The year is 91 f.y. The Second Sathar War ended after the bloody, seven-year siege of Outpost #1. The war has left the Frontier battered, but victorious. Most of the civilian populace of the United Planetary Federation simply want to return to what’s left of their lives and pick up the pieces.
A few high in the UPF Starfleet admiralty, a number of generals in Landfleet, and their civilian counter-part, Star Law, knew that they would soon see a drawdown imposed by the timid civilian governments that they serve… despite the near-universal military belief that the Sathar would return in the not-so-distant future.
Pooling their soon-to-be reduced resources, these maverick leaders established a covert program to assemble small, self-sufficient teams to explore the unknown reaches of the galaxy in search of intelligence about the Sathar threat, ideally the location of their still unknown homeworld.
You are the product of this program. Were you a criminal offered an alternative to prison by a well-connected judge? Were you recruited from the elite ranks of Starfleet, Landfleet, or Star Law? Are you a mercenary, handpicked and offered the reward of a lifetime in return for actionable intelligence about the enemy?
Whether you are a Human, Yazirian, Dralasite, or Vrusk, your motivation to leave the relative safety of the known Frontier must be a powerful one indeed…
If you’re not familiar with the Star Frontiers RPG produced by the late, not really lamented T$R, head on over to http://www.starfrontiers.com/ and flip through the scanned PDFs of the rules and modules to get a flavor for the universe. The narrator won’t bother explaining details that you could learn from a little RTFM. =)
Four-ish characters will comprise the crew of a Demon Hunter-class assault scout that is equipped for extended-range reconnaissance operations. Necessary crew positions include a pilot/captain, a ship’s engineer, an astrogator/sensors operator, and a ground operations specialist. A medical officer and someone qualified on first contact protocols would be a good idea, too.
Consider the available character cards to be suggestions. Do your homework. Create new and interesting characters that make sense in a story that’s on an exit vector from the Frontier.
The game will start when we’ve accumulated critical mass. I’ll use any extra time to expand the 15-ish chapters and plot points outlined so far (that players are fully expected to ignore and chuck out the airlock to further the story).
STAR FRONTIERS is a trademarks belonging to Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with implied permission. © 2001.
Hosted and narrated by:
David Reed (JudgeNerd)
Scenes played: 4
License: Community License