbit. Once diagnostics give the green light, transports can occur between the
two sites, both ways, for up to 2 hours. Recovering the probe is possible, via
Teleport: Lesser. Transporting between vessels in space is also possible, even
if the destination ship isn't magical -- as long as they have a laser
communicator. The subject in transport, simply materializes next to the laser or
computer station nearest to the device, but the transport is only one way.
Cost: 200,000 credits
GALACTIC COMMUNICATOR UNIT (GCU)
This item appears in many configurations, from a small wrist communicator,
backpack version or standard FTL communicator seen aboard starships and
buildings.
Using the spatial mage spell Dislocated Perception the unit & it's companion
allow instantaneous communication regardless of range. The transmission is also
undetectable and unjammable by mundane means, though a mage might tell it's
magical (only when functioning, it's a TW device) and possibly use spells as a
countermeasure.
Communication is full color, holographic video, audio and can even transmit the
senses allowed by the spell. Best of all it can also interface with standard
communicators, but the additional sense options will not function, and it is
limited to the medium (radio relays only voice etc). Communications is limited
to one-way, unless the Galaxy Communicator is within range of the other device's
transmissions.
An expensive and rare item, this was built for the Creators of Port Eclipse and
friends of the owners. Tri-Galactic Military Services (TMS) and certain factions
within the UWW also purchase these items.
Cost: 1,000,000 credits.
MYSTIC SENSOR UNIT (MSU)
Built along the lines of the Galactic Communicator, the Mystic Sensor functions
slightly different, providing only visual and audio information to the user.
These units use Dislocated Perception, but are cast by low-level spatial mages,
so range is between 100 to 10,000 miles. Communication isn't possible (can't
interface with a Galactic Comm or other type of communicator) only the sensory
information described earlier. The sensor can be built into any existing sensory
unit (like the PSE-7000 from Dimension Book 6: Three Galaxies, or a vehicle
sensor unit), but it must have some sort of optical sensor to function. Other
sensory augmentation may occur such as See the Invisible, Sense Evil and Sense
Magic, which will function at the range of the device. GM can determine how
quickly the sensor functions by direction and range:
1-100 miles -- 1 melee round
100 to 1000 miles -- 4 melee rounds (1 minute)
1000 to 10,000 miles -- 8 melee rounds (2 minutes)
Note: the scan is NOT limited by the horizon and can "peek" over it.
To detect a ship in orbit, or scan a remote area the user must be facing it and
must wait the times described above, otherwise the results are inconclusive. The
scans can be recorded by computers.
Cost: depends on model, generally 50,000 to 250,000 credits.
CELESTIAL CLOAK
This is a magic item available only to the Auctors or any graduate of the ISM.
Since most students generate income by casting spells for NovaTech or other
firms, they can usually afford one of these. This is a jet-black cloak with a
star field imprinted/embroidered on it. It has the following powers, each usable
once per day:
Chameleon, Protection from Space, Armor of Ithan, Redirect Damage, Mystic
Portal. The item functions at 8th level.
Cost: 180,000
VEHICLE ENHANCEMENTS
These are additional customizations performed by NovaTech for locals and
travellers to the system.
Note: most of the spells here are cast by low-level students of the ISM making
extra money, so performance tends to be on the low-end.
Applied Effect Manipulation -- can be cast onto a vehicle improving speed
between 25% to 100%. Weapons that use projectiles may also have their damage
improved.
Laser Damper -- using Alter Environment, a vehicle can erect a field around
itself making it impervious to laser attacks. This has the effect of darkening
the area, but any light intersecting with the vehicle, will simply pass through
it harmlessly. Since space is very dark, this can also be used as a simple
cloaking device against visual means or LIDAR (laser imaging radar).
Galactic Tracker -- a somewhat simple device, using a modified gravitonic weapon
or grenade launcher, mini-missle launcher (or shipboard launcher for starships)
which delivers the spell Dimensional Tracker by hitting the target, allowing the
shooter to track it (be it a person or object or vehicle), almost anywhere in
the Megaverse. Another version called the Galactic Beacon allows persons to
track their own people or items.
Portal System -- this is only for short range teleportation (300 feet or less)
and usually only done within ships or between ships rendezvousing closely in
space. Using Mystic Portal, this is a handy way to load/unload cargo and deploy
crew and supplies within the ship, or quickly move troops outside of the
vehicle. All 3 effects are possible, so the buyer can switch between short-range
teleport, insubstantability, or 1-way transport.
HOOK, LINE AND SINKER ADVENTURE
Cast the First Stone
Hook: This is a high-level adventure set in Port Eclipse's past. Characters
should be at least 8th level and may even play Cephus Auctor, his wife Cassey, a
bodyguard or Lacerta.
Line: After travelling in the Cassey-O into the Corkscrew Galaxy, the Auctors
heard about a planet that had an excellent playhouse company. Cassey, Cephus'
wife enjoys theater and within a few days, had crossed nearly 1000 light years
and took orbit around Yahaadra, a planet that has knowledge of interstellar
technology, but whose own is only Information Age. Arriving during the day
(Cephus wife is a Silhouette and won't go planetside until dark) Cephus and a
bodyguard teleport down to the surface to find the theater company and purchase
season seats. Despite his powers, Cephus isn't omniscient, and must ask for
directions and information. Since they're obviously outsiders, most people run
away from them or simply ignore them -- something quite different that what
Cephus was told about the "friendly" place.
Sinker: Yahaadra has been suffering from a rash of kidnappings and
disappearances, always at night and the victims usually vanishing without a
trace. Recently, a witness to an assault, described the attacker as a "demon".
Just before the first night's performance, another attack takes place and
Yahaadra is placed under curfew by the CCW, who have been called in. The Auctors
now planetside, are quite put-out and end up partying in the empty amphitheater
by themselves since the play was cancelled at the last minute. While this
happens another demon attack takes place and Cephus Auctor witnesses it. Using
Expel Demons, he foils the creature, which used a spacecraft of some type to
leave. Using his spell of Dimensional Tracker or Dislocated Perception, Cephus
was able to witness the foul creature's flightplan and report to its
"superiors". Throughout the rest of the night, Cephus checks in periodically on
the creature and finds that it is headed for a hidden orbital facility, where he
discovers a lair of Gene-Techs, conducting experiments on the locals, using a
small army of demons to recover their subjects. By way of a portable portal, he
returns to the Inner City and recruits Lacerta to aid him rid Yahaadra of this
scourge. The Cassey-O folds to a safe spot nearby. Their final plan is to create
a wormhole near a moving asteroid and have it smash the Gene-Tech ship, but
first Cephus, Lacerta -- and the PCs -- must board the ship to free as many as
possible.
OTHER ADVENTURE SEEDS
Due to the diversity of the setting, the campaign need not revolve around
spatial magic (or any magic). The port is still a typical space setting and
exploration, mercenaries, intrigue may intrude on the day-to-day functions of
Port Eclipse.
Possible scenarios:
1. The PCs are travelling through the port looking for a Uteni (a non-Naruni
employee) and a shipment of 2 tons of Naruni gear, stolen from the Phase Adepts
of Center. If they find the Uteni, a special reward awaits them (the gear is
almost inconsequential to the the Adepts). A Uteni was spotted by one of Zondas
security men and check of surveillance videos shows he booked passage on a
cruise liner heading into the UWW frontier, but had no freight.
2. The PCs are hired by NovaTech's Precious Stones Procurer as security. While
Jewels and Niceties is a decent source for small quantities, a large shipment of
gems is being brought in for a special project. The GM should fast-forward
things a bit, have them work for NovaTech for at least a year before getting
this assignment.
3. The PCs are evil and get wind of #2.
4. The PCs are hired by a Galactic Tracer who works for Zondas. The Promethean's
friend Greebly Farnham has taken a trip to nearby Bertram's Star, and hasn't
been heard from in over a week. He could be on the ship in #5 or may have moved
elsewhere. Zondas gives them a specially modified hand-scanner which will sense
Greebly when within 25 yards of him.
5. Trans-Galactic Salvage & Rescue (a small company) is looking for a group of
space-worthy individuals to help them salvage (loot) a vessel recently
discovered in deep space. Only individuals with useful skills will be hired
(zero-g experience, piloting, computer and electrical/engineering) who must
board the ship and begin operations.
6. If one or more of the PCs is a wizard, they make the acquaintance of a TW
named Gindle, while at Center on Phase World. Gindle is travelling to Port
Eclipse after a "visit" to Rifts: Earth. Just before leaving, a pair of Naruni
Repo-Bots try to kidnap or kill the TW, but his Negate Mechanics pistol enables
them to barely get away. Gindle (who is 3rd level) will hire the PCs as
bodyguards until they reach Port Eclipse.
7. The PCs are hired by a small mining firm to provide security (or participate
if they have the requisite skills, such as Zero-G Experience, Piloting
Spacecraft, etc). The company is building a small arcology (roughly the size of
a 4 story building) and needs help. Naturally, living here, they'll get to know
the port.
8. The PCs are with the Discovery Corps (either officers or Noro
Psi-specialists) and heading to Port Eclipse from Bertram's Star, for their new
assignment.
9. A civilian within Eclipse Station is quietly looking for "specialists" to
penetrate the Discovery Corps base and bring him back info. If pressed, he shows
ID that reveals him to be part of the CAF Inspector General's Office and is
conducting a test of security conditions. The man is a Superspy (see Rifts:
Mercenaries) and is working for 1) the TGE, 2) The Omegan Order, 3) Naruni
Enterprises, 4) Rival UWW faction or 5) he really is with the CAF.
10. A Cloud of Smoke followed by a Thunderclap gets the PCs attention while
visiting Eclipse Station. A young (19 years old, 2nd level) Ley Line Walker is
running from a pair of goons (choking and stunned) chasing him. Gunnar needs to
get the briefcase he's holding to his shuttle and over to the Bacchus (huge,
casino-cruise ship sitting in orbit) and get the goods to his boss. Another pair
of goons isn't far behind, and a gun-fight erupts on the station. If the group
gets back to the Bacchus, they discover that Gunnar was given the wrong
briefcase by the hotel clerk. Was it intentional? No they wouldn't be chasing
him now. Would the PCs want to make some extra money by retrieving the right
one? The briefcase contains: 1) 200,000 credits in gambling debts owed by
Greebly Farnham, 2) TW schematics being sent by NovaTech to a subcontractor in
the UWW, 3) 365 doses of anagathic medicine (worth 1.5 million credits) for the
owner of the Bacchus.
11. A human in port has somehow snuck into a private cargo area and is watching
a starship from Red Branch Shipping unload. Company security prohibits this and
he's asked to leave by a pair of company troopers. The man is a Temporal Warrior
and his friend, a huge space wulfen, is a renegade Phase Mystic, who responds to
his friend's call for help. The pair turns away about a dozen or more armored
troopers, before vanishing. Red Branch "arrests" the PCs since their craft is
parked next to the offender's, before Zondas' men arrive and free them. Red
Branch is a snotty, 800 lb gorilla that has this sort of reputation. The next
day, the Red Branch VP of Distribution for this sector of space is kidnapped
from Port Eclipse and the ransom note (a continuous-loop, holographic, 3D
player) is found inside a room the PCs have, by a steward. Red Branch is
instructed to have the pair's starship (now in impound) moved to a remote sector
of space, along with 2 million credits for the safe return of the Red Branch VP.
Needless to say Red Branch has turned its full attention on the PCs, suspecting
they're in cahoots with the kidnappers. They place the ship in a remote area,
then disable it (if the GM likes he can use #5 above).
12. The PCs are hired by an oriental gentlemen via interstellar radio. He'll not
deal with any elves or Phase Mystics. Sitting in one of the lockers within
Eclipse Station is the receipt chit for a load of freight (approximately two
tons) sitting in the yard of Eclipse Storage & Transport. It's a typical old,
used space container, with several paint splotches on it. The man, who was
recently in Port Eclipse, had to return home when a family member took ill and
was unable to find transport for the cargo. Rather than spend the money to
return to the port, he's looking for someone to take the goods into the UWW
frontier, where he'll meet them, reimburse their expenses and pay them a
handling fee which is negotiable. The container is code-locked, but can be
opened by some serious hacking ability or laser torches and 1d4 hours of
cutting. It contains a wide variety of Naruni gear and weapons, all brand-new
and is worth an estimated 2 million credits. GM see #1 above. The Uteni now has
a few doses of a cosmetic nano-virus, which can alter his skin color to a
pinkish hue for 3d6 hours. This situation may or may not strike the PCs as odd,
since their are a half-dozen freight companies in port who do this sort of thing
everyday. To get the chit, the PCs can use a crowbar, laser scalpel or other
means.
13. The PCs are aboard their starship within 2 or 3 light years of Port Eclipse.
Sensors pick up a small, 20-ton shuttlecraft floating dead in space. A quick
scan of the vessel seems to indicate it's in working order (antimatter reactor
is working, electronics work) but there's no lifeforms aboard. If the PCs are
close enough and they can Sense Magic (like a ley line walker) they'll sense
magic. Also, the craft will retreat from them, flying for a few melees at mach 3
to 6 before stopping. Finally after 3 or 4 jaunts, they'll receive a radio hail
from the ship. A pleasant female voice will inform them to stay away. The GM
should inform the PCs that the shuttle still registers no lifeforms. If the PCs
can placate the ship (roll a 1 on a d6, or move the craft away again) it will
remain stationary and they can board it. The ship is a "bonded familiar"
described above, holding abilities #5, 12, 16 & 17. However a magical anomaly
makes #17 intermittant, causing it to lose its memories and turn on the person
its bonded with. Whenever it loses 17, it uses its ability to Sense Magic to
bond with another mage (must sacrifice PPE permanently) and then eventually will
attempt to eliminate the mage and friends, growing more and more paranoid each
passing day. The ship is named The Darla Ann and a check of her log will reveal
that the last owner and crew was spaced a few days before by the magical AI.
When bonding, Darla Ann will attempt to lockout anyone inspecting her logs
(they're strangers), but a talented hacker might be able to get the information.
