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	<id>https://inky.org/wiki/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MatthewMurray</id>
	<title>RPG Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://inky.org/wiki/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MatthewMurray"/>
	<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Special:Contributions/MatthewMurray"/>
	<updated>2026-05-08T14:16:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Talk:IfMud_Nomic_2&amp;diff=3096</id>
		<title>Talk:IfMud Nomic 2</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Talk:IfMud_Nomic_2&amp;diff=3096"/>
		<updated>2012-01-24T18:11:04Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: Created page with &amp;quot;I hereby clearly and unambiguously announce that I am leaving the game, effective immediately. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hereby clearly and unambiguously announce that I am leaving the game, effective immediately. [[User:MatthewMurray|MatthewMurray]] 10:11, 24 January 2012 (PST)&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/Clarity_Rule&amp;diff=3061</id>
		<title>Nomic 2/Proposals/Clarity Rule</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/Clarity_Rule&amp;diff=3061"/>
		<updated>2012-01-23T14:32:05Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Proposal==&lt;br /&gt;
This proposal enacts a new rule (called the Clarity Rule).&lt;br /&gt;
&lt;br /&gt;
1) A proposal can only alter the meaning of a pre-existing rule (by superseding or repealing parts or all of it, modifying its text, or establishing an authoritative interpretation) if it explicitly mentions that pre-existing rule.&lt;br /&gt;
&lt;br /&gt;
2) If a reference is not made in this way, conflicts between rules shall be resolved, by default, in favour of the older (lower-numbered) rule.&lt;br /&gt;
&lt;br /&gt;
3) If a proposal mentioning existing rules is agreed upon and ratified, references to it will be appended to all rules that it mentions. Any player may perform this action.&lt;br /&gt;
&lt;br /&gt;
==Proposed By==&lt;br /&gt;
[[User:Maga|Maga]] 16:32, 20 January 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
==Votes==&lt;br /&gt;
* maga: Aye&lt;br /&gt;
* Jota: Aye&lt;br /&gt;
* vimes: Aye&lt;br /&gt;
* Matthew: Yes&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/No_Cheating&amp;diff=3060</id>
		<title>Nomic 2/Proposals/No Cheating</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/No_Cheating&amp;diff=3060"/>
		<updated>2012-01-23T14:31:14Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Proposal ==&lt;br /&gt;
&lt;br /&gt;
New Rule: No player may intentionally attempt to maliciously deceive any other player about anything regarding the game.&lt;br /&gt;
&lt;br /&gt;
== Proposed by ==&lt;br /&gt;
&lt;br /&gt;
[[User:Jota|Jota]] 12:40, 20 January 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
== Voting ==&lt;br /&gt;
* maga: Aye&lt;br /&gt;
* Matthew: No (but primarily because I think we need to define what &amp;quot;malicious&amp;quot; means in this context)&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/The_Standing_Rule&amp;diff=3059</id>
		<title>Nomic 2/Proposals/The Standing Rule</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/The_Standing_Rule&amp;diff=3059"/>
		<updated>2012-01-23T14:30:18Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Proposal ==&lt;br /&gt;
&lt;br /&gt;
Only players can propose rules. Fang is a player.&lt;br /&gt;
&lt;br /&gt;
== Proposed by ==&lt;br /&gt;
&lt;br /&gt;
[[User:Fang|Fang]] 12:24, 20 January 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
* Matthew: Yes&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/Revolving_Door&amp;diff=3058</id>
		<title>Nomic 2/Proposals/Revolving Door</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/Revolving_Door&amp;diff=3058"/>
		<updated>2012-01-23T14:29:56Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Proposal ==&lt;br /&gt;
&lt;br /&gt;
New Rule: Players may be added to the game by unanimous agreement of the current players. Any player may leave the game at any time by noting their intent to do so clearly and unambiguously at http://inky.org/wiki/index.php?title=Talk:IfMud_Nomic_2&lt;br /&gt;
&lt;br /&gt;
== Proposed by ==&lt;br /&gt;
&lt;br /&gt;
[[User:Jota|Jota]] 12:25, 20 January 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
== Voting ==&lt;br /&gt;
&lt;br /&gt;
* Jota: Aye&lt;br /&gt;
* vimes: Aye&lt;br /&gt;
* Baf: Aye&lt;br /&gt;
* maga: Aye&lt;br /&gt;
* Matthew: Yes&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/The_Honest_Politician_Rule&amp;diff=3057</id>
		<title>Nomic 2/Proposals/The Honest Politician Rule</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/The_Honest_Politician_Rule&amp;diff=3057"/>
		<updated>2012-01-23T14:29:23Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal:&lt;br /&gt;
&lt;br /&gt;
A proposal for a rule is considered to be the first version of the proposal which receives a vote other than the proposer&amp;#039;s vote, no matter what edits might be made to the proposal in the future.&lt;br /&gt;
&lt;br /&gt;
Proposed by [[User:Vimes|Vimes]] 11:52, 20 January 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
Votes:&lt;br /&gt;
&lt;br /&gt;
* vimes: Aye&lt;br /&gt;
* Jota: Nay (on the grounds that the What the Heck proposal makes this redundant)&lt;br /&gt;
* Matthew: No (once again, what Jota said)&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/The_Agents_of_Empire_Rule&amp;diff=3056</id>
		<title>Nomic 2/Proposals/The Agents of Empire Rule</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/The_Agents_of_Empire_Rule&amp;diff=3056"/>
		<updated>2012-01-23T14:28:40Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal:&lt;br /&gt;
&lt;br /&gt;
All proposals shall be made as awesome as possible.&lt;br /&gt;
&lt;br /&gt;
Proposed by [[User:Vimes|Vimes]] 11:47, 20 January 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
Votes:&lt;br /&gt;
&lt;br /&gt;
* vimes: Aye&lt;br /&gt;
* maga: Aye&lt;br /&gt;
* Matthew: Yes&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/Voting_Brevity&amp;diff=3055</id>
		<title>Nomic 2/Proposals/Voting Brevity</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/Voting_Brevity&amp;diff=3055"/>
		<updated>2012-01-23T14:28:05Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal:&lt;br /&gt;
&lt;br /&gt;
Voting on a proposal shall by default be open until 72 hours after the proposal was originally posted.  This initial timeframe may be modified at the time the proposal is made by clearly including an alternate closing date in the proposal.  Any player who does not explicitly cast a vote during this timeframe will be assumed to have voted &amp;quot;Aye&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Votes: &lt;br /&gt;
* vimes: Aye&lt;br /&gt;
* Jota: Nay (I&amp;#039;m for this in spirit, but it needs revision, and it also needs What the Heck to pass first)&lt;br /&gt;
* Matthew: No, for the reason(s) Jota stated&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/Station_Identification&amp;diff=3054</id>
		<title>Nomic 2/Proposals/Station Identification</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2/Proposals/Station_Identification&amp;diff=3054"/>
		<updated>2012-01-23T14:27:12Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal for a new Rule:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wiki&amp;quot; (case-insensitive) shall refer to the wiki located at http://inky.org/wiki/index.php?title=IfMud_Nomic_2.&lt;br /&gt;
&lt;br /&gt;
Proposed by [[User:Jota|Jota]] 11:27, 20 January 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
Votes:&lt;br /&gt;
&lt;br /&gt;
* Jota: Aye&lt;br /&gt;
* vimes: Aye&lt;br /&gt;
* Baf: Aye&lt;br /&gt;
* maga: Aye&lt;br /&gt;
* Matthew: Yes&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Nomic_2&amp;diff=2965</id>
		<title>Nomic 2</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Nomic_2&amp;diff=2965"/>
		<updated>2012-01-20T13:50:30Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some ifMUDders once played a game of Nomic via email ([http://www.wurb.com/nomic/02/]). It was fun, even though it eventually petered out rather than finishing up neatly. &lt;br /&gt;
&lt;br /&gt;
But since it was fun, I thought: why not try again? Maybe we&amp;#039;ll even see it through to the end this time. And a wiki seems like a good place to do it. &lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested, sign up here, right on this page. If there&amp;#039;s enough interest, I&amp;#039;ll put up some starting rules and we can give it a shot. &lt;br /&gt;
&lt;br /&gt;
(If you need a login for the wiki, inky can set you up with one. Thanks, inky!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested players:&lt;br /&gt;
&lt;br /&gt;
* Jota&lt;br /&gt;
* Baf&lt;br /&gt;
* Doug&lt;br /&gt;
* Matthew&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Victory&amp;diff=2388</id>
		<title>Agents Of Empire/Victory</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Victory&amp;diff=2388"/>
		<updated>2011-09-13T21:01:28Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Empire is old, and the galaxy is older. Houses come to power, burn brightly for a while, and then vanish; great heroes and villains shine even brighter, perhaps, and last but a moment. And yet legends do live on: stories are still told of the great Houses from the dawn of time, and of the people who explored to the stars and built the civilization we now live in. In a thousand years, or a thousand centuries, how will you be remembered?&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
Victory in this game exists both at a House level and at a character level. &lt;br /&gt;
&lt;br /&gt;
Your House will be remembered if the colony worlds can accumulate at least 100 Fame, 100 Influence, and 400 mega-credits by the end of the game. This will show it to be wealthier than House Krazybuys, more culturally ground-breaking than House Canterina, and a political force to be reckoned with more powerful than House Reeft or Gwyne -- in short, able to stand against the Houses of old in the days of their glory.&lt;br /&gt;
&lt;br /&gt;
Your characters will be remembered if they can perform at least three Great Deeds over the course of the game. Great Deeds must be memorable, unique, dangerous, and/or brilliant, preferably all four. Perform at least three Great Deeds, and your characters will live on forever wherever stories of heroes and villains are told. And if you should, say, be elected Emperor or similar exalted position, that would certainly count for one, perhaps even two Great Deeds.&lt;br /&gt;
&lt;br /&gt;
=Register of Great Deeds=&lt;br /&gt;
==Jude==&lt;br /&gt;
* Rescued Professor Laria from the Jayce station&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Reig==&lt;br /&gt;
* Rescued Professor Laria from the Jayce station&lt;br /&gt;
* Defeated all comers in the great Canterina planetary dance-off&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Rick==&lt;br /&gt;
* Stopped the Gwyne wormhole generators on Vefna, preventing the full invasion of the colonies&lt;br /&gt;
* Drove the Gwyne troops off Vefna, despite being vastly outnumbered&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Tesher==&lt;br /&gt;
* (credit for deeds done previously)&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Kyil==&lt;br /&gt;
* Drove the Gwyne troops off Vefna, despite being a prisoner&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Dark==&lt;br /&gt;
* Single-handedly did massive damage to a Gwyne battleship&lt;br /&gt;
* Led the vastly overmatched Boumfadour colonists to drive the Gwyne troops off the planet&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Silentus==&lt;br /&gt;
* &amp;lt;s&amp;gt;Convinced both Topni and Tipno to hire him to incite revolution on the other&amp;lt;/s&amp;gt; THIS IS A VICIOUS SLANDER!!! --sunderscar 14:00, 13 September 2011 (PDT)&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Seve==&lt;br /&gt;
* Tricked and took over a pirate vessel, gaining the first fighter ship of the colonies&lt;br /&gt;
* Led his team to victory in the galaxy&amp;#039;s first-ever Astro-Polo Championship&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Victory&amp;diff=2387</id>
		<title>Agents Of Empire/Victory</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Victory&amp;diff=2387"/>
		<updated>2011-09-13T21:00:56Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Empire is old, and the galaxy is older. Houses come to power, burn brightly for a while, and then vanish; great heroes and villains shine even brighter, perhaps, and last but a moment. And yet legends do live on: stories are still told of the great Houses from the dawn of time, and of the people who explored to the stars and built the civilization we now live in. In a thousand years, or a thousand centuries, how will you be remembered?&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
Victory in this game exists both at a House level and at a character level. &lt;br /&gt;
&lt;br /&gt;
Your House will be remembered if the colony worlds can accumulate at least 100 Fame, 100 Influence, and 400 mega-credits by the end of the game. This will show it to be wealthier than House Krazybuys, more culturally ground-breaking than House Canterina, and a political force to be reckoned with more powerful than House Reeft or Gwyne -- in short, able to stand against the Houses of old in the days of their glory.&lt;br /&gt;
&lt;br /&gt;
Your characters will be remembered if they can perform at least three Great Deeds over the course of the game. Great Deeds must be memorable, unique, dangerous, and/or brilliant, preferably all four. Perform at least three Great Deeds, and your characters will live on forever wherever stories of heroes and villains are told. And if you should, say, be elected Emperor or similar exalted position, that would certainly count for one, perhaps even two Great Deeds.&lt;br /&gt;
&lt;br /&gt;
=Register of Great Deeds=&lt;br /&gt;
==Jude==&lt;br /&gt;
* Rescued Professor Laria from the Jayce station&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Reig==&lt;br /&gt;
* Rescued Professor Laria from the Jayce station&lt;br /&gt;
* Defeated all comers in the great Canterina planetary dance-off&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Rick==&lt;br /&gt;
* Stopped the Gwyne wormhole generators on Vefna, preventing the full invasion of the colonies&lt;br /&gt;
* Drove the Gwyne troops off Vefna, despite being vastly outnumbered&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Tesher==&lt;br /&gt;
* (credit for deeds done previously)&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Kyil==&lt;br /&gt;
* Drove the Gwyne troops off Vefna, despite being a prisoner&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Dark==&lt;br /&gt;
* Single-handedly did massive damage to a Gwyne battleship&lt;br /&gt;
* Led the vastly overmatched Boumfadour colonists to drive the Gwyne troops off the planet&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Silentus==&lt;br /&gt;
* &amp;lt;s&amp;gt;Convinced both Topni and Tipno to hire him to incite revolution on the other&amp;lt;/s&amp;gt; THIS IS A VICIOUS SLANDER!!! --sunderscar [[User:MatthewMurray|MatthewMurray]] 14:00, 13 September 2011 (PDT)&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Seve==&lt;br /&gt;
* Tricked and took over a pirate vessel, gaining the first fighter ship of the colonies&lt;br /&gt;
* Led his team to victory in the galaxy&amp;#039;s first-ever Astro-Polo Championship&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Victory&amp;diff=2386</id>
		<title>Agents Of Empire/Victory</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Victory&amp;diff=2386"/>
		<updated>2011-09-13T20:49:21Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Empire is old, and the galaxy is older. Houses come to power, burn brightly for a while, and then vanish; great heroes and villains shine even brighter, perhaps, and last but a moment. And yet legends do live on: stories are still told of the great Houses from the dawn of time, and of the people who explored to the stars and built the civilization we now live in. In a thousand years, or a thousand centuries, how will you be remembered?&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
Victory in this game exists both at a House level and at a character level. &lt;br /&gt;
&lt;br /&gt;
Your House will be remembered if the colony worlds can accumulate at least 100 Fame, 100 Influence, and 400 mega-credits by the end of the game. This will show it to be wealthier than House Krazybuys, more culturally ground-breaking than House Canterina, and a political force to be reckoned with more powerful than House Reeft or Gwyne -- in short, able to stand against the Houses of old in the days of their glory.&lt;br /&gt;
&lt;br /&gt;
Your characters will be remembered if they can perform at least three Great Deeds over the course of the game. Great Deeds must be memorable, unique, dangerous, and/or brilliant, preferably all four. Perform at least three Great Deeds, and your characters will live on forever wherever stories of heroes and villains are told. And if you should, say, be elected Emperor or similar exalted position, that would certainly count for one, perhaps even two Great Deeds.&lt;br /&gt;
&lt;br /&gt;
=Register of Great Deeds=&lt;br /&gt;
==Jude==&lt;br /&gt;
* Rescued Professor Laria from the Jayce station&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Reig==&lt;br /&gt;
* Rescued Professor Laria from the Jayce station&lt;br /&gt;
* Defeated all comers in the great Canterina planetary dance-off&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Rick==&lt;br /&gt;
* Stopped the Gwyne wormhole generators on Vefna, preventing the full invasion of the colonies&lt;br /&gt;
* Drove the Gwyne troops off Vefna, despite being vastly outnumbered&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Tesher==&lt;br /&gt;
* (credit for deeds done previously)&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Kyil==&lt;br /&gt;
* Drove the Gwyne troops off Vefna, despite being a prisoner&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Dark==&lt;br /&gt;
* Single-handedly did massive damage to a Gwyne battleship&lt;br /&gt;
* Led the vastly overmatched Boumfadour colonists to drive the Gwyne troops off the planet&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Silentus==&lt;br /&gt;
* &amp;lt;s&amp;gt;Convinced both Topni and Tipno to hire him to incite revolution on the other&amp;lt;/s&amp;gt; THIS IS A VICIOUS SLANDER!!! --sunderscar&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Seve==&lt;br /&gt;
* Tricked and took over a pirate vessel, gaining the first fighter ship of the colonies&lt;br /&gt;
* Led his team to victory in the galaxy&amp;#039;s first-ever Astro-Polo Championship&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/11/House_Prime&amp;diff=1747</id>
		<title>Agents Of Empire/Turns/11/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/11/House_Prime&amp;diff=1747"/>
		<updated>2011-07-18T01:59:07Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 11=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shipping&amp;#039;&amp;#039;&amp;#039;: Cargo ship takes 3 chemicals &amp;amp; 2 kelp for sale at Elvis.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fighting&amp;#039;&amp;#039;&amp;#039;: Drone units take position near soldiers (at J13).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Exploration&amp;#039;&amp;#039;&amp;#039;: Rafael and his Reef Explorers finish taking water samples.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Production&amp;#039;&amp;#039;&amp;#039;: 2 units of kelp, 1 unit of chemicals.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Processing&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Research&amp;#039;&amp;#039;&amp;#039;: Research continues researching.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Landing&amp;#039;&amp;#039;&amp;#039;: Cargo ship lands.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Trading&amp;#039;&amp;#039;&amp;#039;: 3 chemicals / 2 kelp sells for 6 megacredits. 4 megacredits for the Astro-Polo championship.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Politics&amp;#039;&amp;#039;&amp;#039;: Basinbloke a.) makes sure the bill has enough votes to pass on turn 12, leaving off the tax rider if able. b.) uses his other time to chum up with the Emperor&amp;#039;s ambassador to find out intel about his and the ambassador&amp;#039;s future intentions.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dark&amp;#039;&amp;#039;&amp;#039;: Handles the soldiers (at J13) on planet.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Silentus&amp;#039;&amp;#039;&amp;#039;: Travels to the imperial party planet. One of his transport&amp;#039;s astro-tires deflated along the way, and he had to take some time off to fix it.  That&amp;#039;s all that happened.  Really.&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/10/House_Prime&amp;diff=1678</id>
		<title>Agents Of Empire/Turns/10/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/10/House_Prime&amp;diff=1678"/>
		<updated>2011-07-12T01:44:03Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 10=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shipping&amp;#039;&amp;#039;&amp;#039;: Cargo ship goes to Boumfadour.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fighting&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Exploration&amp;#039;&amp;#039;&amp;#039;: Rafael and his Reef Explorers start taking water samples.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Production&amp;#039;&amp;#039;&amp;#039;: 1 unit of kelp, 1 unit of chemicals.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Processing&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Research&amp;#039;&amp;#039;&amp;#039;: Research looks for cool uses of surrounding wildlife. Like maybe the local whitetigers are usable as troop mounts or a fish secretes a particularly useful juice or they are able to talk to birds or something.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: If the research thing means the source is not damaged and a non-eco-friendly producer upgrade can be added later the main Kelp farm upgrades to level 2 for 3 megacredits.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Landing&amp;#039;&amp;#039;&amp;#039;: Cargo ship lands at Boumfadour.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Trading&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Politics&amp;#039;&amp;#039;&amp;#039;: Basinbloke pokes around the Senate to a.) gather info about boosting Prime&amp;#039;s vote count b.) get info on what&amp;#039;s needed to pass the punish-Gwyne for soldiers/environment bill.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dark&amp;#039;&amp;#039;&amp;#039;: Flies home, works on his sonic device some more adding &amp;#039;passivity&amp;#039; and &amp;#039;aggressiveness&amp;#039; settings with an Engineering roll.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Silentus&amp;#039;&amp;#039;&amp;#039;: En route to the imperial planet for the emperor&amp;#039;s party, which he&amp;#039;s been invited to.  (Whether the emperor knows that or not is an entirely separate question.)  No, seriously, that&amp;#039;s all he&amp;#039;s doing.  He&amp;#039;s not doing anything else.  He&amp;#039;s just in an old, slow, small ship that&amp;#039;s taking a long time to get there.  Really, that&amp;#039;s it.  Honestly.  Leave me alone!&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/9/House_Prime&amp;diff=1597</id>
		<title>Agents Of Empire/Turns/9/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/9/House_Prime&amp;diff=1597"/>
		<updated>2011-07-09T01:06:27Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 9=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shipping&amp;#039;&amp;#039;&amp;#039;: Cargo ship goes to Elvis.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fighting&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Exploration&amp;#039;&amp;#039;&amp;#039;: Rafael and his Reef Explorers to I14.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Production&amp;#039;&amp;#039;&amp;#039;: 1 unit of kelp, 1 unit of chemicals.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Processing&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Research&amp;#039;&amp;#039;&amp;#039;: Research finishes with the mining upgrade research.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Landing&amp;#039;&amp;#039;&amp;#039;: Cargo ship lands on Elvis.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Trading&amp;#039;&amp;#039;&amp;#039;: [None.]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Politics&amp;#039;&amp;#039;&amp;#039;: Basinbloke attends more Reeft parties and mongers more rumors about Gwyne&amp;#039;s staling the tax for their own purposes, using the opportunity while visiting anti-Gwyne types to formulate the text of a new bill penalizing Gwyne monetarily for any a.) remaining military forces that might be on the colony worlds, in violation of law and b.) any areas where negative environmental impact forces the colonies to do cleanup.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dark&amp;#039;&amp;#039;&amp;#039;: Goes back to Aramin&amp;#039;s planet of Elvis to help with security at the new research facility.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Silentus&amp;#039;&amp;#039;&amp;#039;: Taking the scenic route to the imperial planet for the emperor&amp;#039;s impending party; it will take several turns to get there. Though he did intercept a transmission from House Aramin for assistance at the last possible moment, he was regrettably unable to provide the assistance they required. Because of the nature of the distance he is traveling and poor interstellar weather conditions, Silentus will be 100% completely &amp;#039;&amp;#039;in communicado&amp;#039;&amp;#039; during that time, and will not be able to contact anyone, on any planet, in any house, for any reason. That means that anything nefarious that happens anywhere in the galaxy cannot &amp;#039;&amp;#039;possibly&amp;#039;&amp;#039; be blamed on him. In fact, the very idea is absurd on its face.&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Scuttlebutt&amp;diff=1596</id>
		<title>Agents Of Empire/Scuttlebutt</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Scuttlebutt&amp;diff=1596"/>
		<updated>2011-07-08T23:58:59Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weekly Poker Match ==&lt;br /&gt;
Rick Starfarer has scheduled (perhaps retroactively as of a couple months ago) a weekly game of six-card hyperstud! All of the top local colonial movers and shakers are invited (i.e., the PC&amp;#039;s). Just dial your holovidwave set to 55-epsilon-673-double-mauve to log on (and have an IC excuse for sharing OOC information).&lt;br /&gt;
* Rick is in, of course.&lt;br /&gt;
&lt;br /&gt;
== Transcripts ==&lt;br /&gt;
If you have transcripts of the rpg elements of this game you want to share (either in-character or out of character), send them to me (lpsmith) and I&amp;#039;ll put them up on [http://spod-central.org/~lpsmith/rpg/transcripts/Agents/ the transcript page].  Thanks!&lt;br /&gt;
&lt;br /&gt;
== Strange Dreams ==&lt;br /&gt;
The next time you and Reig chat in person, you chat for a while, and then Reig says, &amp;quot;Listen, uh, I&amp;#039;m not sure if this means anything, but I had this strange dream when I last visited Iavo.  Just in case you experience something similar, I thought I&amp;#039;d tell you about it.&amp;quot;  [http://spod-central.org/~lpsmith/rpg/transcripts/Agents/iavo.html Reig&amp;#039;s dream].&lt;br /&gt;
&lt;br /&gt;
== Rescue Proposal ==&lt;br /&gt;
Representatives of one or more Houses have been individually considering mounting a rescue attempt on Turn 7 to retrieve a certain unnamed individual. If this individual is successfully retrieved, she will need a place to work. Thus, I propose a joint rescue operation, wherein any House which participates in the operation will also contribute equally to constructing a new research institution, and any research that comes out of it will then be shared equally by all the Houses involved.&lt;br /&gt;
* Aramin is interested in taking part in a joint operation.  We have a wheelman (Jude, great vehicles) and the extraction guy (Reig, Good Stealth), but it might be nice to have a ship that could actually fight if need be (instead of having to steal one) and some way to pin the blame on another house (so Jayce (a Gwynne vassal) doesn&amp;#039;t come after us).&lt;br /&gt;
** Possible houses to pin it on:  Taba (mercenary/stealth house, if they were hired); Grazene; Tipno or Topni, though they wouldn&amp;#039;t do it well.  On balance, Taba seems like the best bet.&lt;br /&gt;
* Intrepid is also interested (and has already taken the precaution of safeguarding the contact, Professor Winth). We can bring in a pirate ship, some tough soldiers, and Seve, who can act as a world-class distraction when necessary. Some kind of diversion and possibly fake pirate attack seems called for, allowing Reig and Jude to sneak in.&lt;br /&gt;
* Prime may be up for pinning the blame on Taba.  Possible activities to do so:&lt;br /&gt;
** The serial numbers on the shuttle we used to get there were filed off (and the ship exploded), but may still be readable with the right technology.  When they finally get it, it would be cool if that number was registered to Taba.  Or you can infiltrate the investigation and lead it to Taba that way or something.&lt;br /&gt;
** ...anything else?&lt;br /&gt;
&lt;br /&gt;
== Environmental Protection Act ==&lt;br /&gt;
Shockingly, it seems that House Gwynne left behind all sorts of hazardous garbage when they abandoned their various colonies.  The Houses who graciously stepped in to assume control of these environmental disasters are left with the heavy financial burden of cleaning up the mess.&lt;br /&gt;
&lt;br /&gt;
Surely the Imperial Parliament cannot let such injustice stand.  Several prominent politicians are currently in the process of drafting a resolution that would levy significant fines against House Gwynne and distribute the funds to the affected Houses.&lt;br /&gt;
&lt;br /&gt;
== Prime Tax Reduction Act ==&lt;br /&gt;
Prime is heading up an effort to reduce taxes on all of us by 15 megacredits each.  To do this, they need to sway up to nine houses:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reeft&amp;#039;&amp;#039;&amp;#039;:  Large house with many votes, so either need to sway neutral, plus sway all the rest of the list, or sway them to support, in which case we need only sway 6 of the rest.  Something going on between them and Gwynne; may be able to use this to our advantage.&lt;br /&gt;
**Status:  Working on it: &amp;#039;&amp;#039;&amp;#039;Advantage&amp;#039;&amp;#039;&amp;#039; (working on research to consider a vote for the tax to be a vote for Gwyne) / &amp;#039;&amp;#039;&amp;#039;Prime&amp;#039;&amp;#039;&amp;#039; (helping with the spread of rumor via the medium of cocktail parties)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Kresht&amp;#039;&amp;#039;&amp;#039;:   military-emphasis House&lt;br /&gt;
**Status:  Current supporter! (&amp;#039;&amp;#039;&amp;#039;Prime&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Falus&amp;#039;&amp;#039;&amp;#039;:  ship-builders.  Wants this text added to bill:  &amp;quot;a provision containing tariffs on external ship building such that the price of all ships (cargo and military) is raised by a mega-credit&amp;quot;&lt;br /&gt;
**Status:  depends on whether we add that to the bill. (By default right now it is going in as is; if someone wants to negotiate better they can try, but they can be considered to be a supporter.)  (&amp;#039;&amp;#039;&amp;#039;Prime&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tipno or Topni&amp;#039;&amp;#039;&amp;#039;: They hate each other. Something that gives a military advantage of one over the other would pull their votes. Tipno&amp;#039;s about agriculture and slave labor and Topni&amp;#039;s about food synthesis and robots.&lt;br /&gt;
**Status:&lt;br /&gt;
***Topni: Supporting the Bill&lt;br /&gt;
***Tipno: Supporting the Bill &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Iavo&amp;#039;&amp;#039;&amp;#039;:  Buddhist/Amish house.  Usually uninvolved with politics&lt;br /&gt;
**Status:  Current supporter! (&amp;#039;&amp;#039;&amp;#039;Aramin&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Canterina&amp;#039;&amp;#039;&amp;#039;:  &amp;#039;Woah/tripper, dude!  You know what would be &amp;#039;&amp;#039;awesome&amp;#039;&amp;#039;???&amp;#039; house.  Has three demands&lt;br /&gt;
**A bunch of different materials.  Status: see &amp;#039;Canterina Sampler Pack&amp;#039;, below. Status: Working on it (&amp;#039;&amp;#039;&amp;#039;Aramin/Everybody&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
**For us to beat their champion in a dance competition.  Status:  Working on it (&amp;#039;&amp;#039;&amp;#039;Reig/Aramin&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
**For us to invent a new color.  Status:  Working on it (&amp;#039;&amp;#039;&amp;#039;Advantage&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Grazene&amp;#039;&amp;#039;&amp;#039;:  Wants to take over SCA-style planet; we should probably vote for their bill.&lt;br /&gt;
**Status:  Current supporter! (&amp;#039;&amp;#039;&amp;#039;Everybody&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Vegas&amp;#039;&amp;#039;&amp;#039;:  Economic dudes.&lt;br /&gt;
**Status:  Pay them off, or go with Reeft. Working on it. &amp;#039;&amp;#039;&amp;#039;Intrepid&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Krazybuys&amp;#039;&amp;#039;&amp;#039;:  The nemesis we created.&lt;br /&gt;
**Status:  Pay them off, or go with Reeft.&lt;br /&gt;
&lt;br /&gt;
Running Totals.  We need a total of 50:&amp;lt;br&amp;gt;&lt;br /&gt;
Good to go:&lt;br /&gt;
* 8  Us&lt;br /&gt;
* 4  Iavo (retreat center on Aramin&amp;#039;s Elvis)&lt;br /&gt;
* 6  Falus (our shipbuilding more expensive)&lt;br /&gt;
* 10 Krescht (Dark&amp;#039;s convincing)&lt;br /&gt;
* 8  Grazene (votes for votes established)&lt;br /&gt;
* 6  Topni&lt;br /&gt;
* 3+  Reeft (researching way to exploit Gwynne rivalry)&lt;br /&gt;
* =45+ subtotal&lt;br /&gt;
Probable/working:&lt;br /&gt;
* 4  Canterina (need dance, sampler, color)&lt;br /&gt;
* =49+ subtotal&lt;br /&gt;
In the works:&lt;br /&gt;
* 6   Tipno&lt;br /&gt;
* 4   Vegas &lt;br /&gt;
* ==59+ subtotal&lt;br /&gt;
Nothing in the works:&lt;br /&gt;
* 5   Krazybuys&lt;br /&gt;
&lt;br /&gt;
== Canterina Sampler Pack ==&lt;br /&gt;
One of the conditions that Canterina gave for voting for our tax break was that we need to send them a bunch of different commodities. To that end, we&amp;#039;re going to be assembling a sampler pack of cool colonial stuff that we can send to them. But to do this, we&amp;#039;ll need everyone&amp;#039;s help: we need one unit of each of your raw materials. If things work out with Vefna, we believe that they&amp;#039;ll let us use their cargo ship, so we&amp;#039;ll be sending it around to everyone&amp;#039;s planets to collect them, if there are no objections.&lt;br /&gt;
&lt;br /&gt;
* House Intrepid can contribute a batch of hyperidot.&lt;br /&gt;
* House Advantage is willing to provide a silo of premium Savage Corn.&lt;br /&gt;
** In order to ensure the greatest variety possible, House Aramin offers to pay Advantage 1Mc if they also include a unit of Food.&lt;br /&gt;
** House Advantage accepts, and sets aside one unit of Indecent Squid.&lt;br /&gt;
* House Prime can give one kelp and one chemical unit.&lt;br /&gt;
** We do have enough to produce the full set of samples without this unit of Chemicals, but Aramin would be happy to purchase it for 1Mc ourselves if Prime is amenable (and there is still one open slot on the cargo ship, so Prime doesn&amp;#039;t need to deal with shipping).&lt;br /&gt;
* With Raix&amp;#039;s Frozen Gas (and Advantage&amp;#039;s Food), that should give us enough resources to produce a twelve-commodity sampler pack for Canterina (including six raw commodities and six refined ones).&lt;br /&gt;
&lt;br /&gt;
== The Vefna Issue ==&lt;br /&gt;
Reig contacts you by extra-secure ansible, and says, &amp;quot;As some of you no doubt know by now, Grazene is trying to gain support of a bill that would dictate how defunct colonies could get taken over by other Houses.  They want the bill passed for their own purposes (to take over a nearby SCA-equivalent planet), and have been playing us off against each other, telling each of us that we could be the new proud owners of Vefna (Raix&amp;#039;s now-defunct colony).  Gwynne is also a supporter of this bill, no doubt because &amp;#039;&amp;#039;they&amp;#039;&amp;#039; want to take over Vefna, too.  Now, trying to administer governance of Vefna collaboratively would probably be a nightmare.  And having only one of us in charge might lead to an imbalance.  So, we have a proposal:  we are about to transport a group of would-be homesteaders from the Empire through the wormhole.  We had intended that they come to our planet to help us harvest resources and explore.  But they are an otherwise neutral third party:  what if we collectively supported them as the new holders of Vefna?  They would no doubt be in our collective debt, and would help prevent Gwynne&amp;#039;s intrusion back into this area of space.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One effect of this would probably be the support of Grazene for a tax-reducing bill for colonies that Prime is in the middle of trying to negotiate through the senate.  I&amp;#039;m also trying to help in other ways on that front; contact Dark for more details.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== News from the Empire Turn 3 Followups ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pirates&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Loans&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Transportation&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Covert Military&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Grazene Politics&amp;#039;&amp;#039;&amp;#039;:  House Aramin has a representative in the Core prepared to talk with Grazene on Turn 4 (after getting more information about the vote on turn 3).  Depending on the nature of the vote, he is prepared to negotiate on behalf of any other House that wishes to join with us in exchange for reducing or delaying the tax burden on all of us.  The more houses that join, the better deal we can probably negotiate!  Who&amp;#039;s in?&lt;br /&gt;
** House Intrepid whole-heartedly supports the amendment of the current tax regime. Seve will help out with Socializing (Imperial).&lt;br /&gt;
&lt;br /&gt;
== The Industrial Revolution ==&lt;br /&gt;
&lt;br /&gt;
Your raw materials may only be worth one megacredit apiece to &amp;#039;&amp;#039;you&amp;#039;&amp;#039;, but they&amp;#039;re worth much more than that to someone with the right industrial infrastructure to make use of them. That&amp;#039;s why House Aramin would like to partner with other houses to start mass producing valuable refined goods at a profit. &lt;br /&gt;
&lt;br /&gt;
If you bring us a shipload of four units of your raw materials, then we&amp;#039;ll process them with our own special blend of Unsorted Crystals to produce a unit of rank-2 refined goods (worth five megacredits on the Imperial exchange), which you can pick up when you return to drop off the next load of raw materials. If you&amp;#039;re interested in this deal, let us know!&lt;br /&gt;
&lt;br /&gt;
== Join the League of Champions! ==&lt;br /&gt;
&lt;br /&gt;
[[House Intrepid]] is forming a new interplanetary Astro-Polo league, the League of Champions! Seve Ballesteros and the Krazybuys(tm) Arabian Knights are on a pre-season tour to help drum up interest. If you&amp;#039;d like to like to host an exhibition match in the next few turns, let us know!&lt;br /&gt;
&lt;br /&gt;
(What that means mechanics-wise: our cargo ship visits your planet with [[House_Intrepid#Seve_Ballesteros_.28Iain.29|my PC]] aboard. No military units. If you want to trade goods on the side, great. If you join the League, there&amp;#039;ll be another match later on, perhaps with an Imperial visit and some real money involved.)&lt;br /&gt;
&lt;br /&gt;
* To foster community spirit between colonials and natives, House Advantage are doing their best to put together an amateur team, the Fort Tomorrow Tree Squid. The Tree Squid place a high emphasis on image marketing, after-game banquets, spray-on uniforms, ambiguous rough-housing,  xenophobia and, indeed, virtually any aspect of sport that draws attention away from the actual gameplay.&lt;br /&gt;
&lt;br /&gt;
* Huzzah! House Intrepid&amp;#039;s (de facto) flagship Titanicus will drop by Hrobaj on turn 2, in time for the Trade and Politics phases.&lt;br /&gt;
&lt;br /&gt;
* House Aramin proposes a combined polo match and commodities exchange: if Intrepid brings N units of (rank 0) Warp Crystals, Aramin will trade N units of (rank 0) Unsorted Crystals for them. And play a game of polo to celebrate!  (Another option:  four units of (rank 0) Warp Crystals for one unit of (rank 1) Fancy Crystals.) (Or we could just do the option described above, under &amp;quot;The Industrial Revolution&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
== Using this page ==&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s keep the in-game stuff here, and use the related Discussion page for meta-game stuff. Oh, and put new stuff at the top!&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/8/House_Prime&amp;diff=1537</id>
		<title>Agents Of Empire/Turns/8/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/8/House_Prime&amp;diff=1537"/>
		<updated>2011-07-06T22:58:47Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 8=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
Cargo ship moves, sells chemicals and kelp.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
Basinbloke keeps the rumor mill (and tiny sandwiches and alcohol in designer glasses) at Reeft flowing. If the topic of the exploding outpost comes up, he will hint of Gwynnian involvement.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark reinforces his netgun for underwater use and borrows sample tanks from Research to take on his next expedition. Also, he uses his Engineering acumen to devise some sort of portable sonic device for driving away critters.&amp;lt;br&amp;gt;&lt;br /&gt;
Rafael to J13.&amp;lt;br&amp;gt;&lt;br /&gt;
Silentus contacts Tipno to inquire how House Prime may aid them in their rescue and relief efforts, thereby PROVING, ONCE AND FOR ALL, that he had NOTHING to do with the recent tragedy on their world.&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire&amp;diff=1520</id>
		<title>Agents Of Empire</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire&amp;diff=1520"/>
		<updated>2011-07-04T17:07:39Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Huzzah! Agents of Empire!&lt;br /&gt;
&lt;br /&gt;
=== Announcements ===&lt;br /&gt;
See the [[Agents Of Empire/Announcements|announcements page]].&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
See the [[Agents Of Empire/Turns|turns page]].&lt;br /&gt;
&lt;br /&gt;
=== Premise === &lt;br /&gt;
It is the distant future and the galaxy is very, very old. The Terran empire sprawls across the stars just as at its heart the Terran emperor sprawls across his couch, and like him, it is dying by inches and years. In the weakness of the emperor (not weakness but dissipation, perhaps -- there are only so many exotic foods and sensual pleasures one can consume before they begin to consume in return) grows the strength of the senate. It is a strange political entity, the galactic senate, long ago reduced to a formality under a strong emperor, but now rising again in power under a weak one. The senators who stand now are a mixed collection: long-time Houses of families of ancient lineage, and newer Houses that have won their place with military victories, or bought their place with financial ones.&lt;br /&gt;
&lt;br /&gt;
In this environment, of course alliances and treachery breed like exotic vines in the tropics. Just half a year ago, one such alliance rose up out of the medium and small Houses in the senate to shatter the grip on power House Gwyne had held for two decades. In the confusion, old agreements were breached and old promises broken and, as always, to the victor went the spoils. House Gwyne was forced to withdraw to re-consolidate their resources and lick their wounds, and in the process had to relinquish lucrative contracts they had throughout the empire. Most notably for this story, they had to give up control of certain wormholes that connect areas relatively near the empire&amp;#039;s center with areas near the empire&amp;#039;s rim. The commercial implications of such a connection are obvious, and, if managed properly, they could be the ticket to wealth and power for a small House fortunate enough to obtain one. Which is where you come in.&lt;br /&gt;
&lt;br /&gt;
=== Players ===&lt;br /&gt;
The players control (in aggregate) one or more small Houses, each of which has been delegated provisional governorship of one of the wormholes and the lands beyond by the galactic senate. In addition, the players each control one or more characters within those Houses. Using these tokens, the players can attempt to advance the fortunes of their House and individual in whatever way they desire. Assuming, that is, they can conquer the forces -- both physical and political -- that stand in their way.&lt;br /&gt;
&lt;br /&gt;
==== Getting Started ====&lt;br /&gt;
What to do as a new player:&lt;br /&gt;
* Get together with some other players and pick a House that you&amp;#039;ll all be members of. Decide on what the House is good at, what it does, and what its backstory is.&lt;br /&gt;
* With the other players in your House, work out characters for everyone to play. You probably want to pick characters who are important in the House in a get-out-and-doing-stuff kind of way -- the commander* is probably not the best choice if they just stay on-base all day, but maybe you want to play a diplomat or a military captain or a hotshot pilot or an explorer or an assassin. *You might want to think what kind of government your House has, if it&amp;#039;s monarchical or democratic or what.&lt;br /&gt;
* With the other players in your House, work out what kind of colony and planet lies through your wormhole. What sort of terrain etc is on the planet (we are using the &amp;quot;forest moon of Endor&amp;quot; style of planet design here) and what are neighboring planets like? Why was the colony set up? Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* (Eventually, when the system exists) stat up your House and character.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
The game has a goal. It has not currently been revealed.&lt;br /&gt;
&lt;br /&gt;
=== Setting ===&lt;br /&gt;
There&amp;#039;s a little more setting in the [http://inky.org/blog/?p=208 original blog post for the previous game], and in the [http://inky.org/blog/?p=219 transcripts for that game]. These are both basically canonical for this game. Don&amp;#039;t feel obliged to read the transcripts, but you might want to, they&amp;#039;re funny.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There will be substantially more details later, but the basic idea is players will form together into groups (I&amp;#039;m thinking no more than five or six) where each group is a House. You&amp;#039;ll assign some stats and back story to the House (is it good at diplomacy, exploration, industry, trade, and/or combat, etc; what are its goals and allegiances and why is it taking this risk), and (as a group) will decide on an action for the house each turn. House actions are things like building stuff, settling areas, setting up a trade route, clash of armies, that kind of thing. You&amp;#039;ll (as an individual) also create characters (I think one to start, maybe more later) which will have more standard RPG-type stats and can also each take an action a turn. Individual actions are more standard RPG things like negotiating with prospective trade partners, sneaking into places, wooing people for fun and profit, lying on couches eating grapes, dueling, that sort of thing.&lt;br /&gt;
&lt;br /&gt;
Turns will be three times weekly. There&amp;#039;ll be some page where you list your house and individual actions, and they&amp;#039;ll basically all resolve at once. In some cases we&amp;#039;ll play out actions in more detail, and in some cases you&amp;#039;ll just say what you want to do and we&amp;#039;ll roll. I assume people will sometimes want to do private actions; we can manage that through email or maybe there&amp;#039;s some way to do it through the wiki.&lt;br /&gt;
&lt;br /&gt;
More specifics at [[Agents Of Empire/Mechanics|Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Houses ===&lt;br /&gt;
See the [[Agents Of Empire/Houses|Houses page]].&lt;br /&gt;
&lt;br /&gt;
=== Non-House Entities ===&lt;br /&gt;
&lt;br /&gt;
The Emperor: Old but nominally still in charge.&lt;br /&gt;
&lt;br /&gt;
Barbarians: Although nearly every star system in the galactic core officially falls under the aegis of one House or another, not every planet formally recognizes this. Furthermore, many areas closer to the galactic rim are only partially charted and largely contested. Consequently, a number of imperially-controlled worlds have slipped through the bureaucratic cracks to exist without pledging their allegiance to any individual House. Although no formal alliance exists between them, some of these local governments may be willing to cooperate with each other in order to pursue the resources available on the far side of the wormholes.&lt;br /&gt;
&lt;br /&gt;
The Facilitation: [details not specified: interested parties may send encrypted inquiries on frequency 1184A]&lt;br /&gt;
&lt;br /&gt;
The Jarou: Smallish Shapeshifter aliens whose home planet was destroyed ages ago, and who currently hope to ally with one of the above houses to trade services for a home planet.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
See the [[Agents_Of_Empire/Planets|Planets page]].&lt;br /&gt;
&lt;br /&gt;
=== Brainstorming ===&lt;br /&gt;
For random brainstorming, see the [[Agents Of Empire/Brainstorming|Brainstorming page]].&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire&amp;diff=1519</id>
		<title>Agents Of Empire</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire&amp;diff=1519"/>
		<updated>2011-07-04T17:05:30Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Huzzah! Agents of Empire!&lt;br /&gt;
&lt;br /&gt;
=== Announcements ===&lt;br /&gt;
See the [[Agents Of Empire/Announcements|announcements page]].&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
See the [[Agents Of Empire/Turns|turns page]].&lt;br /&gt;
&lt;br /&gt;
=== Premise === &lt;br /&gt;
It is the distant future and the galaxy is very, very old. The Terran empire sprawls across the stars just as at its heart the Terran emperor sprawls across his couch, and like him, it is dying by inches and years. In the weakness of the emperor (not weakness but dissipation, perhaps -- there are only so many exotic foods and sensual pleasures one can consume before they begin to consume in return) grows the strength of the senate. It is a strange political entity, the galactic senate, long ago reduced to a formality under a strong emperor, but now rising again in power under a weak one. The senators who stand now are a mixed collection: long-time Houses of families of ancient lineage, and newer Houses that have won their place with military victories, or bought their place with financial ones.&lt;br /&gt;
&lt;br /&gt;
In this environment, of course alliances and treachery breed like exotic vines in the tropics. Just half a year ago, one such alliance rose up out of the medium and small Houses in the senate to shatter the grip on power House Gwyne had held for two decades. In the confusion, old agreements were breached and old promises broken and, as always, to the victor went the spoils. House Gwyne was forced to withdraw to re-consolidate their resources and lick their wounds, and in the process had to relinquish lucrative contracts they had throughout the empire. Most notably for this story, they had to give up control of certain wormholes that connect areas relatively near the empire&amp;#039;s center with areas near the empire&amp;#039;s rim. The commercial implications of such a connection are obvious, and, if managed properly, they could be the ticket to wealth and power for a small House fortunate enough to obtain one. Which is where you come in.&lt;br /&gt;
&lt;br /&gt;
=== Players ===&lt;br /&gt;
The players control (in aggregate) one or more small Houses, each of which has been delegated provisional governorship of one of the wormholes and the lands beyond by the galactic senate. In addition, the players each control one or more characters within those Houses. Using these tokens, the players can attempt to advance the fortunes of their House and individual in whatever way they desire. Assuming, that is, they can conquer the forces -- both physical and political -- that stand in their way.&lt;br /&gt;
&lt;br /&gt;
==== Getting Started ====&lt;br /&gt;
What to do as a new player:&lt;br /&gt;
* Get together with some other players and pick a House that you&amp;#039;ll all be members of. Decide on what the House is good at, what it does, and what its backstory is.&lt;br /&gt;
* With the other players in your House, work out characters for everyone to play. You probably want to pick characters who are important in the House in a get-out-and-doing-stuff kind of way -- the commander* is probably not the best choice if they just stay on-base all day, but maybe you want to play a diplomat or a military captain or a hotshot pilot or an explorer or an assassin. *You might want to think what kind of government your House has, if it&amp;#039;s monarchical or democratic or what.&lt;br /&gt;
* With the other players in your House, work out what kind of colony and planet lies through your wormhole. What sort of terrain etc is on the planet (we are using the &amp;quot;forest moon of Endor&amp;quot; style of planet design here) and what are neighboring planets like? Why was the colony set up? Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* (Eventually, when the system exists) stat up your House and character.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
The game has a goal. It has not currently been revealed.&lt;br /&gt;
&lt;br /&gt;
=== Setting ===&lt;br /&gt;
There&amp;#039;s a little more setting in the [http://inky.org/blog/?p=208 original blog post for the previous game], and in the [http://inky.org/blog/?p=219 transcripts for that game]. These are both basically canonical for this game. Don&amp;#039;t feel obliged to read the transcripts, but you might want to, they&amp;#039;re funny.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There will be substantially more details later, but the basic idea is players will form together into groups (I&amp;#039;m thinking no more than five or six) where each group is a House. You&amp;#039;ll assign some stats and back story to the House (is it good at diplomacy, exploration, industry, trade, and/or combat, etc; what are its goals and allegiances and why is it taking this risk), and (as a group) will decide on an action for the house each turn. House actions are things like building stuff, settling areas, setting up a trade route, clash of armies, that kind of thing. You&amp;#039;ll (as an individual) also create characters (I think one to start, maybe more later) which will have more standard RPG-type stats and can also each take an action a turn. Individual actions are more standard RPG things like negotiating with prospective trade partners, sneaking into places, wooing people for fun and profit, lying on couches eating grapes, dueling, that sort of thing.&lt;br /&gt;
&lt;br /&gt;
Turns will be three times weekly. There&amp;#039;ll be some page where you list your house and individual actions, and they&amp;#039;ll basically all resolve at once. In some cases we&amp;#039;ll play out actions in more detail, and in some cases you&amp;#039;ll just say what you want to do and we&amp;#039;ll roll. I assume people will sometimes want to do private actions; we can manage that through email or maybe there&amp;#039;s some way to do it through the wiki.&lt;br /&gt;
&lt;br /&gt;
More specifics at [[Agents Of Empire/Mechanics|Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Houses ===&lt;br /&gt;
See the [[Agents Of Empire/Houses|Houses page]].&lt;br /&gt;
&lt;br /&gt;
=== Non-House Entities ===&lt;br /&gt;
&lt;br /&gt;
The Emperor: Old but nominally still in charge.&lt;br /&gt;
&lt;br /&gt;
Barbarians: Although nearly every star system in the galactic core officially falls under the aegis of one House or another, not every planet formally recognizes this. Furthermore, many areas closer to the galactic rim are only partially charted and largely contested. Consequently, a number of imperially-controlled worlds have slipped through the bureaucratic cracks to exist without pledging their allegiance to any individual House. Although no formal alliance exists between them, some of these local governments may be willing to cooperate with each other in order to pursue the resources available on the far side of the wormholes.&lt;br /&gt;
&lt;br /&gt;
The Facilitation: [details not specified: interested parties may send encrypted inquiries on frequency 1184A]&lt;br /&gt;
&lt;br /&gt;
The Jarou: Smallish Shapeshifter aliens whose home planet was destroyed ages ago, and who currently hope to ally with one of the above houses to trade services for a home planet.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
See the [[Agents_Of_Empire/Planets|Planets page]].&lt;br /&gt;
&lt;br /&gt;
=== Brainstorming ===&lt;br /&gt;
For random brainstorming, see the [[Agents Of Empire/Brainstorming|Brainstorming page]].&lt;br /&gt;
&lt;br /&gt;
=== Scuttlebutt ===&lt;br /&gt;
For an up-to-the-minute look at happenings in the Agents of Empire universe, check out the [[Agents of Empire/Scuttlebutt|Scuttlebutt page]].&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/8/House_Prime&amp;diff=1517</id>
		<title>Agents Of Empire/Turns/8/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/8/House_Prime&amp;diff=1517"/>
		<updated>2011-07-04T17:01:44Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 8=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
Cargo ship moves, sells chemicals and kelp.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
Basinbloke visits Topni, converting Tipno&amp;#039;s misfortune into votes and also inquiring about buying robots.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark reinforces his netgun for underwater use and borrows sample tanks from Research to take on his next expedition. Also, he uses his Engineering acumen to devise some sort of portable sonic device for driving away critters.&amp;lt;br&amp;gt;&lt;br /&gt;
Rafael to J13.&amp;lt;br&amp;gt;&lt;br /&gt;
Silentus has absolutely no idea what someone was thinking when claiming that the terrible tragedy on Topni was &amp;quot;not entirely unconnected&amp;quot; to him, since records at the Inter-Space Cable Company and the use log on his Astro-Pop 5000 popcorn popper will clearly show that he spent the entire evening in his living room watching the nine-hour miniseries &amp;#039;&amp;#039;The Old Man and the Galactic Sea,&amp;#039;&amp;#039; and thus he couldn&amp;#039;t possibly have had even the slightest bit to do with all those explosions and slave revolts.  He is, however, looking into the matter of who dared suggest such an unthinkably dastardly thing and will deal with them appropriately in due course.  He will play out the conclusion of this turn once he has completed that task.&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/8/House_Prime&amp;diff=1516</id>
		<title>Agents Of Empire/Turns/8/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/8/House_Prime&amp;diff=1516"/>
		<updated>2011-07-04T17:01:31Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 8=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
Cargo ship moves, sells chemicals and kelp.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
Basinbloke visits Topni, converting Tipno&amp;#039;s misfortune into votes and also inquiring about buying robots.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark reinforces his netgun for underwater use and borrows sample tanks from Research to take on his next expedition. Also, he uses his Engineering acumen to devise some sort of portable sonic device for driving away critters.&amp;lt;br&amp;gt;&lt;br /&gt;
Rafael to J13.&lt;br /&gt;
Silentus has absolutely no idea what someone was thinking when claiming that the terrible tragedy on Topni was &amp;quot;not entirely unconnected&amp;quot; to him, since records at the Inter-Space Cable Company and the use log on his Astro-Pop 5000 popcorn popper will clearly show that he spent the entire evening in his living room watching the nine-hour miniseries &amp;#039;&amp;#039;The Old Man and the Galactic Sea,&amp;#039;&amp;#039; and thus he couldn&amp;#039;t possibly have had even the slightest bit to do with all those explosions and slave revolts.  He is, however, looking into the matter of who dared suggest such an unthinkably dastardly thing and will deal with them appropriately in due course.  He will play out the conclusion of this turn once he has completed that task.&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=1482</id>
		<title>House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=1482"/>
		<updated>2011-07-01T23:24:40Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House Prime ==&lt;br /&gt;
&lt;br /&gt;
One of the oldest&amp;amp;mdash;and once one of the most powerful&amp;amp;mdash;member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
* Ghogg&lt;br /&gt;
* Matthew&lt;br /&gt;
&lt;br /&gt;
== House Skills ==&lt;br /&gt;
&lt;br /&gt;
* Diplomacy: Good&lt;br /&gt;
* Exploration: Average&lt;br /&gt;
* Industry: Bad&lt;br /&gt;
* Military: Average&lt;br /&gt;
* Research: Good&lt;br /&gt;
* Trade: Average&lt;br /&gt;
&lt;br /&gt;
== House Aspects ==&lt;br /&gt;
(Two things of note about the House that can be used to benefit/penalize character actions wrt that house -- this could be unusual talents possessed by the members, a particular House ethos, some standard-issue piece of equipment, etc)&lt;br /&gt;
&lt;br /&gt;
Cachet: Things related to the House tend to have more &amp;quot;respectability&amp;quot; due to historical ties.&lt;br /&gt;
&lt;br /&gt;
Hardiness: The surviving members of Prime have been through the school of hard knocks.&lt;br /&gt;
&lt;br /&gt;
== Colony Possessions ==&lt;br /&gt;
* The main colony, located at hex M11&lt;br /&gt;
* A rank-1 kelp farming operation (ie, a mine which produces Industrial Kelp) (located on a rank-3 source) in hex N11&lt;br /&gt;
* A rank-1 chemical plant (produces Chemicals) (on a rank-2 source) in hex L9&lt;br /&gt;
* A rank-1 cargo ship&lt;br /&gt;
* A rank-1 diplomatic unit (located back at the Empire) [Lord McKinley Hereford Basinbloke VII]&lt;br /&gt;
* A rank-1 research institution in the main colony (Ecology and Planetary Development)&lt;br /&gt;
* A rank-2 exploration unit in hex L12 [Raphael Helsing] &lt;br /&gt;
* A rank-1 military unit in hex M11 [reprogrammed Gwyne chemical drones]&lt;br /&gt;
* 4 mega-credits in the colony treasury&lt;br /&gt;
* Resources:&lt;br /&gt;
** 1 unit Industrial Kelp (rank-1)&lt;br /&gt;
** 1 unit Ndoggahyde (rank-3) (located on ARS-32)&lt;br /&gt;
* Other:&lt;br /&gt;
** A dispute between two natives tribes over Bottomless Pearl harvesting rights, in P11&lt;br /&gt;
** An artificial island, relic of the ancient empire and overgrown with kelp, in O13&lt;br /&gt;
** &amp;lt;s&amp;gt;An outstanding loan with House Krazybuys: 5 mega-credits are due by the end of turn six&amp;lt;/s&amp;gt; (paid)&lt;br /&gt;
&lt;br /&gt;
== House Background ==&lt;br /&gt;
(More about the House, history, governance, name of home planet or planets, any special assets, etc)&lt;br /&gt;
&lt;br /&gt;
== Characters of Interest ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dark Sobalis&amp;#039;&amp;#039;&amp;#039; (PC, Ghogg)&lt;br /&gt;
&lt;br /&gt;
This military veteran and experimental spaceship test pilot has entered a gentle retirement&lt;br /&gt;
of trading amongst the stars.&lt;br /&gt;
&lt;br /&gt;
Great: Vehicles, Survival&lt;br /&gt;
&lt;br /&gt;
Good: Engineering, Socializing (Military), Weapons (Blasters)&lt;br /&gt;
&lt;br /&gt;
Bad: Stealth, Criminal&lt;br /&gt;
&lt;br /&gt;
Aspects: &lt;br /&gt;
Seen it All (can treat new/weird/alien things casually),&lt;br /&gt;
Keen Eyesight,&lt;br /&gt;
Truth-linked (can sense when lies are spoken, but also has difficulty telling lies - potential fate point),&lt;br /&gt;
Talented at games&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silentus Underscar&amp;#039;&amp;#039;&amp;#039; (PC, Matthew)&lt;br /&gt;
&lt;br /&gt;
The head of security and espionage (there is, as there has always been, a fine line between the two) for the last several generations of House Prime&amp;#039;s ruling families, Silentus is now more or less an independent agent doing secret work and/or conducting spy missions for powerful but unknown interests&amp;amp;mdash;which may or may not be his own. No one knows exactly how old Silentus is; his ivory hair and deeply lined face suggest &amp;quot;ancient&amp;quot; at the youngest, but he&amp;#039;s in outstanding physical shape and far more agile than many men 30 or 40 years his junior.  In fact, very little in general is known about Silentus:  Though he&amp;#039;s rumored (in the few places he has allowed his name to be known) to be legendary in dealing with denizens of the underworld, his skill at keeping his own life under lock and key surpasses even his public ability to maintain secrets and move about the shadows (which is formidable indeed).  All that can be said about Silentus with any certainty is that to underestimate him is to risk your own safety&amp;amp;mdash;and quite possibly your own life.&lt;br /&gt;
&lt;br /&gt;
Great: Stealth, Criminal&lt;br /&gt;
&lt;br /&gt;
Good: Athletics, Investigation, Weapons: Exotic&lt;br /&gt;
&lt;br /&gt;
Bad: Engineering, Vehicles&lt;br /&gt;
&lt;br /&gt;
Socializing Aspects: Average for Spies/Criminals, Bad for everything else&lt;br /&gt;
&lt;br /&gt;
Personal Aspects: Secretive; Charismatic; Knower of Many Things&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lord &amp;quot;Montgomery&amp;quot; McKinley Hereford Basinbloke VII&amp;#039;&amp;#039;&amp;#039; (NPC, Diplomat)&lt;br /&gt;
&lt;br /&gt;
A smooth talker and expert crumpet nibbler, the current Lord Basinbloke is renowned for his ability to make small talk at major intergalactic events and somehow say nothing.  This makes him both one of the most talented diplomats in the galaxy for dealing with matters of universe-shattering import, and one of the useless for talking to one-to-one about anything other than how the Percy Photon Astro-Polo team is doing this season. Everyone calls him Montgomery, even though that isn&amp;#039;t actually one of his approximately 69,105 given names.  No one seems to know why this is, but there must be a reason. He&amp;#039;ll figure it out later&amp;amp;mdash;right now, there&amp;#039;s crudit&amp;amp;eacute; to sample.&lt;br /&gt;
&lt;br /&gt;
== The Colony ==&lt;br /&gt;
* It&amp;#039;s Earth! Sheesh! Look out a window!&lt;br /&gt;
* What does the colony do (ie, why is there a colony here?) Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* What nearby planets might be of interest?&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/7/House_Prime&amp;diff=1481</id>
		<title>Agents Of Empire/Turns/7/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/7/House_Prime&amp;diff=1481"/>
		<updated>2011-07-01T23:15:21Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 7=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
Cargo ship heads for home.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
Rafael to K13.&amp;lt;br&amp;gt;&lt;br /&gt;
Basinbloke goes to Reeft to stir the pot of Advantage&amp;#039;s social engineering with the goal of getting them to think Gwyne will get their grubby hands on the colony tax (besides, it might even be true).&amp;lt;br&amp;gt;&lt;br /&gt;
Dark explores the floating island some more.&amp;lt;br&amp;gt;&lt;br /&gt;
Research works on upgrading their kelp farms in a cheaper and greener fashion.&lt;br /&gt;
Silentus enters strenuous late-night, uh, negotiating sessions with Topni to get their votes on the tax-reduction measure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Scuttlebutt&amp;diff=1480</id>
		<title>Agents Of Empire/Scuttlebutt</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Scuttlebutt&amp;diff=1480"/>
		<updated>2011-07-01T23:08:15Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rescue Proposal ==&lt;br /&gt;
Representatives of one or more Houses have been individually considering mounting a rescue attempt on Turn 7 to retrieve a certain unnamed individual. If this individual is successfully retrieved, she will need a place to work. Thus, I propose a joint rescue operation, wherein any House which participates in the operation will also contribute equally to constructing a new research institution, and any research that comes out of it will then be shared equally by all the Houses involved.&lt;br /&gt;
* Aramin is interested in taking part in a joint operation.  We have a wheelman (Jude, great vehicles) and the extraction guy (Reig, Good Stealth), but it might be nice to have a ship that could actually fight if need be (instead of having to steal one) and some way to pin the blame on another house (so Jayce (a Gwynne vassal) doesn&amp;#039;t come after us).&lt;br /&gt;
** Possible houses to pin it on:  Taba (mercenary/stealth house, if they were hired); Grazene; Tipno or Topni, though they wouldn&amp;#039;t do it well.  On balance, Taba seems like the best bet.&lt;br /&gt;
* Intrepid is also interested (and has already taken the precaution of safeguarding the contact, Professor Winth). We can bring in a pirate ship, some tough soldiers, and Seve, who can act as a world-class distraction when necessary. Some kind of diversion and possibly fake pirate attack seems called for, allowing Reig and Jude to sneak in.&lt;br /&gt;
&lt;br /&gt;
== Environmental Protection Act ==&lt;br /&gt;
Shockingly, it seems that House Gwynne left behind all sorts of hazardous garbage when they abandoned their various colonies.  The Houses who graciously stepped in to assume control of these environmental disasters are left with the heavy financial burden of cleaning up the mess.&lt;br /&gt;
&lt;br /&gt;
Surely the Imperial Parliament cannot let such injustice stand.  Several prominent politicians are currently in the process of drafting a resolution that would levy significant fines against House Gwynne and distribute the funds to the affected Houses.&lt;br /&gt;
&lt;br /&gt;
== Prime Tax Reduction Act ==&lt;br /&gt;
Prime is heading up an effort to reduce taxes on all of us by 15 megacredits each.  To do this, they need to sway up to nine houses:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reeft&amp;#039;&amp;#039;&amp;#039;:  Large house with many votes, so either need to sway neutral, plus sway all the rest of the list, or sway them to support, in which case we need only sway 6 of the rest.  Something going on between them and Gwynne; may be able to use this to our advantage.&lt;br /&gt;
**Status:  Working on it: &amp;#039;&amp;#039;&amp;#039;Advantage&amp;#039;&amp;#039;&amp;#039; (working on research to consider a vote for the tax to be a vote for Gwyne) / &amp;#039;&amp;#039;&amp;#039;Prime&amp;#039;&amp;#039;&amp;#039; (helping with the spread of rumor via the medium of cocktail parties)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Kresht&amp;#039;&amp;#039;&amp;#039;:   military-emphasis House&lt;br /&gt;
**Status:  Current supporter! (&amp;#039;&amp;#039;&amp;#039;Prime&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Falus&amp;#039;&amp;#039;&amp;#039;:  ship-builders.  Wants this text added to bill:  &amp;quot;a provision containing tariffs on external ship building such that the price of all ships (cargo and military) is raised by a mega-credit&amp;quot;&lt;br /&gt;
**Status:  depends on whether we add that to the bill. (By default right now it is going in as is; if someone wants to negotiate better they can try, but they can be considered to be a supporter.)  (&amp;#039;&amp;#039;&amp;#039;Prime&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tipno or Topni&amp;#039;&amp;#039;&amp;#039;: They hate each other. Something that gives a military advantage of one over the other would pull their votes. Tipno&amp;#039;s about agriculture and slave labor and Topni&amp;#039;s about food synthesis and robots.&lt;br /&gt;
**Status:&lt;br /&gt;
***Topni: Supporting the Bill&lt;br /&gt;
***Tipno: Working on it: &amp;#039;&amp;#039;&amp;#039;Prime&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Iavo&amp;#039;&amp;#039;&amp;#039;:  Buddhist/Amish house.  Usually uninvolved with politics&lt;br /&gt;
**Status:  Current supporter! (&amp;#039;&amp;#039;&amp;#039;Aramin&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Canterina&amp;#039;&amp;#039;&amp;#039;:  &amp;#039;Woah/tripper, dude!  You know what would be &amp;#039;&amp;#039;awesome&amp;#039;&amp;#039;???&amp;#039; house.  Has three demands&lt;br /&gt;
**A bunch of different materials.  Status: see &amp;#039;Canterina Sampler Pack&amp;#039;, below. Status: Working on it (&amp;#039;&amp;#039;&amp;#039;Aramin/Everybody&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
**For us to beat their champion in a dance competition.  Status:  Working on it (&amp;#039;&amp;#039;&amp;#039;Reig/Aramin&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
**For us to invent a new color.  Status:  Working on it (&amp;#039;&amp;#039;&amp;#039;Advantage&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Grazene&amp;#039;&amp;#039;&amp;#039;:  Wants to take over SCA-style planet; we should probably vote for their bill.&lt;br /&gt;
**Status:  Current supporter! (&amp;#039;&amp;#039;&amp;#039;Everybody&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Vegas&amp;#039;&amp;#039;&amp;#039;:  Economic dudes.&lt;br /&gt;
**Status:  Pay them off, or go with Reeft. Working on it. &amp;#039;&amp;#039;&amp;#039;Intrepid&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Krazybuys&amp;#039;&amp;#039;&amp;#039;:  The nemesis we created.&lt;br /&gt;
**Status:  Pay them off, or go with Reeft.&lt;br /&gt;
&lt;br /&gt;
Running Totals.  We need a total of 50:&amp;lt;br&amp;gt;&lt;br /&gt;
Good to go:&lt;br /&gt;
* 8  Us&lt;br /&gt;
* 4  Iavo (retreat center on Aramin&amp;#039;s Elvis)&lt;br /&gt;
* 6  Falus (our shipbuilding more expensive)&lt;br /&gt;
* 10 Krescht (Dark&amp;#039;s convincing)&lt;br /&gt;
* 8  Grazene (votes for votes established)&lt;br /&gt;
* =36 subtotal&lt;br /&gt;
Probable/working:&lt;br /&gt;
* 4  Canterina (need dance, sampler, color)&lt;br /&gt;
* =40 subtotal&lt;br /&gt;
In the works:&lt;br /&gt;
* 2+  Reeft (researching way to exploit Gwynne rivalry)&lt;br /&gt;
* 6   Tipno/Topni&lt;br /&gt;
* 4   Vegas &lt;br /&gt;
* ==52+ subtotal&lt;br /&gt;
Nothing in the works:&lt;br /&gt;
* 5   Krazybuys&lt;br /&gt;
&lt;br /&gt;
== Canterina Sampler Pack ==&lt;br /&gt;
One of the conditions that Canterina gave for voting for our tax break was that we need to send them a bunch of different commodities. To that end, we&amp;#039;re going to be assembling a sampler pack of cool colonial stuff that we can send to them. But to do this, we&amp;#039;ll need everyone&amp;#039;s help: we need one unit of each of your raw materials. If things work out with Vefna, we believe that they&amp;#039;ll let us use their cargo ship, so we&amp;#039;ll be sending it around to everyone&amp;#039;s planets to collect them, if there are no objections.&lt;br /&gt;
&lt;br /&gt;
* House Intrepid can contribute a batch of hyperidot.&lt;br /&gt;
* House Advantage is willing to provide a silo of premium Savage Corn.&lt;br /&gt;
** In order to ensure the greatest variety possible, House Aramin offers to pay Advantage 1Mc if they also include a unit of Food.&lt;br /&gt;
** House Advantage accepts, and sets aside one unit of Indecent Squid.&lt;br /&gt;
* House Prime should be able to rustle a kelp. We likely won&amp;#039;t have Bottomless Pearls by the vote but we could make a future promise if necessary.&lt;br /&gt;
* With Raix&amp;#039;s Frozen Gas (and Advantage&amp;#039;s Food), that should give us enough resources to produce a twelve-commodity sampler pack for Canterina (including six raw commodities and six refined ones).&lt;br /&gt;
&lt;br /&gt;
== The Vefna Issue ==&lt;br /&gt;
Reig contacts you by extra-secure ansible, and says, &amp;quot;As some of you no doubt know by now, Grazene is trying to gain support of a bill that would dictate how defunct colonies could get taken over by other Houses.  They want the bill passed for their own purposes (to take over a nearby SCA-equivalent planet), and have been playing us off against each other, telling each of us that we could be the new proud owners of Vefna (Raix&amp;#039;s now-defunct colony).  Gwynne is also a supporter of this bill, no doubt because &amp;#039;&amp;#039;they&amp;#039;&amp;#039; want to take over Vefna, too.  Now, trying to administer governance of Vefna collaboratively would probably be a nightmare.  And having only one of us in charge might lead to an imbalance.  So, we have a proposal:  we are about to transport a group of would-be homesteaders from the Empire through the wormhole.  We had intended that they come to our planet to help us harvest resources and explore.  But they are an otherwise neutral third party:  what if we collectively supported them as the new holders of Vefna?  They would no doubt be in our collective debt, and would help prevent Gwynne&amp;#039;s intrusion back into this area of space.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One effect of this would probably be the support of Grazene for a tax-reducing bill for colonies that Prime is in the middle of trying to negotiate through the senate.  I&amp;#039;m also trying to help in other ways on that front; contact Dark for more details.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== News from the Empire Turn 3 Followups ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pirates&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Loans&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Transportation&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Covert Military&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Grazene Politics&amp;#039;&amp;#039;&amp;#039;:  House Aramin has a representative in the Core prepared to talk with Grazene on Turn 4 (after getting more information about the vote on turn 3).  Depending on the nature of the vote, he is prepared to negotiate on behalf of any other House that wishes to join with us in exchange for reducing or delaying the tax burden on all of us.  The more houses that join, the better deal we can probably negotiate!  Who&amp;#039;s in?&lt;br /&gt;
** House Intrepid whole-heartedly supports the amendment of the current tax regime. Seve will help out with Socializing (Imperial).&lt;br /&gt;
&lt;br /&gt;
== The Industrial Revolution ==&lt;br /&gt;
&lt;br /&gt;
Your raw materials may only be worth one megacredit apiece to &amp;#039;&amp;#039;you&amp;#039;&amp;#039;, but they&amp;#039;re worth much more than that to someone with the right industrial infrastructure to make use of them. That&amp;#039;s why House Aramin would like to partner with other houses to start mass producing valuable refined goods at a profit. &lt;br /&gt;
&lt;br /&gt;
If you bring us a shipload of four units of your raw materials, then we&amp;#039;ll process them with our own special blend of Unsorted Crystals to produce a unit of rank-2 refined goods (worth five megacredits on the Imperial exchange), which you can pick up when you return to drop off the next load of raw materials. If you&amp;#039;re interested in this deal, let us know!&lt;br /&gt;
&lt;br /&gt;
== Join the League of Champions! ==&lt;br /&gt;
&lt;br /&gt;
[[House Intrepid]] is forming a new interplanetary Astro-Polo league, the League of Champions! Seve Ballesteros and the Krazybuys(tm) Arabian Knights are on a pre-season tour to help drum up interest. If you&amp;#039;d like to like to host an exhibition match in the next few turns, let us know!&lt;br /&gt;
&lt;br /&gt;
(What that means mechanics-wise: our cargo ship visits your planet with [[House_Intrepid#Seve_Ballesteros_.28Iain.29|my PC]] aboard. No military units. If you want to trade goods on the side, great. If you join the League, there&amp;#039;ll be another match later on, perhaps with an Imperial visit and some real money involved.)&lt;br /&gt;
&lt;br /&gt;
* To foster community spirit between colonials and natives, House Advantage are doing their best to put together an amateur team, the Fort Tomorrow Tree Squid. The Tree Squid place a high emphasis on image marketing, after-game banquets, spray-on uniforms, ambiguous rough-housing,  xenophobia and, indeed, virtually any aspect of sport that draws attention away from the actual gameplay.&lt;br /&gt;
&lt;br /&gt;
* Huzzah! House Intrepid&amp;#039;s (de facto) flagship Titanicus will drop by Hrobaj on turn 2, in time for the Trade and Politics phases.&lt;br /&gt;
&lt;br /&gt;
* House Aramin proposes a combined polo match and commodities exchange: if Intrepid brings N units of (rank 0) Warp Crystals, Aramin will trade N units of (rank 0) Unsorted Crystals for them. And play a game of polo to celebrate!  (Another option:  four units of (rank 0) Warp Crystals for one unit of (rank 1) Fancy Crystals.) (Or we could just do the option described above, under &amp;quot;The Industrial Revolution&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
== Using this page ==&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s keep the in-game stuff here, and use the related Discussion page for meta-game stuff. Oh, and put new stuff at the top!&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Houses&amp;diff=1085</id>
		<title>Agents Of Empire/Houses</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Houses&amp;diff=1085"/>
		<updated>2011-06-20T15:19:41Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Houses are the major political/economic entities in the empire. The following Houses are known to exist (or might, since we&amp;#039;re still in the brainstorming phase):&lt;br /&gt;
&lt;br /&gt;
== Player Houses ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[House Advantage]]&amp;#039;&amp;#039;&amp;#039;: An ultra-new house, created when a loose association of bright young things in the Imperial administration pulled off a brilliant political manoeuvre that gained them some substantial and lucrative Imperial possessions (and, in the process, seriously irritated several of the larger Houses). The problem was that their plan didn&amp;#039;t extend much further than that; they have no standing military, a skeleton administrative service and a rather unclear idea of who&amp;#039;s in charge and what the next objective is. The most probable outcome is that Advantage will collapse through infighting, organisational chaos and the depredations of Gwyne and Reeft; but a good many smaller Houses would like to see them survive at least for a while.&lt;br /&gt;
* Members: maga, katre&lt;br /&gt;
* Good Research, Good Exploration; Bad Military&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[House Aramin]]&amp;#039;&amp;#039;&amp;#039;: A small, young house which just broke off of House Sulei less than a century ago. Despite -- or perhaps because of -- their small size, they&amp;#039;ve shown remarkable rate of technological development in that short time, and thus proved to be a very important player in the alliance against House Gwyne.&lt;br /&gt;
* Members: vimes, Jota, Lucian&lt;br /&gt;
* Good Industry, Good Research; Bad Diplomacy&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[House Intrepid]]&amp;#039;&amp;#039;&amp;#039;:  An oddity; the Intrepid was a cryogenic ark ship sent out prior to the discovery of wormhole travel.  They were discovered and thawed out about a century ago; since then, the crew has attempted to carve out its own place in this strange new future.  Tend to have quaint notions about democracy and personal freedoms.  Generally hard-working, stubborn, and independent. &lt;br /&gt;
* Members: Roger, Iain&lt;br /&gt;
* Good Military, Good Exploration; Bad Trade&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[House Prime]]&amp;#039;&amp;#039;&amp;#039;: One of the oldest -- and once one of the most powerful -- member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
* Members: Ghogg, Matthew&lt;br /&gt;
* Good Diplomacy, Good Research; Bad Industry&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[House Raix]]&amp;#039;&amp;#039;&amp;#039;: Ancient, proud and formal; clings to (their view of) the Empire&amp;#039;s traditions and formalities and ritual.  A shell of a House, with no (or no known) economic or military might to bring to bear and no holdings or posts worthy of note; nonetheless, commands an unusually high degree of respect among other houses.&lt;br /&gt;
* Members: baf, Fang, Duchess&lt;br /&gt;
* Good Diplomacy, Good Trade; Bad Military&lt;br /&gt;
&lt;br /&gt;
== Non-Player Houses ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Gwyne&amp;#039;&amp;#039;&amp;#039;: Large and corrupt and powerful, recently forced to back off a bit but don&amp;#039;t expect they&amp;#039;ll take it lying down.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Reeft&amp;#039;&amp;#039;&amp;#039;: Feudal enemy of House Gwyne.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Jayce:&amp;#039;&amp;#039;&amp;#039; Small vassal house of Gwyne, picked wrong side of previous war, and now chafing under the leash of its master. Recently came into ownership of [something], that they think can swing the situation in its favour. Apparently weak, but developing a slightly unsavoury reputation for cunning and subtlety, vehemently denied by house representatives.&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Grazene:&amp;#039;&amp;#039;&amp;#039; Named for the Grazene binary star system. After an extended period of stability, mysterious deaths in the ruling family have let the throne pass to a young, inexperienced prince. Maximillian Tn&amp;lt;nowiki&amp;gt;&amp;#039;&amp;#039;&amp;lt;/nowiki&amp;gt;pkgn Leopoldius IV (as he titled himself) has since made a series of foolish decisions, severely weakening the House&amp;#039;s reputation, military power and reputation. He is desperate to claw back what he&amp;#039;s lost, and the wormholes may be his last opportunity to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Taba:&amp;#039;&amp;#039;&amp;#039; An auxiliary, subcontractor House, which gets along by providing ultra-specialist services, flag-of-convenience cover and proxy actions for other Houses. Taba&amp;#039;s territorial possessions are small and scattered, and its military is mostly composed of small, highly specialised units, so its survival depends on being useful to lots of other Houses without becoming bound to any particular one. Taba&amp;#039;s strength lies mostly in its manpower; aggressive recruitment is one of its major activities, and a slight majority of House members are former recruits. The House ethos is generally suspicious of large, permanent properties like planets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Bedpan Empire:&amp;#039;&amp;#039;&amp;#039; Six hundred years ago, the Empire underwent a complicated but relatively bloodless succession struggle. Nobody cares about that now except the Bedpan Empire, so-called by everyone except Bedpanners. For the most part, the Bedpan functions very much like a minor House, albeit a weirdly conservative one; they largely retain the culture of the Empire of about a half-millennium ago, although they&amp;#039;re flexible on the more crucial technologies. Despite not formally recognising the reigning Emperor&amp;#039;s legitimacy, they somehow manage to function as one of its vassals -- largely due to a diplomatic service famed for its tact, its dry sense of humour and its suicide rate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Krazybuys:&amp;#039;&amp;#039;&amp;#039; In recent decades, the Krazybuys Corporation rose from nothing to become one of the largest retail chains in the Empire, handling everything from fast food to small spacecraft, all at low, low prices. Their secrets to success: aggressive advertising and political favoritism. Following a spectacularly successful quarter, they essentially bought their way onto the Senate, where they are resented and feared by the older houses. Unabashedly venal, with no interest in the rituals of Empire, they may be the way of the future.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Kresht:&amp;#039;&amp;#039;&amp;#039; Kresht has remained a stable member of the Empire for several millennia. It follows a philosophy of &amp;quot;fortification, not expansion&amp;quot;. Thus, while it has always been a small House, it has maintained itself as a formidable anchor in its region of the galaxy, and has often been courted by other Houses as a military ally. It is by luck more than anything else that it has come into control of a wormhole, and some Kreshtian leaders are wary of the potentially destabilizing influence it could have.&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Houses&amp;diff=1084</id>
		<title>Agents Of Empire/Houses</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Houses&amp;diff=1084"/>
		<updated>2011-06-20T15:19:04Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Houses are the major political/economic entities in the empire. The following Houses are known to exist (or might, since we&amp;#039;re still in the brainstorming phase):&lt;br /&gt;
&lt;br /&gt;
== Player Houses ==&lt;br /&gt;
&lt;br /&gt;
[[House Advantage]]: An ultra-new house, created when a loose association of bright young things in the Imperial administration pulled off a brilliant political manoeuvre that gained them some substantial and lucrative Imperial possessions (and, in the process, seriously irritated several of the larger Houses). The problem was that their plan didn&amp;#039;t extend much further than that; they have no standing military, a skeleton administrative service and a rather unclear idea of who&amp;#039;s in charge and what the next objective is. The most probable outcome is that Advantage will collapse through infighting, organisational chaos and the depredations of Gwyne and Reeft; but a good many smaller Houses would like to see them survive at least for a while.&lt;br /&gt;
* Members: maga, katre&lt;br /&gt;
* Good Research, Good Exploration; Bad Military&lt;br /&gt;
&lt;br /&gt;
[[House Aramin]]: A small, young house which just broke off of House Sulei less than a century ago. Despite -- or perhaps because of -- their small size, they&amp;#039;ve shown remarkable rate of technological development in that short time, and thus proved to be a very important player in the alliance against House Gwyne.&lt;br /&gt;
* Members: vimes, Jota, Lucian&lt;br /&gt;
* Good Industry, Good Research; Bad Diplomacy&lt;br /&gt;
&lt;br /&gt;
[[House Intrepid]]:  An oddity; the Intrepid was a cryogenic ark ship sent out prior to the discovery of wormhole travel.  They were discovered and thawed out about a century ago; since then, the crew has attempted to carve out its own place in this strange new future.  Tend to have quaint notions about democracy and personal freedoms.  Generally hard-working, stubborn, and independent. &lt;br /&gt;
* Members: Roger, Iain&lt;br /&gt;
* Good Military, Good Exploration; Bad Trade&lt;br /&gt;
&lt;br /&gt;
[[House Prime]]: One of the oldest -- and once one of the most powerful -- member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
* Members: Ghogg, Matthew&lt;br /&gt;
* Good Diplomacy, Good Research; Bad Industry&lt;br /&gt;
&lt;br /&gt;
[[House Raix]]: Ancient, proud and formal; clings to (their view of) the Empire&amp;#039;s traditions and formalities and ritual.  A shell of a House, with no (or no known) economic or military might to bring to bear and no holdings or posts worthy of note; nonetheless, commands an unusually high degree of respect among other houses.&lt;br /&gt;
* Members: baf, Fang, Duchess&lt;br /&gt;
* Good Diplomacy, Good Trade; Bad Military&lt;br /&gt;
&lt;br /&gt;
== Non-Player Houses ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Gwyne&amp;#039;&amp;#039;&amp;#039;: Large and corrupt and powerful, recently forced to back off a bit but don&amp;#039;t expect they&amp;#039;ll take it lying down.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Reeft&amp;#039;&amp;#039;&amp;#039;: Feudal enemy of House Gwyne.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Jayce:&amp;#039;&amp;#039;&amp;#039; Small vassal house of Gwyne, picked wrong side of previous war, and now chafing under the leash of its master. Recently came into ownership of [something], that they think can swing the situation in its favour. Apparently weak, but developing a slightly unsavoury reputation for cunning and subtlety, vehemently denied by house representatives.&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Grazene:&amp;#039;&amp;#039;&amp;#039; Named for the Grazene binary star system. After an extended period of stability, mysterious deaths in the ruling family have let the throne pass to a young, inexperienced prince. Maximillian Tn&amp;lt;nowiki&amp;gt;&amp;#039;&amp;#039;&amp;lt;/nowiki&amp;gt;pkgn Leopoldius IV (as he titled himself) has since made a series of foolish decisions, severely weakening the House&amp;#039;s reputation, military power and reputation. He is desperate to claw back what he&amp;#039;s lost, and the wormholes may be his last opportunity to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Taba:&amp;#039;&amp;#039;&amp;#039; An auxiliary, subcontractor House, which gets along by providing ultra-specialist services, flag-of-convenience cover and proxy actions for other Houses. Taba&amp;#039;s territorial possessions are small and scattered, and its military is mostly composed of small, highly specialised units, so its survival depends on being useful to lots of other Houses without becoming bound to any particular one. Taba&amp;#039;s strength lies mostly in its manpower; aggressive recruitment is one of its major activities, and a slight majority of House members are former recruits. The House ethos is generally suspicious of large, permanent properties like planets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Bedpan Empire:&amp;#039;&amp;#039;&amp;#039; Six hundred years ago, the Empire underwent a complicated but relatively bloodless succession struggle. Nobody cares about that now except the Bedpan Empire, so-called by everyone except Bedpanners. For the most part, the Bedpan functions very much like a minor House, albeit a weirdly conservative one; they largely retain the culture of the Empire of about a half-millennium ago, although they&amp;#039;re flexible on the more crucial technologies. Despite not formally recognising the reigning Emperor&amp;#039;s legitimacy, they somehow manage to function as one of its vassals -- largely due to a diplomatic service famed for its tact, its dry sense of humour and its suicide rate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Krazybuys:&amp;#039;&amp;#039;&amp;#039; In recent decades, the Krazybuys Corporation rose from nothing to become one of the largest retail chains in the Empire, handling everything from fast food to small spacecraft, all at low, low prices. Their secrets to success: aggressive advertising and political favoritism. Following a spectacularly successful quarter, they essentially bought their way onto the Senate, where they are resented and feared by the older houses. Unabashedly venal, with no interest in the rituals of Empire, they may be the way of the future.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Kresht:&amp;#039;&amp;#039;&amp;#039; Kresht has remained a stable member of the Empire for several millennia. It follows a philosophy of &amp;quot;fortification, not expansion&amp;quot;. Thus, while it has always been a small House, it has maintained itself as a formidable anchor in its region of the galaxy, and has often been courted by other Houses as a military ally. It is by luck more than anything else that it has come into control of a wormhole, and some Kreshtian leaders are wary of the potentially destabilizing influence it could have.&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/2/House_Prime&amp;diff=983</id>
		<title>Agents Of Empire/Turns/2/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/2/House_Prime&amp;diff=983"/>
		<updated>2011-06-16T00:03:23Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 2=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
One kelp ships to be sold&amp;lt;br&amp;gt;&lt;br /&gt;
1 kelp produced&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;br /&gt;
Dark explores to O12.&amp;lt;br&amp;gt;&lt;br /&gt;
Silentus investigates ways to shift Prime&amp;#039;s grossly unfair tax burden onto the other Houses, all of whom deserve it (for varied and eminently valid reasons).&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer (Raphael Helsing) to M10.&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomatic Unit (Lord Montgomery Basinbloke VII) gathers information about the supporters/opponents of a possible bill to reduce taxation on the colonies.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/2/House_Prime&amp;diff=982</id>
		<title>Agents Of Empire/Turns/2/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/2/House_Prime&amp;diff=982"/>
		<updated>2011-06-15T23:51:46Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 2=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
One kelp ships to be sold&amp;lt;br&amp;gt;&lt;br /&gt;
1 kelp produced&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomatic unit gathers information about the supporters/opponents of a possible bill to reduce taxation on the colonies.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;br /&gt;
Dark explores to O12.&lt;br /&gt;
Explorer (Raphael Helsing) to M10.&lt;br /&gt;
&lt;br /&gt;
Silentus investigates ways to shift Prime&amp;#039;s grossly unfair tax burden onto the other Houses, all of whom deserve it (for varied and eminently valid reasons).&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/2/House_Prime&amp;diff=981</id>
		<title>Agents Of Empire/Turns/2/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/2/House_Prime&amp;diff=981"/>
		<updated>2011-06-15T23:49:42Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 2=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
One kelp ships to be sold&amp;lt;br&amp;gt;&lt;br /&gt;
1 kelp produced&lt;br /&gt;
Diplomatic unit gathers information about the supporters/opponents of a possible bill to reduce taxation on the colonies.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;br /&gt;
Dark explores to O12.&lt;br /&gt;
Explorer (Raphael Helsing) to M10.&lt;br /&gt;
&lt;br /&gt;
Silentus investigates ways to shift Prime&amp;#039;s grossly unfair tax burden onto the other Houses, all of whom deserve it (for varied and eminently valid reasons).&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/1/House_Prime&amp;diff=883</id>
		<title>Agents Of Empire/Turns/1/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/1/House_Prime&amp;diff=883"/>
		<updated>2011-06-11T13:10:56Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 1=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
&lt;br /&gt;
Overall: Get on the 1-megacredit-every-two-weeks Krazybuys payback plan.&lt;br /&gt;
&lt;br /&gt;
In the shipping phase, we don&amp;#039;t have anything to ship yet.&amp;lt;br&amp;gt;&lt;br /&gt;
In the explorer phase, there are no explorers yet.&amp;lt;br&amp;gt;&lt;br /&gt;
In the production phase, we produce 1 unit of kelp.&amp;lt;br&amp;gt;&lt;br /&gt;
In the research phase [note: confused on the limits and abilities here], we research more efficient/cheaper mining of planetary resources.&amp;lt;br&amp;gt;&lt;br /&gt;
In the building phase, Dark trains one level-2 explorer (4 credits).&amp;lt;br&amp;gt;&lt;br /&gt;
In the trading phase, we send one credit to Krazybuys while Silentus does sculduggery to try to &amp;quot;renegotiate&amp;quot; the deal with Krazybuys.&amp;lt;br&amp;gt;&lt;br /&gt;
In the politics phase, the diplomatic unit works on renegotiating better terms with the Empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
&lt;br /&gt;
* Dark: Training one level-2 explorer unit&lt;br /&gt;
* Silentus: &amp;quot;Negotiates&amp;quot; with Krazybuys about loan repayment.&lt;br /&gt;
* Diplomatic unit: Works on renegotiating better terms with the Empire.&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=831</id>
		<title>House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=831"/>
		<updated>2011-06-02T22:53:36Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House Prime ==&lt;br /&gt;
&lt;br /&gt;
One of the oldest&amp;amp;mdash;and once one of the most powerful&amp;amp;mdash;member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
* Ghogg&lt;br /&gt;
* Matthew&lt;br /&gt;
&lt;br /&gt;
== House Skills ==&lt;br /&gt;
&lt;br /&gt;
* Diplomacy: Good&lt;br /&gt;
* Exploration: Average&lt;br /&gt;
* Industry: Bad&lt;br /&gt;
* Military: Average&lt;br /&gt;
* Research: Good&lt;br /&gt;
* Trade: Average&lt;br /&gt;
&lt;br /&gt;
== House Aspects ==&lt;br /&gt;
(Two things of note about the House that can be used to benefit/penalize character actions wrt that house -- this could be unusual talents possessed by the members, a particular House ethos, some standard-issue piece of equipment, etc)&lt;br /&gt;
&lt;br /&gt;
Cachet: Things related to the House tend to have more &amp;quot;respectability&amp;quot; due to historical ties.&lt;br /&gt;
&lt;br /&gt;
Hardiness: The surviving members of Prime have been through the school of hard knocks.&lt;br /&gt;
&lt;br /&gt;
== House Background ==&lt;br /&gt;
(More about the House, history, governance, name of home planet or planets, any special assets, etc)&lt;br /&gt;
&lt;br /&gt;
== Characters of Interest ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dark Sobalis&amp;#039;&amp;#039;&amp;#039; (PC, Ghogg)&lt;br /&gt;
&lt;br /&gt;
This military veteran and experimental spaceship test pilot has entered a gentle retirement&lt;br /&gt;
of trading amongst the stars.&lt;br /&gt;
&lt;br /&gt;
Great: Vehicles, Survival&lt;br /&gt;
&lt;br /&gt;
Good: Engineering, Socializing (Military), Weapons (Blasters)&lt;br /&gt;
&lt;br /&gt;
Bad: Stealth, Criminal&lt;br /&gt;
&lt;br /&gt;
Aspects: &lt;br /&gt;
Seen it All (can treat new/weird/alien things casually),&lt;br /&gt;
Keen Eyesight,&lt;br /&gt;
Truth-linked (can sense when lies are spoken, but also has difficulty telling lies - potential fate point),&lt;br /&gt;
Talented at games&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silentus Underscar&amp;#039;&amp;#039;&amp;#039; (PC, Matthew)&lt;br /&gt;
&lt;br /&gt;
The head of security and espionage (there is, as there has always been, a fine line between the two) for the last several generations of House Prime&amp;#039;s ruling families, Silentus is now more or less an independent agent doing secret work and/or conducting spy missions for powerful but unknown interests&amp;amp;mdash;which may or may not be his own. No one knows exactly how old Silentus is; his ivory hair and deeply lined face suggest &amp;quot;ancient&amp;quot; at the youngest, but he&amp;#039;s in outstanding physical shape and far more agile than many men 30 or 40 years his junior.  In fact, very little in general is known about Silentus:  Though he&amp;#039;s rumored (in the few places he has allowed his name to be known) to be legendary in dealing with denizens of the underworld, his skill at keeping his own life under lock and key surpasses even his public ability to maintain secrets and move about the shadows (which is formidable indeed).  All that can be said about Silentus with any certainty is that to underestimate him is to risk your own safety&amp;amp;mdash;and quite possibly your own life.&lt;br /&gt;
&lt;br /&gt;
Great: Stealth, Criminal&lt;br /&gt;
&lt;br /&gt;
Good: Athletics, Investigation, Weapons: Exotic&lt;br /&gt;
&lt;br /&gt;
Bad: Engineering, Vehicles&lt;br /&gt;
&lt;br /&gt;
Socializing Aspects: Average for Spies/Criminals, Bad for everything else&lt;br /&gt;
&lt;br /&gt;
Personal Aspects: Secretive; Charismatic; Knower of Many Things&lt;br /&gt;
&lt;br /&gt;
== The Colony ==&lt;br /&gt;
* It&amp;#039;s Earth! Sheesh! Look out a window!&lt;br /&gt;
* What does the colony do (ie, why is there a colony here?) Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* What nearby planets might be of interest?&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/1/House_Prime&amp;diff=825</id>
		<title>Agents Of Empire/Turns/1/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/1/House_Prime&amp;diff=825"/>
		<updated>2011-06-02T22:30:40Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 1=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
&lt;br /&gt;
1. Get on the 1-megacredit-every-two-weeks Krazybuys payback plan.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
&lt;br /&gt;
* Silentus: Begin research for &amp;quot;negotiations&amp;quot; with Krazybuys about loan repayment.&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/1/House_Prime&amp;diff=824</id>
		<title>Agents Of Empire/Turns/1/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/1/House_Prime&amp;diff=824"/>
		<updated>2011-06-02T22:30:26Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 1=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
&lt;br /&gt;
1. Get on the 1-megacredit-every-two-weeks Krazybuys payback plan.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
&lt;br /&gt;
* Silentus&lt;br /&gt;
Begin research for &amp;quot;negotiations&amp;quot; with Krazybuys about loan repayment.&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/1/House_Prime&amp;diff=823</id>
		<title>Agents Of Empire/Turns/1/House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Agents_Of_Empire/Turns/1/House_Prime&amp;diff=823"/>
		<updated>2011-06-02T22:30:13Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Turn 1=&lt;br /&gt;
&lt;br /&gt;
==House Actions==&lt;br /&gt;
&lt;br /&gt;
1. Get on the 1-megacredit-every-two-weeks Krazybuys payback plan.&lt;br /&gt;
&lt;br /&gt;
==Character Actions==&lt;br /&gt;
&lt;br /&gt;
*** Silentus&lt;br /&gt;
Begin research for &amp;quot;negotiations&amp;quot; with Krazybuys about loan repayment.&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=740</id>
		<title>House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=740"/>
		<updated>2011-05-24T16:23:03Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House Prime ==&lt;br /&gt;
&lt;br /&gt;
One of the oldest&amp;amp;mdash;and once one of the most powerful&amp;amp;mdash;member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
* Ghogg&lt;br /&gt;
* Matthew&lt;br /&gt;
&lt;br /&gt;
== House Skills ==&lt;br /&gt;
&lt;br /&gt;
* Diplomacy: Good&lt;br /&gt;
* Exploration: Average&lt;br /&gt;
* Industry: Bad&lt;br /&gt;
* Military: Average&lt;br /&gt;
* Research: Good&lt;br /&gt;
* Trade: Average&lt;br /&gt;
&lt;br /&gt;
== House Aspects ==&lt;br /&gt;
(Two things of note about the House that can be used to benefit/penalize character actions wrt that house -- this could be unusual talents possessed by the members, a particular House ethos, some standard-issue piece of equipment, etc)&lt;br /&gt;
&lt;br /&gt;
Cachet: Things related to the House tend to have more &amp;quot;respectability&amp;quot; due to historical ties.&lt;br /&gt;
&lt;br /&gt;
Hardiness: The surviving members of Prime have been through the school of hard knocks.&lt;br /&gt;
&lt;br /&gt;
== House Background ==&lt;br /&gt;
(More about the House, history, governance, name of home planet or planets, any special assets, etc)&lt;br /&gt;
&lt;br /&gt;
== Characters of Interest ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dark Sobalis&amp;#039;&amp;#039;&amp;#039; (PC, Ghogg)&lt;br /&gt;
&lt;br /&gt;
This military veteran and experimental spaceship test pilot has entered a gentle retirement&lt;br /&gt;
of trading amongst the stars.&lt;br /&gt;
&lt;br /&gt;
Great: Vehicles, Survival&lt;br /&gt;
&lt;br /&gt;
Good: Engineering, Socializing (Military), Weapons (Blasters)&lt;br /&gt;
&lt;br /&gt;
Bad: Stealth, Criminal&lt;br /&gt;
&lt;br /&gt;
Aspects: &lt;br /&gt;
Seen it All (can treat new/weird/alien things casually),&lt;br /&gt;
Keen Eyesight,&lt;br /&gt;
Truth-linked (can sense when lies are spoken, but also has difficulty telling lies - potential fate point),&lt;br /&gt;
Talented at games&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silentus Underscar&amp;#039;&amp;#039;&amp;#039; (PC, Matthew)&lt;br /&gt;
&lt;br /&gt;
The head of espionage for Prime&amp;#039;s ruling families for generations, he&amp;#039;s now more or less an independent agent doing secret work and/or conducting spy missions for powerful but unknown interests&amp;amp;mdash;which may or may not be his own. He may be ancient, but underestimate him and his abilities at your peril.&lt;br /&gt;
&lt;br /&gt;
Great: Stealth, Criminal&lt;br /&gt;
&lt;br /&gt;
Good: Athletics, Investigation, Weapons: Exotic&lt;br /&gt;
&lt;br /&gt;
Bad: Engineering, Vehicles&lt;br /&gt;
&lt;br /&gt;
Socializing Aspects: Average for Spies/Criminals, Bad for everything else&lt;br /&gt;
&lt;br /&gt;
== The Colony ==&lt;br /&gt;
* It&amp;#039;s Earth! Sheesh! Look out a window!&lt;br /&gt;
* What does the colony do (ie, why is there a colony here?) Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* What nearby planets might be of interest?&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=739</id>
		<title>House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=739"/>
		<updated>2011-05-24T16:13:29Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House Prime ==&lt;br /&gt;
&lt;br /&gt;
One of the oldest&amp;amp;mdash;and once one of the most powerful&amp;amp;mdash;member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
* Ghogg&lt;br /&gt;
* Matthew&lt;br /&gt;
&lt;br /&gt;
== House Skills ==&lt;br /&gt;
&lt;br /&gt;
* Diplomacy: Good&lt;br /&gt;
* Exploration: Average&lt;br /&gt;
* Industry: Bad&lt;br /&gt;
* Military: Average&lt;br /&gt;
* Research: Good&lt;br /&gt;
* Trade: Average&lt;br /&gt;
&lt;br /&gt;
== House Aspects ==&lt;br /&gt;
(Two things of note about the House that can be used to benefit/penalize character actions wrt that house -- this could be unusual talents possessed by the members, a particular House ethos, some standard-issue piece of equipment, etc)&lt;br /&gt;
&lt;br /&gt;
Cachet: Things related to the House tend to have more &amp;quot;respectability&amp;quot; due to historical ties.&lt;br /&gt;
&lt;br /&gt;
Hardiness: The surviving members of Prime have been through the school of hard knocks.&lt;br /&gt;
&lt;br /&gt;
== House Background ==&lt;br /&gt;
(More about the House, history, governance, name of home planet or planets, any special assets, etc)&lt;br /&gt;
&lt;br /&gt;
== Characters of Interest ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dark Sobalis&amp;#039;&amp;#039;&amp;#039; (PC, Ghogg)&lt;br /&gt;
&lt;br /&gt;
This military veteran and experimental spaceship test pilot has entered a gentle retirement&lt;br /&gt;
of trading amongst the stars.&lt;br /&gt;
&lt;br /&gt;
Great: Vehicles, Survival&lt;br /&gt;
&lt;br /&gt;
Good: Engineering, Socializing (Military), Weapons (Blasters)&lt;br /&gt;
&lt;br /&gt;
Bad: Stealth, Criminal&lt;br /&gt;
&lt;br /&gt;
Aspects: &lt;br /&gt;
Seen it All (can treat new/weird/alien things casually),&lt;br /&gt;
Keen Eyesight,&lt;br /&gt;
Truth-linked (can sense when lies are spoken, but also has difficulty telling lies - potential fate point),&lt;br /&gt;
Talented at games&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silentus Underscar&amp;#039;&amp;#039;&amp;#039; (PC, Matthew)&lt;br /&gt;
&lt;br /&gt;
The head of espionage for Prime&amp;#039;s ruling families for generations, he&amp;#039;s now more or less an independent agent doing secret work and/or conducting spy missions for powerful but unknown interests&amp;amp;mdash;which may or may not be his own. He may be ancient, but underestimate him and his abilities at your peril.&lt;br /&gt;
&lt;br /&gt;
Great: Stealth, Investigation&lt;br /&gt;
&lt;br /&gt;
Good: Athletics, Weapons: Exotic&lt;br /&gt;
&lt;br /&gt;
Bad: Engineering, Vehicles&lt;br /&gt;
&lt;br /&gt;
== The Colony ==&lt;br /&gt;
* It&amp;#039;s Earth! Sheesh! Look out a window!&lt;br /&gt;
* What does the colony do (ie, why is there a colony here?) Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* What nearby planets might be of interest?&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=738</id>
		<title>House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=738"/>
		<updated>2011-05-24T16:12:46Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House Prime ==&lt;br /&gt;
&lt;br /&gt;
One of the oldest&amp;amp;mdash;and once one of the most powerful&amp;amp;mdash;member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
* Ghogg&lt;br /&gt;
* Matthew&lt;br /&gt;
&lt;br /&gt;
== House Skills ==&lt;br /&gt;
&lt;br /&gt;
* Diplomacy: Good&lt;br /&gt;
* Exploration: Average&lt;br /&gt;
* Industry: Bad&lt;br /&gt;
* Military: Average&lt;br /&gt;
* Research: Good&lt;br /&gt;
* Trade: Average&lt;br /&gt;
&lt;br /&gt;
== House Aspects ==&lt;br /&gt;
(Two things of note about the House that can be used to benefit/penalize character actions wrt that house -- this could be unusual talents possessed by the members, a particular House ethos, some standard-issue piece of equipment, etc)&lt;br /&gt;
&lt;br /&gt;
Cachet: Things related to the House tend to have more &amp;quot;respectability&amp;quot; due to historical ties.&lt;br /&gt;
&lt;br /&gt;
Hardiness: The surviving members of Prime have been through the school of hard knocks.&lt;br /&gt;
&lt;br /&gt;
== House Background ==&lt;br /&gt;
(More about the House, history, governance, name of home planet or planets, any special assets, etc)&lt;br /&gt;
&lt;br /&gt;
== Characters of Interest ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dark Sobalis&amp;#039;&amp;#039;&amp;#039; (PC, Ghogg)&lt;br /&gt;
&lt;br /&gt;
This military veteran and experimental spaceship test pilot has entered a gentle retirement&lt;br /&gt;
of trading amongst the stars.&lt;br /&gt;
&lt;br /&gt;
Great: Vehicles, Survival&lt;br /&gt;
Good: Engineering, Socializing (Military), Weapons (Blasters)&lt;br /&gt;
Bad: Stealth, Criminal&lt;br /&gt;
&lt;br /&gt;
Aspects: &lt;br /&gt;
Seen it All (can treat new/weird/alien things casually),&lt;br /&gt;
Keen Eyesight,&lt;br /&gt;
Truth-linked (can sense when lies are spoken, but also has difficulty telling lies - potential fate point),&lt;br /&gt;
Talented at games&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silentus Underscar&amp;#039;&amp;#039;&amp;#039; (PC, Matthew)&lt;br /&gt;
&lt;br /&gt;
The head of espionage for Prime&amp;#039;s ruling families for generations, he&amp;#039;s now more or less an independent agent doing secret work and/or conducting spy missions for powerful but unknown interests&amp;amp;mdash;which may or may not be his own. He may be ancient, but underestimate him and his abilities at your peril.&lt;br /&gt;
&lt;br /&gt;
Great: Stealth, Investigation&lt;br /&gt;
Good: Athletics, Weapons: Exotic&lt;br /&gt;
Bad: Engineering, Vehicles&lt;br /&gt;
&lt;br /&gt;
== The Colony ==&lt;br /&gt;
* It&amp;#039;s Earth! Sheesh! Look out a window!&lt;br /&gt;
* What does the colony do (ie, why is there a colony here?) Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* What nearby planets might be of interest?&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=659</id>
		<title>House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=659"/>
		<updated>2011-05-10T19:54:25Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House Prime ==&lt;br /&gt;
&lt;br /&gt;
One of the oldest&amp;amp;mdash;and once one of the most powerful&amp;amp;mdash;member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
* Ghogg&lt;br /&gt;
* Matthew&lt;br /&gt;
&lt;br /&gt;
== House Skills ==&lt;br /&gt;
&lt;br /&gt;
* Diplomacy: Good&lt;br /&gt;
* Exploration: Average&lt;br /&gt;
* Industry: Bad&lt;br /&gt;
* Military: Average&lt;br /&gt;
* Research: Good&lt;br /&gt;
* Trade: Average&lt;br /&gt;
&lt;br /&gt;
== House Aspects ==&lt;br /&gt;
(Two things of note about the House that can be used to benefit/penalize character actions wrt that house -- this could be unusual talents possessed by the members, a particular House ethos, some standard-issue piece of equipment, etc)&lt;br /&gt;
&lt;br /&gt;
== House Background ==&lt;br /&gt;
(More about the House, history, governance, name of home planet or planets, any special assets, etc)&lt;br /&gt;
&lt;br /&gt;
== Characters of Interest ==&lt;br /&gt;
(list characters in the house, players or non-players. players should have a more complete skillset listed, but you don&amp;#039;t have to decide now who is who. it would be useful to know the names of important/significant people in the house even if they aren&amp;#039;t present on the colony -- eg, the head of the house)&lt;br /&gt;
&lt;br /&gt;
== The Colony ==&lt;br /&gt;
* It&amp;#039;s Earth! Sheesh! Look out a window!&lt;br /&gt;
* What does the colony do (ie, why is there a colony here?) Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* What nearby planets might be of interest?&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=658</id>
		<title>House Prime</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=House_Prime&amp;diff=658"/>
		<updated>2011-05-10T19:53:37Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: Created page with &amp;quot;== House Prime ==  One of the oldest&amp;amp;mdash;and once one of the most powerful&amp;amp;mdash;member Houses of the Empire, House Prime has long since fallen to ruins. Its several star syste...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House Prime ==&lt;br /&gt;
&lt;br /&gt;
One of the oldest&amp;amp;mdash;and once one of the most powerful&amp;amp;mdash;member Houses of the Empire, House Prime has long since fallen to ruins. Its several star systems are now mostly populated with abandoned colonies and derelict technology, fallen long ago into disrepair. Its capital planet, Earth, has been devastated multiple times by global wars, environmental catastrophes and natural disasters. Now, it is home to only a few million survivors trying to eke out an existence.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
* Ghogg&lt;br /&gt;
* Matthew&lt;br /&gt;
&lt;br /&gt;
== House Skills ==&lt;br /&gt;
&lt;br /&gt;
* Diplomacy: Good&lt;br /&gt;
* Exploration: Average&lt;br /&gt;
* Industry: Bad&lt;br /&gt;
* Military: Average&lt;br /&gt;
* Research: Good&lt;br /&gt;
* Trade: Average&lt;br /&gt;
&lt;br /&gt;
== House Aspects ==&lt;br /&gt;
(Two things of note about the House that can be used to benefit/penalize character actions wrt that house -- this could be unusual talents possessed by the members, a particular House ethos, some standard-issue piece of equipment, etc)&lt;br /&gt;
&lt;br /&gt;
== House Background ==&lt;br /&gt;
(More about the House, history, governance, name of home planet or planets, any special assets, etc)&lt;br /&gt;
&lt;br /&gt;
== Characters of Interest ==&lt;br /&gt;
(list characters in the house, players or non-players. players should have a more complete skillset listed, but you don&amp;#039;t have to decide now who is who. it would be useful to know the names of important/significant people in the house even if they aren&amp;#039;t present on the colony -- eg, the head of the house)&lt;br /&gt;
&lt;br /&gt;
== The Colony ==&lt;br /&gt;
* What sort of planet is the colony on and what is its name, what&amp;#039;s the terrain like, what resources are found on the planet&lt;br /&gt;
* What does the colony do (ie, why is there a colony here?) Was it for resource-gathering (farming, mining, etc), industry, military training, or what? (&amp;#039;Research&amp;#039; and &amp;#039;tourism&amp;#039; are probably stylistically bad choices, so I wouldn&amp;#039;t pick those as the primary thing)&lt;br /&gt;
* What nearby planets might be of interest?&lt;br /&gt;
&lt;br /&gt;
[[Category:AgentsOfEmpire]]&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Talk:Agents_Of_Empire/Houses&amp;diff=606</id>
		<title>Talk:Agents Of Empire/Houses</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Talk:Agents_Of_Empire/Houses&amp;diff=606"/>
		<updated>2011-05-09T17:05:48Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vaguely interested so far: Raix, Aramin, Prime, Taba, Advantage, Bedpan. [[User:Maga|Maga]] 18:10, 3 May 2011 (PDT)&lt;br /&gt;
&lt;br /&gt;
Present leanings, in descending order: Aramin, Advantage, Prime, Bedpan, Grazene [[User:Jota|Jota]] 18:16, 3 May 2011 (PDT)&lt;br /&gt;
&lt;br /&gt;
My interests: Aramin, Prime, Raix, Advantage, Bedpan, in roughly that order. [[User:Vimes|Vimes]] 19:57, 3 May 2011 (PDT)&lt;br /&gt;
&lt;br /&gt;
interests: Intrepid and Aramin, in that order. --[[User:Jon|Jon]] 21:29, 3 May 2011 (PDT)&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m interested in playing the Jarou allies of one of the houses.  Also, I&amp;#039;ve redone the table as if everyone rated each House on a scale of 0-5, with 5 being the highest interest. [[User:Lpsmith|Lpsmith]] 23:41, 3 May 2011 (PDT)&lt;br /&gt;
&lt;br /&gt;
== House preferences ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;bottom&amp;quot; style=&amp;quot;color:#e76700;&amp;quot; |&amp;#039;&amp;#039;House Preferences&amp;#039;&amp;#039;&lt;br /&gt;
!&lt;br /&gt;
! Jayce !! Raix !! Aramin !! Grazene !! [[House_Intrepid|Intrepid]] !! Prime !! Taba !! Advantage !! Bedpan Empire !! Krazybuys !! Kresht&lt;br /&gt;
|-&lt;br /&gt;
! vimes&lt;br /&gt;
| 0 || 3 || 5 || 0 || 0 || 4 || 0 || 2 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Jota&lt;br /&gt;
| 0 || 0 || 5 || 1 || 0 || 3 || 0 || 4 || 2 || 0  || 0&lt;br /&gt;
|- &lt;br /&gt;
! maga&lt;br /&gt;
| 0 || 0 || 1 || 0 || 0 || 3 || 2 || 5 || 4 || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
! Jon&lt;br /&gt;
| 0 || 0 || 3 || 0 || 5 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Lucian&lt;br /&gt;
| 4 || 1 || 4 || 0 || 5 || 3 || 0 || 2 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Ghogg&lt;br /&gt;
| 0 || 1 || 2 || 3 || 0 || 5 || 0 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Roger&lt;br /&gt;
| 1 || 2 || 0 || 2 || 4 || 1 || 1 || 1 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
!Baf&lt;br /&gt;
| 0 || 5 || 0 || 4 || 0 || 0 || 0 || 2 || 0 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Iain&lt;br /&gt;
| 3 || 0 || 0 || 0 || 4 || 1 || 0 || 0 || 2 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Fang&lt;br /&gt;
| 5 || 4 || 0 || 3 || 0 || 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Matthew&lt;br /&gt;
| 3 || 4 || 3 || 3 || 4 || 5 || 2 || 1 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== House Membership ==&lt;br /&gt;
Tentative lists of what players expect to probably ultimately end up in which house.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Aramin&amp;#039;&amp;#039;&amp;#039;: Jota, vimes&lt;br /&gt;
&lt;br /&gt;
== House attributes ==&lt;br /&gt;
All skills and aspects on this page are even more works-in-progress than usual, of course.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;bottom&amp;quot; style=&amp;quot;color:#e76700;&amp;quot; |&amp;#039;&amp;#039;House Skills&amp;#039;&amp;#039;&lt;br /&gt;
! !! Diplomacy !! Industry !! Trade !! Military !! Exploration !! Research !! Aspect 1 !! Aspect 2&lt;br /&gt;
|-&lt;br /&gt;
! Jayce &lt;br /&gt;
| 2 || 0 || 0 || -2 || 2 || 0 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Raix&lt;br /&gt;
| 2 || 0 || 2 || -2 || 0 || 0 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Aramin&lt;br /&gt;
| -2 || 2 || 0 || 0 || 0 || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Grazene&lt;br /&gt;
| -2 || 0 || 2 || 0 || 2 || 0 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Intrepid&lt;br /&gt;
| 0 || 0 || -2 || 2 || 2 || 0 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Prime&lt;br /&gt;
| 2 || -2 || 0 || 0 || 0 || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Taba&lt;br /&gt;
| 2 || -2 || 0 || 0 || 2 || 0 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Advantage&lt;br /&gt;
| 0 || 0 || 0 || -2 || 2 || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Bedpan Empire&lt;br /&gt;
| 2 || 0 || 0 || 2 || 0 || -2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Krazybuys&lt;br /&gt;
| 0 || 2 || 2 || -2 || 0 || 0 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Kresht&lt;br /&gt;
| 0 || 2 || 0 || 2 || -2 || 0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=456</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=456"/>
		<updated>2011-04-03T03:49:56Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* South */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam (got it!), photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
* Special types of commodity (not available in markets): Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, Synthetic Genius&lt;br /&gt;
* Very special type of commodity (not tradable): Flame Jewel&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Nine Worlds - 114&lt;br /&gt;
** Stopped by Patrol when trying to enter, but text implies one should be able to get past with stronger ship attack and defense&lt;br /&gt;
** (See &amp;quot;Running the Boundary...&amp;quot; in the Combat Notes section of this wiki)&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fuel for 1 Culture&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
*** 2 Fuel for 1 Tools&lt;br /&gt;
*** 1 Fuel for 1 Food&lt;br /&gt;
** Tavern bully&lt;br /&gt;
*** Special Attack: Telekinesis 100&lt;br /&gt;
*** Defense: &lt;br /&gt;
**** Armor: Internal Reorg: 100&lt;br /&gt;
**** Mobility: Superhuman Speed: 100&lt;br /&gt;
**** Special def: Whurffle: 100&lt;br /&gt;
*** No apparent effects from defeating him (cannot choose tavern again)&lt;br /&gt;
** Includes scientific mission studying genetics of bugs - can get Primordial Soup (only once)&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
** 3 bay cargo drone for 1 Crystal, 2 Food&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
** Smuggling job with gradient filter reward? (code KVVKKV)&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Food for 1 Crystals&lt;br /&gt;
*** 2 Food for 1 Fluids&lt;br /&gt;
*** 3 Food for 1 Fuel&lt;br /&gt;
** Colony History (???)&lt;br /&gt;
** Tavern (???)&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Ram for 1 Crystals, 1 Munitions&lt;br /&gt;
*** Nuclear Rockets for 1 Tool, 1 Fluids&lt;br /&gt;
*** Stress Bulkheads for 1 Fuel, 1 Medicine&lt;br /&gt;
*** Stealth System for 1 Fuel, 1 Culture&lt;br /&gt;
*** Dimensional Eliminator for 1 Computer, 1 Crystal, 1 Fluids, 1 Iron&lt;br /&gt;
** Cargo bay expansion&lt;br /&gt;
*** 1 Fiber, 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 1 Culture for 1 Fuel&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** You can learn Phrmm there, but if you do, they&amp;#039;ll steal the cargo off of your ship while you&amp;#039;re doing it&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
** On Gnarsh, they claim you can find a gradient filter factory here with the action code FHIA76&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
*** The answer is &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;I do not know the answer&amp;lt;/span&amp;gt;&lt;br /&gt;
*** Answering gives you the chance for a 7-action ritual&lt;br /&gt;
**** Passing the ritual lets you join the secret brotherhood (which has a tenet about not revealing the answer to the riddle, so hopefully they won&amp;#039;t read this wiki)&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash with less than 100 strength&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.  Picking the left door produced a success, unknown if repeatable.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** The planet where the inhabitants of the Archangel met Vanessa Chang.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Gazan - 369&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Firey world with no nighttime&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
*** 2 Iron for 1 Tools&lt;br /&gt;
** 5-bay cargo drone ship available for 2 Radioactives + 2 Fluids + 1 Tools&lt;br /&gt;
** BGYE9M: Vanessa Chang&amp;#039;s main ship, defended by Automated Ship (see combat results)&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
** Can learn to build a ship shield generator for 3 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
* Arthlan - 339&lt;br /&gt;
** Mine for radioactives (5 phases)&lt;br /&gt;
** no life, but traces of an ancient civilization that angered &amp;quot;The Dictators&amp;quot;, who gave them two years to get off planet before they blasted it into the trinary suns&lt;br /&gt;
** exploration yielded lots of interesting story, a planetary-orbit-shifting nuclear explosion, and nothing of real value&lt;br /&gt;
*** MJ Turner shares the story with you over the radio, but you owe him a space-ale. Here&amp;#039;s how it went down (slightly rearranged to make more sense): #58, #593, #490, #769, #474, #747&lt;br /&gt;
&lt;br /&gt;
* Outpost - 389&lt;br /&gt;
** A once-lifeless rock, granted a mild climate by its star going nova billions of years early. Its location just across the Density Barrier made it an ideal base for exploration in the area; explorers used to use it as a meeting place and materials cache; and Vanessa Chang considered establishing a colony there. The system&amp;#039;s lifetime is only in the millions of years; &amp;quot;if intelligent life is ever going to arise here, it will have to hurry.&amp;quot;&lt;br /&gt;
** Silverbeard has taken over the planet and guards it with dozens of satellites, too many for any one explorer to take out alone.&lt;br /&gt;
*** &amp;quot;If you and one or more players wish to try to attack Outpost together, each of you must plot the LAND option, with your ships in the Outpost sector, during the same turn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemindore - 163&lt;br /&gt;
** Inhabited by monkeys, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (via Auxiliary Rockets) (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
** You can also get a free unit of Phase Steel by exploring underground ruins&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Tools for 1 Computers&lt;br /&gt;
*** 2 Tools for 1 Iron&lt;br /&gt;
*** 3 Tools for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Dargen - 294&lt;br /&gt;
** Uninhabited ice world with no oxygen&lt;br /&gt;
** Not clear why Vanessa Chang put this on her map -- &amp;quot;Perhaps if you knew what to look for ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Ioreth - 377&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Poisonous - landing caused poisoning by a flower, currently spending time hallucinating evil things and burning trees and eating more poisons in case they negate the previous poison, against the advice of the computer which said to sleep it off.  (No option to sleep it off given.)  Spending about 6 or 8 phases doing horrible things wears off the toxin and lets you land normally.&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Medicine for 1 Iron&lt;br /&gt;
*** 2 Medicine for 1 Computers&lt;br /&gt;
*** 3 Medicine for 1 Tools&lt;br /&gt;
** Will teach the building of a Ship Shield Generator for 5 phases&lt;br /&gt;
&lt;br /&gt;
* Tretiak - 329&lt;br /&gt;
** Um, like, woah, dude.&lt;br /&gt;
** Apparently causes hallucinations for both the person and the ship computer.&lt;br /&gt;
** &amp;quot;Gather Coconuts&amp;quot; to get a free right-side 1-bay cargo expansion full of fiber.  (You can select this option again, unknown result)&lt;br /&gt;
** Swim in lake to fight a monster hand-to-hand, unknown reward for winning.  (You wake up, no further penalty, if you successfully defend but do not successfully attack) [I didn&amp;#039;t get a monster when I tried this.]&lt;br /&gt;
** Takes extra time to take off due to need to detox&lt;br /&gt;
** &amp;quot;Rap with the little green men.&amp;quot; gives some information:&lt;br /&gt;
*** There was a temple and a small girl visited and tap danced so much she bestowed the gift of madness of Tetiak.&lt;br /&gt;
*** For a real bad trip call the Clathrans, only don&amp;#039;t call them here because they&amp;#039;ve never been.&lt;br /&gt;
*** The School of Organic Telephones opens all the doors and some windows.&lt;br /&gt;
** &amp;quot;The colors in your eyes are party-like and you want to dress for the occasion.&amp;quot; takes 7 phases and has the player find his spacesuit but is bummed because that is all he has to wear (!?) and the option is repeatable (!!?)&lt;br /&gt;
&lt;br /&gt;
* Rialla - 330&lt;br /&gt;
** Must learn Riallan to communicate (14/7 phases)&lt;br /&gt;
** Floating aliens&lt;br /&gt;
** Much more maneuverable starships&lt;br /&gt;
** Can purchase a 5-bay warp drone for 2 culture 2 crystals 1 medicine&lt;br /&gt;
*** Drone can warp to any player or commodities market in 1 turn and trade (commodities only on planets, any cargo with players) on your behalf&lt;br /&gt;
*** Drone does not take up any cargo hold space&lt;br /&gt;
** Can purchase a 1-unit fore cargo expansion for 1 culture 1 fluids&lt;br /&gt;
** Can possibly research tri-axis drive construction?&lt;br /&gt;
&lt;br /&gt;
* Organu - 260&lt;br /&gt;
** Telepathic aliens (look like large broccoli)&lt;br /&gt;
*** Will teach Telepathy (15 phases)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Munitions for 1 Radioactives&lt;br /&gt;
*** 2 Munitions for 1 Fluids&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
** Strangways, the leading Organuan expert in biological engineering&lt;br /&gt;
&lt;br /&gt;
* Alkon - 268&lt;br /&gt;
** Must either learn Alkonese (7/14 phases) or hire an interpreter (2 phases, 1 unit of commodities) &lt;br /&gt;
** Jungle world, apparently use lots of Fibers, given the ability to whurffle 60 millennia ago by their gods&lt;br /&gt;
** Teaches Whurffling (hand-to-hand defense)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Fiber for 1 Munitions&lt;br /&gt;
*** 2 Fiber for 1 Culture&lt;br /&gt;
*** 3 Fiber for 1 Iron&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
*** Superhuman Speed gives 50; Serene Contemplation gives another 50; Internal Reorg adds an additional 18 (so SS and SC should be sufficient for success).&lt;br /&gt;
*** Entering the facility gets you one stolen Anti-Gravity Ray; previously used as a pencil-holder, now installed on your ship as a Special.  (I guess you cranked it up to eleven or something.)&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Fluids for 1 Food&lt;br /&gt;
*** 3 Fluids for 1 Munitions&lt;br /&gt;
*** 2 Fluids for 1 Medicine&lt;br /&gt;
*** 2 Fluids for 1 Iron&lt;br /&gt;
** Armory&lt;br /&gt;
*** Pin-Rifle for 1 Tools and 1 Iron&lt;br /&gt;
*** Rocket Pack for 1 Medicine and 1 Radioactives&lt;br /&gt;
*** Immobilizer for 1 Crystals, 1 Fuel, 1 Munitions and 1 Food&lt;br /&gt;
&lt;br /&gt;
* Feldo - 44&lt;br /&gt;
** &amp;quot;Planetary-sized non-motile sentience&amp;quot;&lt;br /&gt;
** First human Feldo met was Vanessa Chang&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Medicine for 1 Fiber&lt;br /&gt;
*** 2 Medicine for 1 Fluids&lt;br /&gt;
*** 1 Medicine for 1 Food&lt;br /&gt;
** Can purchase Primordial Soup (1 culture, 2 fiber, 2 fluids, 1 food)&lt;br /&gt;
** Can learn Internal Reorganization&lt;br /&gt;
** Can trade for ship equipment:&lt;br /&gt;
*** 1 Pressor Beam - 1 fiber 1 iron&lt;br /&gt;
*** 1 Black Cloud - 1 fluid 1 tools&lt;br /&gt;
*** 1 Anti-Energy Field - 1 computers 1 food&lt;br /&gt;
*** 1 Curvature Inductor - 1 crystals 1 culture 1 fiber 1 fluids&lt;br /&gt;
** Can trade for expanded (aft) cargo bay for 1 food, 1 radioactives&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Prior sentient inhabitants killed by volcano with hypnotic power causing desire to fling oneself in&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Can harvest Super Slip (investigate city, then follow rivulet to source)&lt;br /&gt;
** Can get Tri-Axis drive plans (investigate city, search for lab: 1 Warp Core 1 Gradient Filter 1 Iron 1 Crystals 1 Fuel 1 Flame Jewel, code XMCNUJ)&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
* Ethnar - 200&lt;br /&gt;
** Blue and Red Squirrelies battling for mining &amp;quot;green rocks&amp;quot; (Warp Core)&lt;br /&gt;
** Can get &amp;quot;strange weapon&amp;quot; (Ninchuckle) and training from a Squirrelie&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Fuel for 1 Fiber&lt;br /&gt;
*** 3 Fuel for 1 Medicine&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
* Will trade one warp core for 1 Fiber, 2 Medicine, 2 Munitions, 1 Tools&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - 330 (see above)&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
* Arthlan - ???&lt;br /&gt;
** Offers Radioactives&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* From Glossary: Vanessa Chang (2435-2505) - Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Chang discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundry to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she held bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic by strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
** And the Archangel&amp;#039;s crew were also freaked out by whatever was out there; they planned the Outpost trip together with Vanessa, after meeting her on Cordethar.&lt;br /&gt;
** Also, Vanessa took all of her flame jewels with her when they left&lt;br /&gt;
*** Maybe &amp;lt;em&amp;gt;most&amp;lt;/em&amp;gt;&amp;amp;mdash;at least one was left with the Highest Disciple of the Final Church of Man on Leucothea.&lt;br /&gt;
** From Glossary: Flame Jewel - A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
*** Flame Jewel works by focusing the power generated by the three drives in a Tri-Axis system.&lt;br /&gt;
* On February 28, 2493, Chang crash-landed a shuttlecraft in the Fiaran desert. When the Darscians rescued her, they found her and her crew in desparate straits with no fuel, no food, and practically no working equipment. Chang borrowed a subspace radio and successfully contacted some humans closer to home, hearing about the Space Plague. At this point the humans pleaded with the Darscians for a new spaceship to take them to Cordethar (no indication why). New ship (two-axis) Chang attained she called the Lockerbait, and went to Cordethar.&lt;br /&gt;
** Alien shuttlecraft was a primitive system requiring suspended animation due to length of flight; apparently the shuttlecraft belonged to a &amp;quot;rugged, warlike&amp;quot; race because there lots of places for weapons. She abandoned it in the desert.&lt;br /&gt;
** Crew member died on way to Fiara, buried on Koursh (code B8YH9A).&lt;br /&gt;
*** Tried this option, got the message: &amp;quot;Unfortunately, you&amp;#039;re going to have to find the place where Vanessa Chang&amp;#039;s ship crashed before you can start digging for a buried body. Digging where you are now is not very productive.&amp;quot; Does that mean anything to anyone?&amp;amp;mdash;Matthew&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A (maybe?-)relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;br /&gt;
* Gnarsh also visited by beings advising peace who gave them a new communications system, but it&amp;#039;s rigged to translate everything the other side says into an insult (although they still don&amp;#039;t realize this)&lt;br /&gt;
&lt;br /&gt;
==Dreams and Mysterious Map-Giver==&lt;br /&gt;
* Why were we given these maps, and by whom? Is someone hoping that we&amp;#039;ll build a new tri-axis drive, penetrate the density barrier, and discover something in the galactic core?&lt;br /&gt;
* And were the dreams that many or all of us had in our bios a form of mind-control that caused us to set out on this mission in the first place? Was it caused by the same person or persons who gave us the maps?&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Contact&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Combat Notes=&lt;br /&gt;
* Against the mugger on Moiran, using a blaster and no armor: attack was 125 (or 150?), defense was 0, and overall was successful&lt;br /&gt;
* Against the bear on Gen, using a blaster and a forcefield: attack was 100, defense was 100, and overall was successful&lt;br /&gt;
* Running the Boundary (100 total strength is required to succeed)&lt;br /&gt;
** Tractor Beam (contact) is 16 attack, Photon Torpedoes (projectile) were 50 attack, and Black Cloud (special) was 34 attack. Ship Shield Generator (armor) was 66 defense, Auxiliary Rockets (mobility) were 17 defense, and Pulse Inverter (special) was 34 defense. Both attack and defense succeeded.&lt;br /&gt;
** Photon Torpedoes (projectile) are 50 attack, Boarding Robots (contact) is 33 attack, Entanglement Mines (special) is 17 attack, Warp Winder (mobility) is 66 defense, and Pulse Inverter (special) is 34 defense. Attack and defense both succeeded.&lt;br /&gt;
* Against the hungry dog on Cathedral, Exploder (projectile) is 150 attack, and Telekinesis (special) is 50 attack. 100 total strength was required to succeed, so attack succeeded while defense failed.&lt;br /&gt;
* Trying to land on Gnarsh. Tractor Beam (contact) is 50 attack, Photon Torpedoes (projectile) were 50 attack, Ship Shield Generator (armor) was 100 defense, and Auxiliary Rockets (mobility) were 50 defense. 100 total strength was required to succeed, and so both attack and defense succeeded.&lt;br /&gt;
* Automated Defense System on Gazan: TO ATTACK YOU USED Stunner (contact) 0 Ninchuckle (projectile) 33 / TO DEFEND YOU USED Laser Reflector (armor) 33 Superhuman Speed (mobility) 22 Serene Contemplation (special) 0&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Vocabulary=&lt;br /&gt;
&lt;br /&gt;
*Archangel&lt;br /&gt;
** The spaceship used by the Founders of the Final Church of Man in their journey to discover the Perfect Truth about humanity.&lt;br /&gt;
* Arm&lt;br /&gt;
** See &amp;quot;Galactic Arm.&amp;quot;&lt;br /&gt;
* Atlantis&lt;br /&gt;
** One of the Nine Worlds. Atlantis is lightly inhabited, mostly water-covered, and provides Food to most of the other Nine Worlds.&lt;br /&gt;
* Barratry&lt;br /&gt;
** A breach of duty on the part of the captain or crew of a ship to the injury of the owner of the ship or cargo.&lt;br /&gt;
* Boundary&lt;br /&gt;
** A border encircling the Nine Worlds. The Boundary was established in 2498 A.D. to protect the human planets within it. The Boundary Laws prohibit any spacecraft from entering the area enclosed by the Boundary. The Boundary is demarked by robot buoys that record the passage of any ship and alert the Space Patrol if anyone attempts to cross inside.&lt;br /&gt;
* Cargo Bay&lt;br /&gt;
** The space on an interstellar ship used to transport a unit of cargo.&lt;br /&gt;
* Cargo Drone&lt;br /&gt;
** An unmanned remote-controlled ship equipped with cargo bays and a jump engine, capable of instantaneously transporting cargo (but not people) from one place to another.&lt;br /&gt;
* Chang, Vanessa &lt;br /&gt;
** (2435-2505 A.D.) Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Change discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundary to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she helped bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic but strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* Commodity&lt;br /&gt;
** Any one of the twelve common types of cargo that serve as the basis for interplanetary commerce: computers, crystals, culture, fiber, fluids, food, fuel, iron, medicine, munitions, radioactives, and tools.&lt;br /&gt;
* Computers&lt;br /&gt;
** One of the twelve standard commodities that serve as the basis for interplanetary commerce. Computers are machines that emulate thought processes to perform useful tasks. (See also &amp;quot;ship&amp;#039;s computer.&amp;quot;)&lt;br /&gt;
* Core&lt;br /&gt;
** See &amp;quot;Galactic Core.&amp;quot;&lt;br /&gt;
* Core Stone&lt;br /&gt;
** A mysterious and powerful artifact found by the explorer Soulsinger in the 25th century, and later stolen from him by an alien creature.&lt;br /&gt;
* Crystals&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Crystals are used to collect and control energy, and are used in power generators, spaceship hyperdrives, and navigation equipment.&lt;br /&gt;
* Culture &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Culture is generally equated with native artifacts or artwork, and may include music, videos, literature, and so on.&lt;br /&gt;
* Density Barrier&lt;br /&gt;
** The dividing line between the Galactic Fringe and the Galactic Arm. On the outer (Fringe) side of the Density Barrier, the density of interstellar matter is low enough to allow faster-than-light travel with a dual-axis drive. On the inner (Arm) side of the Density Barrier, the density of interstellar matter is too high for a dual-axis drive, and a tri-axis drive is necessary in order to travel at super-light speeds.&lt;br /&gt;
* Drone&lt;br /&gt;
** See &amp;quot;Cargo Drone.&amp;quot;&lt;br /&gt;
* Dual-Axis Drive&lt;br /&gt;
** A spaceship propulsion system that allows a spaceship to travel faster than the speed of light. Invented by Dr. Anton Wamirian in 2257 A.D., the dual-axis drive made it practical for people to travel between stars, thus starting the period in history known as the Great Expansion. The dual-axis drive system works by collapsing two spacial dimensions into one along the path of the propelled ship.&lt;br /&gt;
* Earth&lt;br /&gt;
** The home world of humanity, now one of the Nine Worlds. Before the Space Plague in 2490 A.D., Earth was the unchallenged center of all human activity. However, civilization on Earth was virtually wiped out by the Plague. Earth was later rebuilt, but few traces of its pre-2500 civilization remain. It is no longer more important than any other human planet, and it shares an equal status with the other eight of the Nine Worlds.&lt;br /&gt;
* Endaur&lt;br /&gt;
** One of the Nine Human Worlds. Endaur is the seat of the Nine Worlds Government and supports a large administrative bureaucracy. It also serves as the headquarters of the Space Patrol, which owns an entire continent covered with military bases.&lt;br /&gt;
* Environmental Suit&lt;br /&gt;
** A standard space suit, capable of resisting vacuum, cold and background radiation.&lt;br /&gt;
* Families &lt;br /&gt;
** Powerful merchant clans, based on the planet Wellmet, who control almost all commerce in the Ghost-worlds. The Families are also rumored to operate a massive illegal smuggling trade across the Boundary.&lt;br /&gt;
* Fiber &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fiber includes many kinds of generally useful synthetic and organic &amp;quot;soft&amp;quot; materials, such as plastic, rubber, and wood.&lt;br /&gt;
* Final Church of Man&lt;br /&gt;
** The principal organized religion of the Nine Worlds, to which the majority of the populace belongs. The Church teaches that it is a sin for human beings to explore space, and that people must instead strive to improve themselves so they can attain perfect souls.&lt;br /&gt;
* Flame Jewel &lt;br /&gt;
** A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* Flexion Glove&lt;br /&gt;
** A specially lined glove, used to safely handle objects emitting harmful radiation.&lt;br /&gt;
* Fluids &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fluids consist of industrial chemicals of all kinds, including acids, lubricants, coolants, and others.&lt;br /&gt;
* Foods&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Foods can mean any sort of edible and nutritive compound, ranging from baked stuffed lobster to new mown hay.&lt;br /&gt;
* Founders&lt;br /&gt;
** The group of people who were responsible for the establishment of the Final Church of Man.&lt;br /&gt;
* Fringe&lt;br /&gt;
** See &amp;quot;Galactic Fringe.&amp;quot;&lt;br /&gt;
* Frontier&lt;br /&gt;
** One of the Nine Human Worlds. Frontier was the last of the Nine Worlds settled prior to the Plague and the establishment of the Boundary. Even today much of Frontier is undeveloped, with a small population clustered in a few large cities.&lt;br /&gt;
* Fuel&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fuel refers to all energy-producing substances, most typically the refined plasma gases suitable for use in fusion generators, but also simple combustibles such as gas, oil, and coal.&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=455</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=455"/>
		<updated>2011-04-03T03:49:01Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* South */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam (got it!), photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
* Special types of commodity (not available in markets): Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, Synthetic Genius&lt;br /&gt;
* Very special type of commodity (not tradable): Flame Jewel&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Nine Worlds - 114&lt;br /&gt;
** Stopped by Patrol when trying to enter, but text implies one should be able to get past with stronger ship attack and defense&lt;br /&gt;
** (See &amp;quot;Running the Boundary...&amp;quot; in the Combat Notes section of this wiki)&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fuel for 1 Culture&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
*** 2 Fuel for 1 Tools&lt;br /&gt;
*** 1 Fuel for 1 Food&lt;br /&gt;
** Tavern bully&lt;br /&gt;
*** Special Attack: Telekinesis 100&lt;br /&gt;
*** Defense: &lt;br /&gt;
**** Armor: Internal Reorg: 100&lt;br /&gt;
**** Mobility: Superhuman Speed: 100&lt;br /&gt;
**** Special def: Whurffle: 100&lt;br /&gt;
*** No apparent effects from defeating him (cannot choose tavern again)&lt;br /&gt;
** Includes scientific mission studying genetics of bugs - can get Primordial Soup (only once)&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
** 3 bay cargo drone for 1 Crystal, 2 Food&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
** Smuggling job with gradient filter reward? (code KVVKKV)&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Food for 1 Crystals&lt;br /&gt;
*** 2 Food for 1 Fluids&lt;br /&gt;
*** 3 Food for 1 Fuel&lt;br /&gt;
** Colony History (???)&lt;br /&gt;
** Tavern (???)&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Ram for 1 Crystals, 1 Munitions&lt;br /&gt;
*** Nuclear Rockets for 1 Tool, 1 Fluids&lt;br /&gt;
*** Stress Bulkheads for 1 Fuel, 1 Medicine&lt;br /&gt;
*** Stealth System for 1 Fuel, 1 Culture&lt;br /&gt;
*** Dimensional Eliminator for 1 Computer, 1 Crystal, 1 Fluids, 1 Iron&lt;br /&gt;
** Cargo bay expansion&lt;br /&gt;
*** 1 Fiber, 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 1 Culture for 1 Fuel&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** You can learn Phrmm there, but if you do, they&amp;#039;ll steal the cargo off of your ship while you&amp;#039;re doing it&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
** On Gnarsh, they claim you can find a gradient filter factory here with the action code FHIA76&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
*** The answer is &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;I do not know the answer&amp;lt;/span&amp;gt;&lt;br /&gt;
*** Answering gives you the chance for a 7-action ritual&lt;br /&gt;
**** Passing the ritual lets you join the secret brotherhood (which has a tenet about not revealing the answer to the riddle, so hopefully they won&amp;#039;t read this wiki)&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash with less than 100 strength&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.  Picking the left door produced a success, unknown if repeatable.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** The planet where the inhabitants of the Archangel met Vanessa Chang.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Gazan - 369&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Firey world with no nighttime&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
*** 2 Iron for 1 Tools&lt;br /&gt;
** 5-bay cargo drone ship available for 2 Radioactives + 2 Fluids + 1 Tools&lt;br /&gt;
** BGYE9M: Vanessa Chang&amp;#039;s main ship, defended by Automated Ship (see combat results)&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
** Can learn to build a ship shield generator for 3 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
* Arthlan - 339&lt;br /&gt;
** Mine for radioactives (5 phases)&lt;br /&gt;
** no life, but traces of an ancient civilization that angered &amp;quot;The Dictators&amp;quot;, who gave them two years to get off planet before they blasted it into the trinary suns&lt;br /&gt;
** exploration yielded lots of interesting story, a planetary-orbit-shifting nuclear explosion, and nothing of real value&lt;br /&gt;
*** MJ Turner shares the story with you over the radio, but you owe him a space-ale. Here&amp;#039;s how it went down (slightly rearranged to make more sense): #58, #593, #490, #769, #474, #747&lt;br /&gt;
&lt;br /&gt;
* Outpost - 389&lt;br /&gt;
** A once-lifeless rock, granted a mild climate by its star going nova billions of years early. Its location just across the Density Barrier made it an ideal base for exploration in the area; explorers used to use it as a meeting place and materials cache; and Vanessa Chang considered establishing a colony there.&lt;br /&gt;
** Silverbeard has taken over the planet and guards it with dozens of satellites, too many for any one explorer to take out alone.&lt;br /&gt;
*** &amp;quot;If you and one or more players wish to try to attack Outpost together, each of you must plot the LAND option, with your ships in the Outpost sector, during the same turn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemindore - 163&lt;br /&gt;
** Inhabited by monkeys, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (via Auxiliary Rockets) (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
** You can also get a free unit of Phase Steel by exploring underground ruins&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Tools for 1 Computers&lt;br /&gt;
*** 2 Tools for 1 Iron&lt;br /&gt;
*** 3 Tools for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Dargen - 294&lt;br /&gt;
** Uninhabited ice world with no oxygen&lt;br /&gt;
** Not clear why Vanessa Chang put this on her map -- &amp;quot;Perhaps if you knew what to look for ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Ioreth - 377&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Poisonous - landing caused poisoning by a flower, currently spending time hallucinating evil things and burning trees and eating more poisons in case they negate the previous poison, against the advice of the computer which said to sleep it off.  (No option to sleep it off given.)  Spending about 6 or 8 phases doing horrible things wears off the toxin and lets you land normally.&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Medicine for 1 Iron&lt;br /&gt;
*** 2 Medicine for 1 Computers&lt;br /&gt;
*** 3 Medicine for 1 Tools&lt;br /&gt;
** Will teach the building of a Ship Shield Generator for 5 phases&lt;br /&gt;
&lt;br /&gt;
* Tretiak - 329&lt;br /&gt;
** Um, like, woah, dude.&lt;br /&gt;
** Apparently causes hallucinations for both the person and the ship computer.&lt;br /&gt;
** &amp;quot;Gather Coconuts&amp;quot; to get a free right-side 1-bay cargo expansion full of fiber.  (You can select this option again, unknown result)&lt;br /&gt;
** Swim in lake to fight a monster hand-to-hand, unknown reward for winning.  (You wake up, no further penalty, if you successfully defend but do not successfully attack) [I didn&amp;#039;t get a monster when I tried this.]&lt;br /&gt;
** Takes extra time to take off due to need to detox&lt;br /&gt;
** &amp;quot;Rap with the little green men.&amp;quot; gives some information:&lt;br /&gt;
*** There was a temple and a small girl visited and tap danced so much she bestowed the gift of madness of Tetiak.&lt;br /&gt;
*** For a real bad trip call the Clathrans, only don&amp;#039;t call them here because they&amp;#039;ve never been.&lt;br /&gt;
*** The School of Organic Telephones opens all the doors and some windows.&lt;br /&gt;
** &amp;quot;The colors in your eyes are party-like and you want to dress for the occasion.&amp;quot; takes 7 phases and has the player find his spacesuit but is bummed because that is all he has to wear (!?) and the option is repeatable (!!?)&lt;br /&gt;
&lt;br /&gt;
* Rialla - 330&lt;br /&gt;
** Must learn Riallan to communicate (14/7 phases)&lt;br /&gt;
** Floating aliens&lt;br /&gt;
** Much more maneuverable starships&lt;br /&gt;
** Can purchase a 5-bay warp drone for 2 culture 2 crystals 1 medicine&lt;br /&gt;
*** Drone can warp to any player or commodities market in 1 turn and trade (commodities only on planets, any cargo with players) on your behalf&lt;br /&gt;
*** Drone does not take up any cargo hold space&lt;br /&gt;
** Can purchase a 1-unit fore cargo expansion for 1 culture 1 fluids&lt;br /&gt;
** Can possibly research tri-axis drive construction?&lt;br /&gt;
&lt;br /&gt;
* Organu - 260&lt;br /&gt;
** Telepathic aliens (look like large broccoli)&lt;br /&gt;
*** Will teach Telepathy (15 phases)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Munitions for 1 Radioactives&lt;br /&gt;
*** 2 Munitions for 1 Fluids&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
** Strangways, the leading Organuan expert in biological engineering&lt;br /&gt;
&lt;br /&gt;
* Alkon - 268&lt;br /&gt;
** Must either learn Alkonese (7/14 phases) or hire an interpreter (2 phases, 1 unit of commodities) &lt;br /&gt;
** Jungle world, apparently use lots of Fibers, given the ability to whurffle 60 millennia ago by their gods&lt;br /&gt;
** Teaches Whurffling (hand-to-hand defense)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Fiber for 1 Munitions&lt;br /&gt;
*** 2 Fiber for 1 Culture&lt;br /&gt;
*** 3 Fiber for 1 Iron&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
*** Superhuman Speed gives 50; Serene Contemplation gives another 50; Internal Reorg adds an additional 18 (so SS and SC should be sufficient for success).&lt;br /&gt;
*** Entering the facility gets you one stolen Anti-Gravity Ray; previously used as a pencil-holder, now installed on your ship as a Special.  (I guess you cranked it up to eleven or something.)&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Fluids for 1 Food&lt;br /&gt;
*** 3 Fluids for 1 Munitions&lt;br /&gt;
*** 2 Fluids for 1 Medicine&lt;br /&gt;
*** 2 Fluids for 1 Iron&lt;br /&gt;
** Armory&lt;br /&gt;
*** Pin-Rifle for 1 Tools and 1 Iron&lt;br /&gt;
*** Rocket Pack for 1 Medicine and 1 Radioactives&lt;br /&gt;
*** Immobilizer for 1 Crystals, 1 Fuel, 1 Munitions and 1 Food&lt;br /&gt;
&lt;br /&gt;
* Feldo - 44&lt;br /&gt;
** &amp;quot;Planetary-sized non-motile sentience&amp;quot;&lt;br /&gt;
** First human Feldo met was Vanessa Chang&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Medicine for 1 Fiber&lt;br /&gt;
*** 2 Medicine for 1 Fluids&lt;br /&gt;
*** 1 Medicine for 1 Food&lt;br /&gt;
** Can purchase Primordial Soup (1 culture, 2 fiber, 2 fluids, 1 food)&lt;br /&gt;
** Can learn Internal Reorganization&lt;br /&gt;
** Can trade for ship equipment:&lt;br /&gt;
*** 1 Pressor Beam - 1 fiber 1 iron&lt;br /&gt;
*** 1 Black Cloud - 1 fluid 1 tools&lt;br /&gt;
*** 1 Anti-Energy Field - 1 computers 1 food&lt;br /&gt;
*** 1 Curvature Inductor - 1 crystals 1 culture 1 fiber 1 fluids&lt;br /&gt;
** Can trade for expanded (aft) cargo bay for 1 food, 1 radioactives&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Prior sentient inhabitants killed by volcano with hypnotic power causing desire to fling oneself in&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Can harvest Super Slip (investigate city, then follow rivulet to source)&lt;br /&gt;
** Can get Tri-Axis drive plans (investigate city, search for lab: 1 Warp Core 1 Gradient Filter 1 Iron 1 Crystals 1 Fuel 1 Flame Jewel, code XMCNUJ)&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
* Ethnar - 200&lt;br /&gt;
** Blue and Red Squirrelies battling for mining &amp;quot;green rocks&amp;quot; (Warp Core)&lt;br /&gt;
** Can get &amp;quot;strange weapon&amp;quot; (Ninchuckle) and training from a Squirrelie&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Fuel for 1 Fiber&lt;br /&gt;
*** 3 Fuel for 1 Medicine&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
* Will trade one warp core for 1 Fiber, 2 Medicine, 2 Munitions, 1 Tools&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - 330 (see above)&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
* Arthlan - ???&lt;br /&gt;
** Offers Radioactives&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* From Glossary: Vanessa Chang (2435-2505) - Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Chang discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundry to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she held bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic by strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
** And the Archangel&amp;#039;s crew were also freaked out by whatever was out there; they planned the Outpost trip together with Vanessa, after meeting her on Cordethar.&lt;br /&gt;
** Also, Vanessa took all of her flame jewels with her when they left&lt;br /&gt;
*** Maybe &amp;lt;em&amp;gt;most&amp;lt;/em&amp;gt;&amp;amp;mdash;at least one was left with the Highest Disciple of the Final Church of Man on Leucothea.&lt;br /&gt;
** From Glossary: Flame Jewel - A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
*** Flame Jewel works by focusing the power generated by the three drives in a Tri-Axis system.&lt;br /&gt;
* On February 28, 2493, Chang crash-landed a shuttlecraft in the Fiaran desert. When the Darscians rescued her, they found her and her crew in desparate straits with no fuel, no food, and practically no working equipment. Chang borrowed a subspace radio and successfully contacted some humans closer to home, hearing about the Space Plague. At this point the humans pleaded with the Darscians for a new spaceship to take them to Cordethar (no indication why). New ship (two-axis) Chang attained she called the Lockerbait, and went to Cordethar.&lt;br /&gt;
** Alien shuttlecraft was a primitive system requiring suspended animation due to length of flight; apparently the shuttlecraft belonged to a &amp;quot;rugged, warlike&amp;quot; race because there lots of places for weapons. She abandoned it in the desert.&lt;br /&gt;
** Crew member died on way to Fiara, buried on Koursh (code B8YH9A).&lt;br /&gt;
*** Tried this option, got the message: &amp;quot;Unfortunately, you&amp;#039;re going to have to find the place where Vanessa Chang&amp;#039;s ship crashed before you can start digging for a buried body. Digging where you are now is not very productive.&amp;quot; Does that mean anything to anyone?&amp;amp;mdash;Matthew&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A (maybe?-)relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;br /&gt;
* Gnarsh also visited by beings advising peace who gave them a new communications system, but it&amp;#039;s rigged to translate everything the other side says into an insult (although they still don&amp;#039;t realize this)&lt;br /&gt;
&lt;br /&gt;
==Dreams and Mysterious Map-Giver==&lt;br /&gt;
* Why were we given these maps, and by whom? Is someone hoping that we&amp;#039;ll build a new tri-axis drive, penetrate the density barrier, and discover something in the galactic core?&lt;br /&gt;
* And were the dreams that many or all of us had in our bios a form of mind-control that caused us to set out on this mission in the first place? Was it caused by the same person or persons who gave us the maps?&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Contact&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Combat Notes=&lt;br /&gt;
* Against the mugger on Moiran, using a blaster and no armor: attack was 125 (or 150?), defense was 0, and overall was successful&lt;br /&gt;
* Against the bear on Gen, using a blaster and a forcefield: attack was 100, defense was 100, and overall was successful&lt;br /&gt;
* Running the Boundary (100 total strength is required to succeed)&lt;br /&gt;
** Tractor Beam (contact) is 16 attack, Photon Torpedoes (projectile) were 50 attack, and Black Cloud (special) was 34 attack. Ship Shield Generator (armor) was 66 defense, Auxiliary Rockets (mobility) were 17 defense, and Pulse Inverter (special) was 34 defense. Both attack and defense succeeded.&lt;br /&gt;
** Photon Torpedoes (projectile) are 50 attack, Boarding Robots (contact) is 33 attack, Entanglement Mines (special) is 17 attack, Warp Winder (mobility) is 66 defense, and Pulse Inverter (special) is 34 defense. Attack and defense both succeeded.&lt;br /&gt;
* Against the hungry dog on Cathedral, Exploder (projectile) is 150 attack, and Telekinesis (special) is 50 attack. 100 total strength was required to succeed, so attack succeeded while defense failed.&lt;br /&gt;
* Trying to land on Gnarsh. Tractor Beam (contact) is 50 attack, Photon Torpedoes (projectile) were 50 attack, Ship Shield Generator (armor) was 100 defense, and Auxiliary Rockets (mobility) were 50 defense. 100 total strength was required to succeed, and so both attack and defense succeeded.&lt;br /&gt;
* Automated Defense System on Gazan: TO ATTACK YOU USED Stunner (contact) 0 Ninchuckle (projectile) 33 / TO DEFEND YOU USED Laser Reflector (armor) 33 Superhuman Speed (mobility) 22 Serene Contemplation (special) 0&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Vocabulary=&lt;br /&gt;
&lt;br /&gt;
*Archangel&lt;br /&gt;
** The spaceship used by the Founders of the Final Church of Man in their journey to discover the Perfect Truth about humanity.&lt;br /&gt;
* Arm&lt;br /&gt;
** See &amp;quot;Galactic Arm.&amp;quot;&lt;br /&gt;
* Atlantis&lt;br /&gt;
** One of the Nine Worlds. Atlantis is lightly inhabited, mostly water-covered, and provides Food to most of the other Nine Worlds.&lt;br /&gt;
* Barratry&lt;br /&gt;
** A breach of duty on the part of the captain or crew of a ship to the injury of the owner of the ship or cargo.&lt;br /&gt;
* Boundary&lt;br /&gt;
** A border encircling the Nine Worlds. The Boundary was established in 2498 A.D. to protect the human planets within it. The Boundary Laws prohibit any spacecraft from entering the area enclosed by the Boundary. The Boundary is demarked by robot buoys that record the passage of any ship and alert the Space Patrol if anyone attempts to cross inside.&lt;br /&gt;
* Cargo Bay&lt;br /&gt;
** The space on an interstellar ship used to transport a unit of cargo.&lt;br /&gt;
* Cargo Drone&lt;br /&gt;
** An unmanned remote-controlled ship equipped with cargo bays and a jump engine, capable of instantaneously transporting cargo (but not people) from one place to another.&lt;br /&gt;
* Chang, Vanessa &lt;br /&gt;
** (2435-2505 A.D.) Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Change discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundary to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she helped bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic but strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* Commodity&lt;br /&gt;
** Any one of the twelve common types of cargo that serve as the basis for interplanetary commerce: computers, crystals, culture, fiber, fluids, food, fuel, iron, medicine, munitions, radioactives, and tools.&lt;br /&gt;
* Computers&lt;br /&gt;
** One of the twelve standard commodities that serve as the basis for interplanetary commerce. Computers are machines that emulate thought processes to perform useful tasks. (See also &amp;quot;ship&amp;#039;s computer.&amp;quot;)&lt;br /&gt;
* Core&lt;br /&gt;
** See &amp;quot;Galactic Core.&amp;quot;&lt;br /&gt;
* Core Stone&lt;br /&gt;
** A mysterious and powerful artifact found by the explorer Soulsinger in the 25th century, and later stolen from him by an alien creature.&lt;br /&gt;
* Crystals&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Crystals are used to collect and control energy, and are used in power generators, spaceship hyperdrives, and navigation equipment.&lt;br /&gt;
* Culture &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Culture is generally equated with native artifacts or artwork, and may include music, videos, literature, and so on.&lt;br /&gt;
* Density Barrier&lt;br /&gt;
** The dividing line between the Galactic Fringe and the Galactic Arm. On the outer (Fringe) side of the Density Barrier, the density of interstellar matter is low enough to allow faster-than-light travel with a dual-axis drive. On the inner (Arm) side of the Density Barrier, the density of interstellar matter is too high for a dual-axis drive, and a tri-axis drive is necessary in order to travel at super-light speeds.&lt;br /&gt;
* Drone&lt;br /&gt;
** See &amp;quot;Cargo Drone.&amp;quot;&lt;br /&gt;
* Dual-Axis Drive&lt;br /&gt;
** A spaceship propulsion system that allows a spaceship to travel faster than the speed of light. Invented by Dr. Anton Wamirian in 2257 A.D., the dual-axis drive made it practical for people to travel between stars, thus starting the period in history known as the Great Expansion. The dual-axis drive system works by collapsing two spacial dimensions into one along the path of the propelled ship.&lt;br /&gt;
* Earth&lt;br /&gt;
** The home world of humanity, now one of the Nine Worlds. Before the Space Plague in 2490 A.D., Earth was the unchallenged center of all human activity. However, civilization on Earth was virtually wiped out by the Plague. Earth was later rebuilt, but few traces of its pre-2500 civilization remain. It is no longer more important than any other human planet, and it shares an equal status with the other eight of the Nine Worlds.&lt;br /&gt;
* Endaur&lt;br /&gt;
** One of the Nine Human Worlds. Endaur is the seat of the Nine Worlds Government and supports a large administrative bureaucracy. It also serves as the headquarters of the Space Patrol, which owns an entire continent covered with military bases.&lt;br /&gt;
* Environmental Suit&lt;br /&gt;
** A standard space suit, capable of resisting vacuum, cold and background radiation.&lt;br /&gt;
* Families &lt;br /&gt;
** Powerful merchant clans, based on the planet Wellmet, who control almost all commerce in the Ghost-worlds. The Families are also rumored to operate a massive illegal smuggling trade across the Boundary.&lt;br /&gt;
* Fiber &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fiber includes many kinds of generally useful synthetic and organic &amp;quot;soft&amp;quot; materials, such as plastic, rubber, and wood.&lt;br /&gt;
* Final Church of Man&lt;br /&gt;
** The principal organized religion of the Nine Worlds, to which the majority of the populace belongs. The Church teaches that it is a sin for human beings to explore space, and that people must instead strive to improve themselves so they can attain perfect souls.&lt;br /&gt;
* Flame Jewel &lt;br /&gt;
** A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* Flexion Glove&lt;br /&gt;
** A specially lined glove, used to safely handle objects emitting harmful radiation.&lt;br /&gt;
* Fluids &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fluids consist of industrial chemicals of all kinds, including acids, lubricants, coolants, and others.&lt;br /&gt;
* Foods&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Foods can mean any sort of edible and nutritive compound, ranging from baked stuffed lobster to new mown hay.&lt;br /&gt;
* Founders&lt;br /&gt;
** The group of people who were responsible for the establishment of the Final Church of Man.&lt;br /&gt;
* Fringe&lt;br /&gt;
** See &amp;quot;Galactic Fringe.&amp;quot;&lt;br /&gt;
* Frontier&lt;br /&gt;
** One of the Nine Human Worlds. Frontier was the last of the Nine Worlds settled prior to the Plague and the establishment of the Boundary. Even today much of Frontier is undeveloped, with a small population clustered in a few large cities.&lt;br /&gt;
* Fuel&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fuel refers to all energy-producing substances, most typically the refined plasma gases suitable for use in fusion generators, but also simple combustibles such as gas, oil, and coal.&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=445</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=445"/>
		<updated>2011-03-26T12:28:34Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* Vanessa Chang */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam (got it!), photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
* Special types of commodity (not available in markets): Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, Synthetic Genius&lt;br /&gt;
* Very special type of commodity (not available anywhere, so far): Flame Jewel&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Nine Worlds - 114&lt;br /&gt;
** Stopped by Patrol when trying to enter, but text implies one should be able to get past with stronger ship attack and defense&lt;br /&gt;
** (See &amp;quot;Running the Boundary...&amp;quot; in the Combat Notes section of this wiki)&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fuel for 1 Culture&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
*** 2 Fuel for 1 Tools&lt;br /&gt;
*** 1 Fuel for 1 Food&lt;br /&gt;
** Tavern bully (unknown what happens if he is defeated)&lt;br /&gt;
** Includes scientific mission studying genetics of bugs - can get Primordial Soup (only once)&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
** 3 bay cargo drone for 1 Crystal, 2 Food&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
** Smuggling job with gradient filter reward? (code KVVKKV)&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Food for 1 Crystals&lt;br /&gt;
*** 2 Food for 1 Fluids&lt;br /&gt;
*** 3 Food for 1 Fuel&lt;br /&gt;
** Colony History (???)&lt;br /&gt;
** Tavern (???)&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Ram for 1 Crystals, 1 Munitions&lt;br /&gt;
*** Nuclear Rockets for 1 Tool, 1 Fluids&lt;br /&gt;
*** Stress Bulkheads for 1 Fuel, 1 Medicine&lt;br /&gt;
*** Stealth System for 1 Fuel, 1 Culture&lt;br /&gt;
*** Dimensional Eliminator for 1 Computer, 1 Crystal, 1 Fluids, 1 Iron&lt;br /&gt;
** Cargo bay expansion&lt;br /&gt;
*** 1 Fiber, 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 1 Culture for 1 Fuel&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** You can learn Phrmm there, but if you do, they&amp;#039;ll steal the cargo off of your ship while you&amp;#039;re doing it&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
** On Gnarsh, they claim you can find a gradient filter factory here with the action code FHIA76&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
*** The answer is &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;I do not know the answer&amp;lt;/span&amp;gt;&lt;br /&gt;
*** Answering gives you the chance for a 7-action ritual&lt;br /&gt;
**** Passing the ritual lets you join the secret brotherhood (which has a tenet about not revealing the answer to the riddle, so hopefully they won&amp;#039;t read this wiki)&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash with less than 100 strength&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.  Picking the left door produced a success, unknown if repeatable.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** The planet where the inhabitants of the Archangel met Vanessa Chang.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Gazan - 369&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Firey world with no nighttime&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
*** 2 Iron for 1 Tools&lt;br /&gt;
** 5-bay cargo drone ship available for 2 Radioactives + 2 Fluids + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
** Can learn to build a ship shield generator for 3 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
* Arthlan - 339&lt;br /&gt;
** Mine for radioactives (5 phases)&lt;br /&gt;
** no life, but traces of an ancient civilization that angered &amp;quot;The Dictators&amp;quot;, who gave them two years to get off planet before they blasted it into the trinary suns&lt;br /&gt;
** exploration yielded lots of interesting story, a planetary-orbit-shifting nuclear explosion, and nothing of real value&lt;br /&gt;
*** MJ Turner shares the story with you over the radio, but you owe him a space-ale. Here&amp;#039;s how it went down (slightly rearranged to make more sense): #58, #593, #490, #769, #474, #747&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemindore - 163&lt;br /&gt;
** Inhabited by monkeys, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (via Auxiliary Rockets) (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
** You can also get a free unit of Phase Steel by exploring underground ruins&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Tools for 1 Computers&lt;br /&gt;
*** 2 Tools for 1 Iron&lt;br /&gt;
*** 3 Tools for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Dargen - 294&lt;br /&gt;
** Uninhabited ice world with no oxygen&lt;br /&gt;
** Not clear why Vanessa Chang put this on her map -- &amp;quot;Perhaps if you knew what to look for ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Ioreth - 377&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Poisonous - landing caused poisoning by a flower, currently spending time hallucinating evil things and burning trees and eating more poisons in case they negate the previous poison, against the advice of the computer which said to sleep it off.  (No option to sleep it off given.)  Spending about 6 or 8 phases doing horrible things wears off the toxin and lets you land normally.&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Medicine for 1 Iron&lt;br /&gt;
*** 2 Medicine for 1 Computers&lt;br /&gt;
*** 3 Medicine for 1 Tools&lt;br /&gt;
** Will teach the building of a Ship Shield Generator for 5 phases&lt;br /&gt;
&lt;br /&gt;
* Tretiak - 329&lt;br /&gt;
** Um, like, woah, dude.&lt;br /&gt;
** Apparently causes hallucinations for both the person and the ship computer.&lt;br /&gt;
** &amp;quot;Gather Coconuts&amp;quot; to get a free right-side 1-bay cargo expansion full of fiber.  (You can select this option again, unknown result)&lt;br /&gt;
** Swim in lake to fight a monster hand-to-hand, unknown reward for winning.  (You wake up, no further penalty, if you successfully defend but do not successfully attack)&lt;br /&gt;
** Takes extra time to take off due to need to detox&lt;br /&gt;
** Other options unexplored&lt;br /&gt;
&lt;br /&gt;
* Rialla - 330&lt;br /&gt;
** Must learn Riallan to communicate (14/7 phases)&lt;br /&gt;
** Floating aliens&lt;br /&gt;
** Much more maneuverable starships&lt;br /&gt;
** Can purchase a 5-bay warp drone for 2 culture 2 crystals 1 medicine&lt;br /&gt;
*** Drone can warp to any player or commodities market in 1 turn and trade (commodities only on planets, any cargo with players) on your behalf&lt;br /&gt;
*** Drone does not take up any cargo hold space&lt;br /&gt;
** Can purchase a 1-unit fore cargo expansion for 1 culture 1 fluids&lt;br /&gt;
** Can possibly research tri-axis drive construction?&lt;br /&gt;
&lt;br /&gt;
* Organu - 260&lt;br /&gt;
** Telepathic aliens (look like large broccoli)&lt;br /&gt;
*** Will teach Telepathy (15 phases)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Munitions for 1 Radioactives&lt;br /&gt;
*** 2 Munitions for 1 Fluids&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
** Strangways, the leading Organuan expert in biological engineering&lt;br /&gt;
&lt;br /&gt;
* Alkon - 268&lt;br /&gt;
** Must either learn Alkonese (7/14 phases) or hire an interpreter (2 phases, 1 unit of commodities) &lt;br /&gt;
** Jungle world, apparently use lots of Fibers, given the ability to whurffle 60 millennia ago by their gods&lt;br /&gt;
** Teaches Whurffling (hand-to-hand defense)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Fiber for 1 Munitions&lt;br /&gt;
*** 2 Fiber for 1 Culture&lt;br /&gt;
*** 3 Fiber for 1 Iron&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
*** Superhuman Speed gives 50; Serene Contemplation gives another 50; Internal Reorg adds an additional 18 (so SS and SC should be sufficient for success).&lt;br /&gt;
*** Entering the facility gets you one stolen Anti-Gravity Ray; previously used as a pencil-holder, now installed on your ship as a Special.  (I guess you cranked it up to eleven or something.)&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Fluids for 1 Food&lt;br /&gt;
*** 3 Fluids for 1 Munitions&lt;br /&gt;
*** 2 Fluids for 1 Medicine&lt;br /&gt;
*** 2 Fluids for 1 Iron&lt;br /&gt;
** Armory&lt;br /&gt;
*** Pin-Rifle for 1 Tools and 1 Iron&lt;br /&gt;
*** Rocket Pack for 1 Medicine and 1 Radioactives&lt;br /&gt;
*** Immobilizer for 1 Crystals, 1 Fuel, 1 Munitions and 1 Food&lt;br /&gt;
&lt;br /&gt;
* Feldo - 44&lt;br /&gt;
** &amp;quot;Planetary-sized non-motile sentience&amp;quot;&lt;br /&gt;
** First human Feldo met was Vanessa Chang&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Medicine for 1 Fiber&lt;br /&gt;
*** 2 Medicine for 1 Fluids&lt;br /&gt;
*** 1 Medicine for 1 Food&lt;br /&gt;
** Can purchase Primordial Soup (1 culture, 2 fiber, 2 fluids, 1 food)&lt;br /&gt;
** Can learn Internal Reorganization&lt;br /&gt;
** Can trade for ship equipment:&lt;br /&gt;
*** 1 Pressor Beam - 1 fiber 1 iron&lt;br /&gt;
*** 1 Black Cloud - 1 fluid 1 tools&lt;br /&gt;
*** 1 Anti-Energy Field - 1 computers 1 food&lt;br /&gt;
*** 1 Curvature Inductor - 1 crystals 1 culture 1 fiber 1 fluids&lt;br /&gt;
** Can trade for expanded (aft) cargo bay for 1 food, 1 radioactives&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Prior sentient inhabitants killed by volcano with hypnotic power causing desire to fling oneself in&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Can harvest Super Slip (investigate city, then follow rivulet to source)&lt;br /&gt;
** Can get Tri-Axis drive plans (investigate city, search for lab: 1 Warp Core 1 Gradient Filter 1 Iron 1 Crystals 1 Fuel 1 Flame Jewel, code XMCNUJ)&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
* Ethnar - 200&lt;br /&gt;
** Blue and Red Squirrelies battling for mining &amp;quot;green rocks&amp;quot; (Warp Core)&lt;br /&gt;
** Can get &amp;quot;strange weapon&amp;quot; (Ninchuckle) and training from a Squirrelie&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Fuel for 1 Fiber&lt;br /&gt;
*** 3 Fuel for 1 Medicine&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
* Will trade one warp core for 1 Fiber, 2 Medicine, 2 Munitions, 1 Tools&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - 330 (see above)&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
* Arthlan - ???&lt;br /&gt;
** Offers Radioactives&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* From Glossary: Vanessa Chang (2435-2505) - Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Chang discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundry to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she held bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic by strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
** And the Archangel&amp;#039;s crew were also freaked out by whatever was out there; they planned the Outpost trip together with Vanessa, after meeting her on Cordethar.&lt;br /&gt;
** Also, Vanessa took all of her flame jewels with her when they left&lt;br /&gt;
*** Maybe &amp;lt;em&amp;gt;most&amp;lt;/em&amp;gt;&amp;amp;mdash;at least one was left with the Highest Disciple of the Final Church of Man on Leucothea.&lt;br /&gt;
** From Glossary: Flame Jewel - A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
*** Flame Jewel works by focusing the power generated by the three drives in a Tri-Axis system.&lt;br /&gt;
* On February 28, 2493, Chang crash-landed a shuttlecraft in the Fiaran desert. When the Darscians rescued her, they found her and her crew in desparate straits with no fuel, no food, and practically no working equipment. Chang borrowed a subspace radio and successfully contacted some humans closer to home, hearing about the Space Plague. At this point the humans pleaded with the Darscians for a new spaceship to take them to Cordethar (no indication why). New ship (two-axis) Chang attained she called the Lockerbait, and went to Cordethar.&lt;br /&gt;
** Alien shuttlecraft was a primitive system requiring suspended animation due to length of flight; apparently the shuttlecraft belonged to a &amp;quot;rugged, warlike&amp;quot; race because there lots of places for weapons. She abandoned it in the desert.&lt;br /&gt;
** Crew member died on way to Fiara, buried on Koursh (code B8YH9A).&lt;br /&gt;
*** Tried this option, got the message: &amp;quot;Unfortunately, you&amp;#039;re going to have to find the place where Vanessa Chang&amp;#039;s ship crashed before you can start digging for a buried body. Digging where you are now is not very productive.&amp;quot; Does that mean anything to anyone?&amp;amp;mdash;Matthew&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A (maybe?-)relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;br /&gt;
* Gnarsh also visited by beings advising peace who gave them a new communications system, but it&amp;#039;s rigged to translate everything the other side says into an insult (although they still don&amp;#039;t realize this)&lt;br /&gt;
&lt;br /&gt;
==Dreams and Mysterious Map-Giver==&lt;br /&gt;
* Why were we given these maps, and by whom? Is someone hoping that we&amp;#039;ll build a new tri-axis drive, penetrate the density barrier, and discover something in the galactic core?&lt;br /&gt;
* And were the dreams that many or all of us had in our bios a form of mind-control that caused us to set out on this mission in the first place? Was it caused by the same person or persons who gave us the maps?&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Combat&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
** Contact&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Combat Notes=&lt;br /&gt;
* Against the mugger on Moiran, using a blaster and no armor: attack was 125 (or 150?), defense was 0, and overall was successful&lt;br /&gt;
* Against the bear on Gen, using a blaster and a forcefield: attack was 100, defense was 100, and overall was successful&lt;br /&gt;
* Running the Boundary (100 total strength is required to succeed)&lt;br /&gt;
** Tractor Beam (contact) is 16 attack, Photon Torpedoes (projectile) were 50 attack, Ship Shield Generator (armor) was 66 defense, and Auxiliary Rockets (mobility) were 17 defense. Both attack and defense failed.&lt;br /&gt;
** Boarding Robots (contact) is 33 attack, Entanglement Mines (special) is 17 attack, Warp Winder (mobility) is 66 defense, and Pulse Inverter (special) is 34 defense. Attack failed but defense succeeded.&lt;br /&gt;
* Against the hungry dog on Cathedral, Exploder (projectile) is 150 attack, and Telekinesis (special) is 50 attack. 100 total strength was required to succeed, so attack succeeded while defense failed.&lt;br /&gt;
* Trying to land on Gnarsh. Tractor Beam (contact) is 50 attack, Photon Torpedoes (projectile) were 50 attack, Ship Shield Generator (armor) was 100 defense, and Auxiliary Rockets (mobility) were 50 defense. 100 total strength was required to succeed, and so both attack and defense succeeded.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Vocabulary=&lt;br /&gt;
&lt;br /&gt;
*Archangel&lt;br /&gt;
** The spaceship used by the Founders of the Final Church of Man in their journey to discover the Perfect Truth about humanity.&lt;br /&gt;
* Arm&lt;br /&gt;
** See &amp;quot;Galactic Arm.&amp;quot;&lt;br /&gt;
* Atlantis&lt;br /&gt;
** One of the Nine Worlds. Atlantis is lightly inhabited, mostly water-covered, and provides Food to most of the other Nine Worlds.&lt;br /&gt;
* Barratry&lt;br /&gt;
** A breach of duty on the part of the captain or crew of a ship to the injury of the owner of the ship or cargo.&lt;br /&gt;
* Boundary&lt;br /&gt;
** A border encircling the Nine Worlds. The Boundary was established in 2498 A.D. to protect the human planets within it. The Boundary Laws prohibit any spacecraft from entering the area enclosed by the Boundary. The Boundary is demarked by robot buoys that record the passage of any ship and alert the Space Patrol if anyone attempts to cross inside.&lt;br /&gt;
* Cargo Bay&lt;br /&gt;
** The space on an interstellar ship used to transport a unit of cargo.&lt;br /&gt;
* Cargo Drone&lt;br /&gt;
** An unmanned remote-controlled ship equipped with cargo bays and a jump engine, capable of instantaneously transporting cargo (but not people) from one place to another.&lt;br /&gt;
* Chang, Vanessa &lt;br /&gt;
** (2435-2505 A.D.) Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Change discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundary to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she helped bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic but strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* Commodity&lt;br /&gt;
** Any one of the twelve common types of cargo that serve as the basis for interplanetary commerce: computers, crystals, culture, fiber, fluids, food, fuel, iron, medicine, munitions, radioactives, and tools.&lt;br /&gt;
* Computers&lt;br /&gt;
** One of the twelve standard commodities that serve as the basis for interplanetary commerce. Computers are machines that emulate thought processes to perform useful tasks. (See also &amp;quot;ship&amp;#039;s computer.&amp;quot;)&lt;br /&gt;
* Core&lt;br /&gt;
** See &amp;quot;Galactic Core.&amp;quot;&lt;br /&gt;
* Core Stone&lt;br /&gt;
** A mysterious and powerful artifact found by the explorer Soulsinger in the 25th century, and later stolen from him by an alien creature.&lt;br /&gt;
* Crystals&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Crystals are used to collect and control energy, and are used in power generators, spaceship hyperdrives, and navigation equipment.&lt;br /&gt;
* Culture &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Culture is generally equated with native artifacts or artwork, and may include music, videos, literature, and so on.&lt;br /&gt;
* Density Barrier&lt;br /&gt;
** The dividing line between the Galactic Fringe and the Galactic Arm. On the outer (Fringe) side of the Density Barrier, the density of interstellar matter is low enough to allow faster-than-light travel with a dual-axis drive. On the inner (Arm) side of the Density Barrier, the density of interstellar matter is too high for a dual-axis drive, and a tri-axis drive is necessary in order to travel at super-light speeds.&lt;br /&gt;
* Drone&lt;br /&gt;
** See &amp;quot;Cargo Drone.&amp;quot;&lt;br /&gt;
* Dual-Axis Drive&lt;br /&gt;
** A spaceship propulsion system that allows a spaceship to travel faster than the speed of light. Invented by Dr. Anton Wamirian in 2257 A.D., the dual-axis drive made it practical for people to travel between stars, thus starting the period in history known as the Great Expansion. The dual-axis drive system works by collapsing two spacial dimensions into one along the path of the propelled ship.&lt;br /&gt;
* Earth&lt;br /&gt;
** The home world of humanity, now one of the Nine Worlds. Before the Space Plague in 2490 A.D., Earth was the unchallenged center of all human activity. However, civilization on Earth was virtually wiped out by the Plague. Earth was later rebuilt, but few traces of its pre-2500 civilization remain. It is no longer more important than any other human planet, and it shares an equal status with the other eight of the Nine Worlds.&lt;br /&gt;
* Endaur&lt;br /&gt;
** One of the Nine Human Worlds. Endaur is the seat of the Nine Worlds Government and supports a large administrative bureaucracy. It also serves as the headquarters of the Space Patrol, which owns an entire continent covered with military bases.&lt;br /&gt;
* Environmental Suit&lt;br /&gt;
** A standard space suit, capable of resisting vacuum, cold and background radiation.&lt;br /&gt;
* Families &lt;br /&gt;
** Powerful merchant clans, based on the planet Wellmet, who control almost all commerce in the Ghost-worlds. The Families are also rumored to operate a massive illegal smuggling trade across the Boundary.&lt;br /&gt;
* Fiber &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fiber includes many kinds of generally useful synthetic and organic &amp;quot;soft&amp;quot; materials, such as plastic, rubber, and wood.&lt;br /&gt;
* Final Church of Man&lt;br /&gt;
** The principal organized religion of the Nine Worlds, to which the majority of the populace belongs. The Church teaches that it is a sin for human beings to explore space, and that people must instead strive to improve themselves so they can attain perfect souls.&lt;br /&gt;
* Flame Jewel &lt;br /&gt;
** A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* Flexion Glove&lt;br /&gt;
** A specially lined glove, used to safely handle objects emitting harmful radiation.&lt;br /&gt;
* Fluids &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fluids consist of industrial chemicals of all kinds, including acids, lubricants, coolants, and others.&lt;br /&gt;
* Foods&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Foods can mean any sort of edible and nutritive compound, ranging from baked stuffed lobster to new mown hay.&lt;br /&gt;
* Founders&lt;br /&gt;
** The group of people who were responsible for the establishment of the Final Church of Man.&lt;br /&gt;
* Fringe&lt;br /&gt;
** See &amp;quot;Galactic Fringe.&amp;quot;&lt;br /&gt;
* Frontier&lt;br /&gt;
** One of the Nine Human Worlds. Frontier was the last of the Nine Worlds settled prior to the Plague and the establishment of the Boundary. Even today much of Frontier is undeveloped, with a small population clustered in a few large cities.&lt;br /&gt;
* Fuel&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fuel refers to all energy-producing substances, most typically the refined plasma gases suitable for use in fusion generators, but also simple combustibles such as gas, oil, and coal.&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=414</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=414"/>
		<updated>2011-03-09T04:17:19Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* Vanessa Chang */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam (got it!), photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
* Special types of commodity (not available in markets): Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, Synthetic Genius&lt;br /&gt;
* Very special type of commodity (not available anywhere, so far): Flame Jewel&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Nine Worlds - 114&lt;br /&gt;
** Stopped by Patrol when trying to enter, but text implies one should be able to get past with stronger ship attack and defense&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fuel for 1 Culture&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
*** 2 Fuel for 1 Tools&lt;br /&gt;
*** 1 Fuel for 1 Food&lt;br /&gt;
** Tavern bully (unknown what happens if he is defeated)&lt;br /&gt;
** Includes scientific mission studying genetics of bugs - can get Primordial Soup (only once)&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
** 3 bay cargo drone for 1 Crystal, 2 Food&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** 2 Food for 1 Crystals&lt;br /&gt;
** 2 Food for 1 Fluids&lt;br /&gt;
** 3 Food for 1 Fuel&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** 2 Culture for 1 Fiber&lt;br /&gt;
** 1 Culture for 1 Fuel&lt;br /&gt;
** 3 Culture for 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
*** The answer is &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;I do not know the answer&amp;lt;/span&amp;gt;&lt;br /&gt;
*** Answering gives you the chance for a 7-action ritual&lt;br /&gt;
**** Passing the ritual lets you join the secret brotherhood (which has a tenet about not revealing the answer to the riddle, so hopefully they won&amp;#039;t read this wiki)&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash with less than 100 strength&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.  Picking the left door produced a success, unknown if repeatable.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** The planet where the inhabitants of the Archangel met Vanessa Chang.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemindore - 163&lt;br /&gt;
** Inhabited by monkeys, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (via Auxiliary Rockets) (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
** You can also get a free unit of Phase Steel by exploring underground ruins&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Tools for 1 Computers&lt;br /&gt;
*** 2 Tools for 1 Iron&lt;br /&gt;
*** 3 Tools for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Dargen - 294&lt;br /&gt;
** Uninhabited ice world with no oxygen&lt;br /&gt;
** Not clear why Vanessa Chang put this on her map -- &amp;quot;Perhaps if you knew what to look for ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Tretiak - 329&lt;br /&gt;
** Um, like, woah, dude.&lt;br /&gt;
** Apparently causes hallucinations for both the person and the ship computer.&lt;br /&gt;
** &amp;quot;Gather Coconuts&amp;quot; to get a free right-side 1-bay cargo expansion full of fiber.  (You can select this option again, unknown result)&lt;br /&gt;
** Other options unexplored&lt;br /&gt;
&lt;br /&gt;
* Rialla - 330&lt;br /&gt;
** Must learn Riallan to communicate (14/7 phases)&lt;br /&gt;
** Floating aliens&lt;br /&gt;
** Much more maneuverable starships&lt;br /&gt;
** Can purchase a 5-bay warp drone for 2 culture 2 crystals 1 medicine&lt;br /&gt;
*** Drone can warp to any player or commodities market in 1 turn and trade (commodities only on planets, any cargo with players) on your behalf&lt;br /&gt;
*** Drone does not take up any cargo hold space&lt;br /&gt;
** Can purchase a 1-unit fore cargo expansion for 1 culture 1 fluids&lt;br /&gt;
** Can possibly research tri-axis drive construction?&lt;br /&gt;
&lt;br /&gt;
* Organu - 260&lt;br /&gt;
** Telepathic aliens (look like large broccoli)&lt;br /&gt;
*** Will teach Telepathy (15 phases)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Munitions for 1 Radioactives&lt;br /&gt;
*** 2 Munitions for 1 Fluids&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
** Strangways, the leading Organuan expert in biological engineering&lt;br /&gt;
&lt;br /&gt;
* Alkon - 268&lt;br /&gt;
** Must either learn Alkonese (7/14 phases) or hire an interpreter (2 phases, 1 unit of commodities) &lt;br /&gt;
** Jungle world, apparently use lots of Fibers, given the ability to whurffle 60 millennia ago by their gods&lt;br /&gt;
** Teaches Whurffling (hand-to-hand defense)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Fiber for 1 Munitions&lt;br /&gt;
*** 2 Fiber for 1 Culture&lt;br /&gt;
*** 3 Fiber for 1 Iron&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
*** MJ Turner attempted this with Superhuman Speed; it ran a &amp;quot;hand to hand combat vs High Gravity&amp;quot;, requiring a defense score of 100 to succeed. Superhuman Speed gave 50, Laser Reflector gave 0, so failed. Seems to require either a more effective mobility boost (if one exists), or more likely some form of Armor or Defense Special that would give the needed 50. (Levitation?)  Missile Toes are in the same category as Superhuman Speed, so presumably wouldn&amp;#039;t stack effects.&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
&lt;br /&gt;
* Feldo - 44&lt;br /&gt;
** &amp;quot;Planetary-sized non-motile sentience&amp;quot;&lt;br /&gt;
** First human Feldo met was Vanessa Chang&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Medicine for 1 Fiber&lt;br /&gt;
*** 2 Medicine for 1 Fluids&lt;br /&gt;
*** 1 Medicine for 1 Food&lt;br /&gt;
** Can purchase Primordial Soup (1 culture, 2 fiber, 2 fluids, 1 food)&lt;br /&gt;
** Can learn Internal Reorganization&lt;br /&gt;
** Can trade for ship equipment:&lt;br /&gt;
*** 1 Pressor Beam - 1 fiber 1 iron&lt;br /&gt;
*** 1 Black Cloud - 1 fluid 1 tools&lt;br /&gt;
*** 1 Anti-Energy Field - 1 computers 1 food&lt;br /&gt;
*** 1 Curvature Inductor - 1 crystals 1 culture 1 fiber 1 fluids&lt;br /&gt;
** Can trade for expanded (aft) cargo bay for 1 food, 1 radioactives&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Can harvest Super Slip (investigate city, then follow rivulet to source)&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - ???&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* From Glossary: Vanessa Chang (2435-2505) - Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Chang discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundry to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she held bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic by strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
** And the Archangel&amp;#039;s crew were also freaked out by whatever was out there; they planned the Outpost trip together with Vanessa, after meeting her on Cordethar.&lt;br /&gt;
** Also, Vanessa took all of her flame jewels with her when they left&lt;br /&gt;
** From Glossary: Flame Jewel - A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a numbre of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* On February 28, 2493, Chang crash-landed a shuttlecraft in the Fiaran desert. When the Darscians rescued her, they found her and her crew in desparate straits with no fuel, no food, and practically no working equipment. Chang borrowed a subspace radio and successfully contacted some humans closer to home, hearing about the Space Plague. At this point the humans pleaded with the Darscians for a new spaceship to take them to Cordethar (no indication why). New ship (two-axis) Chang attained she called the Lockerbait, and went to Cordethar.&lt;br /&gt;
** Alien shuttlecraft was a primitive system requiring suspended animation due to length of flight; apparently the shuttlecraft belonged to a &amp;quot;rugged, warlike&amp;quot; race because there lots of places for weapons. She abandoned it in the desert.&lt;br /&gt;
** Crew member died on way to Fiara, buried on Koursh (code B8YH9A).&lt;br /&gt;
*** Tried this option, got the message: &amp;quot;Unfortunately, you&amp;#039;re going to have to find the place where Vanessa Chang&amp;#039;s ship crashed before you can start digging for a buried body. Digging where you are now is not very productive.&amp;quot; Does that mean anything to anyone?&amp;amp;mdash;Matthew&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A (maybe?-)relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;br /&gt;
&lt;br /&gt;
==Dreams and Mysterious Map-Giver==&lt;br /&gt;
* Why were we given these maps, and by whom? Is someone hoping that we&amp;#039;ll build a new tri-axis drive, penetrate the density barrier, and discover something in the galactic core?&lt;br /&gt;
* And were the dreams that many or all of us had in our bios a form of mind-control that caused us to set out on this mission in the first place? Was it caused by the same person or persons who gave us the maps?&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Combat&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
** Contact&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Combat Notes=&lt;br /&gt;
* Against the mugger on Moiran, using a blaster and no armor: attack was 125 (or 150?), defense was 0, and overall was successful&lt;br /&gt;
* Against the bear on Gen, using a blaster and a forcefield: attack was 100, defense was 100, and overall was successful&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Vocabulary=&lt;br /&gt;
&lt;br /&gt;
*Archangel&lt;br /&gt;
** The spaceship used by the Founders of the Final Church of Man in their journey to discover the Perfect Truth about humanity.&lt;br /&gt;
* Arm&lt;br /&gt;
** See &amp;quot;Galactic Arm.&amp;quot;&lt;br /&gt;
* Atlantis&lt;br /&gt;
** One of the Nine Worlds. Atlantis is lightly inhabited, mostly water-covered, and provides Food to most of the other Nine Worlds.&lt;br /&gt;
* Barratry&lt;br /&gt;
** A breach of duty on the part of the captain or crew of a ship to the injury of the owner of the ship or cargo.&lt;br /&gt;
* Boundary&lt;br /&gt;
** A border encircling the Nine Worlds. The Boundary was established in 2498 A.D. to protect the human planets within it. The Boundary Laws prohibit any spacecraft from entering the area enclosed by the Boundary. The Boundary is demarked by robot buoys that record the passage of any ship and alert the Space Patrol if anyone attempts to cross inside.&lt;br /&gt;
* Cargo Bay&lt;br /&gt;
** The space on an interstellar ship used to transport a unit of cargo.&lt;br /&gt;
* Cargo Drone&lt;br /&gt;
** An unmanned remote-controlled ship equipped with cargo bays and a jump engine, capable of instantaneously transporting cargo (but not people) from one place to another.&lt;br /&gt;
* Chang, Vanessa &lt;br /&gt;
** (2435-2505 A.D.) Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Change discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundary to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she helped bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic but strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* Commodity&lt;br /&gt;
** Any one of the twelve common types of cargo that serve as the basis for interplanetary commerce: computers, crystals, culture, fiber, fluids, food, fuel, iron, medicine, munitions, radioactives, and tools.&lt;br /&gt;
* Computers&lt;br /&gt;
** One of the twelve standard commodities that serve as the basis for interplanetary commerce. Computers are machines that emulate thought processes to perform useful tasks. (See also &amp;quot;ship&amp;#039;s computer.&amp;quot;)&lt;br /&gt;
* Core&lt;br /&gt;
** See &amp;quot;Galactic Core.&amp;quot;&lt;br /&gt;
* Core Stone&lt;br /&gt;
** A mysterious and powerful artifact found by the explorer Soulsinger in the 25th century, and later stolen from him by an alien creature.&lt;br /&gt;
* Crystals&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Crystals are used to collect and control energy, and are used in power generators, spaceship hyperdrives, and navigation equipment.&lt;br /&gt;
* Culture &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Culture is generally equated with native artifacts or artwork, and may include music, videos, literature, and so on.&lt;br /&gt;
* Density Barrier&lt;br /&gt;
** The dividing line between the Galactic Fringe and the Galactic Arm. On the outer (Fringe) side of the Density Barrier, the density of interstellar matter is low enough to allow faster-than-light travel with a dual-axis drive. On the inner (Arm) side of the Density Barrier, the density of interstellar matter is too high for a dual-axis drive, and a tri-axis drive is necessary in order to travel at super-light speeds.&lt;br /&gt;
* Drone&lt;br /&gt;
** See &amp;quot;Cargo Drone.&amp;quot;&lt;br /&gt;
* Dual-Axis Drive&lt;br /&gt;
** A spaceship propulsion system that allows a spaceship to travel faster than the speed of light. Invented by Dr. Anton Wamirian in 2257 A.D., the dual-axis drive made it practical for people to travel between stars, thus starting the period in history known as the Great Expansion. The dual-axis drive system works by collapsing two spacial dimensions into one along the path of the propelled ship.&lt;br /&gt;
* Earth&lt;br /&gt;
** The home world of humanity, now one of the Nine Worlds. Before the Space Plague in 2490 A.D., Earth was the unchallenged center of all human activity. However, civilization on Earth was virtually wiped out by the Plague. Earth was later rebuilt, but few traces of its pre-2500 civilization remain. It is no longer more important than any other human planet, and it shares an equal status with the other eight of the Nine Worlds.&lt;br /&gt;
* Endaur&lt;br /&gt;
** One of the Nine Human Worlds. Endaur is the seat of the Nine Worlds Government and supports a large administrative bureaucracy. It also serves as the headquarters of the Space Patrol, which owns an entire continent covered with military bases.&lt;br /&gt;
* Environmental Suit&lt;br /&gt;
** A standard space suit, capable of resisting vacuum, cold and background radiation.&lt;br /&gt;
* Families &lt;br /&gt;
** Powerful merchant clans, based on the planet Wellmet, who control almost all commerce in the Ghost-worlds. The Families are also rumored to operate a massive illegal smuggling trade across the Boundary.&lt;br /&gt;
* Fiber &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fiber includes many kinds of generally useful synthetic and organic &amp;quot;soft&amp;quot; materials, such as plastic, rubber, and wood.&lt;br /&gt;
* Final Church of Man&lt;br /&gt;
** The principal organized religion of the Nine Worlds, to which the majority of the populace belongs. The Church teaches that it is a sin for human beings to explore space, and that people must instead strive to improve themselves so they can attain perfect souls.&lt;br /&gt;
* Flame Jewel &lt;br /&gt;
** A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* Flexion Glove&lt;br /&gt;
** A specially lined glove, used to safely handle objects emitting harmful radiation.&lt;br /&gt;
* Fluids &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fluids consist of industrial chemicals of all kinds, including acids, lubricants, coolants, and others.&lt;br /&gt;
* Foods&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Foods can mean any sort of edible and nutritive compound, ranging from baked stuffed lobster to new mown hay.&lt;br /&gt;
* Founders&lt;br /&gt;
** The group of people who were responsible for the establishment of the Final Church of Man.&lt;br /&gt;
* Fringe&lt;br /&gt;
** See &amp;quot;Galactic Fringe.&amp;quot;&lt;br /&gt;
* Frontier&lt;br /&gt;
** One of the Nine Human Worlds. Frontier was the last of the Nine Worlds settled prior to the Plague and the establishment of the Boundary. Even today much of Frontier is undeveloped, with a small population clustered in a few large cities.&lt;br /&gt;
* Fuel&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fuel refers to all energy-producing substances, most typically the refined plasma gases suitable for use in fusion generators, but also simple combustibles such as gas, oil, and coal.&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=413</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=413"/>
		<updated>2011-03-09T04:16:35Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* North */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam (got it!), photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
* Special types of commodity (not available in markets): Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, Synthetic Genius&lt;br /&gt;
* Very special type of commodity (not available anywhere, so far): Flame Jewel&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Nine Worlds - 114&lt;br /&gt;
** Stopped by Patrol when trying to enter, but text implies one should be able to get past with stronger ship attack and defense&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fuel for 1 Culture&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
*** 2 Fuel for 1 Tools&lt;br /&gt;
*** 1 Fuel for 1 Food&lt;br /&gt;
** Tavern bully (unknown what happens if he is defeated)&lt;br /&gt;
** Includes scientific mission studying genetics of bugs - can get Primordial Soup (only once)&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
** 3 bay cargo drone for 1 Crystal, 2 Food&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** 2 Food for 1 Crystals&lt;br /&gt;
** 2 Food for 1 Fluids&lt;br /&gt;
** 3 Food for 1 Fuel&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** 2 Culture for 1 Fiber&lt;br /&gt;
** 1 Culture for 1 Fuel&lt;br /&gt;
** 3 Culture for 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
*** The answer is &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;I do not know the answer&amp;lt;/span&amp;gt;&lt;br /&gt;
*** Answering gives you the chance for a 7-action ritual&lt;br /&gt;
**** Passing the ritual lets you join the secret brotherhood (which has a tenet about not revealing the answer to the riddle, so hopefully they won&amp;#039;t read this wiki)&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash with less than 100 strength&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.  Picking the left door produced a success, unknown if repeatable.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** The planet where the inhabitants of the Archangel met Vanessa Chang.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemindore - 163&lt;br /&gt;
** Inhabited by monkeys, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (via Auxiliary Rockets) (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
** You can also get a free unit of Phase Steel by exploring underground ruins&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Tools for 1 Computers&lt;br /&gt;
*** 2 Tools for 1 Iron&lt;br /&gt;
*** 3 Tools for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Dargen - 294&lt;br /&gt;
** Uninhabited ice world with no oxygen&lt;br /&gt;
** Not clear why Vanessa Chang put this on her map -- &amp;quot;Perhaps if you knew what to look for ..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Tretiak - 329&lt;br /&gt;
** Um, like, woah, dude.&lt;br /&gt;
** Apparently causes hallucinations for both the person and the ship computer.&lt;br /&gt;
** &amp;quot;Gather Coconuts&amp;quot; to get a free right-side 1-bay cargo expansion full of fiber.  (You can select this option again, unknown result)&lt;br /&gt;
** Other options unexplored&lt;br /&gt;
&lt;br /&gt;
* Rialla - 330&lt;br /&gt;
** Must learn Riallan to communicate (14/7 phases)&lt;br /&gt;
** Floating aliens&lt;br /&gt;
** Much more maneuverable starships&lt;br /&gt;
** Can purchase a 5-bay warp drone for 2 culture 2 crystals 1 medicine&lt;br /&gt;
*** Drone can warp to any player or commodities market in 1 turn and trade (commodities only on planets, any cargo with players) on your behalf&lt;br /&gt;
*** Drone does not take up any cargo hold space&lt;br /&gt;
** Can purchase a 1-unit fore cargo expansion for 1 culture 1 fluids&lt;br /&gt;
** Can possibly research tri-axis drive construction?&lt;br /&gt;
&lt;br /&gt;
* Organu - 260&lt;br /&gt;
** Telepathic aliens (look like large broccoli)&lt;br /&gt;
*** Will teach Telepathy (15 phases)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Munitions for 1 Radioactives&lt;br /&gt;
*** 2 Munitions for 1 Fluids&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
** Strangways, the leading Organuan expert in biological engineering&lt;br /&gt;
&lt;br /&gt;
* Alkon - 268&lt;br /&gt;
** Must either learn Alkonese (7/14 phases) or hire an interpreter (2 phases, 1 unit of commodities) &lt;br /&gt;
** Jungle world, apparently use lots of Fibers, given the ability to whurffle 60 millennia ago by their gods&lt;br /&gt;
** Teaches Whurffling (hand-to-hand defense)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Fiber for 1 Munitions&lt;br /&gt;
*** 2 Fiber for 1 Culture&lt;br /&gt;
*** 3 Fiber for 1 Iron&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
*** MJ Turner attempted this with Superhuman Speed; it ran a &amp;quot;hand to hand combat vs High Gravity&amp;quot;, requiring a defense score of 100 to succeed. Superhuman Speed gave 50, Laser Reflector gave 0, so failed. Seems to require either a more effective mobility boost (if one exists), or more likely some form of Armor or Defense Special that would give the needed 50. (Levitation?)  Missile Toes are in the same category as Superhuman Speed, so presumably wouldn&amp;#039;t stack effects.&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
&lt;br /&gt;
* Feldo - 44&lt;br /&gt;
** &amp;quot;Planetary-sized non-motile sentience&amp;quot;&lt;br /&gt;
** First human Feldo met was Vanessa Chang&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Medicine for 1 Fiber&lt;br /&gt;
*** 2 Medicine for 1 Fluids&lt;br /&gt;
*** 1 Medicine for 1 Food&lt;br /&gt;
** Can purchase Primordial Soup (1 culture, 2 fiber, 2 fluids, 1 food)&lt;br /&gt;
** Can learn Internal Reorganization&lt;br /&gt;
** Can trade for ship equipment:&lt;br /&gt;
*** 1 Pressor Beam - 1 fiber 1 iron&lt;br /&gt;
*** 1 Black Cloud - 1 fluid 1 tools&lt;br /&gt;
*** 1 Anti-Energy Field - 1 computers 1 food&lt;br /&gt;
*** 1 Curvature Inductor - 1 crystals 1 culture 1 fiber 1 fluids&lt;br /&gt;
** Can trade for expanded (aft) cargo bay for 1 food, 1 radioactives&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Can harvest Super Slip (investigate city, then follow rivulet to source)&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - ???&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* From Glossary: Vanessa Chang (2435-2505) - Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Chang discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundry to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she held bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic by strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
** And the Archangel&amp;#039;s crew were also freaked out by whatever was out there; they planned the Outpost trip together with Vanessa &lt;br /&gt;
** Also, Vanessa took all of her flame jewels with her when they left&lt;br /&gt;
** From Glossary: Flame Jewel - A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a numbre of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* On February 28, 2493, Chang crash-landed a shuttlecraft in the Fiaran desert. When the Darscians rescued her, they found her and her crew in desparate straits with no fuel, no food, and practically no working equipment. Chang borrowed a subspace radio and successfully contacted some humans closer to home, hearing about the Space Plague. At this point the humans pleaded with the Darscians for a new spaceship to take them to Cordethar (no indication why). New ship (two-axis) Chang attained she called the Lockerbait, and went to Cordethar.&lt;br /&gt;
** Alien shuttlecraft was a primitive system requiring suspended animation due to length of flight; apparently the shuttlecraft belonged to a &amp;quot;rugged, warlike&amp;quot; race because there lots of places for weapons. She abandoned it in the desert.&lt;br /&gt;
** Crew member died on way to Fiara, buried on Koursh (code B8YH9A).&lt;br /&gt;
*** Tried this option, got the message: &amp;quot;Unfortunately, you&amp;#039;re going to have to find the place where Vanessa Chang&amp;#039;s ship crashed before you can start digging for a buried body. Digging where you are now is not very productive.&amp;quot; Does that mean anything to anyone?&amp;amp;mdash;Matthew&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A (maybe?-)relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;br /&gt;
&lt;br /&gt;
==Dreams and Mysterious Map-Giver==&lt;br /&gt;
* Why were we given these maps, and by whom? Is someone hoping that we&amp;#039;ll build a new tri-axis drive, penetrate the density barrier, and discover something in the galactic core?&lt;br /&gt;
* And were the dreams that many or all of us had in our bios a form of mind-control that caused us to set out on this mission in the first place? Was it caused by the same person or persons who gave us the maps?&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Combat&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
** Contact&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Combat Notes=&lt;br /&gt;
* Against the mugger on Moiran, using a blaster and no armor: attack was 125 (or 150?), defense was 0, and overall was successful&lt;br /&gt;
* Against the bear on Gen, using a blaster and a forcefield: attack was 100, defense was 100, and overall was successful&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Vocabulary=&lt;br /&gt;
&lt;br /&gt;
*Archangel&lt;br /&gt;
** The spaceship used by the Founders of the Final Church of Man in their journey to discover the Perfect Truth about humanity.&lt;br /&gt;
* Arm&lt;br /&gt;
** See &amp;quot;Galactic Arm.&amp;quot;&lt;br /&gt;
* Atlantis&lt;br /&gt;
** One of the Nine Worlds. Atlantis is lightly inhabited, mostly water-covered, and provides Food to most of the other Nine Worlds.&lt;br /&gt;
* Barratry&lt;br /&gt;
** A breach of duty on the part of the captain or crew of a ship to the injury of the owner of the ship or cargo.&lt;br /&gt;
* Boundary&lt;br /&gt;
** A border encircling the Nine Worlds. The Boundary was established in 2498 A.D. to protect the human planets within it. The Boundary Laws prohibit any spacecraft from entering the area enclosed by the Boundary. The Boundary is demarked by robot buoys that record the passage of any ship and alert the Space Patrol if anyone attempts to cross inside.&lt;br /&gt;
* Cargo Bay&lt;br /&gt;
** The space on an interstellar ship used to transport a unit of cargo.&lt;br /&gt;
* Cargo Drone&lt;br /&gt;
** An unmanned remote-controlled ship equipped with cargo bays and a jump engine, capable of instantaneously transporting cargo (but not people) from one place to another.&lt;br /&gt;
* Chang, Vanessa &lt;br /&gt;
** (2435-2505 A.D.) Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Change discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundary to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she helped bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic but strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* Commodity&lt;br /&gt;
** Any one of the twelve common types of cargo that serve as the basis for interplanetary commerce: computers, crystals, culture, fiber, fluids, food, fuel, iron, medicine, munitions, radioactives, and tools.&lt;br /&gt;
* Computers&lt;br /&gt;
** One of the twelve standard commodities that serve as the basis for interplanetary commerce. Computers are machines that emulate thought processes to perform useful tasks. (See also &amp;quot;ship&amp;#039;s computer.&amp;quot;)&lt;br /&gt;
* Core&lt;br /&gt;
** See &amp;quot;Galactic Core.&amp;quot;&lt;br /&gt;
* Core Stone&lt;br /&gt;
** A mysterious and powerful artifact found by the explorer Soulsinger in the 25th century, and later stolen from him by an alien creature.&lt;br /&gt;
* Crystals&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Crystals are used to collect and control energy, and are used in power generators, spaceship hyperdrives, and navigation equipment.&lt;br /&gt;
* Culture &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Culture is generally equated with native artifacts or artwork, and may include music, videos, literature, and so on.&lt;br /&gt;
* Density Barrier&lt;br /&gt;
** The dividing line between the Galactic Fringe and the Galactic Arm. On the outer (Fringe) side of the Density Barrier, the density of interstellar matter is low enough to allow faster-than-light travel with a dual-axis drive. On the inner (Arm) side of the Density Barrier, the density of interstellar matter is too high for a dual-axis drive, and a tri-axis drive is necessary in order to travel at super-light speeds.&lt;br /&gt;
* Drone&lt;br /&gt;
** See &amp;quot;Cargo Drone.&amp;quot;&lt;br /&gt;
* Dual-Axis Drive&lt;br /&gt;
** A spaceship propulsion system that allows a spaceship to travel faster than the speed of light. Invented by Dr. Anton Wamirian in 2257 A.D., the dual-axis drive made it practical for people to travel between stars, thus starting the period in history known as the Great Expansion. The dual-axis drive system works by collapsing two spacial dimensions into one along the path of the propelled ship.&lt;br /&gt;
* Earth&lt;br /&gt;
** The home world of humanity, now one of the Nine Worlds. Before the Space Plague in 2490 A.D., Earth was the unchallenged center of all human activity. However, civilization on Earth was virtually wiped out by the Plague. Earth was later rebuilt, but few traces of its pre-2500 civilization remain. It is no longer more important than any other human planet, and it shares an equal status with the other eight of the Nine Worlds.&lt;br /&gt;
* Endaur&lt;br /&gt;
** One of the Nine Human Worlds. Endaur is the seat of the Nine Worlds Government and supports a large administrative bureaucracy. It also serves as the headquarters of the Space Patrol, which owns an entire continent covered with military bases.&lt;br /&gt;
* Environmental Suit&lt;br /&gt;
** A standard space suit, capable of resisting vacuum, cold and background radiation.&lt;br /&gt;
* Families &lt;br /&gt;
** Powerful merchant clans, based on the planet Wellmet, who control almost all commerce in the Ghost-worlds. The Families are also rumored to operate a massive illegal smuggling trade across the Boundary.&lt;br /&gt;
* Fiber &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fiber includes many kinds of generally useful synthetic and organic &amp;quot;soft&amp;quot; materials, such as plastic, rubber, and wood.&lt;br /&gt;
* Final Church of Man&lt;br /&gt;
** The principal organized religion of the Nine Worlds, to which the majority of the populace belongs. The Church teaches that it is a sin for human beings to explore space, and that people must instead strive to improve themselves so they can attain perfect souls.&lt;br /&gt;
* Flame Jewel &lt;br /&gt;
** A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* Flexion Glove&lt;br /&gt;
** A specially lined glove, used to safely handle objects emitting harmful radiation.&lt;br /&gt;
* Fluids &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fluids consist of industrial chemicals of all kinds, including acids, lubricants, coolants, and others.&lt;br /&gt;
* Foods&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Foods can mean any sort of edible and nutritive compound, ranging from baked stuffed lobster to new mown hay.&lt;br /&gt;
* Founders&lt;br /&gt;
** The group of people who were responsible for the establishment of the Final Church of Man.&lt;br /&gt;
* Fringe&lt;br /&gt;
** See &amp;quot;Galactic Fringe.&amp;quot;&lt;br /&gt;
* Frontier&lt;br /&gt;
** One of the Nine Human Worlds. Frontier was the last of the Nine Worlds settled prior to the Plague and the establishment of the Boundary. Even today much of Frontier is undeveloped, with a small population clustered in a few large cities.&lt;br /&gt;
* Fuel&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fuel refers to all energy-producing substances, most typically the refined plasma gases suitable for use in fusion generators, but also simple combustibles such as gas, oil, and coal.&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=391</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=391"/>
		<updated>2011-02-25T02:45:33Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* Vanessa Chang */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam, photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Nine Worlds - 114&lt;br /&gt;
** Stopped by Patrol when trying to enter, but text implies one should be able to get past with stronger ship attack and defense&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fuel for 1 Culture&lt;br /&gt;
*** 3 Fuel for 1 Munitions&lt;br /&gt;
*** 2 Fuel for 1 Tools&lt;br /&gt;
*** 1 Fuel for 1 Food&lt;br /&gt;
** Tavern bully (unknown what happens if he is defeated)&lt;br /&gt;
** Includes scientific mission studying genetics of bugs - can get Primordial Soup (only once)&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** 2 Food for 1 Crystals&lt;br /&gt;
** 2 Food for 1 Fluids&lt;br /&gt;
** 3 Food for 1 Fuel&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** 2 Culture for 1 Fiber&lt;br /&gt;
** 1 Culture for 1 Fuel&lt;br /&gt;
** 3 Culture for 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash with less than 100 strength&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.  Picking the left door produced a success, unknown if repeatable.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemidore - 163&lt;br /&gt;
** Inhabited, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
&lt;br /&gt;
* Feldo - 44&lt;br /&gt;
** &amp;quot;Planetary-sized non-motile sentience&amp;quot;&lt;br /&gt;
** First human Feldo met was Vanessa Chang&lt;br /&gt;
** Market&lt;br /&gt;
*** Not visited yet&lt;br /&gt;
** Can purchase Primordial Soup (unknown price)&lt;br /&gt;
** Can learn Internal Reorganization&lt;br /&gt;
** Can trade for (unknown) equipment&lt;br /&gt;
** Can trade for expanded (aft) cargo bay for 1 food, 1 radioactives&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Can harvest Super Slip (investigate city, then follow rivulet to source)&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - ???&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* From Glossary: Vanessa Chang (2435-2505) - Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Chang discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundry to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she held bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic by strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
** And the Archangel&amp;#039;s crew were also freaked out by whatever was out there; they planned the Outpost trip together with Vanessa &lt;br /&gt;
** Also, Vanessa took all of her flame jewels with her when they left&lt;br /&gt;
** From Glossary: Flame Jewel - A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a numbre of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* On February 28, 2493, Chang crash-landed a shuttlecraft in the Fiaran desert. When the Darscians rescued her, they found her and her crew in desparate straits with no fuel, no food, and practically no working equipment. Chang borrowed a subspace radio and successfully contacted some humans closer to home, hearing about the Space Plague. At this point the humans pleaded with the Darscians for a new spaceship to take them to Cordethar (no indication why). New ship (two-axis) Chang attained she called the Lockerbait, and went to Cordethar.&lt;br /&gt;
** Alien shuttlecraft was a primitive system requiring suspended animation due to length of flight; apparently the shuttlecraft belonged to a &amp;quot;rugged, warlike&amp;quot; race because there lots of places for weapons. She abandoned it in the desert.&lt;br /&gt;
** Crew member died on way to Fiara, buried on Koursh (code B8YH9A).&lt;br /&gt;
*** Tried this option, got the message: &amp;quot;Unfortunately, you&amp;#039;re going to have to find the place where Vanessa Chang&amp;#039;s ship crashed before you can start digging for a buried body. Digging where you are now is not very productive.&amp;quot; Does that mean anything to anyone?&amp;amp;mdash;Matthew&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A (maybe?-)relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;br /&gt;
&lt;br /&gt;
==Dreams and Mysterious Map-Giver==&lt;br /&gt;
* Why were we given these maps, and by whom? Is someone hoping that we&amp;#039;ll build a new tri-axis drive, penetrate the density barrier, and discover something in the galactic core?&lt;br /&gt;
* And were the dreams that many or all of us had in our bios a form of mind-control that caused us to set out on this mission in the first place? Was it caused by the same person or persons who gave us the maps?&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Combat&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
** Contact&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Vocabulary=&lt;br /&gt;
&lt;br /&gt;
*Archangel&lt;br /&gt;
** The spaceship used by the Founders of the Final Church of Man in their journey to discover the Perfect Truth about humanity.&lt;br /&gt;
* Arm&lt;br /&gt;
** See &amp;quot;Galactic Arm.&amp;quot;&lt;br /&gt;
* Atlantis&lt;br /&gt;
** One of the Nine Worlds. Atlantis is lightly inhabited, mostly water-covered, and provides Food to most of the other Nine Worlds.&lt;br /&gt;
* Barratry&lt;br /&gt;
** A breach of duty on the part of the captain or crew of a ship to the injury of the owner of the ship or cargo.&lt;br /&gt;
* Boundary&lt;br /&gt;
** A border encircling the Nine Worlds. The Boundary was established in 2498 A.D. to protect the human planets within it. The Boundary Laws prohibit any spacecraft from entering the area enclosed by the Boundary. The Boundary is demarked by robot buoys that record the passage of any ship and alert the Space Patrol if anyone attempts to cross inside.&lt;br /&gt;
* Cargo Bay&lt;br /&gt;
** The space on an interstellar ship used to transport a unit of cargo.&lt;br /&gt;
* Cargo Drone&lt;br /&gt;
** An unmanned remote-controlled ship equipped with cargo bays and a jump engine, capable of instantaneously transporting cargo (but not people) from one place to another.&lt;br /&gt;
* Chang, Vanessa &lt;br /&gt;
** (2435-2505 A.D.) Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Change discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundary to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she helped bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic but strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.&lt;br /&gt;
* Commodity&lt;br /&gt;
** Any one of the twelve common types of cargo that serve as the basis for interplanetary commerce: computers, crystals, culture, fiber, fluids, food, fuel, iron, medicine, munitions, radioactives, and tools.&lt;br /&gt;
* Computers&lt;br /&gt;
** One of the twelve standard commodities that serve as the basis for interplanetary commerce. Computers are machines that emulate thought processes to perform useful tasks. (See also &amp;quot;ship&amp;#039;s computer.&amp;quot;)&lt;br /&gt;
* Core&lt;br /&gt;
** See &amp;quot;Galactic Core.&amp;quot;&lt;br /&gt;
* Core Stone&lt;br /&gt;
** A mysterious and powerful artifact found by the explorer Soulsinger in the 25th century, and later stolen from him by an alien creature.&lt;br /&gt;
* Crystals&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Crystals are used to collect and control energy, and are used in power generators, spaceship hyperdrives, and navigation equipment.&lt;br /&gt;
* Culture &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Culture is generally equated with native artifacts or artwork, and may include music, videos, literature, and so on.&lt;br /&gt;
* Density Barrier&lt;br /&gt;
** The dividing line between the Galactic Fringe and the Galactic Arm. On the outer (Fringe) side of the Density Barrier, the density of interstellar matter is low enough to allow faster-than-light travel with a dual-axis drive. On the inner (Arm) side of the Density Barrier, the density of interstellar matter is too high for a dual-axis drive, and a tri-axis drive is necessary in order to travel at super-light speeds.&lt;br /&gt;
* Drone&lt;br /&gt;
** See &amp;quot;Cargo Drone.&amp;quot;&lt;br /&gt;
* Dual-Axis Drive&lt;br /&gt;
** A spaceship propulsion system that allows a spaceship to travel faster than the speed of light. Invented by Dr. Anton Wamirian in 2257 A.D., the dual-axis drive made it practical for people to travel between stars, thus starting the period in history known as the Great Expansion. The dual-axis drive system works by collapsing two spacial dimensions into one along the path of the propelled ship.&lt;br /&gt;
* Earth&lt;br /&gt;
** The home world of humanity, now one of the Nine Worlds. Before the Space Plague in 2490 A.D., Earth was the unchallenged center of all human activity. However, civilization on Earth was virtually wiped out by the Plague. Earth was later rebuilt, but few traces of its pre-2500 civilization remain. It is no longer more important than any other human planet, and it shares an equal status with the other eight of the Nine Worlds.&lt;br /&gt;
* Endaur&lt;br /&gt;
** One of the Nine Human Worlds. Endaur is the seat of the Nine Worlds Government and supports a large administrative bureaucracy. It also serves as the headquarters of the Space Patrol, which owns an entire continent covered with military bases.&lt;br /&gt;
* Environmental Suit&lt;br /&gt;
** A standard space suit, capable of resisting vacuum, cold and background radiation.&lt;br /&gt;
* Families &lt;br /&gt;
** Powerful merchant clans, based on the planet Wellmet, who control almost all commerce in the Ghost-worlds. The Families are also rumored to operate a massive illegal smuggling trade across the Boundary.&lt;br /&gt;
* Fiber &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fiber includes many kinds of generally useful synthetic and organic &amp;quot;soft&amp;quot; materials, such as plastic, rubber, and wood.&lt;br /&gt;
* Final Church of Man&lt;br /&gt;
** The principal organized religion of the Nine Worlds, to which the majority of the populace belongs. The Church teaches that it is a sin for human beings to explore space, and that people must instead strive to improve themselves so they can attain perfect souls.&lt;br /&gt;
* Flame Jewel &lt;br /&gt;
** A unique and exquisitely beautiful red and orange crystalline artifact, brought to the Nine Worlds by Vanessa Chang from her space explorations in the late 25th century. In her will, Vanessa Chang gave her Flame Jewel to the Chang Museum on Earth. Although the Jewel has been postulated by scientists to have a number of unique physical attributes, its importance in social terms far transcends any scientific usefulness. It is seen as a symbol for Humanity&amp;#039;s resurgence after the Space Plague, and as a beacon for the future development of civilization on the Nine Worlds.&lt;br /&gt;
* Flexion Glove&lt;br /&gt;
** A specially lined glove, used to safely handle objects emitting harmful radiation.&lt;br /&gt;
* Fluids &lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fluids consist of industrial chemicals of all kinds, including acids, lubricants, coolants, and others.&lt;br /&gt;
* Foods&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Foods can mean any sort of edible and nutritive compound, ranging from baked stuffed lobster to new mown hay.&lt;br /&gt;
* Founders&lt;br /&gt;
** The group of people who were responsible for the establishment of the Final Church of Man.&lt;br /&gt;
* Fringe&lt;br /&gt;
** See &amp;quot;Galactic Fringe.&amp;quot;&lt;br /&gt;
* Frontier&lt;br /&gt;
** One of the Nine Human Worlds. Frontier was the last of the Nine Worlds settled prior to the Plague and the establishment of the Boundary. Even today much of Frontier is undeveloped, with a small population clustered in a few large cities.&lt;br /&gt;
* Fuel&lt;br /&gt;
** One of the twelve standard commodities that service as the basis for interplanetary commerce. Fuel refers to all energy-producing substances, most typically the refined plasma gases suitable for use in fusion generators, but also simple combustibles such as gas, oil, and coal.&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=375</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=375"/>
		<updated>2011-02-18T16:29:34Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* Tri-Axis Drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam, photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Sells fuel&lt;br /&gt;
** Includes scientific mission studying genetics of bugs&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** 2 Food for 1 Crystals&lt;br /&gt;
** 2 Food for 1 Fluids&lt;br /&gt;
** 3 Food for 1 Fuel&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** 2 Culture for 1 Fiber&lt;br /&gt;
** 1 Culture for 1 Fuel&lt;br /&gt;
** 3 Culture for 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash with less than 100 strength&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemidore - 163&lt;br /&gt;
** Inhabited, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Something slippery - maybe Super Slip is present?&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - ???&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Combat&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
** Contact&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
** And the Archangel&amp;#039;s crew were also freaked out by whatever was out there; they planned the Outpost trip together with Vanessa &lt;br /&gt;
** Also, Vanessa took all of her flame jewels with her when they left&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A (maybe?-)relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=373</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=373"/>
		<updated>2011-02-18T15:52:11Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* North */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam, photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Sells fuel&lt;br /&gt;
** Includes scientific mission studying genetics of bugs&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** 2 Food for 1 Crystals&lt;br /&gt;
** 2 Food for 1 Fluids&lt;br /&gt;
** 3 Food for 1 Fuel&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** 2 Culture for 1 Fiber&lt;br /&gt;
** 1 Culture for 1 Fuel&lt;br /&gt;
** 3 Culture for 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash with less than 100 strength&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemidore - 163&lt;br /&gt;
** Inhabited, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Something slippery - maybe Super Slip is present?&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - ???&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Combat&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
** Contact&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=371</id>
		<title>Star Saga</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Star_Saga&amp;diff=371"/>
		<updated>2011-02-18T15:44:11Z</updated>

		<summary type="html">&lt;p&gt;MatthewMurray: /* Vanessa Chang */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Star Saga! Huzzah!&lt;br /&gt;
&lt;br /&gt;
=Characters and Goals=&lt;br /&gt;
* Valentine Stewart (inky, red token): Stylish playboy with a ship and in some kind of trouble, looking for three cargo units of Super Slip&lt;br /&gt;
* Corin Stoneseeker (Ghogg, blue token): Seeking a stone&lt;br /&gt;
** Can build Universal Translator with one each of Synthetic Genius, Computer, Culture, and Tools&lt;br /&gt;
* Jean G. Clerc (Jota, green token): Engineer looking for cool alien ship-upgrade technologies (specifically a tractor beam, photon torpedoes (got &amp;#039;em!), and a ship shield generator)&lt;br /&gt;
** can build a Technology Nullifier with one each of Particle Catalyst, Synthetic Genius, Fuel, Tools, Iron, Medicine&lt;br /&gt;
* Laran Darkwatch (Matthew, purple token): In search of religious fulfillment and the final Sacred Text File (no, I&amp;#039;m serious)&lt;br /&gt;
* Professor Lee Dambroke (vimes, black token), xenobiologist seeking proof of alien life in the form of wacky abilities&lt;br /&gt;
** can build a ship shield generator with one of each phase steel, warp core, munitions, fluids, radioactives, fiber&lt;br /&gt;
** can build a tri-phase drive booster with one of each warp core, gradient filter, iron, crystals, fuel, flame jewel&lt;br /&gt;
* MJ Turner (josh_g, yellow token): ace pilot and all-around hotshot, sekritly hunting an infamous space pirate&lt;br /&gt;
&lt;br /&gt;
=Planets and Marketplaces=&lt;br /&gt;
* Types of Commodity: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, Tools&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&lt;br /&gt;
* Bugeye - 153&lt;br /&gt;
** Sells fuel&lt;br /&gt;
** Includes scientific mission studying genetics of bugs&lt;br /&gt;
&lt;br /&gt;
* Crater - 67&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 tools for 1 culture&lt;br /&gt;
*** 2 tools for 1 food&lt;br /&gt;
*** 1 tools for 1 fuel&lt;br /&gt;
*** 1 tools for 1 iron&lt;br /&gt;
*** 1 tools for 1 medicine&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Entanglement mines: 1 food, 1 fiber&lt;br /&gt;
*** Warp winder: 1 culture, 1 fluids&lt;br /&gt;
*** Pulse inverter: 1 munitions, 1 fuel&lt;br /&gt;
*** Boarding robots: 1 radioactives, 1 medicine, 1 iron&lt;br /&gt;
** Munitions&lt;br /&gt;
*** Stunner: 1 culture, 1 munitions&lt;br /&gt;
*** Hypnotic gas sprayer: 1 food, 1 crystal&lt;br /&gt;
*** Molecular disruptor: 1 iron, 1 medicine, 1 radioactives, 1 fuel&lt;br /&gt;
* Wellmet - 110&lt;br /&gt;
** Wellmet Market&lt;br /&gt;
*** 1 Munitions for 1 Culture&lt;br /&gt;
*** 3 Munitions for 1 Fuel&lt;br /&gt;
*** 1 Munitions for 1 Iron&lt;br /&gt;
*** 1 Munitions for 1 Medicine&lt;br /&gt;
*** 3 Munitions for 1 Radioactives&lt;br /&gt;
** Wellmet personal munitions:&lt;br /&gt;
*** Trade 1 Piercer - 1 Computer 1 Medicine&lt;br /&gt;
*** Trade 1 Exploder - 1 Munitions&lt;br /&gt;
*** Trade 1 Laser Reflector - 1 Fuel&lt;br /&gt;
*** Trade 1 Force Field - 1 Crystal 1 Culture 1 Fiber 1 Iron&lt;br /&gt;
** Wellmet Torrence Family trading&lt;br /&gt;
*** Interested in Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.&lt;br /&gt;
*** Give them one of the above and they will trade for any 3 of Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.&lt;br /&gt;
** Wellmet Slow Eddie Falstaff &lt;br /&gt;
*** There&amp;#039;s a trade triangle. At the Ghost Worlds connection, haulers take bulk cargo (food and chemicals) out to the Ghost Worlds, and bring back rare cargo (wine, clothes, meat, glass, chips, ship parts). At the Space connection, prospectors go into space and bring back space stuff (alien stuff, alien materials, phase steel, anti-inertial) and sell it to the smugglers. At the Boundary connection, smugglers take alien stuff to the Nine Worlds and swap it for bulk cargo.&lt;br /&gt;
&lt;br /&gt;
* Supa - 218&lt;br /&gt;
** 2 Food for 1 Crystals&lt;br /&gt;
** 2 Food for 1 Fluids&lt;br /&gt;
** 3 Food for 1 Fuel&lt;br /&gt;
&lt;br /&gt;
* Moiran - 118&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystal for 1 fiber&lt;br /&gt;
*** 1 crystal for 1 tools&lt;br /&gt;
*** 2 crystals for 1 food&lt;br /&gt;
*** 3 crystals for 1 computer&lt;br /&gt;
** Shipyard&lt;br /&gt;
*** Photon torpedos - 1 Munitions&lt;br /&gt;
*** Magnetic deflectors - 1 Food, 1 Iron&lt;br /&gt;
*** Auxiliary rockets - 1 Medicine, 1 Fiber&lt;br /&gt;
*** Turbo navigation - 1 Computer, 1 Munitions, 1 Radioactives, 1 Tools&lt;br /&gt;
** Tony the Shark&lt;br /&gt;
*** (Warning, can meet mugger at place to buy weapons.)&lt;br /&gt;
*** Blaster - 1 Fluids, 1 Tools&lt;br /&gt;
*** Neuron whip - 1 Computers, 1 Munitions&lt;br /&gt;
*** Missile toes - 1 Fiber, 1 Radioactives&lt;br /&gt;
*** Disintegration gun - 1 Computers, 1 Culture, 1 Food, 1 Medicine&lt;br /&gt;
** Phase Steel Factory&lt;br /&gt;
*** Phase steel - 2 Computers + 2 Food + 1 Fiber + 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Medsun - 63&lt;br /&gt;
** 2 Culture for 1 Fiber&lt;br /&gt;
** 1 Culture for 1 Fuel&lt;br /&gt;
** 3 Culture for 1 Radioactives&lt;br /&gt;
&lt;br /&gt;
* Cathedral - 288&lt;br /&gt;
** Offers Fiber&lt;br /&gt;
** Commodity Market&lt;br /&gt;
*** 2 Fiber for 1 Iron&lt;br /&gt;
*** 3 Fiber for 1 Fuel&lt;br /&gt;
*** 3 Fiber for 1 Tools&lt;br /&gt;
&lt;br /&gt;
* Para-Para - 107&lt;br /&gt;
** 1 Fuel for 1 Computers&lt;br /&gt;
** 2 Fuel for 1 Munitions&lt;br /&gt;
** 3 Fuel for 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Gironde - 182&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Crystals&lt;br /&gt;
*** 3 Computers for 1 Culture&lt;br /&gt;
*** 1 Computers for 1 Fuel&lt;br /&gt;
*** 2 Computers for 1 Radioactives&lt;br /&gt;
** They say they are kept on-planet by mysterious Supervisors who don&amp;#039;t let them leave&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Taking off results in being attacked.&amp;lt;/span&amp;gt;&lt;br /&gt;
**** &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;A good way to escape is to shut down your ship.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==North==&lt;br /&gt;
&lt;br /&gt;
* Ascension - 17&lt;br /&gt;
** Earth-like. Contains intelligent mantis-like aliens who don&amp;#039;t speak Earth Standard.&lt;br /&gt;
** Can teach the &amp;quot;mental shield&amp;quot; ability&lt;br /&gt;
** Taught Jean Clerc how to build a Technology Nullifier&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Crystals for 1 Food&lt;br /&gt;
*** 2 Crystals for 1 Culture&lt;br /&gt;
*** 3 Crystals for 1 Fluids&lt;br /&gt;
&lt;br /&gt;
* Gen - 12&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Culture for 1 Computers&lt;br /&gt;
*** 2 Culture for 1 Fiber&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
** Temple where they inquire, &amp;quot;How does one know the way to truth?&amp;quot;&lt;br /&gt;
** City of Markov which offers LARPing&lt;br /&gt;
*** Has teddy bear which you can fight - suggests some treasure if it&amp;#039;s defeated&lt;br /&gt;
&lt;br /&gt;
* Storage Station 7 - 1&lt;br /&gt;
** DANGER - causes ship crash&lt;br /&gt;
&lt;br /&gt;
* Ouabain - 26&lt;br /&gt;
** They really like games. You may have to solve a puzzle to land. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;Landing pad C is the safe one.&amp;lt;/span&amp;gt;&lt;br /&gt;
** They&amp;#039;ll also give you Synthetic Genius if you successfully solve a puzzle. &amp;lt;span style=&amp;quot;color:black; background-color:black&amp;quot;&amp;gt;The correct door is NOT on the right.&amp;lt;/span&amp;gt; A universal translator would undoubtedly help here.&lt;br /&gt;
** Also, they can teach Telekinesis.&lt;br /&gt;
** Market&lt;br /&gt;
*** 2 Computers for 1 Fiber&lt;br /&gt;
*** 2 Computers for 1 Food&lt;br /&gt;
*** 2 Computers for 1 Medicine&lt;br /&gt;
*** (If you visit the market and are told to read Text 13, you&amp;#039;ll need to get it from [http://crpgaddict.blogspot.com/2011/01/game-43-star-saga-one-beyond-boundary.html?showComment=1297909718528#c5098191637749098285 here] instead, since the scan in the downloadable Passage Finder is wrong.  The Passage Finder linked from the map tool has been updated with the correct passage)&lt;br /&gt;
&lt;br /&gt;
*Cordethar - 33&lt;br /&gt;
** Artificial system containing a black hole and a computer that&amp;#039;s monitoring all activity to send back to its Owners.&lt;br /&gt;
** Infodump planet! Lots of crunchy lot-related goodness. Jean typed it all up and transmitted it to you guys via subspace radio, in the form of texts 75, 607, 16. If you have a Universal Translator or understand High Darscian, then you might get more information out of the colonial period than this.&lt;br /&gt;
** Lost the ability to talk to its Owners thousands of years ago; is gradually getting its abilities back as dual phase interphase levels are recovering&lt;br /&gt;
&lt;br /&gt;
==South==&lt;br /&gt;
&lt;br /&gt;
* Baphi - 247&lt;br /&gt;
** Green and hospitable world, no apparent civilization&lt;br /&gt;
** Abandoned colony&lt;br /&gt;
** Wreckage may include an alien exercise machine granting enhanced speed&lt;br /&gt;
** Can (possibly) harvest one Fluid for 4 phases&lt;br /&gt;
&lt;br /&gt;
* Jaquar - 241&lt;br /&gt;
** Darscian world - need to learn High Darscian (as above)&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 crystals for 1 iron&lt;br /&gt;
*** 2 crystals for 1 fuel&lt;br /&gt;
*** 3 crystals for 1 radioactives&lt;br /&gt;
** 3-bay cargo drone ship available for 2 iron + 1 fuel&lt;br /&gt;
** investigating inertial tech will get you a personal Mass &amp;amp; Inertial Control Belt&lt;br /&gt;
&lt;br /&gt;
* Hootenaller - 359&lt;br /&gt;
** Uninhabited, hospitable, no intelligent life&lt;br /&gt;
** Free food if you take some time to collect it, it seems&lt;br /&gt;
** Some weird stuff about spatial geometry in the area being messed up; dream sequence after resting here about Hootenaller being a &amp;quot;hole&amp;quot; in the barrier between normal space and &amp;quot;dual space&amp;quot;, but that wall is disintegrating (and stuff about dual space being dangerous but powerful whatever blah blah)&lt;br /&gt;
&lt;br /&gt;
* Fiyar - 351&lt;br /&gt;
** Gas giant&amp;amp;ndash;type planet; uninhabitable except for... uh... pyramid ball players?&lt;br /&gt;
** Mine for fuel (2 phases)&lt;br /&gt;
** Search for warp core, a substance used in hyperdrives (3 phases)&lt;br /&gt;
&lt;br /&gt;
* Koursh - 311&lt;br /&gt;
** Crash landing when first arriving - takes a full turn to complete repairs&lt;br /&gt;
** After investigating aliens (which is another full turn), you can leave safely and mine&lt;br /&gt;
** Mine radioactives (3 phases, available after stuff above)&lt;br /&gt;
** Unsure if the solution used to leave planet will let you safely land on returning later&lt;br /&gt;
&lt;br /&gt;
==East==&lt;br /&gt;
&lt;br /&gt;
*Hemidore - 163&lt;br /&gt;
** Inhabited, planet almost entirely covered by water&lt;br /&gt;
** Ships use special maneuverability technology&lt;br /&gt;
** Increase your ship&amp;#039;s maneuverability (4 phases)&lt;br /&gt;
** Install a tractor beam (6 phases)&lt;br /&gt;
&lt;br /&gt;
* Firthe - 226&lt;br /&gt;
** Inhabited, old underwater cities&lt;br /&gt;
** Translation machine can translate to and from Firthian; technology comes from Tralis&lt;br /&gt;
** Super Space Suit Recipe&lt;br /&gt;
*** 1 Primordial Soup&lt;br /&gt;
*** 1 Super Slip&lt;br /&gt;
*** 1 Food&lt;br /&gt;
*** 1 Medicine&lt;br /&gt;
*** 1 Fiber&lt;br /&gt;
*** 1 Fluids&lt;br /&gt;
** Purchase Particle Catalyst&lt;br /&gt;
*** 2 Computers, 2 Fiber, 1 Crystal, 1 Tools&lt;br /&gt;
&lt;br /&gt;
==West==&lt;br /&gt;
&lt;br /&gt;
* Darscold - 125&lt;br /&gt;
** Darscian world&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Culture for 1 Fluids&lt;br /&gt;
*** 3 Culture for 1 Radioactives&lt;br /&gt;
** Can teach Serene Contemplation&lt;br /&gt;
** Institute of Extra-Corporeal Sentience: 1 Synthetic Genius for: 2 Fluids, 2 Radioactives, 1 Fiber, 1 Crystals&lt;br /&gt;
&lt;br /&gt;
* Fiara - 145&lt;br /&gt;
** Darscian world - need to learn High Darscian (7 turns with telepathy or universal translator, otherwise 14)&lt;br /&gt;
** Given technology and secret of space flight by &amp;quot;The Mentors&amp;quot; tens of thousands of years ago&lt;br /&gt;
** Market&lt;br /&gt;
*** 3 Fiber for 1 Computers&lt;br /&gt;
*** 1 Fiber for 1 Crystals&lt;br /&gt;
*** 2 Fiber for 1 Medicine&lt;br /&gt;
** Reaching anti-gravity facility requires crawling through high-gravity section, moving quickly required (?)&lt;br /&gt;
&lt;br /&gt;
* Gnarsh - 91&lt;br /&gt;
** At war. Attempting to land leads to ship-to-ship combat.&lt;br /&gt;
&lt;br /&gt;
* Withal - 137&lt;br /&gt;
** Market in orbiting space station, doing anything on planet requires teaching Withelians Earth Standard (7 turns)&lt;br /&gt;
** 2 Computer + 1 Fiber + 1 Medicine -&amp;gt; 4-space cargo drone, will warp to markets anywhere you&amp;#039;ve visited, only takes one turn no matter how far away&lt;br /&gt;
** Market&lt;br /&gt;
*** 1 Iron for 1 Crystals&lt;br /&gt;
*** 3 Iron for 1 Food&lt;br /&gt;
*** 2 Iron for 1 Medicine&lt;br /&gt;
&lt;br /&gt;
* Corbis - 191&lt;br /&gt;
** Abandoned world, non-sentient cat-like beings&lt;br /&gt;
** Can harvest Fluids&lt;br /&gt;
** Something slippery - maybe Super Slip is present?&lt;br /&gt;
&lt;br /&gt;
* FLN-1 - 133&lt;br /&gt;
** Can mine for radioactives&lt;br /&gt;
** Repeating alien message&lt;br /&gt;
** Hatch requires ship weapons to destroy&lt;br /&gt;
&lt;br /&gt;
* Yrebe - 82&lt;br /&gt;
** Iron planetoid, can mine for iron&lt;br /&gt;
** Used to be creatures now living in the sun, wise and benevolent race allowed transformation to occur&lt;br /&gt;
** Investigating day side causes ship damage (and no useful information)&lt;br /&gt;
&lt;br /&gt;
==Unknown or general information==&lt;br /&gt;
&lt;br /&gt;
* Rialla - ???&lt;br /&gt;
** Can trade for Computers&lt;br /&gt;
&lt;br /&gt;
* Darscian worlds&lt;br /&gt;
** Darscold (original planet), Golden Age, trades Culture&lt;br /&gt;
** Fiara, high gravity with anti-gravity technology, trades Fiber&lt;br /&gt;
** Gazan, unstable with planet-quakes, trades Iron&lt;br /&gt;
** Ioreth, poisonous, trades Medicine&lt;br /&gt;
** Jaquar, strewn across cluster of asteroids, trades Crystals&lt;br /&gt;
&lt;br /&gt;
* Organu - ???&lt;br /&gt;
** Offers Munitions&lt;br /&gt;
&lt;br /&gt;
=Ship-to-ship items=&lt;br /&gt;
* Attack &lt;br /&gt;
** Combat&lt;br /&gt;
*** Boarding Robots - Computer-controlled attack robots that can occupy and overwhelm an opposing ship&lt;br /&gt;
*** Pressor Beam - A ship-to-ship weapon that repulses another ship away from you, with either a descrete &amp;quot;punch&amp;quot; or a steady &amp;quot;push&amp;quot;.&lt;br /&gt;
** Contact&lt;br /&gt;
*** Ram - A ship-to-ship weapon that allows one to attack an enemy ship by actually crashing into it. The ram is primitive in concept, but highly effective in aciton, particularly if the enemy is taken by surprise. The device itself is a large metal plow mounted on a ship&amp;#039;s hull and structurally reinforced to withstand the impact of the collision.&lt;br /&gt;
*** Tractor Beam - A ship-to-ship weapon that attracts another ship towards you, with either a sharp &amp;quot;tug&amp;quot; or a steady &amp;quot;pull&amp;quot;.&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Dimensional Eliminator - A ship-to-ship weapon that folds one of the spacial dimensions out of an enemy ship, causing the enemy ship to flatten out and disappear&lt;br /&gt;
*** Hyperbeam - A powerful weapon that shoots a beam of energy through hyperspace, bypassing all normal defenses&lt;br /&gt;
*** Nuclear Rockets - Guided missiles carrying gigaton-power nuclear warheads. Compared to more modern weapons, nuclear rockets are slow and inaccurate, but if they reach their target they are still very deadly.&lt;br /&gt;
*** Phase Cannon - A ship-to-ship weapon that shoots a steady, piercing energy beam across space.&lt;br /&gt;
*** Photon Torpedos - Small but powerful energy packets that travel at faster-than-light speeds across space and explode at a predetermined target.&lt;br /&gt;
*** Plasma Beam - A thin, very accurate, lower-powered energy beam useful in attacking small targets.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Gravity Ray - A device used to counteract the effects of gravity&lt;br /&gt;
*** Black Cloud - A smokescreen of obscuring particles that blocks the functioning of an enemy ship&amp;#039;s sensors in a region of space&lt;br /&gt;
*** Confuse Enemy Computers - The ability to control or misdirect an enemy ship&amp;#039;s computer with transmissions from your own ship&amp;#039;s computer&lt;br /&gt;
*** Entanglement Mines - Space buoys that, when triggered, project strong hypermagnetic forces, making it difficult for a spaceship to fly past&lt;br /&gt;
* Defense &lt;br /&gt;
** Armor&lt;br /&gt;
*** Curvature Inductor - A device attached to a ship&amp;#039;s hull that creates a curve in the fabric of space, causing matter and energy traveling towards the ship to change direction and veer away&lt;br /&gt;
*** Magnetic Deflectors - Powerful magnetic fields projected in front of a ship&amp;#039;s hull to absorb energy attacks&lt;br /&gt;
*** Ship Shield Generator - An extremely useful device that projects a protective energy field around a ship to absorb both physical and energy attacks.&lt;br /&gt;
*** Stress Bulkheads - Extra supports for a spaceship&amp;#039;s hull to help it absorb the impact of explosions, collisions, energy blasts, etc.&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Auxiliary Rockets - Extra thrusters that give a spaceship more speed and maneuverability&lt;br /&gt;
*** Turbo Navigation - Computer algorithms that enhance the speed and maneuverability of a spaceship by carefully coordinating the drive systems, power generator, directional controller, and other components.&lt;br /&gt;
*** Warp Winder - A device that dramatically increases a ship&amp;#039;s speed for a short time, by initiating and controlling a feedback loop in the warp drive.&lt;br /&gt;
** Special&lt;br /&gt;
*** Anti-Energy Field - An item that causes all energy within a region of space to be neutralized&lt;br /&gt;
*** E.C.M. - (Electronic Counter Measures) Jamming, interference, and other electronic mechanisms for disrupting the functioning of another ship&amp;#039;s navigation, sensor, and computer systems&lt;br /&gt;
*** Pulse Inverter - A ship defense system that reverses the direction of incoming energy beams&lt;br /&gt;
*** Stealth System - Technology that electromagnetically camouflages a spaceship, making it difficult for enemy sensors to detect.&lt;br /&gt;
*** Stress Field - A weapon that creates powerful shock waves in space, alternately pressuring and depressuring an enemy ship&amp;#039;s hull and internal supports.&lt;br /&gt;
*** Technology Nullifier - A device that prevents the operation of all electronic equipment in its area of effect.&lt;br /&gt;
&lt;br /&gt;
=Hand-to-hand items=&lt;br /&gt;
&lt;br /&gt;
* Attack&lt;br /&gt;
** Contact&lt;br /&gt;
*** Stunner - A common hand weapon that delivers an electric shock when it touches your enemy&lt;br /&gt;
*** Piercer - A cheap and easily obtained hand-to-hand weapon that uses a powerful energy &amp;quot;blade&amp;quot; to cut through most materials&lt;br /&gt;
*** Kothan - A combat ability that allows one to strike at an enemy with great strength and accuracy&lt;br /&gt;
*** Molecular Disrupter - A hand-held weapon shaped like a walking staff, with a metallic tip capable of dissolving the molecular bonds in a living creature&amp;#039;s cells&lt;br /&gt;
*** Poisoning - An ability which allows you to effectively poison your enemy during combat&lt;br /&gt;
** Projectile&lt;br /&gt;
*** Blaster - A common hand-held weapon that shoots an energy beam over a short distance (good against a fierce animal)&lt;br /&gt;
*** Exploder - A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses (good against someone with a laser shield)&lt;br /&gt;
*** Disintegration Gun - A hand-held weapon that uses an ultra high frequency energy beam to cause an object to fade out of existence&lt;br /&gt;
*** Ninchuckle - A strangle shaped weapon that, for those with the skill to use it, can be thrown at an enemy, delivering a knockout blow&lt;br /&gt;
*** Pin Rifle - A simple projectile weapon that shoots various kinds of treated needles. The needles can be sharp, explosive, poisonous, blunted, or tranquilizing, depending on the effect desired&lt;br /&gt;
** Special&lt;br /&gt;
*** Hypnotic Gas Sprayer - A device that sprays a potent brain-relaxing chemical, causing most living creatures to go into a hypnotic trance&lt;br /&gt;
*** Immobilizer - A hand-held weapon that generates a stasis field, freezing an enemy in place for a short time&lt;br /&gt;
*** Little Puce Alien - A small purplish creature who likes to float above your left shoulder&lt;br /&gt;
*** Neuron Whip - An electromagnetic wave designed to interfere with the normal transmission of neural signals between the brain and muscles of living creatures, causing intense pain&lt;br /&gt;
*** Telekinesis - The power to exert physical force with the mind alone, causing objects to move around just by thinking about it&lt;br /&gt;
* Defense&lt;br /&gt;
** Armor&lt;br /&gt;
*** Laser Reflector - A protective shield, worn over the chest and torso, which deflects concentrated energy beams. A laser reflector is a useful defense against most energy weapons, such as blasters and ray guns&lt;br /&gt;
*** Skin Armor - Close fitting personal protective gear, designed to combine a high degree of defense with a near-normal freedom of motion&lt;br /&gt;
*** Force Field - A protective energy barrier that surrounds a person, creating an &amp;quot;invisible wall&amp;quot; that blocks both physical and energy attacks&lt;br /&gt;
*** Internal Reorganization - The ability to move one&amp;#039;s internal organs around, making one less vulnerable to attack and speeding up healing&lt;br /&gt;
** Mobility&lt;br /&gt;
*** Missile Toes - A colloquial merchandising name for rocket-assisted footwear, designed to give the wearer greater speed and agility in endeavors such as ballet, sports, and hand-to-hand combat (good indoors)&lt;br /&gt;
*** Rocket Pack - A rocket-propelled device strapped onto a person&amp;#039;s back that enables one to fly short distances (good outdoors)&lt;br /&gt;
*** Darthan - A combat skill that enables a person to evade enemy blows with great speed and precision&lt;br /&gt;
*** Inertia Control Belt - A device that controls the effects of inertia and momentum on a person, allowing one to instantaneously change speed and direction&lt;br /&gt;
*** Superhuman Speed - The ability to run almost as fast as your favorite comic book hero&lt;br /&gt;
** Special&lt;br /&gt;
*** Invisibility - The ability to sneak around unseen; especially useful in tiptoeing up behind your friends and yelling &amp;quot;Boo!!&amp;quot;&lt;br /&gt;
*** Levitation - The ability to elevate oneself off the floor just by thinking about it&lt;br /&gt;
*** Mental Shield - A mentally projected force which protects you from running into walls and keeps other things from running into you (such as bullets, rocks, and knives)&lt;br /&gt;
*** Phrmm - The ability to put a living creature in the mood to be peaceful and friendly&lt;br /&gt;
*** Serene Contemplation - The ability to meditate calmly under great stress, allowing one to think more clearly and react faster&lt;br /&gt;
*** Whurffle - The ability to see a few moments into the future, which comes in handy for dodging projectiles or evading ambushes&lt;br /&gt;
&lt;br /&gt;
=Mysteries and Backstory=&lt;br /&gt;
&lt;br /&gt;
==Dual Space==&lt;br /&gt;
* Apparently, there&amp;#039;s some sort of dual space thing which might be like subspace or hyperspace maybe? &lt;br /&gt;
* Sometimes the connection to it is weaker or stronger; right now, we&amp;#039;re becoming more connected to it (or the wall between us and it is weakening)&lt;br /&gt;
* There&amp;#039;s a hole between normal space and dual space at Hootenholler&lt;br /&gt;
* Cordethar (the Monitoring computer planet that&amp;#039;s been recording everything for thousands of years) will be able to contact its Owners again soon because of dual space interphase levels recovering&lt;br /&gt;
&lt;br /&gt;
==Vanessa Chang==&lt;br /&gt;
* A legendary explorer from centuries past. It&amp;#039;s her maps that we&amp;#039;ve been given (by a mysterious guy in a bar) to help us explore the galaxy.&lt;br /&gt;
* Used to keep a stash of stuff on Cordethar, including flame jewels where she got from the Galactic Arm (on the other side of the Barrier)&lt;br /&gt;
* Everyone who had a tri-axis drive bought their jewels from her&lt;br /&gt;
* Eventually encountered something so scary out there that she gathered everyone with a tri-axis together on a planet called Outpost to convince them to stop traveling past the Barrier anymore&lt;br /&gt;
** Laran is looking for the Outpost because (a) that&amp;#039;s supposedly where his forbears met the Gods, and (b) that&amp;#039;s where he can find the seventh and final sacred text of his religion, the one that explains everything.&lt;br /&gt;
&lt;br /&gt;
==Tri-Axis Drive==&lt;br /&gt;
* Can be made from a warp core, gradient filter, iron, crystals, fuel, flame jewel (if you know how) -- but flame jewels are extremely rare&lt;br /&gt;
* Can be used to pass the High Density Barrier&lt;br /&gt;
* A relevant quote I came across while exploring the Archangel: &amp;quot;The standard Wamirian hyperdrive in use today is the two-axis drive, which suspends the warp core between two anentropic fields, one for each axis. Back in the flying days of the Archangel, the two-axis drive was only a theory, and all ships had but a single axis. This hull, though, seems to have been modified to mount a second and third anentropic field generator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mentors/Others/Etc.==&lt;br /&gt;
* Various races of aliens have a story about a race of aliens who visited them at a point when their civilization was in trouble, who helped them find a new philosophy/way of life&lt;br /&gt;
* May or may not be related to Cordethar&amp;#039;s Owners or the roughly contemporary Clathrans&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>MatthewMurray</name></author>
	</entry>
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