recursal/Fanatic-Fandom huggingface dataset:
TFL/Earning Character Points

The following rules for gaining Character Points are going to be in place for the Tramp Freighter Life. They are meant to encourage earning money, risk-taking, and helping the GM keep the game going.

## The Rewards

**Base CP**: 0 per session. CP is awarded on an voyage basis, and a voyage is defined as leaving a star port, traveling for more than two weeks through real-space and hyperspace, and discharging cargo or passengers at another star port. A voyage will take several sessions to play out. There is no penalty for missing a session, as long as you're around for parts of the voyage. Activities in port are part of the mission, so try to avoid spending several sessions of playtime on side jobs.

**Loot**: This is a game about making money as a tramp freighter crew, and doing that is going to be rewarded. It takes roughly $50 million a month to keep the starship repaired and fueled while servicing the debt. Any voyage that pays at least $40 million earns everyone 1 CP. Any voyage that pays at least $55 million earns everyone 2 CP. Any voyage that pays at least $100 million earns everyone 3 CP.

**Death**: There is no penalty for dying or changing PCs. It's better to risk everything and keep the game moving than to do nothing cautiously.

**Roleplaying**: 1 CP on a per player basis for anyone who role-plays a quirk well enough that I remember it. You can't get this bonus again for a given quirk until you've gotten it for all your quirks. Another +1 CP on a per player basis for being disadvantaged by a mental or social disadvantage.

**Campaign Support**: 4 CP on a per player basis for helping the GM out and maintaining the campaign. This includes doing things like maintaining loot lists, helping organize and focus the group into doing stuff, or keeping useful campaign logs on the wiki. For the most part, this stuff is "homework", and it can be tedious, but it's really helpful so it gets a big reward. I'm not going to make anyone do it, but I want to recognize the people who do.
TFL/Character Creation

Please be aware of the House Rules as many of them will affect character creation. Most notably, advantages that can be replaced by advanced technology are significantly cheaper, ST is cheaper, and SM changes cost CP and are not free.

### Advantages

Wealth
Wealth is a forbidden advantage - you guys aren't poor (you own a starship!) but you can't throw money at problems (you are in debt past your eyeballs!). You need to earn on the order of $50 million a month just to break even on the bank loan and maintenance. It's so far from the standard GURPS wealth model as to be meaningless.

## Templates

### Archetype Templates

Action templates are recommended for inspiration, specifically Commando, Shooter, Face, Infiltrator, Hacker, Medic, Wire Rat, or any of the melee templates from Furious Fists. Wheel Man is not recommended.

### Racial templates

* AI
* Kun
* Quaddie
* Slug
* Varana
* Vraz

## Equipment

In general, people can have as much equipment of whatever quality they like, whether or not it is nominally legal. Up to about $100K per character is fine by the GM, but if all the PCs start with uniformly Very Fine equipment, all the opposition will to. If the PCs have a mix of equipment quality, so will the opposition.

Whatever equipment people *own*, bringing illegal gear out in public will generally draw unfavorable attention for the authorities, up to and including arrest and confiscation of the gear.
TFL/Quaddie Freespace

# Quaddie Freespace (QF)

* Most Common races: Overwhelmingly Quaddie, with a few humans and other aliens.
* Government: A representative democracy with a notable quirk that a fixed pool of limited franchise, extra votes is auctioned off every other year.
* Systems controlled: Haven
* Total population: 550 million
* Notable trade policies: Valuable contracts to ship medical supplies and precious metals require shipping unprofitable food and plastics into the system first.
* Other notable quirks: Almost all orbitals are zero-G only.

The Quaddies were first developed in labs in Sol but have since had a notable disporia. Quaddie Freespace is one of several systems throughout known space that was settled by Quaddies for their unique requirements and the only one in the Fringe.
TFL/Orbital Beanstalk

Orbital beanstalks or space elevators are the largest manufactured structures in the Fringe. A single beanstalk is a diamonoid reinforced carbon nanotube that is over 20,000 miles long (usually, depending on the planet's gravity). One end rests on a planet's surface at the equator and the other is attached to a large asteroid in geostationary orbit over the beanstalk's base. Platforms attached to the beanstalk can climb it to reach orbit or descend it to go from orbit to the planet's surface. For a typical beanstalk, going from the surface to orbit takes 4 days and descending from orbit takes around 2 days.

Orbital beanstalks are fantastically expensive to build, but most habitable planets have one or more. Riding a beanstalk costs about $5/ton lifted or dropped, significantly cheaper than the cost of an SSTO Shuttle trip (at around $50/ton to lift). Beanstalks are vulnerable to attack and severing a beanstalk generally causes an environmental catastrophe as several thousand miles of cable slam into the planet's surface at supersonic velocities.

Economically valuable moons and asteroids sometimes have beanstalks. Moons and asteroids with military bases almost never due, because of the risk that beanstalks pose. The beanstalks on moons and asteroids are much shorter and their platforms travel significantly faster - a lunar beanstalk would only be about 5,000 miles tall and traversing it would take a few hours for either direction.
TFL/Dex (Original)

## Background Information

Dex is an ace pilot from the Solar League.

## Character Sheet

Attributes [105]

Points Summary
Attributes/Secondary Characteristics [105]
Advantages/Perks/TL/Languages/Cultural Familiarities [137]
Disadvantages/Quirks [-55]
Skills/Techniques/Spells [63]
Total [250]
Melee Attacks

Ranged Attacks

## Equipment [$101,435.00]

### Worn/Carried

Ede & Ravenscroft "Judiciary" Medium Concealed Armor Suit (DR 10, 20\* vs bu, 30\* vs cu/pi)
Air Supply (15 minutes)
Combined Climate Control
Sealed (w/auto-deployment)
Sonic Screen
Oakley "Smith" Armored Glasses (Protected Vision, Night Vision 8, 4x Magnification, Hyperspectral Vision)
ETK Holdout Pistol (On Bionic Weapon Mount)
4x Neural Inhibitor (Concealed as Hair Accessories)
Payload (Hive Implant)
Bughunter Microbot Swarm (Crawler; 1 sq. yard)
C cell Payload (Hive Implant)
Security Microbot Swarm (Crawler; 1 sq. yard)
C cell
Pocket Pack
Cufftape
Electronic Lockpick
Electronic Thumb
Pocket Medic
Variable Lockpick
Pocket Pack Gear
### Shipboard

All items stored in a Stealth Trunk in Dex's cabin

Ares Foundation Heavy Security Armor
Air Supply (18 hours)
Sealed
Space Climate Control
Shoulder Servomount (12 lbs of weapon)
Herod Arms "Principality" Pulse Laser Sniper Rifle
12x Explosive Collar
Stealth Travel Bag
TFL/Seelluggue Organization

# Seelluggue Organization (SO)

* Most Common races: Primarily Slugs (citizens), some humans (visitors and slaves), assorted other aliens (visitors and slaves)
* Government: Nominally a representative democracy with voting based on clans, practically an oligarchy of powerful clans that is constantly tottering into anarchy, civil war, or a junta/dictatorship.
* Systems controlled: Seelluggue
* Total population: 14 billion
* Notable trade policies: Some Slug will probably try to sell you anything you want to buy, or buy anything you want to sell, but protections against fraud are non-existent. Other Slugs may attempt to interfere with any deal and paying protection money to multiple rackets is common.
* Other notable quirks: Practices slavery. Pirate haven. Often at war with neighboring star nations. Economically poor for its size. The difference between the SO Navy and a collection of feuding pirates is hard to determine.

The Commission for Interstellar Commerce} does not have local offices within the SO and the Free Traders Association considers the SO to be extremely distasteful. Venture merchant traders, passenger lines, and freight carriers are advised that doing business in SO space is extremely risky.
TFL/Star Nation

See the Star Map.

## Nations of several Star Systems

Celestial Dragon Empire (CDE)
A Neo-Asian Empire of human systems, known for its feudal organization, restrictive trade policy, and expansionist foreign policy. As it is overmatched by the VZA, it concentrates on overcoming the CSU.
Confederated Stars of Ursa (CSU)
A group of closely allied Human systems with democratic governments. CSU voting systems are wildly unstable and changes of government policy are frequent and unpredictable.
Continuance Protective Concordance (CPC)
The Varana are the youngest starfaring race, hemmed in between the established colonies of the CSU, the VZA, and the LA. Most CPC systems have multiple governments, but the Concordance itself is devoted to ensuring the protection and expansion of the Varana species and its genetic offshoots.
Duncan Indepedence (DI)
A nation nominally devoted to libertarian ideals, but constantly struggling with a mixed socialist economy.
Liberty Alliance (LA)
Although originally settled by libertarian theorists similar to the Duncanites, the Alliance has collapsed into unhappy authoritarianism after some internal catastrophes and under the pressure of the CPC. It has mellowed somewhat, with a semi-planned economy with some market features. The Free Traders Association is happy to arrange deals that undercut the state owned monopolies and is often looking for captains willing to take illicit freight to the Alliance.
Vrazskla-z Authority (VZA)
A collection of star systems, settled or conquered by the Vraz in the past. The Vraz bureaucracy still issues edicts, and the Authority battlefleet is the largest in the Fringe, but the individual star systems go their own way with unpredictable intervention by the Vraz.
## Nations of a single Star System

Seelluggue Organization (SO)
The racial government of the Slugs, at Seelluggue. An unstable oligarchy of Slug clans, constantly teetering between autocracy and civil war. Some Slug will sell you almost anything, including military weapons and slaves.
Collective of Rodina (CR)
A neo-Communist collective in a remote star system.
New Panama
New Panama is a limited franchise democracy that acts as a transshipment point for cargo between the CDE and the CPC.
TFL/Venture

# Venture (Delta Chi Lynx)

* Population: 1 billion humans live on or near Venture III (Sanctuary), a watery, temperate world 0.8 AU from the primary. Four Orbital Beanstalks provide cheap access to the surface. Main orbital is the enormous O'Neil colony S'Ride. Sanctuary has large amounts of desirable coastal real estate, much of it owned by senior magnates from the Commission for Interstellar Commerce.
* Major industries: Manufactory, trading hub, and luxury habitat world that buys and sells just about anything but preferentially buys electronics, industrial equipment, luxury goods, medical supplies and sells consumer goods at a discount.
* Star Nation: Confederated Stars of Ursa
* Notable quirks: The most recent change of government elected a rural, religiously conservative movement that immediately outlawed gengineering and life-extension technologies and put additional restrictions on AIs. These laws are extremely disliked in the coastal luxury enclaves.
TFL/New Panama (Star System)

# New Panama (Star System)

* Population: 480 million humans and aliens live on the warm, near-Terran world of New Panama II, while another 320 million live on the colder new-Terran world of New Panama IV, and some 180 million reside in the orbitals, moons, and asteroid belt. Both planets have orbital beanstalks.
* Major industries: Rare earth metal miner and exporter; imports armaments, electronics, and starship components for its shipyards as well as limited consumer, luxury, or medical goods for the population. Hypermatter reaction mass seller.
* Star Nation: New Panama
* Notable quirks: Maintains the New Panama Citadel near the T-K point and charges visitors who only stay at the Citadel a $25K visa fee. Cargo freight into or out of the system is charged a 0.5% tariff unless it is sold in-system.

New Panama is a G4 star located at the intersection of the borders of Celestial Dragon Empire, the Confederated Stars of Ursa, and (a currently unnamed alien star nation), and is the capital and sole star system in New Panama.

New Panama has two near-Terran planets, New Panama II and New Panama III. New Panama II is on the near edge of the goldilocks zone, about 0.85 AU out, and is generally considered somewhat warm for humans. New Panama is on the outside of the goldilocks zone at 1.3 AU, and is considerably colder. The 480 million inhabitants of New Panama II mostly live neat the poles, while New Panaman III is mostly settled along its equator. The two planets have four large moons between them, as well as multiple orbitals. Each is serviced by an Orbital Beanstalk and work is being done to build another on New Panama II.

New Panama has a notable asteroid belt, inside the goldilocks zone around 0.5 AU from the star. It is rich in industrial metals and transuranic fissile metals and other rare earth metals. Numerous shipyards and repair docks are located in the belt, in easy rich of materials and vessels. Several of the stations also maintain large reserves of hydrogen hyper-matter for refueling.

The T-K transition point is stable and orbits at about 0.4 AU; the New Panamanians relocated at asteroid to orbit the star above the T-K point and fortified it into the New Panama Citadel. The Citadel doesn't directly control the T-K point - no orbiting station could - but it is close enough to launch missile drones or fighters to contest hostile transits.
TFL/Vraz

## Vraz

**Appearance**: Vraz are human-sized pseudo-insects. They have six limbs, mandibles, compound eyes, and chitinous outer shells, but they also have an internal skeleton, blood vessels, and hearts. They look much like praying mantises.
**Common traits**: Vraz are agile and clever. They work well with each other, easily building up complex social structures. However, they also tend to be respectful of hierarchy and sensitive to the need for consensus, so large groups of Vraz can lock into decision paralysis as a few leaders at the top are in disagreement over minor issues but unable to confront each other.
**Notable quirks**: None.
**Psychological Constraints**: Chauvinistic, Single-Minded, Curious, Selfish, Chummy, Callous, Imaginative, Sober, Suspicious
## Vraz Racial Template [80 CP]

*Advantages*:
* ST -1 [-5]
* IQ +1 [20]
* DX +1 [20]
* Damage Resistance 3 (Ultratech substitution x0.2) [3]
* Extra Arms 2 (Alternate Ability: Extra Legs) [21]
* Peripheral Vision [15]
* Single-Minded [5]
* Business Acumen Talent +1 [10]
* Vibration Sense (Air) [10]

*Perks*:
* Sharp Claws [2]
* Sharp Teeth [1]

*Disadvantages*:
* Bad Grip [-5]
* Callous [-5]
* Chummy [-5]
* Guilt Complex [-5]
* Selfish (Resist on a 15 or less) [-2]

*Quirks*: None
*Features*: None
*Recommend traits*: Vraz tend to be obsessed with etiquette and displaying good manners in an effort to mitigate their inherent status-seeking, but this ironically makes them more likely to angry when their social inferiors do not show them adequate respect.

Vraz are the ruling species in the Vrazskla-z Authority and isolated groups of Vraz are common throughout the Fringe.
TFL/Black shipyard

A black shipyard is a shipyard that will perform modifications that are generally illegal for civilian craft in the Fringe. The most common black yard modification is a smuggling hold - a lead-lined cargo bay deliberately designed to be hard to detect. Concealed cells for slave transport is a much rarer black yard modification.
TFL/Kun

## Kun

**Appearance**: Kun of the recent generations are an unpleasant mix of human, Slug, and Vraz genes - human sized praying mantises with human hands and mouths and slug-like antenana eyestalks. Older Kun have more Varana DNA in place of the modern human strands.
**Common traits**: Kun believe they are guiding evolution towards the creation of the supreme race, but they are not done yet. In the meantime, they are convinced of their places as stewards for the descendants, and deeply resentful of other species that do not bow to the Kun.
**Notable quirks**: None.
**Psychological Constraints**: Highly Chauvinistic, Singled-minded, Curious, Selfish, Callous, Serious, Suspicious (neutral for Gregariousness and Imagination)
## Kun Racial Template [94 CP]

*Advantages*:
* IQ +1 [20]
* DX +1 [20]
* 360 Degree Vision (Easy to hit -20%) [20]
* Damage Resistance 3 (Ultratech substitution x0.2) [3]
* Discriminatory Smell [15]
* Extra Arms 2 (Alternate Ability: Extra Legs) [21]
* Single-Minded [5]
* Business Acumen Talent +1 [10]
* Vibration Sense (Air) [10]

*Perks*: No Degeneration in Zero-G [1]
*Disadvantages*:
* Callous [-5]
* Selfish (Resist on a 12 or less) [-5]

*Quirks*: Demands obsequiousness from non-Kun [-1]
*Features*:
*Recommend traits*:
* Psionic abilities are common among Kun
* Despite the best efforts of Kun gengineers and educators, Bad Temper, Bully, Jealousy, Megalomania, and Overconfidence are common among Kun

The Kun clans started as a trans-Vrazist improvement movement on Rosetta with significant Slug and Varana influences. Over the years, the Kun have stolen the next generations' genes from a variety of sources.

Kun are organized in rival clans, each of which is constantly striving to prove itself to be the genetic strain best suited for future dominance. Losing clans are often rigorously culled. The Vraz overlords in the Vrazskla-z Authority are uneasy about their wayward descendants, but typical Vraz bureaucratic decision-making paralysis (influenced by Kun bureaucrats) has prevented the Authority from taking strong action against the Kun. For now, the Kun clans' rivalry seems to be focused on improving their position within the Authority while subverting Authority control over Rosetta and Korsigar, but overt action by the Kun clans has to be limited lest it break the decision paralysis and cause the Authority to respond with overt action.
Episode 7

## Plan for Peace Throughout the World, Vol. 1

Episode

**Plan for Peace Throughout the World, Vol. 1** (天下泰平の計vol.1, *Tenka Taihei no Kei Boryūmu Wan*) is the seventh episode of the *Ya Boy Kongming!* anime series. It aired on May 12th, 2022.

## Summary

With Kabe-Taijin joining the fray, BB Lounge has never been more lively. But Zhuge Kongming believes that they have to ramp up their strategy in order to get Eiko Tsukimi the 100,000 likes needed to win the challenge. He sets Eiko and Kabe both out on their respective quests. Kabe, to complete his duel with Sekitoba Kung Fu, while Eiko needs to impress the eccentric but talented DJ Steave Kido.

In order to find her own voice, Eiko goes to the streets of Shibuya to perform, and meets Nanami Kuon, who happened to get into trouble with the police. They eventually sing together, attracting a crowd that is mesmerized by Nanami's voice.

## Characters

1. Zhuge Kongming
2. Eiko Tsukimi
3. Nanami Kuon
4. Kabe-Taijin
5. Steave Kido
6. Owner Kobayashi

## Trivia

* Steave Kido is likely based off Steve Aoki, who is a Japanese DJ, music producer who has participated in Wonderland, and is known to be a great cake-thrower during his performances.
TFL/Confederated Stars of Ursa

# Confederated Stars of Ursa (CSU)

* Most Common races: Mixed humans and aliens, with a slight edge for humans.
* Government: A representative democracy with highly partisan and fractious politics. Government policy changes radically with relatively small shifts in the electorate. Member worlds set a great deal of policy and law for their local space.
* Systems controlled: Fromeltar, Venture, several others
* Total population: 12 billion
* Notable trade policies: Supports free trade overall, but individual planets may have very specific restrictions.
* Other notable quirks: Considers all AIs to be property.

The CSU shares a border with the Celestial Dragon Empire, and the two are rivals for the most influential human nation in the Fringe. The CSU is currently slightly ahead due to its liberal trade policies.
TFL/Fringe

The Fringe is a chunk of Realspace, around 60 light years from Sol, in the vicinity of the Ursa Major Moving Group. It is the furthest extent of Sol's colonies, quite distant and somewhat ignored by the homeworld. The local Star Nations and Star Systems consider the area quite important, and there is active trade and infrequent wars among them.

The Fringe is a human-centric term for the region and is considered derogatory by many alien races. The Slugs' home system of Seelluggue is in the Fringe, and thus the Fringe is their front yard and the area around Sol is called the Vacuity by Slugs.

See also the Star Map.
TFL/Elru Skoz

## Background Information

Elru Skoz is a Slug from Seelluggue - he worked his way up the ranks in the Skoz Family, enough so that he received a go-ahead to start his own business and branch out to make his own money outside the Seelluggue Organization. Given the harsh ecosystem of Slug economics (such as it is) he's used to reneging on deals and making shady deals in the first place, - in fact, they're usually the most lucrative. He is one of the many Slugs who had the inexplicable ability to sense emotions and also affect them. He has found that being able to do this has always given him a small lead on other merchants, but he always knew that he'd have an even larger upper hand when dealing with the other races. Despite any negative predisposition to his abilities others may have, there's only so many ways one can mitigate it; and some good old-fashioned guile doesn't hurt, either. With a head for business and manipulation and the greed and determination to do it, one day he can start his own branch Family.

## Character Sheet

Attributes [130]

**\*** indicates psionic skills
Equipment
Small computer (UT 22); 0.75 lbs, $500
loaded with translator, accounting, navigation, and wikipedia programs
also counts as a Pocketcam (UT 51) and Penlight (UT 74)
has a small radio communicator (UT 44)
Pocket pack (UT 38); 0.75 lbs, $25
Tiny radio communicator (UT 44) ; 0.05 lbs, $50
hyperspectral goggles (UT 61); 0.6 lbs, $2,000
bandage spray (UT 197): 0.1 lbs, $3
assorted power cells in the AA-C range
Engineering Log

# Contract & Boarding Inspection Procedures

## Pre-Passage Suitability Screening

Prior to signing any contract for freight transport Elru will conduct an in-person meeting with the shipper, who must be knowledgeable about the cargo, the destination, and the recipient. Illegality is not the primary issue, but risk and attempted subterfuge against us should carry both a heavy premium and a contract clause absolving us of any damage caused to their cargo because of information the shipper failed to voluntarily disclose.

Prior to signing any contract for freight or passenger transport Elru will conduct an in-person meeting with each passenger to scan for ulterior motives

## Cargo Inspection

All cargo loaded through the hatches will be observed by Bandit, using penetrating hyperspectral vision. Scans will be compared against crate contents listed in the manifest.

### The following anomalies will receive internal flags and appropriate precautions:

·       Unlisted biological cargo/passenger

·       Misidentified cargo

·       Crate shielded against scan (Pb barrier)

### Potential precautions include:

·       Setting a camera to monitor the crate

·       Loading the crate with the only door(s) jammed against the hull or other crates

·       Intentionally loading the crate into an unpressurized section of the hold

·       Loading the crate in clear view of both turrets

·       Prestaging claymore crates at the access points to the flagged crate

·       Demanding the shipper open the crate for inventory/inspection prior to loading the crate

·       Charging extra for uninspectable cargo

·       Bypassing security seals/locks to inspect cargo once out of port (while best prepared to deal with whatever contents we find)

## Luggage and Passenger Inspection

All personal luggage for passengers (excluding freight, which will follow cargo inspection procedures) and the passengers themselves will pass through a low grade TL9 security scanner while Alifred, Elru and Bandit (who will remain in stealth) observe. Alifred will ask the passenger to present any items flagged by the scanner for inspection. Elru will sense for deception or unusual nervousness. Bandit will perform sensing scans primarily looking for high grade computer/electronic hardware or implants capable of supporting Hacking or EW functions.

All weapons more capable than a light pistol will be secured in an armory locker in the unpressurized portion of the cargo bay, with both a mechanical and an electronic lock, for the duration of the voyage.

All passenger devices will be restricted to the guest network. Professional grade computer hardware MAC/GUID will be flagged. Any attempted use of the hardware outside of the guest network from that MAC/GUID will be directed to a dummy server emulating the ship’s systems and an emergency alert flag will notify SARA, Jeff & the Watch Officer about the intrusion attempt.

Depending on the technology/laws involved, we may want to covertly scan for chemical, biological & radiological hazards as well as part of the loading inspection.
TFL/Hyperfactor

Hyperspace is a strange realm of alternate matter contiguous with Realspace at Toshido-Kearny transition points and their analogues, but distances in Hyperspace are much shorter than in Realspace. A pair of T-K points, separated by 10 light years in Realspace, have analogues that are only around 15 AU apart in Hyperspace, roughly 1/40,000th of the Realspace distance. 1 Realspace lightyear is also about 1,500 Hyperspace pixes.

Hyperfactor (HF) is a measure of speed in Hyperspace. 1 Hyperfactor is the ability to move just over 1 parsec (3.26 light years) of Realspace distance in 2,411 hours or about 100 days. 100 Hyperfactor would move the same distance in about 1 day. The relevant formulas are:

travel time in days = 30.67 \* Realspace distance in light years / Hyperfactor
Realspace light years traveled = 0.0326 \* Hyperfactor \* travel time in days
In Hyperspace, a ship traveling a 1 HF is moving at around 0.05 AU per day or 50 miles per second. Even the fastest Hyperspace missiles barely reach 30,000 mps, or 16% of the speed of light, well below the speed where relativistic effects become a significant concern, and the usually missiles top out at half that speed.

Starships moving in Hyperspace don't exactly move faster than they can in Realspace, they just travel shorter distances. However, the luminous ether of Hyperspace acts in a similar manner to a gaseous fluid and resists objects moving through it, limiting the maximum speeds of starships. The maximum speed is roughly proportional to the cube of the square root of the starship's Realspace acceleration and inversely proportional to the log of the ship's mass; Necklin Field design and power can make a minor difference. Some expensive Hyperspace missiles have reached nearly 600 HF; theoretical Hyperspace courier starship designs could go just over 200 HF; but practical designs are limited to 150-160 HF. Light tramp freighter designs travel at 30-70 HF, with some specialized designs reaching 100 HF; military vessels can usually keep pace with the most freighters but not the fastest ones or couriers. The largest freighters are very slow, 11-12 HF.

## Table of Equivalencies

1 Hyperfactor is pretty close to:

0.0326 Realspace light years per day
0.05 AU per day
50 pixes per day
2 pixes per hour
1/30th of a pix per minute
50 miles per second
TFL/Astrogator's Log

We took possession of The Almighty Dollar and had our stuff moved in before noon. Ship is in good shape and we already have multiple job offers, including one that needs a yes or no immediately. After some discussion, we decide to take Mr. Denning's offer and Elru is able to haggle him up to a $15 million advance if we can leave in 50 hours. We also accepted a freight-hauling job from Bill West, letting him know that we might be taking a long way around to avoid dealing with the risk of pirates. As we were arranging to onboard West's cargo, a local teen arrived at our docking port with a package from an anonymous source.

*Ed. Note: We didn't haggle with West at all? We're gonna go bankrupt.*

"It's for you."
The package turns out to contain a data stick that has a movie file showing off Alifred committing some battlefield atrocities. This is weird because while he was on-planet when the CSU Cosmines committed these atrocities, but he wasn't involved except in the role of 'passive about the cover-up after the fact'. The footage is fake, but the blackmail letter that accompanies it is quite real. Jeff begins tracking the package's trail while Dex sends the courier out for take-out food, then reaches out to their local contact to find out how big the list of people on-station who might have access to this footage is. Between the two it gets narrowed down to a name and a face, and Jeff's robot pet is able to physically track the woman who handed the package off to the messenger.

"Let me rephrase: when I asked 'is the door locked' what I meant was 'is the door made of armor-quality titanium nanocomposite'."
We track the package to a warehouse in a mostly-abandoned part of the station, which is known to be frequented by squatters - some sort of property rights dispute has kept the warehouses from being used. While Jeff and Elru start scoping out the building's security, Dex simply cuts their way through the lock of the emergency side door and finds... shipping containers stacked in a maze. After a few moments to organize, the group decides to go inside, with Jeff's robot leading the way and providing tactical data.

"Wait, were you planning to interrogate any of them?"
The warehouse's inhabitants turn out to be our culprits; while Alifred begins sneaking into the room and Jeff positions Bandit to create a distraction, Dex decides to simply apply physics to the problem and begins straining to topple the stacked shipping crates to land on the criminals. All three of these plans work to a greater or lesser degree: the blackmailers are surprised, Alifred fills them full of lasers, and then the shipping containers fall. The entire fight takes about five seconds; interrogating the prisoners afterwards, the group learns that they were bankrolled by someone named Ang Xiu, that the footage was doctored, and that they are never, ever going to mess with us again (though Ang Xiu might). We collectively have no idea who Ang Xiu is, though Dex is assuming they're a CDE bigshot with a grudge against the CSU or against Alifred in particular.
TFL/Friedman Star

# Friedman Star (Chi Cheti B)

* Population: 700 million humans and 200 million aliens, mostly Vraz and Slugs, live on Friedman Star II (Burke). An Orbital Beanstalk provides access to the surface, and there are constant debates about building another.
* Major industries: Factory, habitat, manufactory, shipyard, and trading hub that buys and sells just about anything but preferentially buys electronics, medical supplies, rare earth metals, refined chemicals, and armaments and preferentially sells consumer goods and industrial equipment.
* Star Nation: Capital of the Duncan Independence
* Notable quirks: Black shipyard; Duncanite shipyards will install smuggling holds and heavy weapons with few questions asked. Indentured servitude with heavy protections for the servants is legal here. Higher than normal risk of piracy.

The Free Traders Association is headquartered in Friedman Star. Friedman Star has an active banking sector specializing in shipbuilding and many loans for ships have a default clause that requires the defaulters to pay off part of the default as indentured servants under Duncan Independence law.

Friedman Star is technically a double star with Hayek Star, but with almost half a light year of separation between the two stars, both systems can be treated independently. Trade between the two systems often involves slow fusion hyper rocket Spaceships making a short jaunt through Hyperspace. The Duncanite Star Militia discourages the practice because of the threat of piracy.
TFL/Hayek Star

# Hayek Star (Chi Cheti A)

* Population: 120 million humans, 125 million Quaddies and 55 million aliens, mostly Vraz and Slugs, live among O'Neil cylinders and other orbitals in Hayek Star's three asteroid belts.
* Major industries: Artisan craft, electronics factory, and mining system that buys refined chemicals and sells electronics, luxury goods, precious metals, and rare earth metals.
* Star Nation: Duncan Independence
* Notable quirks: It is rumored to be possible to buy precious metals cheaply at the outer refineries and sell them for a profit at the inner Quaddie cylinders, but practically speaking that trade is monopolized by heavily armed and dedicated local traders. Like Friedman Star, indentured servitude is legal here. Higher than normal risk of piracy.

Hayek Star is technically a double star with Friedman Star, but with almost half a light year of separation between the two stars, both systems can be treated independently. Trade between the two systems often involves slow fusion hyper rocket Spaceships making a short jaunt through Hyperspace. The Duncanite Star Militia discourages the practice because of the threat of piracy.
TFL/Blockade running

Blockade running is the act of transporting goods or passengers through national borders without interacting with the legal or local authorities. This is most often done to transport otherwise legal items past a foreign invader, but can also be used to get illegal items past local authorities or to transport legal goods without paying tolls or tariffs. Blockade running is distinct from Smuggling: a smuggler expects to be inspected by authorities but intends to conceal his undeclared cargo, while a blockade runner intends to avoid the authorities altogether.

## Blockades

Blockade runners avoid blockades and cargo inspections. Most blockades are enforced at two points: the T-K point analogue in Hyperspace, or at orbital stations in Realspace. The blockade runner avoids any Starships patrolling the T-K point analogue in Hyperspace, then does not dock at any orbital stations. Instead, they either rendezvous with a local Spaceship to transfer the illicit goods, or land on a planet away from the blockaders (or legal authorities) and unload.

### Illicit Landings

As a Starship can influence the speed and direction it is traveling when leaving Hyperspace, most blockade runners attempt to enter Realspace on a collision course with their intended destination. They then coast on backup power with minimal maneuvering until they enter upper atmosphere of their destination and aerobrake and retrobrake down to landing speed. Ideally, the active maneuvering portions of the trip that are most visible on I-R sensors, including the landing, are done out of line of sight of any blockading Spacecraft. This kind of blockade running requires excellent navigation and piloting skills. It is often aided by having the ability to detect and destroy any minor probes that the blockader may have in orbit.
TFL/Slug

## Slugs

**Appearance**: Slugs appear to be roughly 5' long hermaphroditic worms with prehensile face tentacles and eyes on antennae. Their upper skin is brown, green, grey, or yellow and they all have a dark brown underside. They also excrete a sticky/slimy substance that gives the appearance of being slick.
**Common traits**: Slugs are generally at least two of cowardly, selfish, lazy, or deceitful. Slug society is a very low-trust society with some loyalty to a clan or family, but slugs mostly organize under the fear of a more powerful slug. Slugs are surprisingly intuitive and mathematically clever, which to some extent explains why they are a space-faring race.
**Notable quirks**: Slugs have an unreliable ability to detect and possibly manipulate the magnetic fields of sentient minds - or at least, that's the best current scientific understanding of Slug telepathy. Some slugs can read surface thoughts, detect emotions, detect other life forms through obstacles, and sometimes even influence other beings' minds.
**Psychological Constraints**: Callous, Chummy, Imaginative, Playful, Selfish, Suspicious (neutral for Chauvinism, Concentration, and Curiosity)
## Slug Racial Template [44 CP]

*Advantages*:
* 360° Vision (Easy to Hit -20%) [20]
* Slippery 2 [4]

*Perks*: None
*Disadvantages*:
* Choose -10 CP from Callous, Chummy, Cowardice, Laziness, and Selfish [-10]
* Invertebrate [-20]
* Odious Personal Habit (Slime, -2 reaction) [-10]
* Prehensile Face Tentacles (4 Arms, all of which are extra-flexible +50%; No physical attack -25%; Short -50%; Weak -50%) [-10]
* Weakness to Salt (1d damage per 5 minutes) [-10]

*Quirks*: None
*Features*:
* Hermaphroditic [0]
* No Legs (Slithers) [0]
* Slime trails give +4 to track

*Recommend traits*:
* Detect Life (Very Common Substance (Life) 30, Telepathy, -10%) [27]
* Emotion Control 3 [25] PSI61
* Emotion Sense 2 [9] PSI61; Empathy [15]
* Telepathy Talent [5/lvl] PSI19 (minimum level 1 for other telepathy related advantages)
TFL/Zrivlu

# Zrivlu

* Population: 11 billion Vraz live on Zrivlu IV, along with 1 billion humans and other aliens and 250 million Rosettan Kun. Seven Orbital Beanstalks provide cheap access to the surface.
* Major industries: Luxury habitat, and military depot that buys consumer goods, electronics, luxury goods, medical supplies, and armaments and sells refined chemicals.
* Star Nation: Capital of the Vrazskla-z Authority
* Notable quirks: The Authority capital has copious military shipyard but no commercial shipyards. Vraz bureaucracy prefers to buy in 100,000 ton lots scheduled a decade or more in advance; tramp freighters do surprisingly good but risky business in filling shortfalls and emergency orders for established freight lines.

As it can take most of a decade for a freight company to be approved to carry military cargo to Zrivlu, the Authority's rigid schedules fall apart when a freight line goes under or otherwise has problems meeting its shipping commitments. Tramp freighters often get contracts from the major lines to provide additional freight under an emergency basis; somewhat rarer and more risky is getting an unofficial contract from one part of the Authority bureaucracy to essentially smuggle vitally needed goods past the rest of the bureaucracy.

It often joked that the entire Zrivlu population is either in the military or the bureaucracy, but in reality, less than 10% of the population is involved and Zrivlu has the normal internal industries for agriculture, medicine, entertainment, and so forth.
Asriel

**Asriel Dreemurr** is the biological child of Toriel and Asgore and the adoptive brother of the first human.

## Asriel

### Relatives

Chara (adoptive sibling)Toriel (mother)Asgore (father)

## Appearances

### Debut

The Outlands (Genocide)The Citadel (Pacifist)

He serves as the final boss of the True Pacifist Route and supporting character of the Genocide Route.

## Main Story

Long ago, when Asriel died at the hands of humans, he was transformed into Twinkly.

After killing Toriel in the Genocide route, Twinkly absorbs her soul and transforms into Asriel.

Asriel still seeing the protagonist as Chara, says that he'll help them in their quest.

## Soundtrack Video

[1]

PS!Outertale OST - Hopes and Dreams
Episode 1 (Drama)

## Zhuge KongmingDescends upon Shibuya!

**Zhuge Kongming, Descends upon Shibuya!** (諸葛孔明、渋谷に降臨!, ***Zhuge Kongming, Descends upon Shibuya!***) is the 1st episode of the Ya Boy Kongming (Drama).

It was broadcasted on Fuji TV from September 27, 2023, while streamed on Fuji TV on Demand withe the additional title,
**Kongming the Genius Tactician Reincarnates in Shibuya! The Curtain Rises to Musical Comedy** (天才軍師孔明が渋谷に転生!音楽コメディー開幕, ***Kongming the Genius Tactician Reincarnates in Shibuya! The Curtain Rises to Musical Comedy***).

## Featured Music

* Time Travel, by EIKO
* Running out by Mia Iriomote
* Mayonaka no Door ~stay with me by EIKO
* SO SO by Keiji Maezono

## Trivia

* **Based on:** Chapter 1 to 4.
* **Viewership:** 6.1%
PS!Outertale Wiki

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Episode 3

## Kongming Learns of the Right Path to Take

Episode

**Kongming Learns of the Right Path to Take** (孔明、進むべき道を知る, *Kōmei, Susumu Beki Michi o Shiru*) is the third episode of the *Ya Boy Kongming!* anime series. It aired on April 14th, 2022.

## Summary

After Eiko Tsukimi's successful performance at Lady's Ready Night, Zhuge Kongming manages to get her into the Yoyogi Arts Festival. But as a newcomer, her location at the festival was secluded, and was neighboring the more famous band JET JACKET. Kongming will have to use his tactics once again to lure people to Eiko's booth.

## Plot

Following Eiko's successful performance at Lady's Ready Night, her Pinstagram followers finally surpassed 1,000, While Eiko was delighted, Kongming warned her of the dangers of complacency, and announced that he had already secured the next performance opportunity - The Yoyogi Arts Festival. Eiko is unsure if she has enough followers to make it a success, while Kongming ensured that he'll do what3ever he can to make it a success.

On the day of the festival, Kongming, Eiko and Owner Kobayashi arrived at Harajuku with Kongming in awe of the zest of the city. On the way, he spotted a cosplayer in a qipao attire and went over to befriend her, asking if she's a time traveler as well. The other two pull him away from the shocked cosplayer. Kongming then noticed a poster of the JET JACKETS having a performance the next day and walked into the shop to buy some accessories.

## Featured Music

* Be Crazy For Me by EIKO starring 96 Neko

## Characters

1. Zhuge Kongming
2. Eiko Tsukimi
3. RYO
4. MASA
5. TAKU
6. Liu Bei
7. Owner Kobayashi

## Trivia

* During the scene when Kongming enters the Record shop, the album Abbey Road and Nirvana's Nevermind can be seen on the shelf.
Jamezia

**Jamezia** is a character in Toropei.

## Backstory

Jamezia

Long ago there was a young lad, a lad by the name of Jamezia. He was born in 380 B.C. He was a child of great vigor and passion. As he lived his life his

greatest passion was only to live freely and enjoy life. However once he saw how many people were unable to do this, some who couldn't even fathom such a thing. His new passion became to help those people. To travel the world, and seek out routes if evil and wash them away. He always equated this endeavor with a powerful tide. Washing over some dry land, taking away all it's filth and bestowing new life. However during his travels after becoming known as a hero in many parts of the world. A bounty was put on him, a bounty that was sent with intelligence. For he had given himself to his passion, he missed out on one of the biggest joys of life. Love, the bounty hunter was aware of this. Fooling the valiant yet naive Jamezia. Wanting to swoon him into lust, they did successfully do so. Inevitably this person did get him captured and drugged. Then smuggling him off into slavery where he would rise yet again, freeing slaves from their captivity in a roaring revolution. Now those who hated him were aware, he is too much of a threat to be left alive. Now they sent after him children, seemingly innocent children. After having them in the most advantageous spot to be saved. They stabbed Jamezia with poison daggers, Jamezia lays I'll for many days. Until passing away, but as the women who originally sold Jamezia into slavery and the kids that stabbed him felt bad for what they had done. As their master betrayed them, they longer for a hero like Jamezia. They traveled far and wide seeking the greatest power, becoming a surrogate family. Until getting a Genie lamp, giving their lives in Communion to grant Jamezia his life and current powers to be a hero and save those who need it. Even if they don't know it yet.

## Personality

Usually kind and looking to do what is right. Sometimes a bit ambiguous in its actions.

## Powers, Weapons, and Tier

### Powers

* Hiddenness Manipulation
* Intangibility
* Hole Manipulation
* Fluid Manipulation
* Friction Manipulation
* Flight Manipulation
* Total Conversion

### Weakness

* Magically sealed golden containers.
* Fire manipulates, if it is using fluid at that moment.
* Hit it as it forms, to stop it from completely forming.
* It cannot see images, it sees energy only.
Chapter 6

## Kongming, the Path Ahead Clear

**"Kongming, the Path Ahead Clear"** (孔明、進むべき道を知る, ***"Kongming, the Path Ahead Clear"***) is the sixth chapter of the Ya Boy Kongming! manga series. It is adapted into Episode 3 of the anime series.

## Summary

While the equipment is busy getting fixed, Zhuge Kongming tells Eiko Tsukimi to concentrate on preparing for the concert. As she practises singing, Kongming is reminded of his former liege Liu Bei, and gains resolve to help Eiko succeed.

## Characters

1. Zhuge Kongming
2. Eiko Tsukimi
3. Owner Kobayashi
4. Liu Bei
Volume 8

**Volume 8** of the Ya Boy Kongming! (Manga) was first released on January 6, 2022.

## Synopsis

With the conclusion of the Kyoto Festival competition, Eiko begins to receive offers from major labels. After her rival MIA suggests that she should cut Kongming off, Eiko is troubled. Should she continue to work with Kongming or take a major step forward and sign in with a major label?

Meanwhile, Kongming has already a major plan in mind, one that will turn the music industry on its heels and could forever changes its landscape.

## Cover Characters

### From left to right

* Kabe-Taijin
* Zhuge Kongming
* Eiko Tsukimi
* Owner Kobayashi

## Chapters

* 056. Results
* 057. To Act Irrespective of One's Appearance
* 058. Kongming, to have his first sauna
* 059. A Major Label
* 060. A Stadium of 50,000
* 061. Hajime Shoji
* 062. Corporate Philosophy for a Hopeful Future
* 063. Headhunted Into Our Company
* Extra. GuanYU@50,000KM Chapter 3
Chapter 13

## Kongming, to Light the Fire

**Kongming, to Light the Fire** (孔明、焚き付ける, **Komei, Takitsukeru**) is the thirteenth chapter of the Ya Boy Kongming! manga series. It is adapted into Episode 5 of the anime series.

## Summary

Kabe-Taito arrives at BB Lounge and is greeted by Eiko Tsukimi singing a song from his past. The melody touches upon his heart and just when he's about to leave, Zhuge Kongming appears and challenges him to go on the stage in a battle rap duel.

## Characters

1. Zhuge Kongming
2. Eiko Tsukimi
3. Kabe-Taito
Eiko's No.1 Fan

Anime

Eiko's No.1 Fan is a recurring character in Ya Boy Kongming! He has been a fan of Eiko Tsukimi since she started singing at BB Lounge, and attends almost all her concerts, including Lady's Ready Night and the Yoyogi Arts Festival, thus earning him the title of Eiko's No.1 Fan.

Later, he will become Zhuge Kongming's spy, helping him gather information related the music scene and competitor information. He is tech savvy and has great video and photo editing skills, which prove to be useful assets.

## Plot

* Manga
* Anime