an adventure setting for Rifts: Phase World

by Gadrin

Oropan System Data

Main Star: Oropan (White Dwarf)

Number of Planets: 3 (Oropan II, III, IV, all outside the biozone)

Oropan I

Type: Asteroid

Diameter: Miniscule

Gravity: Miniscule

Temperature: Cold


Atmosphere: None

Terrain: Two*

Hydrosphere: None

Biosphere: Moderate*


Population: Colony

Technology: Stellar Age


Primary: Industrial

Secondary: Commerical

Wealth: Average


Type: Mageocracy

Law Level: Lawful

Popularity: Popular

Stability: Stable

*see details below.HISTORY

"What can I tell you about Port Eclipse? Hmmm, let me think. A place

vibrant and sedate, whether it's the bustle of the people and starships

in its port, or the wind sweeping over the lake of the Inner City. What?

Yes, I know the Galactic Knowledgebase says it's simply an asteroid

belt. Come now, step inside and see what its builders have made." -- Astral Mage Trimen Tar

* * * * *

e·clipse [i klíps] n (plural e·clips·es)

Astronomy: obscuring of a celestial body: the partial or complete hiding

from view of a celestial body, for example, the Sun or Moon, when

another celestial body comes between it and the observer.

Circling a White Dwarf main sequence star, the Oropan Belt, better known

now as Port Eclipse, was founded nearly a thousand years ago by the

mining concern, Hadroban Minerals, now defunct. Like many others, the

Oropan Belt was a lawless boom colony, attracting an influx of greedy

outsiders. However, the colony stagnated as no rich strikes or bonanzas

had ever been found. The Oropan belt was a steady, but unspectacular


Some 800 years ago, the spatial mage, Cephus Auctor arrived at Oropan,

while conducting some magical space folding and wormhole experiments. He

took up residence in the small frontier outpost, living in an arcology.

Here he had plenty of time to study and perfect his spells. He was also

of the opinion the system could be improved, by getting rid of the

riff-raff and mercenaries that preyed on the place and used it as a

base. After currying local favor he did so, displacing offending ships

and crews randomly about the galactic region and Oropan settled down to

business. Not long after, Cephus married (a Silhouette named Cassey) and

created his first spatial realm, building Port Eclipse "within" a

massive, unexplored rock of the belt, creating huge portals through

which starships and other spacecraft could "enter" the port. Word of the

improvements spread and starships from the surrounding systems appeared,

enabling it to flourish.

Cephus and Cassey had a son, Cygnus, who was tutored in the arts of spatial

magic and soon took over for his father, who went into stasis. Cygnus was

instructed to wake Cephus after he'd sired a son and the boy turned 20. They

would both teach him the art of spatial magic. Soon after Cygnus met the

Draconid, Lacerta, who had the aptitude for spatial magic as well. Cygnus

tutored Lacerta who took to spatial magic fast. After decades of adventuring,

Cygnus finally married Amphitite (half-elven ley line walker) and settled down.

Cygnus, his wife and Lacerta created the spatial realm he called the Inner City

-- another "level" inside the asteroid. Here they built a paradisical city

within it's own dimension, home to friends and family and established the

Institute for Spatial Magicks (ISM).

Cygnus eventually did have a son -- Midas -- and soon Cephus was brought out of

stasis and reunited with his family. Midas was an apt pupil, but headstrong and

stubborn, and Cephus, Cygnus and Lacerta took him many places and showed him

many things. But there were also times when the boy was on his own, which

prompted a return to Cephus' career as an adventurer. While visiting the

Yahaadra system in the Corkscrew Galaxy, Cephus discovered the place was

systematically ravaged by demons, kidnapping citizens and terrorizing the

populace. Cephus was present during an attack, promptly banished the demons and

then followed them via his spells, observing their lair and masters -- a group

of Gene Techs living in an orbital, facility in the outer system. Cephus and

Lacerta attacked the Gene-Tech ship, killing nearly all present. The CCW

stepped-in, sending in follow-up teams, which were able to gather a

treasure-trove of genetic research and information, far beyond current

capabilities. From this, Cephus was able to market a form of anagathics

(anti-aging drugs). While illegal inside CCW space, he was allowed to do so via

alchemists in the UWW, his place of origin. This earned him a knighthood, a

fortune, and Port Eclipse now had formal ties with UWW's High King.


The anagathic discoveries also meant Cephus and his progeny would live for

millenia, and as their line expanded so would Port Eclipse. Through Midas,

Cephus, Cygnus and Lacerta formed an alliance with the Astral Mage Trimen Tar,

and the Inner City was now linked to the Astral Kingdom of Hulat, and to the

astral plane itself.

In addition, space traffic in the surrounding system blossomed as Cephus and his

sons created dozens of wormholes to link the port with other portions of the UWW

and the Three Galaxies. These wormholes (coined Interspatial Flexures by the

Auctors) are hidden in different parts of the Oropan system and are accessible

to authorized ships possessing special access codes, which are changed


Over the years additional settlements sprang up (with Cephus' permission

naturally) and Port Eclipse supports a dozen smaller, independent space stations

and asteroid arcologies. Even the CAF Discovery Corps maintains a small base

within the system.

The Inner City was expanded with the help of Midas, and the Auctors brought in

several firms which would use it as a base of operations: Perpetual Formulary

(Cephus' alchemical company), NovaTech (a group of Techno-Wizards), Stellar

Optics (an off-shoot of NovaTech and backed by the CAF), and the expanded

Institute of Spatial Magics (ISM), which was founded by Cygnus.


Ships entering the system must receive permission to dock at any of the

facilities, but Eclipse Station is the main one. The interior of the asteroid

appears to have been hollowed out and supports life and business much like any

space station. While several massive portals allow access, it too is restricted

by access codes, changed regularly by the landlords. In actuality the interior

is its own seperate dimension and destroying the outer asteroid would not harm

the inner port.

While not a large installation by any stretch of the imagination, Port Eclipse

can handle over 200 ships. Docking fees are 100 credits for three days, 50

credits per day after that. The port is favored due to the fact of two

Promethean companies are present (which can fix and install phase tech, and

sell/install Phase Transceivers) a popular technology in the Three Galaxies.

This means that locals have instant access to Phase World (which has not

permitted the Auctors to create a wormhole to their system). Several

interstellar cruise lines and other merchants pay to use the place as a hub for

voyages into the UWW. While Port Eclipse is not officially UWW "soil" it does

enjoy the periodic company of ships from the Warlock Navy, who put into port for

repairs, as well as friendly visits. Many hotels and restaurants litter the

port, and numerous companies selling and trading stellar age goods are present.

Current population, is roughly 120,000.


Whether you're in Port Eclipse or the Inner City, you'll find the areas are

divided into districts to help manage things.

Heavy Industry is quite common around the Port, since mining, starship building

(on a small scale) and construction are daily pursuits. Most heavy industry is

separate from the port but keeps offices here. Construction and mining firms are

often transitory and may be starship based.

Financial groups are needed to finance these operations (as well as others)

these are linked with the Commercial district which also covers regular

businesses like the hotels and restaurants, shops and markets which are staples

of everyday living.

The Government district maintains the Port Authority and keeps an eye on

operations (including policing).

Residential is predictably the largest since it covers all persons living in

independent arcologies, Eclipse Station or the Inner City.


Aside from starships and shuttles, transportation within Port Eclipse is handled

by mag-lev tubes and displacement booths. Mag-lev uses magnetic levitation and

is for carrying the maximum amount of passengers, and a few belongings the

farthest distance for the cheapest amount. Displacement booths ignore spatial

constraints and work instantaneously and are reserved for taking a single

individual from one end of the Port to another. They're also costly, 10 credits

per use, compared to the mag-lev tubes which are 1 credit each.

Movement from the Port to the Inner City (and vice-versa) is restricted and

accomplished via portals which respond to certain access codes. These are

changed regularly and those who shouldn't be inside will trigger an alarm heard

by all Creators. There are portals that allow large equipment through for

special work.

In addition, intra-system and extra-system transport is available via the many

wormholes created by the Auctors. At any one time 6d6+6 wormholes are present,

which link the inner and outer system, or that lead to other dimensions or

portions of the Three Galaxies. To keep Port Eclipse solvent, Cephus, Cygnus and

Lacerta created a few permanent portals that allow cruise lines and other

merchants, easy/quick access to planets in the UWW. By paying a yearly fee,

ships can arrive in Port Eclipse and quickly make their way to certain planets

within the UWW. Also, there's a Promethean company within the Port that

sells/installs phase transceivers, so that ships can move from Port Eclipse to

Phase World in a single step. Phase World will not allow Port Eclipse to create

wormholes, for security reasons.


Compared to other ports, defenses are meager. A quartet of small, 400-ton

escorts patrol the system -- that's it. Some asteroids have their own gun

emplacements and missle silos. Of course figuring into system defense are the

wormholes, which can be exploited to allow locals to quickly move around the

system, or travel to the UWW and bring back reinforcements, part of the

agreement with participating UWW worlds. Naturally, the spell power of the

landlords (Cephus, Cygnus, Midas and Lacerta) can sway the balance of most

struggles. Opponents may find their warships suddenly transported into close

orbit of the Oropan main star, a dense portion of the asteroid field or into a

remote void. Individually, Fourth Dimension Transformation can allow the mages

to access any ship and inflict crucial damage to crew, equipment or both.


The Discovery Corps maintains a small base, concerned primarily with pure

research. A small contingent (around 180) of CAF officers and scientists work at

the facility, off-limits to non-CAF personnel. DC personnel frequent Port

Eclipse and Inner City and seem to be predominantly Noro, but other races are

represented. Rumors are that they're employing some sort of secret techno-wizard

device, but are thus far unsubstantiated.


A small, paradisical city which actually resides within another dimension, the

Inner City is the creation of Cygnus Auctor and has been expanded upon by his

sons, their wives and a few friends. Despite the fact that portals exist within

the Port Eclipse asteroid that lead to it, destruction of the asteroid by

hostile forces would not affect it, making it a stable home for the Auctors and

their business partners. The Inner City is 10 miles long, wide and high and its

properties simulate those of a real planet. Night and day alternate -- always an

equal 12 hours of each (in honor of Cephus' Silhouette wife). The climate

resembles eternal spring, but this can be changed at the whim of the Auctors,

who periodically decide to bring summer or winter or fall to the community. A

population of roughly 20,000 live in the Inner City, most are friends or

business associates of the Auctors. The landscape is predominantly flat with a

few hills and a fresh-water lake along the west border. Boaters who venture out

beyond the edge of the realm will find themselves sailing back towards the

shore. Energies native to the dimension power four complete city blocks with

free electricity, while the rest is supplied via TW mystic generators.


Aside from the power mentioned above, both the Port and the Inner City are

mystical places. See the spatial mage O.C.C. in Rifter #3 for complete details

on realm creation. All Creators have the following abilites:

Alarms -- are triggered whenever an unauthorized person enters the Inner City.

It maybe hard for the offender to be tracked initially, but it can usually be

done within 1d4 hours. The Eclipse Station is primarily an "open" or "free" city

and outsiders may come and go as they like.

Teleportation -- anywhere (except specially magicked areas)

Scepters of the Realm -- (these replace Spell Spheres) each has 120 PPE and can

cast: Banishment, Expel Demons, Alter Senses,Negate Magic, Energy Field. These

items appear as thick, ornate rods or staves and can be summoned by any creator

(except ones already in use). There are 6 total.

Summon Vorticies -- with the snap of their fingers any Creator can summon what

looks to be a whirlwind which can displace up to 14 creatures to a random

dimension, before vanishing.

Use ambient PPE -- a pool of 800 PPE is available for use by any Creator. Each

knows immediately how much is currently available, and is usually used

sparingly. "Scheduled" usages occur and messages will be sent to all Creators,

notifying them of such usage. Each realm (the Port and Inner City) has a

separate supply of 800 PPE.

Energy Weapons -- the only difference between the Eclipse Station and the Inner

City is that energy weapons do not function within the Inner City but function

normally inside the port, since it is a "public" place. Within Inner City,

energy weapons only work for Creators, so invaders or intruders will be forced

to use other means.


Cephus Auctor is a 19th level spatial mage, who is the founder of the port.

Despite being human, Cephus has managed to live almost a millenia through the

judicious use of anagathics (non-aging drugs) and stasis booths. Cephus married

his wife, Cassey (a 9th level Silhouette Shifter) who helped build and expand

his realm. She bore him a single son, Cygnus, also human. Cassey died 313 years

ago turning Cephus into a bitter, hardened man. He will not remarry.

Cygnus Auctor is a 15th level spatial mage, and son to Cephus. Tutored by his

father, he learned the concepts of spatial magic quickly and was soon helping

keep order over the realm. Cygnus is 802 years old, having his lifespan extended

by similar means as Cephus. Cygnus married Amphitite (a 6th level half-elven ley

line walker) and still lives with her to this day. She bore him a human son whom

they named Midas. The pair also founded the Institute of Spatial Magicks and

have expanded Cephus' realm, becoming Creators.

Midas Auctor is a 10th level spatial mage and son to Cygnus. As others before

him, he was raised to learn the arts of spatial magic and was the first of three

original students the Institute for Spatial Magicks taught. Midas, who is 738

years old, hasn't married, but did have a human son via a consort: Corvus

Auctor. Midas has sacrificed his own psychic energy to expand Cephus' realm and

is considered a Creator.

Corvus Auctor is currently the last in the line of the Auctor family. At 25

years old, he's enrolled at the ISM with two other promising spatial mages.

Corvus has not yet created his own realm, nor has he sacrificed any psychic

energy to become a creator.

Note: for simplicity, cross-breeding between the Auctors and other races usually

results in the birth being 100% human or 100% of the other race involved. GM may

alter this to fit their campaign.

Lacerta is a 13th level spatial mage and adventuring friend to both Cephus and

Cygnus Auctor. Lacerta is a Draconid and doesn't need to use anagathics. He gets

along with most everyone except Midas Auctor, whom he can barely tolerate. Like

the others he has sacrificed psychic energy and is considered a Creator.

Zondas is a 7th level Promethean Headhunter and Head of Security for Port

Eclipse. He lives in the Inner City but can be found in the port proper,

conducting business on behalf of himself or the Auctors. Zondas was recruited by

Lacerta and the two remain very good friends. The Promethean is responsible for

maintaining a security force of 500 troops of varying races, most of who work

and live in Eclipse Station. As part of his charges, Zondas will have 2d6

Cyber-Knights, each has 1d4 levels; and 2d6x10 Headhunters and 1d4x5 Galactic

Tracers each 1d6 in levels. His chief deputy is Barnel, a 4th level Arcane

Detective. He is not a Creator.

Novar is a 10th level human Techno-Wizard who splits time between the realm of

Hulat and Port Eclipse (mainly the Inner City) where he manages NovaTech, a firm

specializing in TW gear for space. NovaTech markets the CG-8 "CarryAll" and CG-9

"APC" (a civilian, atmospheric, contra-gravity transport and a military version)

and TW power sources and TW armor enhancements. The firm can also carry out

standard TW Vehicular enhancements from the Rifts Book of Magic, but at a

discount and in less time. NovaTech is responsible for powering the entire Port

(both asteroid and Inner City). NovaTech employs a staff of 90, including a

dozen TWs, 8 Psi-Techs, 24 Armorers and the balance are Operators, Rogue

Scientists, Rogue Scholars and even a Cyber Doc. With the aid of spatial magic

from the Creators, they've also made several "enhanced" items not available to

the general public (powerful radio telescopes using Dislocated Perception).

Their most famous customizations include transports and starships that are

larger on the inside than the outside (Dimensional Envelopes) and craft that

have magical sensors. Custom jobs are negotiable and generally expensive. In

addition, the company can perform most of the TW Space customizations from

Rifter #10. He is not a Creator.

Trimen Tar is a 9th level True Atlantean Astral Mage who met Midas in Psyscape.

This led to establishing a pair of Astral portals and reshaping the Inner City

so that astral constructs & psychic avatars from Trimen's own Astral realm

(called Hulat) function here as well. They've also established inter-realm

transport for those with special knowledge. He aids locals with Astral

Configuration and Astral Transference magical items. Trimen's own realm is much

smaller (about half the size of the Inner City) and Hulat is the home to a

Cyber-Knight monastery, and some candidates are placed within Port Eclipse

security immediately. Most remain for a few levels before moving on. Trimen is

not a Creator.

Prad Darek is a 8th level human Celestial Mage and teaches Space Magicks at the

ISM. Most spatial mages can learn space spells mainly due to his research and


Brekal is a 7th level Wulfen Shifter and found this dimension through travel and

experimentation. Brekal is primarily a merchant mage and responsible for

bringing foodstuffs and supernatural creatures (good ones) to the Inner City

whether it's to learn, live or visit.

Parlan is a 3rd level human Natural/Genius and is Corvus Auctor's best friend.

Parlan is a mental genius (photographic memory, bonus to skills) and a computer

whiz. He's employed as IT specialist for Eclipse Station, but has recently moved

into the Inner City.

Tatz Dubad is a 6th level dwarven Conjurer and a friend of Brekal. A bit of a

gypsy, Tatz is only allowed inside Inner City when in Brekal's company.

Greebly Farnham is an 8th level Phantom whose capacity to imitate other

lifeforms/persons makes him a valuable contact of Zondas. In his "usual" form,

Greebly is an immensely overweight human (5'7", 365 lbs) who seems to always be

eating or drinking and whose massive form belies quick movement and sharp mind.

Greebly is usually found in Port Eclipse, unless visiting Zondas and reporting

on his activities. He has many other "forms" as well.


-948 Oropan Belt first colonized by independent mining concerns

-852 Cephus Auctor born in UWW

-832 Cephus Auctor becomes a spatial mage

-827 Cephus Auctor arrives in Oropan Belt

-821 Cephus Auctor marries the Silhouette mage Cassey Onyx

-819 Port Eclipse founded and built; population 90,000+

-802 Cygnus Auctor born

-783 Cephus goes into stasis, Cygnus now a spatial mage, takes over Port Eclipse

-780 Cygnus meets Lacerta, who also becomes a spatial mage

-742 Cygnus marries Amphitite the Half-Elven

-741 Inner City realm created by Cygnus, Amphitite and Lacerta; population 160,000+

-738 Midas Auctor born

-730 Cygnus founds Institute of Spatial Magicks in Inner City

-718 Cephus revived from stasis, Midas becomes a spatial mage

-699 Cephus visits Yahaadra, with help of Lacerta, destroys the Gene Techs preying on the system

-694 Cephus founds Perpetual Formulary

-690 Cephus granted a Knighthood by UWW's High King Silverlight, Holy Day proclaimed in Port Eclipse

-532 Prometheans establish two Phase Tech companies in Port Eclipse

-515 CAF establishes a "friendly presence in Oropan system and lease an asteroid research facility

-501 Midas meets and allies with Trimen Tar, Port Eclipse linked to the Astral Realm of Hulat; population 200,000+

-496 Cyber-Knights of Hulat help police Port Eclipse

-437 NovaTech established in Inner City

-313 Cassey Onyx dies in spacing accident, foul play suspected but never proven; Cephus becomes recluse

-223 Stellar Optics founded with the backing of CAF

-104 Stellar Optics completes nine-year project: Techno-Wizard Radio Telescope for CAF Discovery Corps

-025 Midas Auctor's consort bears a son: Corvus Auctor

-010 Corvus enrolls in the ISM

0 Current day


"Magic? Yes, you'll find magic...and the secrets of the Megaverse." -- spatial

mage Lacerta

The ISM was originally designed as a school for the Auctor's progeny, but

eventually developed over the years, thanks to friends and family, into a

diverse school of magic. Cygnus Auctor felt it wise to put down a formal process

for the endowment of future sons and daughters. He built the school with the

help of Cassey, Lacerta and his wife Amphitite, while Cephus was in stasis. The

Institue expanded over the centuries and in addition to training spatial mages,

curriculums were added for: Celestial Mages, Celestial Line Riders, Celestial

Shifters and other Space-minded magical OCCs, such as the Techno-Wizard,

Techno-Smith and the Celestial Diabolist.

The school has 1d4 spatial mages, 6d6 Celestial Mages and Celestial Line Riders

and 5d20 of the rest. Students are predominantly humans and Star Elves, but

other races can be found (Silhouettes are welcomed, the occaisional Wulfen,

Draconid or Dragon Hatchling and others such as Ultrovians and the odd

Promethean, Noro or Catyr). Applicants are carefully screened and rigorously

tested. Schooling is steeped in real-world science as well as magical arts and

dimensional information (the Astral Plane, Intro to Phase Technology, etc) and

teachers may be former students or even the Auctors themselves. Cygnus remains

Headmaster, but consults with the Chairs of each department (typically mages of

8th to 12th level).

Graduation times are 5 to 9 years of apprenticeship, depending on which program

they are enrolled in. Graduates are 1st level spatial mages. The last year of

the spatial mage program deals exclusively with Realm Creation, examining all

aspects of it in detail (security, natural phenomena, etc). Graduates are NOT

forced to sacrifice psychic energy to expand Port Eclipse or the Inner City.

They are free to make their own domains (which may NOT be linked to the Port)

but may be called on in the future to do so. Typically, once graduated, students

are filled with a thirst for exploration and adventure and move away.


Futher expansion of the spatial mage O.C.C. is provided by adding more "mundane"

spells that the class may choose from. The original numbers of the O.C.C.

haven't changed -- only the selection of spells available.

Globe of Daylight, Nightvision, Suspended Animation/Stasis Field, Energy

Disruption, Sub-Particle Acceleration, Astral Portal and Time Slip; in addition

each spatial mage may add 1d6+6 Space Magic spells from Rifter #10 to the list

of "mundane" spells normally available.


"Just mix it with a good port or whiskey and drink it everyday. You'll live to

see the next millenia." -- Aristall Baines Director of Marketing

Founded by Cephus Auctor 694 years ago, this alchemical company was the result

of genetic information recovered from the remnants of a group of Gene Techs,

marauding the Yahaadra system. While a great deal of data was lost, Cephus and

Lacerta were able to save several computer cores and samples from the Gene Tech

ship after destroying it. The CCW stepped in, since Yahaadra was a protectorate,

but eventually conceded portions of the salvage to Cephus after a long

negotiation. Since anagathics are illegal in the CCW (see below), Cephus took

his find to the UWW and invited a group of alchemists to Port Eclipse to carry

out research. Within 5 years, Perpetual Formulary was formed and prototype

anagathic supplements were in production. After intial outlays, sales within the

UWW rocketed and Cephus became as rich as any interstellar mogul. He's since

licensed the production of anagathics and they are available throughout UWW

space (if you can afford them -- a typical supply costs 1.5 million credits per

year). Development is still underway to adapt the drugs to a variety of

different races (humans and dwarves are currently the best subjects) but other

humanoids (such as Wulfen, Uteni and Noro) are still in development. Originally

the drug gave 5-to-1 extension of life (5 years for each year taking the

supplement) but currently the formula has been refined to grant anywhere from

20-to-1 to 50-to-1 depending on physiology of the individual. In game terms a

saving throw of 12 must be made for the supplements to work on a particular

individual (for humans and dwarves -- the GM may raise the save for other

races). Despite this hurdle, there are still more than enough individuals who

can benefit from their use, providing they can afford it.

Note: anagathics aren't mentioned in Phase World canon, so this is a house rule.


"Yup, that's our little piece of heaven, out there at the farthest Lagrangian

point. Just don't come calling." -- Discovery Corps Pilot Medwell Likke

On a remote asteroid, beyond the Port's normal spacelanes, sits an unassuming

arcology that houses a relatively small contingent (about 200) of the CAF

Discovery Corps. Around 500 years ago, the CAF expressed an interest in working

with Cephus Auctor, after the incident at Yahaadra with the Gene Techs. While

Cephus refuses to do military research he found the Discovery Corps to be less

like martinets and more like explorers, something he relates to. He offered them

a 250-year lease, which they snapped up and have renewed each time so far. Of

course Cephus came and went as he chose, and the CAF team soon found themselves

working with the port's techno-wizards, funding them to develop "exploration"

technology. It took nine years, many millions and a special training program and

team, but it has paid off, as Stellar Optics completed its "Galactic Telescope"

which allows the Discovery Corps to not only observe very remote portions of the

galaxy -- but to do so with great precision. The 'scope can't look beyond the

galaxy it's in, however it can be moved and used in that manner. It takes a team

of 8 psychics (invariably Noros) to power and use the 'scope for 20-45 minutes.

Currently the 'scope can reach targets that are 20 times beyond the range of

technological sensors. Each year the team pushes the envelope and expands the

range so that within 5 to 7 years they feel they'll be able to reach and observe

the Threshold-- a great aid in the quest for the Cosmic Forge! Present at the

base are 20 or so small ships and a converted Scimitar warship, Burden, modified

to carry its special cargo.

In game terms the Galactic Telescope uses the spatial magic spell Dislocated

Perception and requires eight psychics using the super-psionic power of Gestalt

Circle (from Between the Shadows) to power, focus and use it. The telescope

requires a minimum of 30 levels to function properly so participants must be 4th

level (or any balance that meets this requirement). Among the psi-team are 3

members with "Photographic Memory" (a version of Total Recall) and overseen by

an external member adept with Mind Bond so that experiences can be recorded

accurately. To determine range of the device use 3d6x10 parsecs (roughly 100 to

600 light years) and add 1d6 for each year the project continues (4d6x10

parsecs, 5d6x10 parsecs, etc). As demonstrated during the test program, overuse

results in temporary insanity for the team (all in the circle and the Mind

Bonder) -- and GM should use any of the tables (like Fourth Dimension

Transformation or Curse of the World Bizarre) they feel are appropriate after

each week of use. This means personnel are rotated regularly. Maximum range

should top-off around 12d6x10 parsecs, which might mean the request for a new,

more powerful 'scope, which should take 50% of the time to build (5 years) and

cost around 300 million credits, but has a 1 billion credit price-tag, netting a

profit of around 700 million.

It is important to know that the Galactic Telescope, its use and existence are

highly secret and are NOT common knowledge within Port Eclipse, the Inner City

or the CAF/Discovery Corps.


Inner City Bank -- owned by the Auctors, usually has 1d6 billion credits.

Jewels and Niceties -- owned by private venturist, it buys and sells precious

gems (including TW grade gems).

Auctor Tower -- a 50-story modern tower owned by Cephus and houses his family,

servants and businesses. The ISM takes the 20th to 25th floors. Perpetual

Formulary has the 30th to 40th.

Lakeland -- a lakeside community of 800 homes including a small marina. Electric

groundcars are favored by the locals, though contra-gravity and TW flying items

can be found as well. The populace is predominantly mundanes. There are dozens

of other residental areas around too.

Center Street -- is the main area for business and commerce, housing NovaTech

and Zondas' private office. Auctor Tower looks down on Center from the next

block. Here you'll find the usual offices present in any city.

Inner Mind -- is a brand-new center for Mind Melters and other psychics that are

based in Inner City, and so far has 2d6 members each 1d6 in level. A few of the

Psi-Techs from NovaTech stop by here, as well as travelers.

Stellar Optics -- a subsidy of NovaTech, they specialize in TW items, including

small custom sensors for starships and shuttles and Radio Telescopes used by the

CAF Discovery Corps base. This manufacturing company is set apart on its own

plot of land and is a high security area.

Astral Palace -- a small shop run by Trimen Tar, with a mystic connection to his

own Astral realm. Trimen and a psychic avatar sell Astrally configured goods

(some permanent, some temporary) and items, as well as arranging Astral Travel

for those who can afford it.


Model Type:CY-30

Class: Civilian Yacht

Crew: 8 and 20 passengers

MDC: Base of 200 all-around and another 600 from force fields. This ship

can phase like a promethean vessel.


Sublight: up to Mach 6 via contragravtiy

Fold Space: instantaneous movement for up to 1 LY

FTL: 1d10+90 parsecs per day (1 parsec = 3.26 LY)

Range: effectively unlimited, but requires maintenance (12 hours or so)

every 600 parsecs

Phase Transceiver: allows it to instantaneously teleport to Phase World

Statistical Data

Height: 60 feet

Width: 135 feet

Length: 290 feet

Weight: 200 tons displacement

Cargo: 70 tons normally, but dimensional envelopes can provide almost

unlimited extra room (see spell)

Power System: Anti-matter powerplant and Fusion backup. Several PPE

batteries (10,000 PPE total)

Market Cost: Stock is about 30 million but x100 with magical enhancements.

Weapon Systems:

Two triple turrets each with

small point defense laser

small cruise missile launcher

small gravity beamer (both pressor and tractor options)

Holds 25 missles.


GM roll 3d6, then choose a Mission appropriate to the situation.

Die Roll Ship Type Mission

3 Naval/Scout Vessel Maneuvers/Patrol

4 No Encounter

5 No Encounter

6 No Encounter

7 Non-Starship Distress/Transport/Charter/Smuggling

8 Civilian Distress/Smuggling/Courier/Business/Pleasure

9 Merchant Transport/Trade/Distress

10 Merchant Transport/Trade/Distress

11 Non-starship DistressTransportCharterSmuggling

12 Merchant Transport/Trade/Distress

13 Merchant Transport/Trade/Distress

14 Civilian Distress/Smuggling/Courier/Business/Pleasure

15 Civilian Distress/Smuggling/Courier/Business/Pleasure

16 Merchant Transport/Trade/Distress

17 Non-starship DistressTransportCharterSmuggling

18 Naval/Scout Vessel Maneuvers/Patrol

Naval/Scout Vessel -- may either be Port Eclipse defense craft, UWW Naval

Vessels or IDF ships in from a neighboring system. Naruni, Hargital and TGE

ships are never allowed into port.

Merchants -- are likely to be from neighboring systems coming from and going to

the UWW via wormholes. A few stop in Port Eclipse first.

Civilians -- can mean just about anything, from Galactic Tracers to Runners or

just normal spacers, travelling.

Non-Starships -- small, system craft incapable of moving between planetary

systems. These are likely to be transport craft from a larger ship, or locals

going about their business.


Interspatial Flexures (wormholes) created by the Auctors are set in a circular,

clock configuration around the system, above and below the ecliptic (plane of

rotation) of the belt, the other planets and most heavenly bodies. The Auctors

have configured the portals so that they'll respond to narrow-band, radio

signals, opening and closing only when the correct signals are received. Most

are permanent, though occaisionally some will fade or dissipate. Changes are

made every 3 months. In extreme emergencies portals can be reconfigured within

minutes by an Auctor.

D1 aka "Departure One" this wormhole is located far below the ecliptic of the

Oropan Belt and deposits craft about 6 AU distant, in a gravity-free area, and

prime position to head for Bertram's Star, a neighboring planetary system

leading towards the inner portion of the Anvil Galaxy's Halo and 3 parsecs (9.78

light years) away. This wormhole can shave 1d6 hours off an outbound trip to

Bertram's Star.

D2 aka "Departure Two" is situated just above the ecliptic of the belt, and

allows ships to traverse the asteroid belt, exiting near a place known as the

"The Oropan Gap" (a break in the asteroid belt). In terms of the position of a

clock, D2 would be located at 1 o'clock and the exit point would be at 8.

P1 aka "Power One" is situated just above the ecliptic (4 o'clock position) and

places a craft many AU away near Oropan IV, the system's gas giant. Primarily

used by tankers and ice miners, local craft can skim the gas giant and recover

hydrogen for magneto-hydro dynamic powerplants (used by old ships and primitive

arcologies) as well as ice mining from the gas giant's moons, to recover water.

There's a return portal (RE1 near the gas giant) which deposits ships back,

about 1 million miles from Port Eclipse, making it roughly a 26 hour round-trip

(leave, skim and return).

R1 aka "Research One" is situated below the plane of the ecliptic and deposits

the craft within 2 AU of Oropan's White Dwarf main star. A return portal RE2

brings you back to D2, "The Oropan Gap."

TP1 or "Transport One" leads to UWW world of Varo, a veritable greenhouse world. A

jungle paradise, this planet is popular with cruise-goers. It also supplies

Oropan with a wide variety of foodstuffs and lumber.

TP2 or "Transport Two" leads to UWW world of Grennock, a typical, stellar-age planet,

almost indistinguishable from many CCW worlds. Grennock is home to several

merchant clans of Star Elves, who use Port Eclipse as a jumping off point for

forays into the Anvil Galaxy. Grennock is a four hundred light years from Oropan

physically. The elves also welcome travellers and sightseers. A Warlock Naval

base provides tight security for locals, as well as supplying reciprocal

protection for Port Eclipse when necessary.

TP3 or "Transport Three" leads to UWW world of Walan, a colony-world located along an

outer, spiral arm of worlds among the UWW. It's remote location means its hungry

for an influx of merchants and visitors. This planet is a good place to sell and

trade goods, as well as hide.

TP4 or "Transport Four" leads to the UWW world of Pagoda, a stellar age planet near

the UWW frontier. This is handy for those who wish to exploit the independent

worlds in the area, or venture back into UWW space. Frontier worlds are always a

good source of trade.

Note: codes to activate the wormholes can be gained in a few different ways

(payment, subterfuge, or piggy-backing a ride through via stealth), but should

always be role-played.



Developed by NovaTech, this allows a mage to "bond" or link with a computer via

magical means, and use it like a familiar. Almost any device that uses a

computer can be bonded with (GM discretion) but this is most often done with

computers and vehicles.

First an artificial intelligence is placed inside the computer using the spell

"Friend in the Head" from Through the Glass Darkly. Once so enchanted, the mage

may then spend PPE (permanently) to bond with the item, using the entries listed

on pages 45-46 from that book. The permanent loss of PPE prevents the mage from

bonding with everything in sight (except Lizard Mages and Godlings etc, etc).

Not all of the powers listed are available either, though some are given for


Available Powers from Through the Glass Darkly:

#5 Human Intelligence (5 PPE) and the PC may choose between the amount

rolled by the spell (3D6) or this option (2D6+7)

#7 Loyal (no PPE cost, conferred automatically to 98% of those sold)

#12 Telepathic Link (5 PPE)

#13 See the Invisible (5 PPE and the device must have some sort of optic system)

#15 Sense Evil (5 PPE)

#16 Sense Magic (5 PPE)

#17 Share Memories (10 PPE and the device must have some sort of memory storage, size is not an issue)

#18 Share Sight (10 PPE and the device must have some sort of optic system)

#19 Superhuman Intelligence (15 PPE)

Differences from the spell:

The builder of the item (usually the TW that sold it) casts Friend in the Head

normally, paying his own PPE. He now has 1d4 weeks to bond the item to another

person (someone able to use TW items -- either a mage or psychic). They can then

expend their own PPE, making the enchantment(s) permanent. If they do not have

the PPE, then they cannot bond with the item.

98% of the time the artifical intelligence will be friendly and beneficial,

otherwise the GM should use the information provided by Friend in the Head to

give the PC a problem "friend". The familiar can always be destroyed, and the

loss of PPE is still permanent. Since it will generally be friendly, option #7

is given automatically at no PPE cost. Even if the AI isn't friendly, it will

start out so (for 1d6 days). The GM will have to decide about any refund policy.

Since most weapons and items have computer components, it's possible a mage or

psychic could bond with his weapon or a vehicle. Imagine having a contra-gravity

vehicle (like a Maniple APC, or a starship) that has a magical, intelligent and

sentient computer controlling it! It could startup in response to a mental

command, or fly to its master, or engage sensors or the radio on his behalf. In

general, GMs should allow the computer to be able to control all electronic

functions of the machine in question. Physical ones are another matter. A bonded

laser pistol should be able to fire itself, but would be unable to lift and aim

itself without physical help. Most modern aircraft have "fly by wire"

capabilities and are computer controlled. The GM should be aware that unless the

craft has a "robotic structure" (can do things on its own) it can't open doors,

fill oxygen tanks, etc. It may be possible to purchase a "robotic" raven or dog

or cat and then bond with it, to simulate a convential mage's familiar. Further

augmentation, such as having it enchanted with Telekinesis or flying ability is

left up to the GM. Both players and GMs are encouraged to look at the Charms

section of Through the Glass Darkly for additional types of augmentation.

Option #10 Speech is not listed, since it would be relatively simple for a Phase

World character to purchase a speech synthisizer and software program to do so.

A good list of computer abilities are in Ninjas and Superspies. Sense Magic and

Sense Evil are mystical in nature and don't require any special hardware. Sight

is driven by some sort of optic sensor (including mult-optic eyes, imaging radar

and the like). Remember radar can't resolve colors or writing on a piece of

paper, but a simple camera can -- and transmit it's picture to its master via

#18 share sight, or even via radio using a data link. Damage to the device, or

countermeasures may affect its ability to function.

If #19 is chosen, the computer must be something powerful, like the Holographic

Personal Computer on p143 of Dimension Book 2: Phase World, or a laptop or

vehicle or starship computer. No guns or any devices with limited or dedicated

computer ability.

Cost: 156,000 credits (either pre-made or custom built)


Another product made by NovaTech duplicates some of the remote access and

control available by the psychic power of Telemechanics and Telemechanic Mental

Operations. Using the spell Machine Empathy (AU Galaxy Guide) a regular

Universal Headjack is enchanted and then surgically inserted into the person, as

a normal headjack would. However, instead of using a cable, the person is

connected to the equipment mystically, up to a range of 40 feet. The unit can

only interface with items that could work with a regular headjack.

Opertations-wise, the item functions the same as the spell Machine Empathy.

Changing from device to device is simple and can be done once per each melee

action the character has. The machine doesn't run any faster, only the accessing

or controlling of it. For example a character with a CCI with 4 actions per

melee, could access his computer and set it to query a database, access his

radio and tune it to a particular frequency, access a radar set and set it to

scan, and access his holographic display and turn it on, all in a single melee

round. Processing the data takes concentration, and may affect other skills or

combat. The interface works with most machines, but the GM may preclude its use

against machines controlled by others (wrestling away the control of an

opponent's starship, or walking into a bank and controlling its ATM or

electronic bank vault door).

Cost: 20,000 credits


This item combines the mundane use of a laser communicator, with energy

transformation and travel. A shipboard laser communicator is augmented to

transform living beings and their possessions into energy (light) and send them

at the speed of light to a corresponding receiver, then turn them back into

matter. The use of the spell Metamorphosis Energy (AU Galaxy Guide) makes the

trip possible, allowing people to effectively teleport between relays. Normal

range is 200 miles, so it's quite easy for transport between a ship in close

orbit (80 to 100 miles) to the surface and back. Distance covered is limited to

line of sight and the laser can be blocked by clouds or thick smoke and rain.

Deployment from orbit is accomplished by launching a special probe carrying a

laser transceiver. After reentry, it parachutes down, airbags deploy on impact,

so that it always lands right-side-up. The probe unfolds into a petal-like

formation and the internal laser swivels up and connects with the craft in

orbit. Once diagnostics give the green light, transports can occur between the

two sites, both ways, for up to 2 hours. Recovering the probe is possible, via

Teleport: Lesser. Transporting between vessels in space is also possible, even

if the destination ship isn't magical -- as long as they have a laser

communicator. The subject in transport, simply materializes next to the laser or

computer station nearest to the device, but the transport is only one way.

Cost: 200,000 credits


This item appears in many configurations, from a small wrist communicator,

backpack version or standard FTL communicator seen aboard starships and


Using the spatial mage spell Dislocated Perception the unit & it's companion

allow instantaneous communication regardless of range. The transmission is also

undetectable and unjammable by mundane means, though a mage might tell it's

magical (only when functioning, it's a TW device) and possibly use spells as a


Communication is full color, holographic video, audio and can even transmit the

senses allowed by the spell. Best of all it can also interface with standard

communicators, but the additional sense options will not function, and it is

limited to the medium (radio relays only voice etc). Communications is limited

to one-way, unless the Galaxy Communicator is within range of the other device's


An expensive and rare item, this was built for the Creators of Port Eclipse and

friends of the owners. Tri-Galactic Military Services (TMS) and certain factions

within the UWW also purchase these items.

Cost: 1,000,000 credits.


Built along the lines of the Galactic Communicator, the Mystic Sensor functions

slightly different, providing only visual and audio information to the user.

These units use Dislocated Perception, but are cast by low-level spatial mages,

so range is between 100 to 10,000 miles. Communication isn't possible (can't

interface with a Galactic Comm or other type of communicator) only the sensory

information described earlier. The sensor can be built into any existing sensory

unit (like the PSE-7000 from Dimension Book 6: Three Galaxies, or a vehicle

sensor unit), but it must have some sort of optical sensor to function. Other

sensory augmentation may occur such as See the Invisible, Sense Evil and Sense

Magic, which will function at the range of the device. GM can determine how

quickly the sensor functions by direction and range:

1-100 miles -- 1 melee round

100 to 1000 miles -- 4 melee rounds (1 minute)

1000 to 10,000 miles -- 8 melee rounds (2 minutes)

Note: the scan is NOT limited by the horizon and can "peek" over it.

To detect a ship in orbit, or scan a remote area the user must be facing it and

must wait the times described above, otherwise the results are inconclusive. The

scans can be recorded by computers.

Cost: depends on model, generally 50,000 to 250,000 credits.


This is a magic item available only to the Auctors or any graduate of the ISM.

Since most students generate income by casting spells for NovaTech or other

firms, they can usually afford one of these. This is a jet-black cloak with a

star field imprinted/embroidered on it. It has the following powers, each usable

once per day:

Chameleon, Protection from Space, Armor of Ithan, Redirect Damage, Mystic

Portal. The item functions at 8th level.

Cost: 180,000


These are additional customizations performed by NovaTech for locals and

travellers to the system.

Note: most of the spells here are cast by low-level students of the ISM making

extra money, so performance tends to be on the low-end.

Applied Effect Manipulation -- can be cast onto a vehicle improving speed

between 25% to 100%. Weapons that use projectiles may also have their damage


Laser Damper -- using Alter Environment, a vehicle can erect a field around

itself making it impervious to laser attacks. This has the effect of darkening

the area, but any light intersecting with the vehicle, will simply pass through

it harmlessly. Since space is very dark, this can also be used as a simple

cloaking device against visual means or LIDAR (laser imaging radar).

Galactic Tracker -- a somewhat simple device, using a modified gravitonic weapon

or grenade launcher, mini-missle launcher (or shipboard launcher for starships)

which delivers the spell Dimensional Tracker by hitting the target, allowing the

shooter to track it (be it a person or object or vehicle), almost anywhere in

the Megaverse. Another version called the Galactic Beacon allows persons to

track their own people or items.

Portal System -- this is only for short range teleportation (300 feet or less)

and usually only done within ships or between ships rendezvousing closely in

space. Using Mystic Portal, this is a handy way to load/unload cargo and deploy

crew and supplies within the ship, or quickly move troops outside of the

vehicle. All 3 effects are possible, so the buyer can switch between short-range

teleport, insubstantability, or 1-way transport.


Cast the First Stone

Hook: This is a high-level adventure set in Port Eclipse's past. Characters

should be at least 8th level and may even play Cephus Auctor, his wife Cassey, a

bodyguard or Lacerta.

Line: After travelling in the Cassey-O into the Corkscrew Galaxy, the Auctors

heard about a planet that had an excellent playhouse company. Cassey, Cephus'

wife enjoys theater and within a few days, had crossed nearly 1000 light years

and took orbit around Yahaadra, a planet that has knowledge of interstellar

technology, but whose own is only Information Age. Arriving during the day

(Cephus wife is a Silhouette and won't go planetside until dark) Cephus and a

bodyguard teleport down to the surface to find the theater company and purchase

season seats. Despite his powers, Cephus isn't omniscient, and must ask for

directions and information. Since they're obviously outsiders, most people run

away from them or simply ignore them -- something quite different that what

Cephus was told about the "friendly" place.

Sinker: Yahaadra has been suffering from a rash of kidnappings and

disappearances, always at night and the victims usually vanishing without a

trace. Recently, a witness to an assault, described the attacker as a "demon".

Just before the first night's performance, another attack takes place and

Yahaadra is placed under curfew by the CCW, who have been called in. The Auctors

now planetside, are quite put-out and end up partying in the empty amphitheater

by themselves since the play was cancelled at the last minute. While this

happens another demon attack takes place and Cephus Auctor witnesses it. Using

Expel Demons, he foils the creature, which used a spacecraft of some type to

leave. Using his spell of Dimensional Tracker or Dislocated Perception, Cephus

was able to witness the foul creature's flightplan and report to its

"superiors". Throughout the rest of the night, Cephus checks in periodically on

the creature and finds that it is headed for a hidden orbital facility, where he

discovers a lair of Gene-Techs, conducting experiments on the locals, using a

small army of demons to recover their subjects. By way of a portable portal, he

returns to the Inner City and recruits Lacerta to aid him rid Yahaadra of this

scourge. The Cassey-O folds to a safe spot nearby. Their final plan is to create

a wormhole near a moving asteroid and have it smash the Gene-Tech ship, but

first Cephus, Lacerta -- and the PCs -- must board the ship to free as many as



Due to the diversity of the setting, the campaign need not revolve around

spatial magic (or any magic). The port is still a typical space setting and

exploration, mercenaries, intrigue may intrude on the day-to-day functions of

Port Eclipse.

Possible scenarios:

1. The PCs are travelling through the port looking for a Uteni (a non-Naruni

employee) and a shipment of 2 tons of Naruni gear, stolen from the Phase Adepts

of Center. If they find the Uteni, a special reward awaits them (the gear is

almost inconsequential to the the Adepts). A Uteni was spotted by one of Zondas

security men and check of surveillance videos shows he booked passage on a

cruise liner heading into the UWW frontier, but had no freight.

2. The PCs are hired by NovaTech's Precious Stones Procurer as security. While

Jewels and Niceties is a decent source for small quantities, a large shipment of

gems is being brought in for a special project. The GM should fast-forward

things a bit, have them work for NovaTech for at least a year before getting

this assignment.

3. The PCs are evil and get wind of #2.

4. The PCs are hired by a Galactic Tracer who works for Zondas. The Promethean's

friend Greebly Farnham has taken a trip to nearby Bertram's Star, and hasn't

been heard from in over a week. He could be on the ship in #5 or may have moved

elsewhere. Zondas gives them a specially modified hand-scanner which will sense

Greebly when within 25 yards of him.

5. Trans-Galactic Salvage & Rescue (a small company) is looking for a group of

space-worthy individuals to help them salvage (loot) a vessel recently

discovered in deep space. Only individuals with useful skills will be hired

(zero-g experience, piloting, computer and electrical/engineering) who must

board the ship and begin operations.

6. If one or more of the PCs is a wizard, they make the acquaintance of a TW

named Gindle, while at Center on Phase World. Gindle is travelling to Port

Eclipse after a "visit" to Rifts: Earth. Just before leaving, a pair of Naruni

Repo-Bots try to kidnap or kill the TW, but his Negate Mechanics pistol enables

them to barely get away. Gindle (who is 3rd level) will hire the PCs as

bodyguards until they reach Port Eclipse.

7. The PCs are hired by a small mining firm to provide security (or participate

if they have the requisite skills, such as Zero-G Experience, Piloting

Spacecraft, etc). The company is building a small arcology (roughly the size of

a 4 story building) and needs help. Naturally, living here, they'll get to know

the port.

8. The PCs are with the Discovery Corps (either officers or Noro

Psi-specialists) and heading to Port Eclipse from Bertram's Star, for their new


9. A civilian within Eclipse Station is quietly looking for "specialists" to

penetrate the Discovery Corps base and bring him back info. If pressed, he shows

ID that reveals him to be part of the CAF Inspector General's Office and is

conducting a test of security conditions. The man is a Superspy (see Rifts:

Mercenaries) and is working for 1) the TGE, 2) The Omegan Order, 3) Naruni

Enterprises, 4) Rival UWW faction or 5) he really is with the CAF.

10. A Cloud of Smoke followed by a Thunderclap gets the PCs attention while

visiting Eclipse Station. A young (19 years old, 2nd level) Ley Line Walker is

running from a pair of goons (choking and stunned) chasing him. Gunnar needs to

get the briefcase he's holding to his shuttle and over to the Bacchus (huge,

casino-cruise ship sitting in orbit) and get the goods to his boss. Another pair

of goons isn't far behind, and a gun-fight erupts on the station. If the group

gets back to the Bacchus, they discover that Gunnar was given the wrong

briefcase by the hotel clerk. Was it intentional? No they wouldn't be chasing

him now. Would the PCs want to make some extra money by retrieving the right

one? The briefcase contains: 1) 200,000 credits in gambling debts owed by

Greebly Farnham, 2) TW schematics being sent by NovaTech to a subcontractor in

the UWW, 3) 365 doses of anagathic medicine (worth 1.5 million credits) for the

owner of the Bacchus.

11. A human in port has somehow snuck into a private cargo area and is watching

a starship from Red Branch Shipping unload. Company security prohibits this and

he's asked to leave by a pair of company troopers. The man is a Temporal Warrior

and his friend, a huge space wulfen, is a renegade Phase Mystic, who responds to

his friend's call for help. The pair turns away about a dozen or more armored

troopers, before vanishing. Red Branch "arrests" the PCs since their craft is

parked next to the offender's, before Zondas' men arrive and free them. Red

Branch is a snotty, 800 lb gorilla that has this sort of reputation. The next

day, the Red Branch VP of Distribution for this sector of space is kidnapped

from Port Eclipse and the ransom note (a continuous-loop, holographic, 3D

player) is found inside a room the PCs have, by a steward. Red Branch is

instructed to have the pair's starship (now in impound) moved to a remote sector

of space, along with 2 million credits for the safe return of the Red Branch VP.

Needless to say Red Branch has turned its full attention on the PCs, suspecting

they're in cahoots with the kidnappers. They place the ship in a remote area,

then disable it (if the GM likes he can use #5 above).

12. The PCs are hired by an oriental gentlemen via interstellar radio. He'll not

deal with any elves or Phase Mystics. Sitting in one of the lockers within

Eclipse Station is the receipt chit for a load of freight (approximately two

tons) sitting in the yard of Eclipse Storage & Transport. It's a typical old,

used space container, with several paint splotches on it. The man, who was

recently in Port Eclipse, had to return home when a family member took ill and

was unable to find transport for the cargo. Rather than spend the money to

return to the port, he's looking for someone to take the goods into the UWW

frontier, where he'll meet them, reimburse their expenses and pay them a

handling fee which is negotiable. The container is code-locked, but can be

opened by some serious hacking ability or laser torches and 1d4 hours of

cutting. It contains a wide variety of Naruni gear and weapons, all brand-new

and is worth an estimated 2 million credits. GM see #1 above. The Uteni now has

a few doses of a cosmetic nano-virus, which can alter his skin color to a

pinkish hue for 3d6 hours. This situation may or may not strike the PCs as odd,

since their are a half-dozen freight companies in port who do this sort of thing

everyday. To get the chit, the PCs can use a crowbar, laser scalpel or other


13. The PCs are aboard their starship within 2 or 3 light years of Port Eclipse.

Sensors pick up a small, 20-ton shuttlecraft floating dead in space. A quick

scan of the vessel seems to indicate it's in working order (antimatter reactor

is working, electronics work) but there's no lifeforms aboard. If the PCs are

close enough and they can Sense Magic (like a ley line walker) they'll sense

magic. Also, the craft will retreat from them, flying for a few melees at mach 3

to 6 before stopping. Finally after 3 or 4 jaunts, they'll receive a radio hail

from the ship. A pleasant female voice will inform them to stay away. The GM

should inform the PCs that the shuttle still registers no lifeforms. If the PCs

can placate the ship (roll a 1 on a d6, or move the craft away again) it will

remain stationary and they can board it. The ship is a "bonded familiar"

described above, holding abilities #5, 12, 16 & 17. However a magical anomaly

makes #17 intermittant, causing it to lose its memories and turn on the person

its bonded with. Whenever it loses 17, it uses its ability to Sense Magic to

bond with another mage (must sacrifice PPE permanently) and then eventually will

attempt to eliminate the mage and friends, growing more and more paranoid each

passing day. The ship is named The Darla Ann and a check of her log will reveal

that the last owner and crew was spaced a few days before by the magical AI.

When bonding, Darla Ann will attempt to lockout anyone inspecting her logs

(they're strangers), but a talented hacker might be able to get the information.