recursal/Fanatic-Fandom huggingface dataset:
TFL/Alifred Dixon

## Background Information

Alifred Dixon is a former boarding specialist from the Confederated Stars Cosmine Corps. He was given an other-than-honorable discharge to avoid the paperwork and uncertainty of the court-martial that would have probably given him more severe punishments.

He has bummed around the Fringe working as a freelance troubleshooter, which he is good at. Some lucky jobs gave him a stake, and when his sometimes co-worker Elru approached him to buy into the purchase of the Almighty Dollar, he took out some personal loans and become a partner.

Despite Alifred's rough exterior, he is a man of surprising taste. He is more than capable of acting as the ship's Customer Service Representative and passenger Steward. In dangerous situations, he prefers to direct the ship's guns.

## Character Sheet

Attributes [190]

Points Summary
Attributes/Secondary Characteristics [190]
Advantages/Perks/TL/Languages/Cultural Familiarities [66]
Disadvantages/Quirks [-55]
Skills/Techniques/Spells [48]
Total [250]
Melee Attacks

Ranged Attacks

Equipment [$36,530.00]
Bionic Arm; $12,000.00
9 C cells; 9x0.5 lbs, 9x$10
Signature Superfine Balanced Vibro-Cutlass; 2.5 lbs, $17,000
10 D cells; 10x5 lbs, 10x$100
3 Heavy Laser Pistols; 3x1 lb, 3x$1,200.00
Heavy Laser Rifle; 11 lbs, $2,600.00
Superfine Large Knife; 1 lb, $240.00
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
TFL/Seelluggue

# Seelluggue

* Population: Roughly 7 billion Slugs and 2 billion non-Slug slaves and visitors live on Seelluggue IV, a warm, wet world 1.3 AU from the primary with two Orbital Beanstalks and the wreckages of three more. Another 3 billion Slugs and 1 billion non-Slug slaves live in orbitals or among the system's asteroid belt, 0.9 AU from the primary.
* Major industries: Trading hub that buys and sells just about anything; Habitat and Luxury habitat that buys consumer goods, electronics, luxury goods, and medical supplies. Hypermatter mining occurs in the dark nebula and hypermatter fuel can be relatively cheap at Seelluggue stations.
* Star Nation: Seelluggue Organization
* Notable quirks: Slavery market. Black market. Black shipyard. Pirate haven. Located inside a dark nebula (and dark hyperspace nebula); T-K transition points are unusually hard to find and extremely unstable.
TFL/Realspace

Realspace is the conventional space-time of atomic matter based on quarks, in contrast to the strange realm of Hyperspace.

Space travel in Realspace is slow for a variety of reasons.

1. Realspace distances are enormous - a planet's moon can be easily 250,000+ miles away, and a planet and an asteroid belt might be separated by 100 times that distance or much, much more.
2. Nothing in Realspace can move faster than light (186,000 miles per second or mps) and practically speaking, nothing except subatomic particles in Realspace can move at even half that speed before suffering from relativistic effects that make it prohibitively difficult to continue accelerating
3. Spacecraft in Realspace do not have reactionless engines, and must expel reaction mass in one direction in order to accelerate in the other. They also need to carry the reaction mass with them, which limits their maximum speed relative to their starting point, as eventually they will run out of reaction mass. With a great deal of difficulty, it is possible to create a spacecraft capable of reaching 1,500 mps of relative velocity, but that would still take over 20 minutes to reach a moon that is only 250,000 miles away.
4. Because there is no friction in the vacuum of Realspace, spacecraft that wish to stop must expel reaction mass to slow down. The spacecraft that could reach 1,500 mps will only reach speeds of around 750 mps, because it will need to slow down again at some point.

The discovery of Necklin Fields, T-K points, and Hyperspace has created enormously powerful Realspace engines. Typical ships can accelerate at 0.25 - 1.25 Gs and reach 80-350 mps of relative velocity. Still, it is only by taking shortcuts through Hyperspace that it is possible to travel between the stars in reasonable amounts of time, and it can still take months to reach distance planets or asteroid belts in a single star system.
TFL/Star Map

The map of the Star Systems and implicitly Star Nations in the Fringe. As the exact boundaries of the Fringe are ill-defined, the X-Y axis is arbitrarily centered on the independent system of New Panama.

Sol and the systems of the Solar League are roughly 45 light years away from New Panama to the bottom left of the Fringe star map, in the area of space known as the Local Fluff or the Vacuity.

 Independent Systems | Black
TFL/Free Traders Association

## Overview

The Free Traders Association (FTA) is a semi-formal network of freighter shippers who do not believe that freight should be restrained, beyond some fairly broad rules such as "no slave trading". As long as everyone involved in a trade is an adult who is making the trade freely and without coercion, the FTA does not care about local laws about controlled substances or tariffs. As such, the FTA is a strong supporter of blockade running and smuggling, and the FTA maintains shipyards in the Duncan Independence that will install smuggling holds and heavy weaponry at fairly reasonable rates.

## Organization and Services

The FTA is headquartered in Friedman Star and has branch offices and agents across the Fringe. It is organized and registered as a for-profit corporation, providing brokerage services for freight shipping. FTA Associates pay a small yearly fee to listed in the brokerage; potential customers looking for freight can contact a TFA office or agent and get a list of available associates for 1% of the value of the freight they wish to have shipped. As the types of freight that get shipped by FTA associates tends to be high value, FTA makes good money and has a sizeable investment fund management.

FTA associates can get some legal help from the organization if they run into difficulties on jobs. This is generally a contracted lawyer in the Star Nation in question, and the legal help is limited to the initial stages of any criminal investigation: interrogation, arraignment, and arranging a bond for release from jail. Associates are expected to pay the cost of any trials themselves.

The FTA does provide several types of insurance: anti-piracy, general shipping, and legal services for smugglers. FTA insurance is partially underwritten by the investment funds, and is fairly reasonably priced, especially since it covers acts of war unlike most major insurers. A few shipping lines who are not FTA associates and won't undertake FTA jobs are nevertheless covered by FTA insurance, though at a higher rate.

FTA Agents
Where possible, the FTA prefers to have a normal business office. However, the FTA is often accused of being a criminal organization and outlawed. The FTA lobbies against such legislation, but it when it occurs, the FTA moves from being an overt, registered corporation to a shadowy, underworld fixer. The services provided and the limitations on what the FTA is willing to contract for freight do not change.
TFL/Toshido-Kearny transition point

A Toshido-Kearny transition point (T-K point) is a volume of Realspace, generally located around 0.5 AU away from a G-class star and roughly 0.25 AU above or below the ecliptic plane, where gravity and E-M radiation combine to form an oddity. A Realspace object that is fully encompassed by a Necklin Field while in a T-K transition point will leave Realspace and enter hyperspace.

T-K transition points are roughly 23 light seconds across and migrate in a mostly predictable pattern based on the revolution of planets, asteroids, and comets. Star flares and the gravitational fields of nearby starships can influence the position and size of T-K transition points, and most T-K transition points shrink dramatically immediately after a vessel transitions into or out of hyperspace.

## Transit stations

As T-K points are above or below the plane of the ecliptic, it isn't possible to have an orbiting station permanently near one. As T-K points move, it also isn't feasible for a mobile vessel to have enough reaction mass to keep on station with the point for any length of time. T-K points will be briefly patrolled in times of war when an enemy attack is anticipated, but otherwise they are just empty volumes of space.'
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TFL/pixes

A "pix" is a unit of measurement of about 1/2 light second or 100,000 miles. A pix is formally called a decakilomile but the short name has stuck even though the derivation is unknown.

A Spacecraft moving at 1 mile per second will travel 1 pix per day.

A Starship moving at 1 Hyperfactor will move about 50 pixes per day or roughly 2 pixes per hour.

A pix is also the maximum practical range of most engagements. Two spacecraft that are a pix apart have a half second delay in sensing each other's movements, and even light speed weapons such as lasers take another half second to actually reach the target. It is barely possible to usefully engage at the range of 1 pix; farther than that, and the lag means that all weapons fire is too inaccurate to be worthwhile.

## Revised Size and Speed/Range Table

The Size and Speed/Range table is set around yards. This is generally convenient for human scale items, but results in some unusual breakpoints on the astronomical scale. This is a slightly differently smoothed table for astronomical distances in pixes:
TFL/Quaddie

## Quaddies

**Appearance**: Quaddies look mostly like their human ancestors, except they have two additional arms in place of their legs. Their hips are slightly wider that human hips to allow for a full shoulder joint.
**Common traits**: Quaddies are hard-working, social, and generally rules abiding. They dislike spending time at 0.25 g or heavier gravities when they have to use their lower arms as inadequate legs.
**Notable quirks**: None.
**Psychological Constraints**: Broad-minded, Singled-minded, Curious, Selfless, Chummy, Imaginative, Playful, low Suspicion (neutral for Empathy)
## Quaddie Racial Template [20 CP]

*Advantages*:
* Extra Arms (2 arms; Foot Manipulators -30%) [14]
* Extra DX [20]
* Extra IQ [20]
* Extra HT [10]

*Perks*: No Degeneration in Zero-G [1]
*Disadvantages*:
* Chummy [-5]
* Lame (Crippled Legs; Accessibility: Not in zero-G -10%) [-9]
* Reduced Basic Move -3 [Accessibility: Not in zero-G -10%] [-14]
* Skinny [-5]

*Quirks*: Attentive; Intolerance of Laziness [-2]
*Features*: Taboo Traits (Genetic Defects, Mental Instability)
*Recommend traits*: Not all Quaddies are Single-Minded, Truthful, or Workaholic, but most Quaddies have at least 1 of those traits. Laziness is extremely rare.
TFL/Notables

## Occasional Employers

Kyle Denning
Kyle is a repo agent for Fidelity-Eternal Bank Holdings. Though his job involves retaking Starships from borrowers who are overdue on their loan payments, he is not a trouble-shooter or techie, but more of an investigator and people manager. He does travel with guards who can act as a ship's prize crew, and he does have some hacking tools that he can use to hopefully activate the bank required kill-switch on the ship he is repossessing.
Bill West
Bill is a shipping manager for XFMG (Xuzhou Factory Machine Group), stationed on New Panama.
Bleubik Skoz
Bleubik is the Skoz family head at V'Altrin station in Fromeltar. He is eager to see Elru do well, especially in ways that make Bleubik richer.
## Sometime Allies

Lieutenant Commander Athena Stone, Solar League Defense Force
Athena is a former commander of Dex's, now on the staff of the Solar League military attache at their New Panama embassy. She has sometimes done Dex minor favors, such as arranging for him to buy surplus military gear.
## Recurring Enemies

Ang Xiu
Ang Xiu funded an attempt to blackmail Alifred Dixon shortly after Alifred joined the crew. Not much is known about this person, but some of his software may have been stolen from Jeff in the past.
Auditor-Commodore Igrene McCrory, SLDF
Igrene is the SLDF official in charge of investigating corruption and other criminal behavior among SLDF officers and enlistees in the Fringe. As Dex still has a position in the SLDF reserves, Dex's behavior is under Igrene's jurisdiction. Igrene's agents rarely cross Dex's path, but when they do, Dex finds itself under increased scrutiny and has to do abandon some lucrative but not entirely legal deals.
That Annoying Hacker (TAH)
TAH is a reference to a hacker that Jeff has tangled with repeatedly in the past and who seems to bear a bit of a grudge. Jeff is uncertain about the details.
## Infrequent Enemies

RuteXcalation (RX)
RX is a hacker at V'Altrin station in Fromeltar who cracked the *Almighty Dollar'*s defenses and fooled SERA into thinking that the partners had authorized a $1 million payment. The Crew has a grudge against RX. This grudge was largely settled by turning him over to the authorities with enough evidence to execute him for piracy.
TFL/Space Combat

### The Map

Ship to ship combat takes place on a maneuvering board style map with the Almighty Dollar at the center. Concentric rings divide the map into range zones. Enemies (and neutrals, and allies) are displayed in groups around the azimuth in a tactically relevant way (e.g. shown on opposite sides while trying to divide attention). (or does North = Advantaged and South = Disadvantaged?)

### The Turn Sequence

Q.v. Spaceship House Rules

PCs can take a single action per turn

### PC Actions

* Inspired Leadership
* Piloting - A QC of piloting skills allows the winner to maneuver one zone closer or farther from any specific target or change the azimuthal position of one target?
* Sensors
	+ Spoofing Electronic Warfare (Jamming?)
	+ Counterspoofing Electronic Warfare
	+ Targeting Lock
	+ Sensor Analysis
* Offensive Weapons Employment

* Defensive Weapons Employment

* Damage Control requires an engineer to pass a relevant skill roll at a -8 penalty for time pressure. Success restores the targeted system instantly; Margin of failure determines the number of rounds required to restore function.
* Hacking follows the rules for Combat Hacking and consists of the following task options
	+ Subvert Comm Channel Task
	+ Hacking Exploit Task
	+ Defensive hacking

### Repairs

Regeneration of ablative armor takes place automatically as part of normal upkeep and maintenance. It is assumed to be fully regenerated by the next time it is needed.

#### Repairs while underway

Damaged systems can be fully repaired with onboard resources.

#### Repairs in port

Destroyed non-core systems require a starport to fully repair. Cost is **X.** Until repaired the system will be fragile (reduced HT), subject to intermittent faults (operate in a degraded mode with a skill penalty), or require additional attention from maintenance crews (increased time commitments).

#### Repairs in a shipyard

Destroyed core systems require specialized equipment and skills only found in shipyards to repair. Cost is **Y.** Any restoration of a destroyed system will suffer from all problems with damaged systems (fragility, faultiness, and increased maintenance).

#### Collecting Salvage

Any ejecta or derelicts left after combat can be inspected for value by whichever side holds the field. Time to inspect is **X. (based on number of combat turns {proxy for dispersion} and number/size of items of interest?)**

Determine value of captured goods with a Merchant roll

Determine state of ships with a Mechanics (Starships) roll. Merchant can be used to determine value after state is known.

Determining value of prisoners is **(?)**

#### Prize crews & Towing

The maximum towing capacity of the Almighty Dollar is **X**. Towing affects speed as **Y** and fuel consumption as **Z**.

#### Selling salvage

Salvage can most easily be sold at breakers yards and shipyards, typically fetching 15%**(?)** of original price if operating under it's own power, or 5%**(?)** if not. Sales in other ports will generally be less lucrative. Roll merchant to negotiate sales price with MoS changing price by 1% per level.
TFL/Spaceship

A spaceship is a spacecraft capable of traveling in single star system in a reasonable amount of time. They are distinguished against starships, which can travel between the stars in a reasonable amount of time, and SSTO Shuttles, single-stage-to-orbit shuttles that only move between a planet and an orbiting space station.

## Layout

Spaceships are optimized to travel through the vacuum of Realspace, and thus can be built to just about any form. Without needing to worry about Necklin Field geometries or aerodynamic streamlining, there is very little to constrain the imaginations of designers. Vaguely cylindrical shapes with engines on nacelles are common, but cubes, spheres, and various boxes aren't unknown.

As most spaceships spend more time coasting than under acceleration, there is usually some provision to spin the ship or at least the habitat decks to provide spin pseudo-gravity. The habitat decks can often be extended on tethers to increase felt gravity and decrease Coriolis disorientation.

Command decks (also known as the bridge or Nav & Con) are usually isolated from the spinning portion of the ship, so that the command crew stays in zero-G.

## In-system travel

Most spaceships uses fusion hyper rockets, slowly fusing and decomposing hyper-hydrogen to achieve low amounts of acceleration and huge amounts of delta-V. For short distances (under 0.5 AU), many spaceships actually spend more time accelerating and decelerating than they do coasting.

Fusion hyper rockets share many features with the fusion hyper torches of starships, and a spaceship can theoretically enter hyperspace. However, hyper rockets are not optimized for travel in the luminous ether, and spaceships in Hyperspace are painfully slow.

It takes 1000 / X days to travel 1 AU at a cruising speed of X MPS; most spaceships can accelerate up to 125+ MPS and can cross an AU in 8 days or less.
TFL/Vrazskla-z Authority

# Vrazskla-z Authority (VZA)

* Most Common races: Mixed humans and aliens. The Vraz control the Authority but are a minority in the VZA.
* Government: Theoretically a totalitarian dictatorship under a hereditary emperor, but practically the bureaucrats ignore the Emperor and squabble among themselves.
* Systems controlled: Zrivlu, Bruzvliz, Korsigar, Rosetta, 4-5 others
* Total population: 44 billion
* Notable trade policies: The VZA has a 10% tariff on imported goods, but enforcement in spotty at best. Local systems may charge higher tariffs, which may or may not be legal.
* Other notable quirks: The VZA is falling apart.

The VZA used to be the great nemesis of all Fringe star systems, unpredictably lunging out to swallow another system. Over the centuries, it has slowly become enfeebled as the bureaucracy has taken control and ossified. No one provokes it because no one wants it to suddenly remember its glorious heritage. Several systems within the VZA, most notably Rosetta, are engaging in a low level revolution or subversion of the central Authority.
TFL/Fromeltar

# Fromeltar (Eta Sigma Ursa Alpha)

* Population: 1 billion aliens and 500 million humans live on or near Fromeltar IV, a cold, dry world 1.3 AU from the primary. Two Orbital Beanstalks provide cheap access to the surface.
* Major industries: Manufactory systems that buys electronics, industrial equipment, and refined chemicals and sells consumer goods.
* Star Nation: Confederated Stars of Ursa
* Notable quirks: None.

Fromeltar IV has substantial Vraz and Varana enclaves, as well as the native sapients that were not space-faring when humanity arrived. Fromeltar's primary orbital Space station is the double O'Neil cylinder V'Altrin with a population of around 27 million.

## People of Note

Bleubik Skoz
Bleubik is the Skoz family head at V'Altrin station. He is eager to see Elru do well, especially in ways that make Bleubik richer.
Jesse Cawthorne
Jesse is the manager of tug, towing, and tankerage service. He is also involved in smuggling highly enriched uranium-235. He has several adjacent docking bays on the counter-clockwise down docking spindle near Maxwell Long's docking bay/workshop/office/illegal drug warehouse.
Robin Uvalde
Robin is a docks loading supervisor with an illegal drug addiction. Megan Waters arranged for her to get significant legal protection and Kate repays Megan by giving her confidential data on ship cargoes.
Kim Taylor
Kim is involved in smuggling highly enriched uranium-235 but does not have an obvious connection to Jesse Cawthorne.
Klizzen-Z
Klizzen-Z is Vraz sales agent at a shipping brokerage with a gambling problem. He is in debt to Maxwell Lang and passes along shipping information.
Maxwell Lang
Maxwell is a mid-level boss in a criminal organization. He runs a protection racket, acts as a loan shark, and engages in drug smuggler under his cover identity of an orbital waste salvager. He is also involved in collecting shipping data, possibly for resale to the Cheng Stone pirates. He has a well-secured docking bay/workshop/office/illegal drug warehouse on the counter-clockwise down docking spindle, out past Jesse Cawthorne's operation.
Maxwell communicates to his boss and to a subordinate boss through an anonymizer service.
Megan Waters
Megan is platinum haired blonde who work as an economic/trade analyst at the TFL/Celestial Dragon Empire consulate. She is almost certainly involved in subverting confidentiality agreements to collect shipping data and Robin Uvalde is one of her contacts.
TFL/Online Tools

## Software

Discord and The latest development version of MapTool are required to play.

Export sheet for GCA to convert into MapTools. This may be for GCA4 and I don't know if it works for GCA5.
## Setting up a character for Maptools

This is a step-by-step guide on setting up a new character for Maptools. It's got a simple part for folks that just want to type out "I hit him with my sword [attack(15)], and an extended part for folks that want complicated extra stuff!

#### Table of shipping costs

https://docs.google.com/spreadsheets/d/1HpOau2k\_FKOjeoSk\_H\_EHZEmyq5VYKGue-y6Jxdxon4/edit#gid=0
TFL/New Panama Citadel

The New Panama Citadel is a military fortification built around a small (15 miles long) asteroid, towed by the New Panama Star Navy and put into orbit around the New Panama star just beneath the TFL/Toshido-Kearny transition point. As the T-K point is unusually stable, doesn't drift much, and orbits the star at about the same rate as the Citadel, this means New Panama has unusually strong control of its T-K point and Spaceships can make transit plans assuming that the Citadel is about 0.4 AU from the T-K point in Realspace, no matter when the starship arrives at or leaves from New Panama.

Formally, the Citadel is Fortress de Fabrega y de las Cuevas, the asteroid military base. Colloquially, the Citadel refers to the Fortress and several civilian orbiting O'Neil cylinders and Cole habitats that are also known as the Citadel Trade Depots. These civilian stations provide hypermatter refueling, commercial stations, cargo and freight handling and warehouses, and life support and entertainment for transients and residents. Civilian ships dock at the Trade Depots and are strictly warned off when approaching the Citadel.

Freight and cargo on ships docking at the Trade Depots are charged a 0.5% tariff unless the goods are sold or bought within the New Panama system. Transients in the Depots pay a $25,000 visa fee unless they travel to a station or planet outside the Citadel. Only the fact that the CDE and UASN require freight and cargo entering or leaving their systems travel on nationally flagged carriers make these taxes viable, but as it is, a great deal of trade between the CDE and the UASN travels through the Citadel.

The Fortress maintains multiple massive fusion reactors, banks of long range UV point defense laser emitters, particle beams, and missile arrays. Almost all of the important equivalent is buried under a mile or more of rock, reinforced by nanocomposite armor plates, and only the beam emitters and exits of the missile launch tubes are visible on the surface. The Fortress also has swarms of hyperwater fusion torch powered fighters, as well as several larger ships that are usually docked on the far side of the Fortress from the T-K point.
TFL/Pirate haven

A pirate haven is a Star System that allows pirate ships to transit freely and dock in orbitals or land on planets, and for the pirates themselves to interact normally with the system economy. A pirate haven necessarily has an economy, with ship maintenance facilities, sales of provisions for life support, rental housing, entertainment, and sometimes banking services. Thus, a pirate haven is a system that caters to pirates, as opposed to any out-of-the way system where pirate ships might lurk at when not actively engaging in piracy.
TFL/Necklin Field

A Necklin field is an energy field, similar to but distinct from an electromagnetic field, a gravity field, or a nuclear strong or nuclear weak field. It can be generated by a Necklin rod, a carefully fabricated component of high performance Realspace engines.

## Necklin Fields and Hyperspace

Encompassing Realspace matter within a Necklin field while inside the volume of a Toshido-Kearney transition point causes the matter to transition into Hyperspace. The volume encompassed within the Necklin field acts as a bubble of Realspace within Hyperspace, and carefully collapsing a Necklin field while in a T-K transition point Hyperspace analogue causes a transition back into Realspace.

## Necklin Fields and Realspace =

Metastable hypermatter does not decompose in Realspace. However, it can be induced to do so within a Necklin Field, releasing the usual energy of the decomposition as well as some of the energy used to stabilize it. Fusing hypermatter while decomposing it releases enormous amounts of energy that can be controlled and funneled by the Necklin field itself. Hypermatter fusion rockets and torches can produce enormous amounts of thrust and delta-V; a fusion hypertorch has 500 times the thrust per engine mass of an ion engine and achieves 13 times as much delta-V per unit of fuel. Fusion hyper rockets produce 1/5th the thrust of a hyper torch but 4 times as much delta-V.
TFL/ATEU

The Advanced Twenty Foot Equivalent Unit (ATEU) cargo containers are the standard, commoditized shipping containers used in the Fringe and beyond.

## Exterior Dimensions and Features

Each ATEU is just under 19' long, about 7.5' tall, and about 7.5' wide. The exterior volume is almost exactly 36 cubic yards.

Each ATEU has a pair of double doors on each end that cover almost the entirety of the smallest side.

Each ATEU has 3-axis locking points at each corner; the points are also plumbed for power and network communications. Each ATEU normally has a minimal NAI that only runs when the power is applied; the NAI controls the locking points and can selectively attach to or release from adjacent ATEUs. The design of the locking points allow for power to be transmitted between two ATEUs that have not yet locked to each other. The NAI can also provide the nominal manifest of the container to authorized users.

An ATEU is made from advanced composites. Each ATEU has a maximum load of 75 tons and a tare weight of 1.5 tons. Fully loaded ATEUs can be stacked 6 high under 1 G with no additional supports. A standard ATEU provides DR 30 of cover DR for things inside it; blowing a 1 yard wide hole through an ATEU's side requires damaging a DR 30, HP 50 structure.

ATEUs are normally painted in a high visibility color like Day-Glo Orange or Yellow. Painting a logo on the sides is common. Usually,that's the shipping company's logo, but manufacturers and mining companies that regularly ship with their own containers will have their own instead.

## Upgrades

Some ATEUs are armored, increasing the tare weight by 1.5 tons and the cover DR by 60.

Some ATEUs are shielded, increasing the tare weight by a ton, the cover DR by 10, and preventing radar or hyperspectral scans of the interior while the doors are closed.
TFL/Major Companies

This isn't an exhaustive list, just some of the names I've been using that I don't want to forget. Feel free to add your own.

Advanced Dynamic Machines (ADM)
A conglomerate that builds a bit of everything, but especially power reactors and robots.
BetterU, Inc.
High end cybernetic and bio-mod implants, genetic medications and modification treatments. Many products involve small advantages over more reasonably priced offerings from their competitors.
Biodhome
Manufactures life support, closed loop food production and solar power equipment. Their offerings are utility grade, not fancy but rugged and reliable. They stake their reputation on their warranty coverage and repairable architecture.
Bresling, GmbH.
A specialty company focusing on reliable and compact fusion power reactors.
Fuchida
Celestial Dragon Empire mega-conglomerate involved in all kinds of industries, but a major focus on shipyards.
Galactic Shipyards
A Solar League conglomerate with a presence in the Fringe. Shipbuilder with a focus on large ships.
Kearney, Inc.
Another Solar League company, originally founded by one of discoverers of T-K points, that builds Necklin Rod technologies including fusion hypermatter engines.
Nextworx Systems
Premier computer manufacturers.
Sharp & Shyne, Ltd.
High end ship mounted and planetary defense weapon manufacturers. Shyne is a Ellison SAI with a penchant for weapon system design.
Solar Ray Systems
A ubiquitous energy weapons manufacturer. Their weapons are middle-of-the-road at best, but very reasonably priced. They sell into both the personal weapons and spacecraft markets.
TFL/Haven

# Haven (Eta Lambda Canes Venatici)

* Population: 500 million Quaddie citizens, 25 million human and alien citizens, and 15 million human and alien residents and visitors, live almost entirely in zero-G among Haven's 3 asteroid belts and scattered orbitals. No habital planets.
* Major industries: Habitat, pharmacy, and mine that buys consumer goods, electronics, electronics, industrial equipment and refined chemicals and sells medical supplies, precious metals, and rare earth metals.
* Star Nation: Sole system in Quaddie Freespace.
* Notable quirks: Haven prefers to arrange multitrip trade contracts where one ship brings in food, leaves with base chemicals, returns with plastics and refined chemicals, and finishes with a hold of medical supplies, rare earth metals, and precious metals.

Legends are told of desperate tramp freighter captains trading whatever they have in their holds at Lenin's Star for food, then coming to Haven to run the food-base chemicals-plastics trade, and leaving with enough precious metals in their hold to pay off their ship. Practically, this requires foresight, exquisite timing, and a great deal of luck.

There are almost no orbitals in Haven that have spin gravity or enough mass to have appreciable mass gravity. The Quaddies prefer it that way and dirtsider residents learn to cope.
TFL/Solar League

# Solar League (SL)

* Most Common races: Primarily humans but various aliens are visitors, residents, or citizens.
* Government: Nominally a representative democracy with a universal franchise and equality among all. In practice, the "Fifty Families" monopolize all senior government positions and the Premier is a semi-hereditary position.
* Systems controlled: Sol, Alpha Centauri, Sirius, Epsilon Eridani, Wolf-359
* Total population: 28 billion
* Notable trade policies: The Solar League is protectionist and levies a 50% tariff on outside goods. Outside goods are considered primitive and sell for less within the Solar League.
* Other notable quirks: Distant from the Fringe, with an ether current that facilitates travel from the Fringe to the League but not in the other direction.

The Solar League is ancestor nation of the human Star Nations of the Fringe, but most of those nations feel no affection for the League. The Solar League Defense Force's (SLDF) various intelligence agencies are popular boogeyman and villains in Fringe entertainment media, but their actual presence is minimal.
TFL/Jeff

Appearance: Plain looking man with unkempt hair, typically wearing coveralls and holding a tool in his hands.

Points Summary
Attributes/Secondary Characteristics [102]
Advantages/Perks/TL/Languages/Cultural Familiarities [85]
Disadvantages/Quirks [-35]
Skills/Techniques/Spells [97]
Total [249]
Melee Attacks

Ranged Attacks

Equipment [$37,300.00]
Air Mask; 1 lb, $100.00
Biometric Cracker Tools; 10 lbs, $4,000.00
Improved military combat helmet; 4 lbs, $1,500.00
Light Inconspicuous Coveralls (14\* vs burning, 21\* vs cutting or piercing); 10 lbs, $11,800.00
Morph Wrench; 2 lbs, $5,000.00
Portable Electronics Repair Kit; 10 lbs, $1,200.00
Skill Chip for Accounting; $2,000.00
Skill Chip for Carpentry; $2,000.00
Skill Chip for Electrician; $2,000.00
Skill Chip for Market Analysis; $2,000.00
Skill Chip for Navigation (Hyperspace); $2,000.00
Small Computer; 0.5 lbs, $2,000.00
Variable Lockpick; 0.1 lbs, $100.00
Vortex Pistol; 1.8 lbs, $100.00
Vortex Pistol Ammunition; 0.5 lbs, $500.00
Zap Pistol; 2.2 lbs, $1,000.00
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
## Personal Notes

Engineering Log of the Chief Engineer of the Almighty Dollar.
TFL/Duncan Independence

# Duncan Independence (DI)

* Most Common races: Mixed humans and aliens, with a slight edge for humans.
* Government: A representative democracy with a strong commitment to free market principals and constant politicking over whether to add any social support systems or mixed market economies.
* Systems controlled: Friedman Star, Hayek Star
* Total population: 1.2 billion
* Notable trade policies: Almost no restrictions on trade between consenting adults; recreational drugs and prostitution are legal. Duncanite shipyards will happily install smuggling holds. Indentured servitude is legal in Duncanite space, albeit with strong protections for the servants.
* Other notable quirks: Involuntary indentured servitude is a potential penalty for certain crimes. Many ship loan repayment plans include a defaulting clause that requires indentured servitude in Duncanite space.

The DI was settled by refugees from Sol's asteroid belt. The Free Traders Association is headquartered in Friedman Star and maintains several shipyards there.
TFL/Rules Clarifications

It normally takes 4 Ready maneuvers to stow or retrieve something from a Payload (or to enter or leave a Payload for passengers). The Quick Payload Access reduces this to a single Ready maneuver.
Signature Gear
Signature Gear is allowed, but have some pretty significant house rules.

### Combat

Tip Slashes
Tip slashes can be performed with any melee impaling attack, including weapons, strikers, claws, and fangs.

Combat Facing
A normal character can see anything in the yellow or green hexes. He can attack things in the green hexes, and defends against attacks from those hexes normally. He cannot attack things in the yellow hexes except with Wild Swings. He defends against attacks from the yellow hexes normally, except he can only use his shield DB and Block against attacks from the same side as his shield.

A normal character can't see things in the red hexes. He can only attack them with Back Attack maneuvers. He can't defend against attacks launched from those hexes. A character with Peripheral Vision can see a little into those hexes, and can Parry or Dodge at -2. Blocking is impossible.
TFL/Admiralty law

Admiralty law is a body of law that governs spacefaring issues, including private disputes. Admiralty law consists of both domestic law on space faring activities, and private international law governing the relationships between private parties operating or using space faring ships. While each legal jurisdiction usually has its own legislation governing these matters, the international nature of the topic and the need for uniformity has led to considerable international harmonization, including numerous multilateral treaties. Topics of particular interest in Admiralty law are:

1. Distress calls and rescue operations - sending a false distress call is charged as one of four offences:
	1. War Crime if used to further an attack on civilians, medical operations, or military units responding to a distress call
	2. Aggravated Piracy if used to further an act of piracy
	3. Felony charge of improper use of a government system
	4. Misdemeanor charge of falsely reporting an incident
2. Salvage
	1. Undisputed salvage is any object found in space which is brought to port and cleared by customs as unowned. Typically customs runs a scan to identify any latent claims and posts a notification that an object has been recovered, letting potential owners provide proof of ownership. Once the X hour claim period is passed, the salvage (and ownership documentation) is released to the entity bringing it to port for a 1% (estimated value) administrative fee.
		1. Owners of craft or cargo lost in space have right of first refusal to recover their possessions at current salvage rates
		2. Rates are typically 10% of estimated value, but vary by jurisdiction
3. Piracy
TFL/Star Travel

## Interstellar Travel Times

The time an interstellar starship takes to reach a destination depends on many things: the thrust of the ship's Realspace engines, the size of the vessel, the amount of fuel consumed in Realspace, the position of T-K points in Realspace, and the skill of the vessel's astrogator in Hyperspace.

### Typical Realspace Travel Times

Starships' travel time in Realspace is based mostly on the amount of fuel consumed and the distance travelled; engine thrust makes a negligible difference. A fast courier boosting at 1.25 G reaches its maximum relative velocity of 140 miles per second (MPS) in less than 3 hours; a slow bulk freighter boosting at 0.25 G reaches 35 MPS in just over 5 hours. Travel time is dominated by the 11-30 days it takes to travel 1 AU, based on maximum velocity.

A starship launching from an orbital around a planet that is "near" the K-T point can reach the point after only traversing around 0.4 AU; if the planet is on the far side of the star from the K-T point, it may need to travel as much as 2 AU. Usually, a ship is neither that lucky or unlucky, and generally need to travel less than 1 AU. The following is a table of Realspace travel times by maximum available delta-V.

Travel time in days by distance and delta-V

Starships have to spend time travelling from their starting starport to a K-T point and from a K-T point to the destination starport. They are rarely lucky enough to have close transit points in both star systems. The average value is typical for each leg.

### Typical Hyperspace Travel Times

Starships' travel time in Hyperspace is based on the distance traveled, the size of ship's Necklin Fields (which is proportional to their Realspace thrust), the total mass of the ship, and the luck and skill of the ships' astrogators. A 2,000 ton fast courier capable of 1.25 G has a 143 Hyperspace Factor and is 13 times faster in Hyperspace than a 150,000 ton slow bulk freighter capable of 0.25 G with an 11 Hyperspace Factor.

Astrogation skill is also critical. There are no references points in Hyperspace and it is difficult to accurate measure actual Hyperspace Factor while in transit. A skilled astrogator that reaches the T-K transition point analogue of the first try can obviously save several days over a less skilled astrogator that needs to spend time performing a spiral search before transitioning to Realspace. Astrogators can also influence their exit velocity and direction, and entering Realspace at the precise velocity and direction to intercept the target allows for a shorter Realspace trip.

The following is a table of nominal transit times in days for various common ships going common Realspace distances:

Hyperspace transit times in days by Hyper Factor

### Combined Travel Times

A starship has to leave port, travel in Realspace to K-T point, travel in Hyperspace to another point, and then travel in Realspace to the destination port.

Total typical travel time in days by ship type

See Starships for more details on the typical ship types.
TFL/Black market

A black market is a system that allows for the sale of pirated goods and ships. Black markets will transfer pirated goods to new containers, destroy any tracking devices or telltales hidden in the goods, and sell them at a steep discount - 30% of the nominal value is normal, with the market taking a 10% cut and the pirate getting the remaining 20%. Goods bought at a black market can usually be sold safely in any other Star System in the Fringe, though the trader takes a slight risk of being caught possessing stolen goods, which usually ends with confiscation, steep fines, and nastier punishments.

Pirated ships are sold at the same steep discount. However, as it is much harder to fully disguise a ship as another ship, pirated ships end up being dismantled and used for parts in other pirate ships or as pirate ships themselves. It is very difficult to reintegrate a pirated ship with the non-illegal trade network of the Fringe, and most people do not bother to try.
Chapter 3

## Kongming, to Observe Thine Enemy

**"Kongming, to Observe Thine Enemy"** (孔明、敵情視察する, ***"Kongming, to Observe Thine Enemy"***) is the third chapter of the Ya Boy Kongming! manga series. It is adapted into Episode 2 of the anime series.

## Summary

Zhuge Kongming and Eiko Tsukimi goes on a concert and gets to see Mia Iriomote perform live. After making an unsolicited visit to Mia's dressing room, Eiko gets a chance to perform at Lady's Ready Night, but she will be in the same time slot as Mia.

## Characters

1. Zhuge Kongming
2. Eiko Tsukimi
3. Mia Iriomote
TFL/SSTO Shuttle

A single-stage-to-orbit (SSTO) shuttle is a type of Spacecraft, optimized for taking off from a planet, docking with an orbiting space station, and returning to the planet. SSTO shuttles are all winged, streamlined vessels that look like high performance aircraft.

Most SSTO shuttles mass less than 1,000 tons fully loaded, though there are a few designs that mass as much at 10,000 tons. The typical design has two wings, each with a fusion hypertorch engine mounted in line with the wings near the wingtips. The Necklin rods of a shuttle are designed to convert hypermatter into Realspace thrust, not to traverse Hyperspace, and shuttles that can enter Hyperspace at all have very low Hyperfactor for their size and engine thrust.

A shuttle's engines use water hypermatter as reaction mass, and typically produce 2-3Gs of acceleration and 13-25 MPS of delta-V. Shuttles are intended to take off, dock with a station, and return, usually on a single load of reaction mass, but are not intended for or usually capable of travel over interstellar distances. Accommodations are sparse to non-existent and there is usually only a few day's of life support available.

Carrying loads on shuttles is usually an order of magnitude more expensive than carrying a load on an Orbital Beanstalk. Shuttles are by explorers, who cannot expect beanstalks on newly discovered worlds; the military, who cannot expect access to a beanstalk on a hostile world; anyone who is a hurry, who cannot way the 2-4 days it takes for a beanstalk ride versus the few hours for a shuttle; and anyone on an underdeveloped world where beanstalks are not available. Most freighters do not have shuttles; they're only common on the few explorer ships and on military landing carriers.

## Sample Designs

The Galactic Shipyard "Hermes" is a typical SSTO shuttlecraft. It is a 488 ton, streamlined winged hull that resembles a huge cargo plane. Most of the hull consists of the single, capacious cargo hold with space for 323 tons of cargo; there is passenger seating for 30 people above the hold. A 50 MW fusion reactor provides running power. Wing reaction mass tanks hold 25 tons of hyper water. A Hermes can fly at 3,100 mph in normal atmosphere for around 20 minutes without exhausting the tanks and thus tends to head directly for orbit or land in a glide with minimal corrections from the engines.

The normal Hermes crew is 2: an aviator in command and an operator handling sensor, communication, and the minimal astrogation duties. There are two other seats on the command deck, which are usually nicer than the crew seats, and used to give VIP passengers a bit of a thrill.

A new Hermes costs $34.3 million. Empty, a Hermes weighs 128 tons. A full load of reaction mass costs $1.25 million. The typical price for carrying freight on a Hermes is $50/ton, taken from the planetary surface or returned from orbit, but underutilized Hermes on backwards planets (such as anywhere in the Collective of Rodina might charge up to $500/ton.
DREAMER (Adieu)

**WORK IN PROGRESS**
**This page is currently under construction**

## DREAMER

***DREAMER*** is a song written and sung by Eiko Tsukimi at Episode 1 of the *Ya Boy Kongming!* drama series.

```

```

==Credits==

* Sound Produce: 今井了介 (Tiny Voice Production)
* Recording Engineer: 前田佑 (Tiny Voice Production)
* Mixed by: 鎌田匡人 (Tiny Voice Production)
* Mastered by: 酒井秀和 (Sony Music Studios TOKYO)

## Lyrics

* Japanese
* Romanji
* English

簡単には手放せない

差し伸べられたあのメロディー

涙と一緒に溢れた

私にはこれしかないんだと

痛いほどに

口ずさんだ子守唄に

幼き日の夢が蘇る

探していたものはこんなに近くで

呼びかけるように瞬いてた

Insert if available

Insert if available
TFL/Cheng Stone

# Cheng Stone (Beta Gamma Leo)

* Population: 50 million humans, Vraz, and Slugs, live on Cheng Stone IV (Kunko) or in orbitals and asteroids in the inner belt.
* Major industries: Arms depot, shipyard, and black market that sells stolen goods cheaply and sometimes buys electronics, industrial equipment, medical supplies, or armaments.
* Star Nation: Independent
* Notable quirks: Pirate haven. Black market. 7 Hyperfactor ether current heading southeast into the Confederated Stars of Ursa. Merchants seeking trade with Cheng Stone should have strong connections with the pirates or risk having their goods confiscated. Stolen ships can be purchased cheaply here but can't easily be taken to non-pirate havens.

Officially, Cheng Stone was founded by mutineers from the Celestial Dragon Empire Star Armada. These mutineers (and their descendants and allies) do not raid into the CDE, but prey almost exclusively on CSU shipping. The unfavorable currents have made it difficult for the CSU to launch punitive expeditions.