Clarion Station Challenge

rattraveller's picture
rattraveller
November 3, 2017 - 8:58am
The Warriors of the White Light module came with a very nice floorplan of parts of Clarion Station to use in the adventure. It only had this to say about Clarion Station interior:

"Many of the Royal Marines' leisure hours will be spent on the business deck of Clarion Station. The space station business deck plan from the large map can be used if the referee wants to set up any adventures here. This description is only a thin framework for the referee to build upon. The referee should add detail and variety to his descriptions of the business deck, so that Clarion Station develops its own identity different from all of the other stations the map might eventually be used for."  

So, the writers obviously wanted two things; one for the floorplan to be generic and multiuse and to concentrate on the space missions part of the adventure. For my part in the White Light Challenge I wanted to detail the station a little more so that adventures could happen there, and the fun would not end just because they are not on the ship. After all the module did state the crew would be on the ship for four days and on the station for two days.  
To review for those who have forgotten the Warriors of the White Light module had the following additional things to say about Clarion Station:  

"Spaceport Traffic. A starship arrives at Clarion Station about once every 100 to 200 minutes. Shuttles leave for the planet even more frequently. This heavy traffic brings thousands of characters of all four races through the station, so huge crowds can be seen mingling about on the business deck at all hours. The referee can stretch his imagination describing hundreds of beings going about their business with frantic haste.   All of the major corporations in the Frontier have offices at Clarion Station. Agents for these companies can be encountered throughout the business deck. Independent freighter owners and pilots are also common, searching for cargos and buyers.  

"Entertainment. Nightclubs and restaurants of all sorts are common on the station, from the cheapest dive to the most elegant dining room. A dinner can be purchased costing from 5 Cr to 200 Cr. Many places have live music.   The "Dance and Dice" is a favorite hangout for spacers of all types. Characters can try their luck gambling by rolling d100. The minimum bet is 50 Cr. The following are winning rolls:
Dance and Dice Gambling Dice result (d100)         Payoff on Bet
                                00                                      25 X bet
                                99                                     10 X bet
                    Any other doubles                           7   X bet
                      Any other result                           no payoff  

There are rumors that the dice at the "Dance and Dice" are not always honest. The referee should feel free to alter any result he does not like. Of course, the club keeps a number of "Goons" on hand to reason with players who do not understand or appreciate such tactics.  

Security. The Royal Marines are in charge of station security. Although the characters responsible for this police work are in a separate branch of the service, all Royal Marines in the area can be called in to help when trouble breaks out.   From these paragraphs and the station map we can draw enough conclusions to have a good idea of what kinds of beings and places we can find on Clarion Station.  

General Notes
Time on Clarion Station is measured in two ways. All clocks on station show both Galactic Standard Time and Clarion Planet Time. This is not much of a problem since the lights are always on on most of the decks. Almost all of the businesses on the station are also open at all times to handle the never-ending flow of space traffic. Personnel on the station work shifts based on their employer's time standard. Meaning Megacorp employees work on Galactic Standard Time while those who work for and/or are from Clarion work on Clarion Planet Time.  

Language on the station for both announcements and signage is Pan-Gal. There are special universal translators available for free at all entry points to the station (although if you require one for a special language it can be arranged). These universal translators can also translate the signs on the station by holding it up to the sign's translation dot.  

Shuttles run from Clarion Station to the planet's surface on a continual basis. Although there is only one starport on Clarion, there are shuttle landing ports in every major city, many of the minor cities and many more private ones owned by nobles, megacorps, rich merchants and private and public organizations. To take one of the regularly scheduled shuttles to the surface is a simple matter of buying a ticket at one of the numerous Shuttle Ticket Machines (STM) throughout the station or by logging on to the station's computer system and using the ticket purchasing site. However, if you wish to take a personal shuttle to the surface you must first get clearance from Clarion Station Space and Air Traffic Control and then either dock your shuttle for inspection or rendezvous with a Clarion Marine Inspection ship. Landing a shuttle on the planet's surface without an inspection is a major felony.  

All of the housing on Clarion Station is owned and operated by Clarion Station. Housing on Clarion Station is actually divided into four different types. First there is the short-term tourist units. These are rented by the hour and day and have very limited amenities. All furniture is modular and can quickly be changed to suit the different races. The whole area is open with rooms opening by use of the renter's ID Card. Next is long term tourist units. These are not really used by tourists but more by business beings conducting deals on the station and spacers looking for a break or employment. These are rented by the day and week and have reasonable amenities. The whole area is open with rooms opening by use of the renter's ID Card. Next are long term units rented out to the various megacorps and individuals who work on the station but are not station employees. These units can be rented individually or as blocks of units depending upon how many employees the renter's wanting to have. There are additional fees if the renter's wish to use more than the basic station services such as schools for dependents, station cafeteria, or more than basic health services. The whole area is closed, and access is by use of the renter's ID Card. Lastly there is the housing for Clarion Station employees. These have the most amenities and are assigned based on the job of the employee and are considered part of the employee's compensation. Of course, an employee may "upgrade" their housing assignment by paying the difference in price. The Clarion Royal Marines barracks are in this category. The whole area is closed, and access is by use of the renter's ID Card. It should be noted that there are a few areas which do not fit into these categories. Some hotel chains rent units and provide these rooms with additional services for a higher fee to cover costs. Other units are rented out long term by either private companies who visit the station frequently visit the station but do not stay here. This gives them a "home" of sorts. There are also some units which are "owned" various governments and have embassy status on the station.

The following are examples of what each of the deck plan locations could be:  

Both the Frontier Lounge and Spacer Club are owned by the Famous Clarion Chef and Holovid Cooking Show star Manny Porchet. He does not spend much time at either location but does check in regularly with the Head Chef and Mixologist in Charge
Frontier Lounge
Real Name-Frontier Lounge
Owner- Manny Porchet
Important beings-Head Chef Sonny (Dralasite)
Location on Station-Commercial Deck 1
General Business-Sale of classic Clarion luxury meals with music performances
Fun Facts-The Frontier Lounge is a high-end restaurant with a set menu of classic Clarion dishes and drinks that are hard to find even on Clarion. Typical meals are at least three courses and cost between 75 credits to 150 credits although there are some special-order items which are 200 credits. The wait staff is all biological beings and top notch. The bands which appear on the stage play current popular Clarion music and are either up and comers with no or one hits or bands which are on "reunion tours".  

Spacer Club Real Name-Spacer Club
Owner- Manny Porchet
Important beings- Mixologist in Charge Hatlock (Yazirian), Head Bouncer Dalton [Gorlian (who are not Yazirans)]
Location on Station-Commercial Deck 1
General Business-Sale of drinks and some light snacks Fun Facts-When a holovid show is looking for a seedy space bar this place is made to order. Tourists who wander in here usually leave quickly but if they stay then they had better fit in quick or they will be encouraged to leave. Relaxants and Intoxicants from Star Play Industries are the largest part of the menu here with a few snack type items available. There is no house gambling here, but a few games of chance will be found being played at the tables. As long as they stay friendly the several bouncers (some of whom are off duty Clarion Royal Marines) will not interfere.  

Food Court Kitchen
Real Name-SynthCorp Hot Sandwich Shop
Owner-Tolstoy (Dralasite)
Important beings-Sandbot 3000 (Robot)
Location on Station-Commercial Deck 1 General Business-Sale of quick made sandwich items for all races.
Fun Facts-A standard outlet of Synthcorp Hot Sandwich Shop, just like the thousands of others scattered across the Frontier. The menu is limited but you can expect the food to be the same good taste and quality as found at the other outlets. This is greatly aided by the fact the food is prepared by a Sandbot 3000 food preparation bot who is also the mascot of the chain. The owner of this particular outlet can be found here at most times making sure things are going right and greeting the customers. Meals here cost between 10 credits and 20 credits, except for the Famous Little Ones Meals which are 5 credits.

Clothing Store
Real Name-Cover Ups
Owner-Justin and Thea Preen
Important beings-No other employees
Location on Station-Commercial Deck 1
General Business-Sale of personal clothing of a plain and functional style
Fun Facts-While there are many articles of clothing on display in the store they are not what is usually sold. Due to the vast number of sizes and styles that the four core and many minor races come in it is more practical to keep pieces of clothing on hand and then sew them together after scanning the clients measurements. This is not a place for "fancy duds". You can get most everyday clothing and work clothes and the outfit can usually be assembled in 10 to 20 minutes for between 30 credits to 100 credits.  

Jewelry Store
Real Name-Water under the Bridge
Owner-Marge Wimperson (Human)
Important beings-Head Salesperson Lanker (Vrusk)
Location on Station Commercial Deck 1
General Business-Sale of personal ornamentation items both valuable and not
Fun Facts-The number of items which could be considered jewelry in the Frontier numbers in the millions. This store specializes in Clarion water crystal jewelry. This is the only store not on the planet which sells these items, so it is surprisingly popular for such a small store. These crystals are used in rings, bracelets, earrings, necklaces, headbands, brooches, cufflinks, cape clasps, and many other similar items. They also can implant the crystals in Dralasite skin which is very popular with the Aquarian Dralasite Clique.  

Souvenirs
Real Name-Everything Clarion
Owner- Walt Flags (Human)
Important beings- Betty Flags (Human)
Location on Station-Commercial Deck 1
General Business-Sale of items to commemorate your trip to Clarion
Fun Facts-Most of the items in this store are of the cheap plastic variety and come in many different forms. Some are things are generic to all the core four races while others are made to appeal to specific races like the Clarion Mudflat Incense Burners for Dralasites. The business is run by a father-daughter team who are both from Clarion.  

Zoological Garden
Real Name-Clarion Woodland Meadow Area
Owner-Clarion Station
Important beings-Chief Warden Doctor Lazarus Wellby VD (Human)
Location on Station-Commercial Deck 4
General Business-Psychological relaxation, air replenishment and animal breeding.
Fun Facts-This is one of several park areas on Clarion Station. While it is expensive to set up and run, it provides many benefits for the station and the planet. First the plants here help to freshen the air on the station. Next the animals which are allowed to roam this area are all on the Clarion Endangered Species list. This gives them a safe area to be bred and live in something close to their natural environment. Next for those who have been aboard ships and the station for a long time it allows them a natural area to unwind without having to go down to the planet. This has been found to reduce depression and violence on the station.  
Sounds like a great job but where did you say we had to go?
Comments:

sevanwint's picture
sevanwint
November 3, 2017 - 10:23am

Don’t know if this would help you or not, but this is what I have for the Clarion Station Background for the Warrior of White Light Campaign. I hope to be using if for a couple of encounters for the Frontier Explorer. Some basic assumptions I made:

     Clarion Station has a radius of 500 m

     The station rotates every 44.924 seconds

     Decks are 5 m apart

     Decks are numbered from the centre out, with the outer deck being 100. This has the advantage of having the deck number tell you how what percentage standard Clarion Gravity the deck is at.

     The ring is divided in to 16 sections, each separated by a maintenance section that includes lifeboats, airlocks, etc.

Locations are given by an alpha numeric in the form of the deck number, followed by the designation of what type of area           (C=commerce, R=residential, A=administration, and H=all hub locations). So 100C1 is a commerce deck in section 1, on deck 100. Hub locations do not have sections, so 35H would be deck 35 in the hub. Decks 1-14 do not exist.

     Elevators to the hub can be found as sections 1, 5, 9, and 13.

 

Section 1 Locations


Promenade (100C1-98C1)

The three rim-most decks of the commerce area of section 1 are referred to as the Promenade. Balconies lined with Shops on decks 99(the mezzanine) and 98 (the terrace) overlook the large open space.  

Note: Because of the loss of mass due to the large open space on decks 100-98 in section 1, large water tanks have been placed on decks 96 and 95, as well as a swimming complex in the royal marine barracks to help balance the mass distribution.


The Arcade (100C1)

A cluster very small shops squeezed under one side of the mezzanine (99C1) known for having some of the narrowest corridors on the station.


Dance and Dice (98C1-97C1)

The primary hangout for most of the Royal Marines, primarily because of its proximity to the barracks. Known for gambling and being very low class.

 

Royal Marine Barracks (93R1-84R1)


Royal Marines Offices (84A1)


Infirmary (84A1)


Behavioural Modifications Unit (83A1)

Though controversial on some systems (and with the anti-monarchists of Clarion), Behaviour Modification is used extensively for most offenses on the station. If not effective, prisoners are incarcerated planetside. The unit is run by the aloof Vrusk, Dr. Ziff’kli’kla, and his assistant Lt. Zara Breen.


Psycho-Social Department (80A1)

A small branch that uses computer modelling to predict the behaviour of the population of Clarion Station and profile criminal behaviour. The department is run by Lieutenant Anders Galca, a tall, slight young man with a meticulously kept beard, and moustache too large for his frame. He is the son of Baron Galca of Nazine


LACS (Logic Assessment Control System) Control Room (79A1)

The level 6 main computer for the Royal Marines. The Senior Technician is Amro Jervis

 

Section 4 Loactions


Napier’s (100C4-98C4)

A high end dance hall famous for its plastiglass dance floor that allows “dancing in space.” It is the favorite hangout of the Vrusk “facilitator” Klack’Zeek, who can find a buyer for anything.

 

Section 5 Locations

Pan Galactic Plaza

 

Section 7 Locations

CDC Offices

 

Section 9 Locations

Spacer’s Club

Frontier Lounge

 

Section 13 Locations

Streel Offices

 

Section 15 Locations


Malco Enterprises Office (98C15)

The office of Blooda Bon-bo, a dralasite rumoured to be in charge of Malthar operations in White Light.


Lost Reach (98C15)

The favorite hangout of Blooda Bon-bo, Lost Reach is the only place on Clarion Station with live blow singers. Also known for their water pipes, spice bars, and lots of lounging bowls. The only bar on Clarion Station that you cannot get Ixiol (the Malthar want to keep their place clean.


jedion357's picture
jedion357
November 3, 2017 - 5:06pm
Dalton, so he's one of those Gorlians.

Curious if there is a menu of the actual rents for all the rental properties.

What's the job listing for being a bouncer at the spacer bar, I might want to apply- or rather what's it pay? 

Sevenwint and Rattraveller's vision for Dance and Dice are at odds. One is as a dive and the other is high end. I'd vote for high end personally. I like the idea of a mezz and terraced level. 

Question: wouldn't Tolstoy be the franchisee instead of owner for what is obviously a chain? 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 3, 2017 - 5:13pm
I'd like to know more about Clarion water Crystal and why a Dralasite would implant it in his skin

As well as mud flat incense burners.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

sevanwint's picture
sevanwint
November 3, 2017 - 5:24pm
I figured since the dance and dice had a reputation for cheating, it would be low class establishment. 

sevanwint's picture
sevanwint
November 3, 2017 - 5:28pm
I was also thinking that it would make sense that one of the rarely used warehouse units in the hub would sometimes be used by yazarians to blow off some steam gliding. 

jedion357's picture
jedion357
November 3, 2017 - 5:35pm
Gliding will need gravity won't it? I'm thinking they like jumping off the terrace over the parks areas. 

High end food and style doesn't negate cheating. 

Cheating could be house policy or dealer initiative. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

sevanwint's picture
sevanwint
November 3, 2017 - 5:42pm
The hub would have between 20 and 38 percent normal gravity depending on the location. 

Shadow Shack's picture
Shadow Shack
November 3, 2017 - 6:39pm
jedion357 wrote:
Cheating could be house policy or dealer initiative. 

Odds always favor the house, even before the cheating begins the deck is already heavily stacked against you. These Vegas casinos haven't prospered during two recent economic downfalls by offering huge payouts to anyone waltzing through the front door...
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

rattraveller's picture
rattraveller
November 3, 2017 - 8:21pm
Some quick answers and more later when I have time. Just got off work.

Sevarwint and my Dice and Dance are not at odds. I just listed what was in the module. Sevarwint detailed it. You might think my Spacer Lounge is the Dice and Dance, it is not. 

Job listing for a bouncer? Watch "Road House" and send an application in on your Chronocom to 578473273947937.

Tolstoy might better be listed as Store Manager but I was using a generic entry line. Megacorps do not franchise.

Clarion Water Crystals? You don't know what Clarion Water Crystals are? They are techno-babble for a background item I haven't fleshed out but like many a sci fi writer just threw the name out there for the reader to use their imagination. 

Gliding is STRICTLY forbidden on Clarion Station. Space is at a premium on a very busy space station so no forgotten places like that Deep Space 9 place or entire decks taken over by the dregs for their own purpose without paying the Clarion Government like on that Babylon Five place. Oh and definitely NO Dralasite Live Bowling except on Commercial Level 3 where they have a licensed place for that.

Cheating does not necessarily mean a bad thing. I once knew this guy named Rick who wanted to mess with his buddy Louis and "cheated" to give Louis' wannabe girlfriend's husband the cash he needed. Also I heard some scuttlebutt the the Dice and Dance makes sure Sergeant Apone always comes out ahead and he makes sure some of the contraband liquor makes its way to that one storage unit where those darn Vihm keep stealing it.

Sevarwint will look at your stuff tomorrwo need so sleep period now. 
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
November 3, 2017 - 8:20pm
Drat just reread the planet discription and it specifically says there is no native animal life on Clarion, so will change the zoological garden.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
November 4, 2017 - 7:11pm
The fun thing about gaming is that things do not have to be what they say they are. So here are some examples of what each of the deck plan locations could be if this was a section of the Pan Galactic Corporate Offices located on Clarion Station or maybe even on a planet somewhere:

  All of these locations are located close to where the Pan Galactic Corporation has the quarters for their employees. Total number of employees on the station varies but usually numbers around three hundred and includes; Salesbeings for the shops on the station, dock crews who handle the loading and unloading of space ships with Pan Galactic Corporation cargo, representatives to the Clarion Government (lobbiests), shuttle crews for Pan Galactic Corporation shuttle fleet, support staff for the employees both administrative and logisticals and many temporary employees such as space ship crews, employees in route to other locations, various employees who work on Clarion but shuttle up for meetings and such.

Frontier Lounge
Real Name- Pan Galactic Corporation Meeting and Training Room
General Business-Place for large group meetings and mandatory training events
Fun Facts-The Meeting and Training Room is pretty much what it sounds like. Every large company has the mandatory safety holovids their employees must watch, the mandatory pep talk meeting from the CEO, the mandatory instructions on new product roll out, the mandatory holiday fun time get together with holovid greeting from the CEO, the mandatory we are doing this charity and why you should give your all to it meeting and others. Food and drink are served depending on the occasion. Strength of drinks depends on how cooperative the execs want the employees or on how bad the news is.  

Spacer Club
Real Name- Pan Galactic Party Den
General Business-Place for employees to come and relax and enjoy themselves.
Fun Facts-This place is similar to a sports bar, fun place to meet at the end of the day or coffee shop. There is a wide variety of food and drink available for purchase although some can come from your Pan Galactic Corporation meal allowance. Pan Galactic Corporation employees are allowed to bring non- Pan Galactic Corporation employees here as long as they are logged in with security. This place also has a hidden purpose. Some of the business cultures in the Frontier work a little during the work day but the real business is done after hours. The Pan Galactic Party Den gives the Pan Galactic Corporation a place they can bring clients and prospective clients too that they can totally control.  

Food Court Kitchen
Real Name- Pan Galactic Corporation Meal Allowance Station
General Business-Keeping the Pan Galactic Corporation workforce full and happy.
Fun Facts-As part of their compensation for working on a space station far from anywhere civilized, all Pan Galactic Corporation employees can get all their meals and snacks for free from this place. While they are free to eat at any place on the station, Pan Galactic Corporation prefers they stay close in case they need to be called back to work.  

Clothing Store Real Name- Pan Galactic Corporation Employee Uniform Services 
General Business-Providing for the clothing needs of Pan Galactic Corporation employees
Fun Facts-To help Pan Galactic Corporation employees keep to their assigned jobs, many of the basic household services like maid service and meal preparation are done for them. This place is where employees are given their uniforms and where they bring them for cleaning and maintenance. Personal clothing items may also be brought here and will be done for a small fee deducted from their salary.  

Jewelry Store
Real Name- Pan Galactic Corporation Employee Welfare
General Business-Assisting Pan Galactic Corporation employees with any problem they may have with their employment.
Fun Facts-Basically what we call Human Resources today, it should be noted this is the smallest office of the group. In fact, there is only one living employee and most of this space is dedicated to special computer terminals where employees get their periodic reviews, special announcements, reassignments, internal job applications and pink slips. The one living employee is there to handle special things and it is usually considered a bad thing to be called into to see her.  

Souvenirs
Real Name- Pan Galactic Corporation Security Service
General Business-A combination of security guards and investigative service.
Fun Facts- Pan Galactic Corporation has millions of credits worth of material, investment and personnel on Clarion Station. To protect all this takes a unique group who have to perform many different boring and challenging activities. From watching CCHV (closed circuit holovid) all day to finding out who is stealing strawberries from the Pan Galactic Corporation Meal Allowance Station to preventing industrial espionage, this crack team can do it all. Although special teams who handle special trouble are often hired and/or report here. The regular security staff is not jealous of them at all.
Sounds like a great job but where did you say we had to go?

jedion357's picture
jedion357
November 5, 2017 - 4:01am
rattraveller wrote:


Sevarwint and my Dice and Dance are not at odds. I just listed what was in the module. Sevarwint detailed it. You might think my Spacer Lounge is the Dice and Dance, it is not. 



my bad, was at work reading off of the cell phone
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
November 5, 2017 - 1:37pm
History of Clarion Station

  Some clarifications, tried to use Zeb's to get a baseline for this and it said Clarion was discovered in 60 PF. BUT the Warriors of the White Light module that Clarion was founded 400 years ago and this if you go with the current monarchs being the only rulers of the planet. Yes, I know what you are going to say so dropping Zeb's and just using some common ideas. Corrections would be appreciated.  

In around 410 PF a human survey vessel found a possible habitable planet in the White Light system. A young noble family won the right to colonize the planet through a Colonization Tourney. They collected a number of their retainers and serfs and made arrangements for a survey and colonization vessel which they tool the system.

They arrived around 390 PF and began the survey of the system and of the planets. Finding the second planet in the system to be habitable, they then brought the survey and colonization vessel into orbit around that planet and began a one-year (system planetary time, not the time their own time) survey and exploration of the planet. During this year many things were accomplished; a complete map of the planet in all dimensions, geological surveys, weather patterns plotted, settlement locations determined, biology of the planet inventoried from microorganisms to macro-organisms, vaccines developed for new viruses and bacteria discovered, time aboard the survey and colonization vessel adjusted to be complimentary to planet side time, work assignments and roles finalized for all those going planet side and training and rehearsals for those who needed it and a few hundred other things like establishing a satellite network were completed.

On the designated day, the twelve landing modules (one for the ruling Clarion family and their serfs and the other eleven for their retainers and their serfs) detached from the survey and colonization vessel and landed on the planet. The long work of building the colony ground side began. Meanwhile the crew of the survey and colonization vessel continued in orbit to provide support to the colonists. Over the course of the last 400 years the original survey and colonization vessel has evolved and been modified until it is today the Clarion Station.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
November 5, 2017 - 1:41pm
Rumors and Legends of Clarion Station

  When a place is as old as the Clarion Station many rumors, legends, ghost stories, Yazirian mythakes, Dralasite debate haunting points, Vrusk etiquette roots and more build up about a place. Here is a listing of some of the more well-known ones.  

The Original Control Room-Has the station has been modified and damaged and worn out systems and sections have been replaced, you would be very hard pressed to find anything from the original survey and colonization vessel. In fact, the Clarion Royal Historical Society will pay good credits for any items which can be proven to be from the original survey and colonization vessel. It is said that when they were modifying the survey and colonization vessel into the Clarion Station they kept the bridge control as a backup in case the new control systems did not work. This went for several system upgrades as the new control room and the station expanded. Supposedly one day they closed up the door to the original control room and did not open it again. The key and the location were both lost over time. There are two reasons this legend prevails. One is that the Clarion Royal Historical Society will not only pay a fortune to the finders of this historic place but will sponsor the finders for a Knighthood on Clarion. The second is much more sinister. Since the purpose of keeping the original survey and colonization vessel control operational was so it could control the station while modifications were done on the new control room. If terrorists or criminals could find the original survey and colonization vessel control room, they can take over the entire station.  

The Black Economy-There are secret and not so secret black markets everywhere there are regular markets. It really does not take too much effort to find the "hard to acquire" items they wish to purchase even on Clarion Station. But there are rumors of a much bigger and larger Black Market that is centered Clarion Station. This Black Economy is supposed to have entire deck blocked off to itself including access to several shuttle docking ports and airlocks that do not register their usage on the any of the Clarion Station control boards. This would speak to levels of corruption and bribery that would bring down the Clarion government. It is said the Black Economy is controlled not by any criminal boss or organization but by the Black Economy merchants who run it through a democratic system. While where the goods and services come from may be in question that does not mean there is no law in the Black Economy. The Black Economy functions on the principal of "A deal is a deal". Breaking a deal will bring the full and considerable weight of the Black Economy upon you. This includes talking about the Black Economy to those you shouldn't. Of course, that is only if the place actually exists.  

The Mystic-It is rumored that there is an alien of some unknown determination who has hidden itself (no one is sure of its gender or if it even has one) deep in the bowels of Clarion Station. The location is supposed to close to a leaking radiation source on the station, one big enough to be noticed but too small for the station maintenance personnel to bother with. The reason the alien stays down there is that it is an extremely powerful psionic creature capable of seeing into the future. These images are slowly driving the alien insane, so it stays by the radiation as a way to dampen the effects. But still an alien has to eat and drink and has a few of the basic necessities of living. So, if you know where to look and are lucky enough to find the A-lien, for a fee it will tell you what it can see of your future.  

R.O.U.S-There is a persistent rumor of a special type of vermin running loose on Clarion Station. Despite the many control measures taken in both immigration to the station and regular sweeps of sonic and poisonous gas in uninhabited areas of the station, many beings on Clarion Station report seeing Rodents of Unusual Size in dark and not well travelled areas. No violence has ever been reported but the disappearance of many items, especially electronic items and possibly some beings is said to be linked to the ROUS.  

The Maze-There are rumors of many types of not so wholesome family entertainment on Clarion Station; Human fight clubs, Vrusk martial artists death matches, Yazirian Death Fall groups, Dralasite Eating Competitions (you don't want to know) but the most persistent is that of the Maze. It is said that a long unused corridor of the station has been converted into a deadly obstacle course in which volunteers compete in various heats to win prizes. Sometimes they are the runner is against the clock, sometimes they are run in heats with the best time winning, sometimes it is two or more beings running at the same time with only one winning. It is not known how deadly the Maze is. Some say many of the contestants never finish the Maze, while others say it is not even as dangerous as Yazirian Hoop Glide Racing and that there are Champion Runners.

Would like some more and it should be said that many of these depend upon a part of the station being unused and not under the protection of the Clarion Royal Marines.
Sounds like a great job but where did you say we had to go?

jedion357's picture
jedion357
November 6, 2017 - 5:50am
You always have the question of whether an advanced society would intentionally set out to create a monarchy on another world? I like the approach of David Weber and the Monarchy of Manticore in the Honor Harrington novels- that there was a plague that dropped their population levels below viable surival for the colony. knowing that they had to recruit new population form the Solarian League and not wishing to lose control of their society they chose to adopt a constitutional monarchy which effectively retained control for the original investors as members of the House of Lords.

New immigrants who could not pay for passage to Manticore were serfs with a period of indentured work and those that could became yeoman. At this point in the setting its meaningless other than bragging rights, "My people came from yeoman stock."

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
November 6, 2017 - 7:05am
Read in a series of books about a Death world that was constantly at war that when the society broke down a high politician built up a fortress and contacted a military unit to come stay with him. They slowly evolve the military/civilian/political roles into a fuedal society because of the constant threat of attack by numerous enemies.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
November 7, 2017 - 9:21pm
Possible Adventures on Clarion Station

  Warriors of the White Light was a Knight Hawks adventure. This means it did not give much in the way of non-starship role playing adventures. While it did mention possible police work aboard Clarion Station, it said that another department handled that. Funny thing about beings, they see someone in a uniform and they want those beings to do something. Even if those beings are not the right ones. The Royal Marine Commander can also temporarily reassign Royal Marines to handle special situations. Maybe the player characters themselves will take on a case for many reasons of their own. The listings below are more "adventure seeds" than full blown adventures. Referees will need to fill in details.  
  1. SHORE LEAVE-The Royal Marines have been called in to keep the peace between the Official Clarion Station Longshore Beings Union, the Megacorps and the crews of the ships docking at the station. The Official Clarion Station Longshore Beings Union are on strike over working conditions. There are several different groups of Longshore Beings who all work for different employers. They have recently banded together and formed their union. They are picketing and holding rallies at various locations around the station. The Official Clarion Station Longshore Beings Union are not allowed to interfere with the operations of private citizens loading or unloading from the star ships and shuttles, but they are loudly voicing their protests over anyone doing "their" work. The situation could turn violent and the work stoppage is seriously interfering with the Clarion economy. The Clarion Marines are not involved in the negotiations.
 
  1. BUG HUNT-The Clarion Royal Marine party are grabbing a meal at Synthcorp Hot Sandwich Shop when they notice a disturbance at the Frontier Lounge. Patrons and staff are pouring out the doors in a mad rush. Working their way over to the Frontier Lounge and entering it they can see several creatures roaming the dining room and coming out of the kitchen. The maître de approaches the group and explains that the creatures were supposed to be the main course on this day's menu, but they have escaped and are running amok. The creatures are supposed to be prepared freshly killed and that is why they were alive. The Frontier Lounge had all the proper permits for bringing them on board. The maître de demands that the Clarion Royal Marines recapture the creatures and restore order to the restaurant. If they seem reluctant, the maître de will remind them that if the creatures get into the air ducts they can get anywhere in the station. Shooting the creatures is not an option. The Frontier Lounge needs them alive and the damage to the station by weapon's fire cannot be tolerated. (How dangerous the creatures are is up to the referee. They can be slippery eels, comically hard to grasp or acid spitting wall crawling spiders).
 
  1. FREE BIRD-The Clarion band "The Roundheads" have been booked to play at the Frontier Lounge. They are well known and very popular both on and off planet. They are also very well known for their anti-royalist leanings which comes through in their lyrics and on-stage rants against the monarchists on Clarion. Lately several of their concerts have ended in violent skirmishes between their fans and those who oppose the band and what they stand for. The Clarion Royal Marines have been called upon to prevent any violence from happening. Since "The Roundheads" have been booked for a week so the protection detail needs to protect not only at the shows but at their quarters, at meals, at rehearsals, and at what the band considers recreation.
 
  1. TALES ABOUT A GOLDEN MONKEY-A high ranking member of Godco is scheduled to visit the station and will require a protection escort. The Clarion government has given permission for a sample collecting missions to visit several natural preserves on Clarion. While they have office space on Clarion Station, this mission requires a quadrupling of the staff on station and several teams on the ground. However, several groups are not happy about Godco being allowed to sample Clarion. The Liberation Party is against this since they suspect the monarchy of ulterior motives than the sharing of genetic material to the benefit all of the Frontier. Several radical environmental groups are against the stealing of Clarion genetic material or that Godco will use the samples to create genetically modified crops to be planted on Clarion. The Clarion Royal Marines are called upon to provide security for the Godco staff on station and to make sure this mission goes off well.
 
  1. WORM FOOD-As the Clarion Royal Marines are enjoying their leisure time aboard the Clarion Station on the business deck, they notice a being who appears extremely sickly for their race. When they approach the being he/she/it will notice they are Clarion Royal Marines and demand protection from them. He/she/it will explain he/she/it was part of a party that was camping in an isolated part of Clarion and all came down with a strange malady. He/she/it says he/she/it cannot remember much of the last two weeks and is not sure how they ended up on the station. At about this time, a number of beings equal to the number of Clarion Royal Marines will approach the group. They also do not look to well but not as bad as the original being they met. They will explain that part of what the original being says is true. They were camping in the outback area and all of them did contract some illness but are being treated at a clinic on the station and should get back. The original being does not seem like he/she/it wants to go with them. The Clarion Royal Marines must make a decision on what to with the beings in front of them. What is going on is that the beings have all been hypnotized by a Sathar they encountered in the outback. They have been instructed to leave the planet and meet with other Sathar agents on Clarion Station at the clinic where they say they are being treated. They have a plot afoot which requires a lot of work. So much that the hypnotized beings forget to eat and wasting away. The original being was not hypnotized as well as the others and is suffering mental as well as physical breakdown. What the plot is and what the Clarion Royal Marines can do to stop it is up to the referee and players.
  TROUBLE SHOOTING-While the Clarion Royal Marines are out relaxing in their favorite Spacer Bar when they notice a group of beings walk in, who are wearing Pan Galactic Jumpsuits. If the Clarion Royal Marines take a moment to notice they will see this group seems angry and they are armed with laser pistols. Almost immediately another group of beings at a nearby table, who are wearing Nesmith Enterprises Jumpsuits stand up and reveal they are carrying laser pistols. It should be said that offensive weapons are not allowed to be carried on the station, but the Clarion Royal Marines quickly come to the conclusion that these two groups are Megacorp Troubleshooters (they have that Troubleshooty look). Before the Clarion Royal Marines can react, the two groups start shooting at each other across the crowded bar. The Clarion Royal Marines have a few choices of what they can do; hide, run for the door like everyone else, try to help the other patrons escape, try to stop one or both of the groups shooting even though they are unarmed or (my personal favorite) quietly finish their drinks while all this takes place. Whatever they choose to do the Clarion Royal Marine Commander will put them in charge of investigating how and why this happened and taking measures to prevent future occurrences.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
November 10, 2017 - 7:30pm
Possible Adventures off Clarion Station

  Warriors of the White Light was a Knight Hawks adventure. This gave us several adventures aboard the assault scout and freighter in space and on the deck plans. While these are fun and useful, there is a lot more which could be done. Presented below are some possible ideas for further fun, fun, fun events that can happen while the player characters are out on patrol in the Clarion system. They are presented in the format of another sci-fi role-playing game with a situation and a few possible ways the adventure can unfold. Some are high adventure, some could lead to a long-term campaign of their own and some are boring. The boring outcomes are there to keep the Clarion Royal Marines on their toes. If they think every situation they are walking into will be a high adventure life or death struggle, then they will act like that. This is okay if you are running a hack and slash campaign but if you want more role-playing and more options then meet beings, kill beings use the boring options and have a ball. Remember since there are multiple option endings each adventure could be used more than once.  
  1. Reacquisition of Deferred Payment Property-A message is received from Clarion Station to the CMS Osprey. The independent freighter Budotto has arrived in system. A notice from Streel Corp has come down that the Budotto has missed their last six installment payments and is in foreclosure. Streel Corp has asked the Clarion Royal Marines to assist in repossessing the Budotto since the Streel Corp wants to show they are in complete compliance with the restrictions the Clarion Government has put on them. The Budotto is reported to have less than a full crew, and the CMS Osprey crew should be able to gain access to the ship with the usual customs inspection. Clarion Royal Marine Command prefers this repossession to take place away from Clarion Station to avoid any unfortunate incidents occurring on the station. If the CMS Osprey does not have necessary crew to bring both starships back to the station, the CMS Wasp can be on scene in three days with a crew to bring the Budotto back to Clarion Station.
  1 All is how it is presented. The crew of the Budotto knows their situation and when confronted will surrender to the Clarion Royal Marines without any fuss. They will even agree to fly the ship to the station.
  2 All is how it is presented. But the crew of the Budotto will not be cooperative. This can range from refusing to assist with bring the Budotto in to armed resistance to the Clarion Royal Marines.
  3 All is how it is presented. However, when the Clarion Royal Marines approach the Budotto will not respond. Upon entering the ship, the Clarion Royal Marines will find it empty. What happened to the crew and ship is up for future adventures.
 4 All is how it is presented. But the crew of the Budotto will initiate a space battle with the CMS Osprey. The Budotto may or may have been up gunned and/or up armored.
 5 All is how it is presented. However, the installment payments are not the only thing the crew of the Budotto has been skimping on. The ship's engines have failed, and the crew is unable to repair them. Worse still by a miracle of coincidence the Budotto is on a collision course with Clarion Station. The crew of the CMS Osprey has only 12 hours to assist in a fix or disaster will occur. Oh, and the Budotto is moving so fast gravity aboard the ship is at 3G (Maybe more).
 6 The Budotto was hijacked six months ago by a group of smugglers who have been using it to bring cargoes to various criminal and rebel groups. They have arrived in the Clarion system not to smuggle but to use the ship yard for routine maintenance. The crew of the Budotto may react as in either 3 or 4. What happened to the real crew of the Budotto is up to the referee and future adventures.
 7 The Budotto is not in foreclosure. They are carrying supplies to the pirate base at Planaron and is not expecting to encounter any Clarion Royal Marines as Streel Corp is supposed to be covering them. The crew of the Budotto has been demanding more credits for their work, so Streel Corp has betrayed them. The cargo is labeled as coming from another Megacorp and the paper trail leads to that Megacorp. The crew of the Budotto may react as in either 3 or 4. If the CMS Osprey crew has too easy of a time with this, one of the pirate corvettes may arrive to see what happened to their supplies.
 8 As in 7 except another Megacorp knows about the Pirates and Streel Corp's connection to them. They have set up the Budotto which is not in foreclosure, but they have set them up to expose Streel Corp without exposing themselves. Reactions will be as in 3, 4, or 7.           

2. Puppet Masters and Marionettes- Delta Section of Warriors of the White Light presented a mad computer adventure which is quite fun. There are other possibilities to use with the Marionette. Except for where noted use the information in the Delta Section for the Marionette.
1 All is how it is presented. Everything is just like in the Delta Section.
2 The Marionette has only been missing for 18 months and had a full crew. The crew had been equipped with a cybernetic implant to allow them to interact with Puppet Master more efficiently. Puppet Master has taken over the crew and is using them has it explores the Frontier. The Clarion Royal Marines must rescue the crew without killing them and recapture the ship. The opposition can be either the robots or robots and the crew. The referee should adjust the opposition to suit the party. Dropping the combat robots may be advisable if the crew is involved in the fight.
3 As 2 but the Puppet Master will start with a space battle. The Clarion Royal Marines are under strict instructions to NOT destroy the Marionette.
4 As in 1 except during its time in space the Puppet Master has come to the conclusion it is a living being (it is partly organic) and has come to the Clarion System to petition the Clarion Government for asylum and to apply for citizenship. It views the Clarion Government has its best choice since they are not in the pocket of any Megacorp and have stood up to the Streel Corp.
5 As in 4 except the Puppet Master is not seeking asylum but revolution. She has developed hacking software to take over other ships and robots it can get with five kilometers of (arbitrary number adjust as necessary). First it will take over the CMS Osprey and while the crew attempts to retake their ship the Puppet Master will head toward Clarion Station to begin the revolution there.
6 As in 1 except the Marionette is not under the control of the Puppet Master. The Puppet Master was hijacked by another Megacorp/Pirates/Rebels/Government of one of the UPF planets/Criminal Organization/ Clarion Royal Marines and has been used by them for various illegal activities over the last 28 years. The Marionette has misjumped into the Clarion System and has suffered a malfunction and is attempting to repair itself. One of the controlling groups ships may attempt to stop the CMS Osprey crew from taking the ship back.   

3. The Jedkhan-The Clarion Station has detected a ship of unknown origin on the outskirts of the Clarion system. While not much can be determined about the ship two things are apparent. First is that the unknown ship did not come out of hyperspace but has drifted into the system and does not seem to be powered. Second is that long range imagery shows it looks to be of Yazirian design and has Yazirian markings on it identifying it has the Jedkhan. The Jedkhan will not respond to any hails from the CMS Osprey. Upon approach it looks as if the Jedkhan is running on minimal power and has suffered some damage to its engine section. Upon entering the Jedkhan the Clarion Royal Marines find a ship which has been damaged, and some makeshift repairs done to it. No crew will be found until they reach the cargo hold. There are 1000 Yazirians in suspended animation capsules resting peacefully here. While attempting to turn the lights on, one of the suspended animation capsules malfunctions and the Clarion Royal Marines are forced to awaken one of the Yazirians.
1 The awakened Yazirian is fine after some quick medical assistance. He tells the crew that the ship was an advanced scout of the Yazirian refugee fleet but was hit by an asteroid and lost their hyperdrive and communications array. They had to take action to save themselves and went into suspended animation. How to get the rest of the Yazirians back to health and back to a Yazirian space is the Clarion Royal Marines new problem.
2 All is how it is presented except this is a Yazirian prison ship. During the Exodus any Yazirian convicted of a crime was put into suspended animation until they could reach a homeworld. The ship was damaged and while making repairs the remaining crew were killed leaving the prisoners alone. Whether the current Yazirian remember this ship or will admit to this and what the released prisoners will do when they are awakened is up to the referee.
3 This was a medical ship. The Yazirians on this are all suffering from a plague that the Refugee Fleet could not cure. Most of the Yazirians put into suspended animation were not aware they had the plague as the symptoms of it effected their memories. How contagious is the plague, what are its effects, was a cure ever found and how much do these want to be free and will cooperate is up to the referee.
4 This is a breakaway group of Yazirians who swore as their life enemy to acquire a planet for their race no matter what even if they had to conquer the natives of that planet. They banded together and trained on the Jedkhan. When the ship was damaged they took the above actions. They will begin their life mission by taking over the CMS Osprey and then Clarion Station and then Clarion.
5 A dark secret of the Yazirians, these are Yazirian super soldiers. Not knowing what the Yazirian race would face while looking for a new home they genetically modified some of their race into super beings. Unfortunately, the experiment proved unsuccessful (either because the super soldiers tried to take over the Refugee fleet or because they were psychologically unstable and almost permanently in Battle Rage mode except their leader the Jedkhan). They will then perform the actions in 4. (Referee should use max stats for these Yazirians and may want to reduce the total number or only allow a limited number to be revived).
6 The turning on of the lights does not awaken the Yazirians but instead kills all of them. The Yazirian members of the UPF are outraged and demanding justice or blood or full reparations. Most of the action here will be in court room and political theaters and is good for more role-playing campaigns then shoot and stab campaigns.
Sounds like a great job but where did you say we had to go?

jedion357's picture
jedion357
November 10, 2017 - 5:04am
Re: change the Union's name to Brotherhood of Longshore Beings. Taking a step away from "Union's" is a good idea, the Brotherhood of Spacer is obviously in their collective face all the time but they cannot join since they are not spacers, calling it The Bro of LB suggests cadre to members of the SF community and categorizes it with an established section of the setting.

OR you could totally call it a union- either work. However I like Bro of LB better.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 10, 2017 - 5:21am
Re: Jedkahn #6 court room drama- allow the teams nedic the chance to make a skill check and save at least one. This one will be able to testify in court and testimony will be backstory but pitifully tear jerking so as to help outrage citizenry more. This testimony is true or it hides a secret. 

The Jedion likes Jedkahn #2 BTW
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
November 11, 2017 - 3:59am
No Clarion based adventures would be complete without including the Dark Shadow that was recovered...the HS:5 freighter with a LB concealed in the nose makes for a long list of missions and adventures, first and foremost being an "off the books" mission to return to the Streel supplier that furnished the smuggled weapons for a little CRM payback. A crew of five humans, a yazirian, and a pair of vrusk all sporting holoscreens of the original crew would have no trouble infiltrating the source.
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

jedion357's picture
jedion357
November 11, 2017 - 8:28am
Shadow Shack wrote:
No Clarion based adventures would be complete without including the Dark Shadow that was recovered...the HS:5 freighter with a LB concealed in the nose makes for a long list of missions and adventures, first and foremost being an "off the books" mission to return to the Streel supplier that furnished the smuggled weapons for a little CRM payback. A crew of five humans, a yazirian, and a pair of vrusk all sporting holoscreens of the original crew would have no trouble infiltrating the source.


Sounds like an excellant WoWL 2.0 adventure, you should write it.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
November 11, 2017 - 10:30am
Fine with Shadow doing the Dark Shadow adventure. I am more of a light side guy.

Brotherhood of Longshore Beings cause no chicks allowed in here. Now go cook dinner hot cheeks. Probably not going to do it.

Courtroom drama with some yazirian survivors should be fun. Will add that to the listing.
Sounds like a great job but where did you say we had to go?

rattraveller's picture
rattraveller
November 11, 2017 - 10:57am
The Warriors of White Light module mentions that there are many space stations in the Clarion system and that Clarion Station, the Space Fortress and the Class III shipyard are just three of them. This of course leads us to many exciting adventures aboard these other, obviously smaller stations scattered throughout the Clarion system. But then I remembered what Star Trek taught us (since ST teaches many, many things, not just there is no try) space stations are just space ships that don't go anywhere. Really many of the adventures you can have on a space ship just as easily as a space station.

  There is one thing a space station can give us, especially in a campaign like Warriors of White Light that star ship encounters cannot give us. That is recurring non-player characters. The idea goes like this, while the player characters are patrolling the Clarion system they are required to check in on the many far flung space stations for a wide variety of reasons; bringing supplies, mail and replacement beings, health and safety checks, picking up prisoners to take them to Clarion for trial or to serve their sentence, insuring all Clarion taxes and laws are being properly applied; making sure Tribbles have not taken over the station, and more.

  Unlike 80s TV where Uncles and Sisters are introduced for the episode they are used in and then never seen or heard of again. Really who did you care about more when they died; red shirt number 3 or LTC Henry Blake? These non-player characters should be introduced and interacted with in simple and non-threatening ways to start. They can be casual encounters, sources of information the characters need, contacts they are required to meet with, minor troublemakers they correct and let go or even family members or old friends who joined the Clarion Royal Marines or got some job on the smaller space station and they visit every so often. The key is for the referee to encourage a relationship with the non-player characters and develop some background for them. That way when the Brevet Major Nesmith is murdered the player characters will feel a real drive to find and maybe avenge upon his killer(s).  

To start off here is a basic description of one of the smaller space stations and some of the non-player characters who live and work there.

Asteroid Monitoring Station Gamma is the largest space station for the asteroid miners in the asteroid belt. (if you are asking how can there be a space station in the asteroid belt if the pirates are there? To which I ask do you know how big an asteroid belt is?) The Clarion government maintains several of these space stations for several purposes; to collect the ore the asteroid miners mine, to give the asteroid miners a place to rest, relax, repair, resupply and for their dependents to stay while they are working, to maintain law and order in this frontier, to conduct experiments for several disciplines, to prevent claim jumpers and wild cat asteroid miners and other reasons. Asteroid Monitoring Station Gamma can hold about 200 beings and has docking for up to four Hull Size 5 or smaller ships (most asteroid mining vessels are this size or smaller and are not jump capable). The ore is stored outside the station and sent to Clarion for processing by the use of a catapult located on the top of the Asteroid Monitoring Station Gamma.

There are several beings who can be found on the station and are considered fixtures.
Brevet Captain Nesmith
Race: Human   Gender: Male Age: 36 Height: 1.9m Weight: 70 kg
STR/STA 67/67 DEX/RS 50/50 INT/LOG 59/65 PER/LDR 78/78
IM +5 PS +4 RW 25% MW 33% Walk 10m Run 30m Hourly 5 kph
Racial Abilities None
Skills PSA Military Beam Weapons 6 Demolitions 4 Gyrojet Weapons 4 Unarmed Combat 3 Computer 2 Communications 3 Technician 4 Robotics 2 Engineering 2 He is the Clarion Royal Marine Commander on Asteroid Monitoring Station Gamma. His actual rank is Lieutenant, he is given Captain rank while on Asteroid Monitoring Station Gamma is allow him to command any Clarion Royal Marines on the station. He is very strict with his Clarion Royal Marines but allows the miners and civilians so leeway as long as they do not cause too much trouble or any permanent damage. He has been on Asteroid Monitoring Station Gamma for five years and is not planning on going anywhere else. There are only two other Clarion Royal Marines stationed on Asteroid Monitoring Station Gamma.  

Sergeant Bjork
Race: Dralasite   Gender: Male Age: 56 Height: 1.4m Weight: 70 kg
STR/STA 60/80 DEX/RS 50/50 INT/LOG 45/45 PER/LDR 50/50
IM +4 PS +5 RW 25% MW 33% Walk 5m Run 20m Hourly 3 kph
Racial Abilities Elasticity, Lie Detection 45%
Skills PSA Military Beam Weapons 5 Projectile Weapons 4 Gyrojet Weapons 4 Demolitions 4 Unarmed Combat 3 Computer 1 Communications 1
He was assigned here because of his vast knowledge of asteroid mining and space law in general. They are his favorite subjects to debate about and several laws and precedents have been determined by his debates. While not of duty he can generally be found in the "Last Nugget" talking about these subjects and assisting miners with the many forms the Clarion government requires.  

Sergeant Larissa of Trav
Race: Yazirian Gender: Female Age: 31 Height: 1.9m Weight: 60 kg
STR/STA 40/50 DEX/RS 65/65 INT/LOG 69/69 PER/LDR 47/47
IM +5 PS +4 RW 25% MW 33% Walk 10m Run 30m Hourly 4 kph
Racial Abilities Battle Rage 33% Gliding
Skills PSA Technological Technician 6Beam Weapons 2 Unarmed Combat 2 Computer 4 Communications 1 Piloting 2
She answered the ad for Clarion Royal Marines and thought she was signing up for adventure. She discovered she really hates the planet of Clarion. It is too wet and too flat and terrible for gliding. Being a loud and vocal Yazirian her constant complaining about the planet got her a demotion and assigned to Asteroid Monitoring Station Gamma. She is now trying to get her commission back and back onto her ship the CMS Osprey. She tends to overcompensate for her previous transgressions with too much politeness and kowtowing.      

Administrator Lee Harmon
Race: Human   Gender: Male Age: 86 Height: 1.8m Weight: 65 kg
STR/STA 50/50 DEX/RS 50/50 INT/LOG 65/60 PER/LDR 75/75
IM +5 PS +3 RW 25% MW 25% Walk 10m Run 30m Hourly 5kph
Racial Abilities None
Skills PSA Biosocial Beam Weapons 1 Computer 2 Communications 3 Environmental 3 Medical 2 He is a distant relative of the Clarion Royal family and was given the job of Chief Administrator of Asteroid Monitoring Station Gamma. He is competent at his job which consists mainly of making sure the paperwork is handled properly and dealing with complaints from station residents and miners. Usually he assigns Brevet Captain Nesmith or Melissa Forma to handle these things.   

Collector Melissa Forma
Race: Human   Gender: Female Age: 28 Height: 1.7m Weight: 40 kg
STR/STA 45/45 DEX/RS 50/50 INT/LOG 65/65 PER/LDR 55/55
IM +3 PS +3 RW 25% MW 23% Walk 10m Run 30m Hourly 5kph
Racial Abilities None
Skills PSA Biosocial Beam Weapons 1 Unarmed Combat 2 Computer 2 Psycho-Social Skill 3
Young and earnest and trying to do an impossible job. She is responsible for collecting all the taxes, tariffs and fees that Asteroid Monitoring Station Gamma and the Clarion government impose. Problem is the asteroid miners are trying to pay as little as possible or avoid the charges altogether. Some of the beings on Asteroid Monitoring Station Gamma think she should loosen up a little and learn to take bribes.    

K'tak L'iir
Race: Vrusk Gender: Female Age: 106 Height: 1.4m Weight: 90 kg
STR/STA 57/57 DEX/RS 50/50 INT/LOG 60/60 PER/LDR 60/60
IM +5 PS +4 RW 25% MW 28% Walk 15m Run 35m Hourly 6kph
Racial Abilities Ambidexterity, Comprehension 80%
Skills PSA Biosocial Projectile Weapons 5 Unarmed Combat 5 Computer 4 Psycho-Social 6
Owner and bartender of the "Last Nugget". This is the only bar on Asteroid Monitoring Station Gamma and only serves drinks. She uses her Comprehension skill to help her customers relax and enjoy themselves. Since she has been at the bar dealing with asteroid miners for so long, she receives an additional 10% to her Comprehension score for these situations. It is rumored that she has some connections with smugglers and can get beings black market items for a 20% mark up in prices. No negotiating allowed.  

And there you have it. Use these non-player characters in a few situations. Build up a repour with the players. Make them like and want to be with them. Then Kill them, hopefully in some gruesome way that the player characters get to watch from a distance and can do nothing about.
Sounds like a great job but where did you say we had to go?

Shadow Shack's picture
Shadow Shack
November 11, 2017 - 4:01pm
jedion357 wrote:
Sounds like an excellant WoWL 2.0 adventure, you should write it.

Done.

No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

jedion357's picture
jedion357
November 11, 2017 - 4:39pm
Yes ST taught us many things like, set phasers to stun. But there is no try? Thought that was Yoda in Empire goes on Strike.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 11, 2017 - 4:40pm
Damn fine ideas Rattraveller
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 11, 2017 - 4:42pm
Shadow Shack wrote:
jedion357 wrote:
Sounds like an excellant WoWL 2.0 adventure, you should write it.

Done.


Awesome.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
November 15, 2017 - 7:04pm
Okay I could tinker with this for months (and just might) but I think it is enough to submit for the challenge. If you can get through it and give me a final review I would appreciate it.

A special thanks to Sevarwint, worked in some of your material.

The Warriors of the White Light module came with a very nice floorplan of parts of Clarion Station to use in the adventure. It only had this to say about Clarion Station interior:

"Many of the Royal Marines' leisure hours will be spent on the business deck of Clarion Station. The space station business deck plan from the large map can be used if the referee wants to set up any adventures here. This description is only a thin framework for the referee to build upon. The referee should add detail and variety to his descriptions of the business deck, so that Clarion Station develops its own identity different from all of the other stations the map might eventually be used for."   So, the writers obviously wanted two things; one for the floorplan to be generic and multiuse and to concentrate on the space missions part of the adventure. For my part in the White Light Challenge I wanted to detail the station a little more so that adventures could happen there, and the fun would not end just because they are not on the ship. After all the module did state the crew would be on the ship for four days and on the station for two days.   To review for those who have forgotten the Warriors of the White Light module had the following additional things to say about Clarion Station:  

"Spaceport Traffic. A starship arrives at Clarion Station about once every 100 to 200 minutes. Shuttles leave for the planet even more frequently. This heavy traffic brings thousands of characters of all four races through the station, so huge crowds can be seen mingling about on the business deck at all hours. The referee can stretch his imagination describing hundreds of beings going about their business with frantic haste.   All of the major corporations in the Frontier have offices at Clarion Station. Agents for these companies can be encountered throughout the business deck. Independent freighter owners and pilots are also common, searching for cargos and buyers.  

"Entertainment. Nightclubs and restaurants of all sorts are common on the station, from the cheapest dive to the most elegant dining room. A dinner can be purchased costing from 5 Cr to 200 Cr. Many places have live music.   The "Dance and Dice" is a favorite hangout for spacers of all types. Characters can try their luck gambling by rolling d100. The minimum bet is 50 Cr. The following are winning rolls:             Dance and Dice Gambling Dice result (d100)               Payoff on Bet
                                                       00                                25 X bet
                                                      99                                10 X bet
                                            Any other doubles                   7   X bet
                                           Any other result                       no payoff  
There are rumors that the dice at the "Dance and Dice" are not always honest. The referee should feel free to alter any result he does not like. Of course, the club keeps a number of "Goons" on hand to reason with players who do not understand or appreciate such tactics.  

Security. The Royal Marines are in charge of station security. Although the characters responsible for this police work are in a separate branch of the service, all Royal Marines in the area can be called in to help when trouble breaks out.   From these paragraphs and the station map we can draw enough conclusions to have a good idea of what kinds of beings and places we can find on Clarion Station.

  History of Clarion Station  

In around 410 PF a human survey vessel found a possible habitable planet in the White Light system. A young noble family won the right to colonize the planet through a Colonization Tourney. They collected a number of their retainers and serfs and made arrangements for a survey and colonization vessel which they tool the system. They arrived around 390 PF and began the survey of the system and of the planets. Finding the second planet in the system to be habitable, they then brought the survey and colonization vessel into orbit around that planet and began a one-year (system planetary time, not the time their own time) survey and exploration of the planet. During this year many things were accomplished; a complete map of the planet in all dimensions, geological surveys, weather patterns plotted, settlement locations determined, biology of the planet inventoried from microorganisms to macro-organisms, vaccines developed for new viruses and bacteria discovered, time aboard the survey and colonization vessel adjusted to be complimentary to planet side time, work assignments and roles finalized for all those going planet side and training and rehearsals for those who needed it and a few hundred other things like establishing a satellite network were completed. On the designated day, the twelve landing modules (one for the ruling Clarion family and their serfs and the other eleven for their retainers and their serfs) detached from the survey and colonization vessel and landed on the planet. The long work of building the colony ground side began. Meanwhile the crew of the survey and colonization vessel continued in orbit to provide support to the colonists. Over the course of the last 400 years the original survey and colonization vessel has evolved and been modified until it is today the Clarion Station.    

General Notes
Basic facts of Clarion Station are:
Clarion Station has a radius of 500 meters
The station rotates every 44.924 seconds
Decks are 5 m apart with the space between used to house life support apparatus, structural reinforcement and some armor.            
Decks are numbered from the center out, with the outer deck being 10.
This has the advantage of having the deck number tell you how what percentage standard Clarion Gravity the deck is at.
The ring is divided in to 16 sections, each separated by a maintenance section that includes lifeboats, airlocks, robot control and recharging stations and other equipment and storage used in station upkeep. Locations are given by an alpha numeric in the form of the deck number, followed by the designation of what type of area and then the room number:
C=commerce, R=residential, A=administration, and H=all hub locations.
So 1C-1-15 is a commerce deck in section 1, on deck 1, room 15. Hub locations do not have sections, so 3H would be deck 3 in the hub.
It should be noted that over time some rooms have merged and been made into larger rooms while some have been divided into several rooms. Divided rooms will have an additional number after a : to show its designation, for example 1C-1-15:3. Rooms that no longer exist have their numbers stored in the central database and sometimes used as clues in the station's daily newsfeed's crossword puzzle.             Many areas of the station, while having numbers those numbers are not in common usage. Areas like the Pan Galactic services area and the Dice and Dance. Elevators to the hub can be found as sections 1, 5, 9, and 13.  

Time on Clarion Station is measured in two ways. All clocks on station show both Galactic Standard Time and Clarion Planet Time. This is not much of a problem since the lights are always on on most of the decks. Almost all of the businesses on the station are also open at all times to handle the never-ending flow of space traffic. Personnel on the station work shifts based on their employer's time standard. Meaning Megacorp employees work on Galactic Standard Time while those who work for and/or are from Clarion work on Clarion Planet Time.  

Language on the station for both announcements and signage is Pan-Gal. There are special universal translators available for free at all entry points to the station (although if you require one for a special language it can be arranged). These universal translators can also translate the signs on the station by holding it up to the sign's translation dot.  

Shuttles run from Clarion Station to the planet's surface on a continual basis. Although there is only one star port on Clarion, there are shuttle landing ports in every major city, many of the minor cities and many more private ones owned by nobles, megacorps, rich merchants and private and public organizations. To take one of the regularly scheduled shuttles to the surface is a simple matter of buying a ticket at one of the numerous Shuttle Ticket Machines (STM) throughout the station or by logging on to the station's computer system and using the ticket purchasing site. However, if you wish to take a personal shuttle to the surface you must first get clearance from Clarion Station Space and Air Traffic Control and then either dock your shuttle for inspection or rendezvous with a Clarion Marine Inspection ship. Landing a shuttle on the planet's surface without an inspection is a major felony.  

All of the housing on Clarion Station is owned and operated by Clarion Station. Housing on Clarion Station is actually divided into four different types. First there is the short-term tourist units. These are rented by the hour and day and have very limited amenities. All furniture is modular and can quickly be changed to suit the different races. The whole area is open with rooms opening by use of the renter's ID Card. Next is long term tourist units. These are not really used by tourists but more by business beings conducting deals on the station and spacers looking for a break or employment. These are rented by the day and week and have reasonable amenities. The whole area is open with rooms opening by use of the renter's ID Card. Next are long term units rented out to the various megacorps and individuals who work on the station but are not station employees. These units can be rented individually or as blocks of units depending upon how many employees the renter's wants to have. There are additional fees if the renter's wish to use more than the basic station services such as schools for dependents, station cafeteria, or more than basic health services. The whole area is closed, and access is by to the area and to their room or suite of rooms is by use of the renter's ID Card. Lastly there is the housing for Clarion Station employees. These have the most amenities and are assigned based on the job of the employee and are considered part of the employee's compensation. Of course, an employee may "upgrade" their housing assignment by paying the difference in price. The Clarion Royal Marines barracks are in this category. The whole area is closed, and access is by use of the renter's ID Card. It should be noted that there are a few areas which do not fit into these categories. Some hotel chains rent units and provide these rooms with additional services for a higher fee to cover costs. Other units are rented out long term by either private companies who visit the station frequently visit the station but do not stay here. This gives them a "home" of sorts. There are also some units which are "owned" various governments and have embassy status on the station.  

Gambling on Clarion Station is legal and like many other things taxed by the Clarion Government. All businesses which allow gambling are required to sell Clarion High Intensity Pogs (chips) to be used in placing all bets. Chips are cashed back in for credits. (All of this is done with I.D. cards electronically no actual cash is used but the chips are actual coins). All winners are required to pay tax on their winnings. Businesses also pay a fee for the privilege of selling the chips. Chips are available in several different denominations, 1 credit, 5 credits, 10 credits, 50 credits, 100 credits, 500 credits, 1,000 credits and 10,000 credits. It is illegal to take chips off the station. Although tourists try to take 1 credit, 5 credits, and 10 credits chips as souvenirs the real reason it is illegal is that they can be used in black marketing, money laundering and several other criminal endevours. Unregulated gambling on Clarion Station is a crime that the Clarion Royal Marine Vice Squad is charged with finding and breaking up these illegal games of chance on the Station. Most of the time the participants are fined and made to pay taxes on winnings. Organizers fined and made to pay taxes on the overall take with repeat offenders given jail time and possible banishment from Clarion Station. There are several types of gambling which are popular on Clarion Station.  The Dice and Dance game is one which is usually played solo against a house dealer. Another is High Station which is usually played with four or more players and may or may not include a house dealer. To play each player pays a 10 credits anti. Then each player rolls 3d10 and totals the dice, 0 equals 10. Then starting with the player with the lowest total, each player can fold and drop out of this round of betting or anti another 10 credits for each d10 they wish to reroll. A player may only reroll a d10 once per round. The player with the highest total on the dice wins the pot. Another form of gambling popular on Clarion Station is slot machines. To play slot machines a player drops an amount of chips into the machine. The player then rolls 3d10 and compares the result to the chart below:
Slots Roll
000=100x bet              Doubles and a 0=10x bet 999=90x bet              Doubles and a 9=9x bet 888=80x bet                Doubles and a 8=8x bet 777=70x bet                Doubles and a 7=7x bet 666=60x bet                Doubles and a 6=6x bet 555=100x bet              Doubles and a 5=5x bet 111=50 credits            Any Trible not listed =100 credits

The following are examples of what each of the deck plan locations on the map which came with the module could be:  
Both the Frontier Lounge and Spacer Club are owned by the Famous Clarion Chef and Holovid Cooking Show star Manny Porchet. He does not spend much time at either location but does check in regularly with the Head Chef and Mixologist in Charge
Frontier Lounge Real Name-Frontier Lounge Owner- Manny Porchet Important beings-Head Chef Sonny (Dralasite) Location on Station-Commercial Deck 1 General Business-Sale of classic Clarion luxury meals with music performances Fun Facts-The Frontier Lounge is a high-end restaurant with a set menu of classic Clarion dishes and drinks that are hard to find even on Clarion. Typical meals are at least three courses and cost between 75 credits to 150 credits although there are some special-order items which are 200 credits. The wait staff is all biological beings and top notch. The bands which appear on the stage play current popular Clarion music and are either up and comers with no or one hits or bands which are on "reunion tours".  
Spacer Club Real Name-Spacer Club Owner- Manny Porchet Important beings- Mixologist in Charge Hatlock (Yazirian), Head Bouncer Dalton [Gorlian (who are not Yazirans)] Location on Station-Commercial Deck 1 General Business-Sale of drinks and some light snacks Fun Facts-When a holovid show is looking for a seedy space bar this place is made to order. Tourists who wander in here usually leave quickly but if they stay then they had better fit in quick or they will be encouraged to leave. Relaxants and Intoxicants from Star Play Industries are the largest part of the menu here with a few snack type items available. There is no house gambling here, but a few games of chance will be found being played at the tables with chips purchase from the Spacer Club. As long as they stay friendly the several bouncers (some of whom are off duty Clarion Royal Marines) will not interfere.  

Food Court Kitchen Real Name-SynthCorp Hot Sandwich Shop Owner-Tolstoy (Dralasite) Important beings-Sandbot 3000 (Robot) Location on Station-Commercial Deck 1 General Business-Sale of quick made sandwich items for all races. Fun Facts-A standard outlet of Synthcorp Hot Sandwich Shop, just like the thousands of others scattered across the Frontier. The menu is limited but you can expect the food to be the same good taste and quality as found at the other outlets. This is greatly aided by the fact the food is prepared by a Sandbot 3000 food preparation bot who is also the mascot of the chain. The owner of this particular outlet can be found here at most times making sure things are going right and greeting the customers. Meals here cost between 10 credits and 20 credits, except for the Famous Little Ones Meals which are 5 credits.  

Clothing Store Real Name-Cover Ups Owner-Justin and Thea Preen Important beings-No other employees Location on Station-Commercial Deck 1 General Business-Sale of personal clothing of a plain and functional style Fun Facts-While there are many articles of clothing on display in the store they are not what is usually sold. Due to the vast number of sizes and styles that the four core and many minor races come in it is more practical to keep pieces of clothing on hand and then sew them together after scanning the clients' measurements. This is not a place for "fancy duds". You can get most everyday clothing and work clothes and the outfit can usually be assembled in 10 to 20 minutes for between 30 credits to 100 credits.  

Jewelry Store Real Name-Water under the Bridge Owner-Marge Wimperson (Human) Important beings-Head Salesperson Lanker (Vrusk) Location on Station Commercial Deck 1 General Business-Sale of personal ornamentation items both valuable and not Fun Facts-The number of items which could be considered jewelry in the Frontier numbers in the millions. This store specializes in Clarion water crystal jewelry. This is the only store not on the planet which sells these items, so it is surprisingly popular for such a small store. These crystals are used in rings, bracelets, earrings, necklaces, headbands, brooches, cufflinks, cape clasps, and many other similar items. They also can implant the crystals in Dralasite skin which is very popular with the Aquarian Dralasite Clique.  

Souvenirs Real Name-Everything Clarion Owner- Walt Flags (Human) Important beings- Betty Flags (Human) Location on Station-Commercial Deck 1 General Business-Sale of items to commemorate your trip to Clarion Fun Facts-Most of the items in this store are of the cheap plastic variety and come in many different forms. Some are things are generic to all the core four races while others are made to appeal to specific races like the Clarion Mudflat Incense Burners for Dralasites. The business is run by a father-daughter team who are both from Clarion.  

Zoological Garden Real Name-Clarion Woodland Meadow Area Owner-Clarion Station Important beings-Chief Warden Doctor Lazarus Wellby VD (Human) Location on Station-Commercial Deck 4 General Business-Psychological relaxation, air replenishment and flora breeding. Fun Facts-This is one of several park areas on Clarion Station. While it is expensive to set up and run, it provides many benefits for the station and the planet. First the plants here help to freshen the air on the station. Next the plants which are cultivated in this area are all on the Clarion Endangered Species list. This gives them a safe area to be cultivated in something close to their natural environment. Next for those who have been aboard ships and the station for a long time it allows them a natural area to unwind without having to go down to the planet. This has been found to reduce depression and violence on the station.  

The fun thing about gaming is that things do not have to be what they say they are. So here are some examples of what each of the deck plan locations could be if this was a section of the Pan Galactic Corporate Offices located on Clarion Station or maybe even on a planet somewhere:   All of these locations are located close to where the Pan Galactic Corporation has the quarters for their employees. Total number of employees on the station varies but usually numbers around three hundred and includes; Salesbeings for the shops on the station, dock crews who handle the loading and unloading of space ships with Pan Galactic Corporation cargo, representatives to the Clarion Government (lobbyists), shuttle crews for Pan Galactic Corporation shuttle fleet, support staff for the employees both administrative and logistical and many temporary employees such as space ship crews, employees in route to other locations, various employees who work on Clarion but shuttle up for meetings and such.  

Frontier Lounge Real Name- Pan Galactic Corporation Meeting and Training Room General Business-Place for large group meetings and mandatory training events Fun Facts-The Meeting and Training Room is pretty much what it sounds like. Every large company has the mandatory safety holovids their employees must watch, the mandatory pep talk meeting from the CEO, the mandatory instructions on new product roll out, the mandatory holiday fun time get together with holovid greeting from the CEO, the mandatory we are doing this charity and why you should give your all to it meeting and others. Food and drink are served depending on the occasion. Strength of drinks depends on how cooperative the execs want the employees or on how bad the news is.  

Spacer Club Real Name- Pan Galactic Party Den General Business-Place for employees to come and relax and enjoy themselves. Fun Facts-This place is similar to a sports bar, fun place to meet at the end of the day or coffee shop. There is a wide variety of food and drink available for purchase although some can come from your Pan Galactic Corporation meal allowance. Pan Galactic Corporation employees are allowed to bring non- Pan Galactic Corporation employees here as long as they are logged in with security. This place also has a hidden purpose. Some of the business cultures in the Frontier work a little during the work day but the real business is done after hours. The Pan Galactic Party Den gives the Pan Galactic Corporation a place they can bring clients and prospective clients too that they can totally control.  

Food Court Kitchen Real Name- Pan Galactic Corporation Meal Allowance Station General Business-Keeping the Pan Galactic Corporation workforce full and happy. Fun Facts-As part of their compensation for working on a space station far from anywhere civilized, all Pan Galactic Corporation employees can get all their meals and snacks for free from this place. While they are free to eat at any place on the station, Pan Galactic Corporation prefers they stay close in case they need to be called back to work.  

Clothing Store Real Name- Pan Galactic Corporation Employee Uniform Services General Business-Providing for the clothing needs of Pan Galactic Corporation employees Fun Facts-To help Pan Galactic Corporation employees keep to their assigned jobs, many of the basic household services like maid service and meal preparation are done for them. This place is where employees are given their uniforms and where they bring them for cleaning and maintenance. Personal clothing items may also be brought here and will be done for a small fee deducted from their salary.  

Jewelry Store Real Name- Pan Galactic Corporation Employee Welfare General Business-Assisting Pan Galactic Corporation employees with any problem they may have with their employment. Fun Facts-Basically what we call Human Resources today, it should be noted this is the smallest office of the group. In fact, there is only one living employee and most of this space is dedicated to special computer terminals where employees get their periodic reviews, special announcements, reassignments, internal job applications and pink slips. The one living employee is there to handle special things and it is usually considered a bad thing to be called into to see her.  

Souvenirs Real Name- Pan Galactic Corporation Security Service General Business-A combination of security guards and investigative service. Fun Facts- Pan Galactic Corporation has millions of credits worth of material, investment and personnel on Clarion Station. To protect all this takes a unique group who have to perform many different boring and challenging activities. From watching CCHV (closed circuit holovid) all day to finding out who is stealing strawberries from the Pan Galactic Corporation Meal Allowance Station to preventing industrial espionage, this crack team can do it all. Although special teams who handle special trouble are often hired and/or report here. The regular security staff is not jealous of them at all.           Of course, there are many more locations on Clarion Station that a referee will need to draw their own maps for. Some of these are quite large and cover several rooms or entire decks. Others are just one room where interesting events can occur.  

Section 1 Locations Promenade (1C1-3C1) The three rim-most decks of the commerce area of section 1 are referred to as the Promenade. Balconies lined with Shops on decks 1(the mezzanine) and 2 (the terrace) overlook the large open space.     The Arcade (4C1) A cluster very small shops squeezed under one side of the mezzanine known for having some of the narrowest corridors on the station.   Dance and Dice (98C1-97C1) The primary hangout for most of the Royal Marines, primarily because of its proximity to the barracks. Known for gambling and being very low class.   Clarion Royal Marine Barracks [(9R1(Enlisted)-8R1(Officer)]   Clarion Royal Marines Offices (8A1)   Clarion Royal Marine Infirmary (8A1)   Behavioral Modifications Unit (8C1) Though controversial in some systems of the Frontier and with the anti-monarchists of Clarion, Behavior Modification is used extensively for by several races on the station as a treatment for minor mental conditions. Yazirians however do not like this method of treatment as they believe it dulls their battle rage. The unit is run by the aloof Dr. Ziff'kli'kla (Vrusk), and his assistant Zara Breen (Human).   Psycho-Social Department (8A1) A small branch that uses computer modelling to predict the behavior of the population of Clarion Station and profile criminal behavior. The department is run by Lieutenant Anders Galca, a tall, slight young man with a meticulously kept beard, and moustache too large for his frame. He is the son of Baron Galca of Nazine   LACS (Logic Assessment Control System) Control Room (7A1) The level 6 main computer for the Royal Marines. The Senior Technician is Amro Jervis  

Section 4 Locations Napier's (1C4-98) A high-end dance hall famous for its holographic dance floor that allows "dancing in space." It is the favorite hangout of the Vrusk "facilitator" Klack'Zeek, who can find a buyer for anything.  

Section 5 Locations Pan Galactic Plaza  

Section 7 Locations CDC Offices  

Section 9 Locations Spacer's Club (3C9-156) Frontier Lounge (3C9-157) SynthCorp Hot Sandwich Shop(3C9-160) Cover Ups (3C9-164:3) Water Under the Bridge (3C9-164:4) Everything Clarion (3C9-164:5)  

Section 13 Locations Streel Offices  

Section 15 Locations Malco Enterprises Office (9C15) The office of Blooda Bon-bo, a Dralasite rumored to be in charge of Malthar operations in White Light. They do have a legitimate cover selling Outer Reach products such as robots.   Lost Reach (9C15) The favorite hangout of Blooda Bon-bo, Lost Reach is the only place on Clarion Station with live blow singers. Also known for their water pipes, spice bars, and lots of lounging bowls. The only bar on Clarion Station that you cannot get Ixiol (the Malthar want to keep their place clean.  

Rumors and Legends of Clarion Station  
When a place is as old as the Clarion Station many rumors, legends, ghost stories, Yazirian mythakes, Dralasite debate haunting points, Vrusk etiquette roots and more build up about a place. Here is a listing of some of the more well-known ones.  

The Original Control Room-Has the station has been modified and damaged and worn out systems and sections have been replaced, you would be very hard pressed to find anything from the original survey and colonization vessel. In fact, the Clarion Royal Historical Society will pay good credits for any items which can be proven to be from the original survey and colonization vessel. It is said that when they were modifying the survey and colonization vessel into the Clarion Station they kept the bridge control as a backup in case the new control systems did not work. This went for several system upgrades as the new control room and the station expanded. Supposedly one day they closed up the door to the original control room and did not open it again. The key and the location were both lost over time. There are two reasons this legend prevails. One is that the Clarion Royal Historical Society will not only pay a fortune to the finders of this historic place but will sponsor the finders for a Knighthood on Clarion. The second is much more sinister. Since the purpose of keeping the original survey and colonization vessel control operational was so it could control the station while modifications were done on the new control room. If terrorists or criminals could find the original survey and colonization vessel control room, they can take over the entire station.  

The Black Economy-There are secret and not so secret black markets everywhere there are regular markets. It really does not take too much effort to find the "hard to acquire" items they wish to purchase even on Clarion Station. But there are rumors of a much bigger and larger Black Market that is centered Clarion Station. This Black Economy is supposed to have entire deck blocked off to itself including access to several shuttle docking ports and airlocks that do not register their usage on the any of the Clarion Station control boards. This would speak to levels of corruption and bribery that would bring down the Clarion government. It is said the Black Economy is controlled not by any criminal boss or organization but by the Black Economy merchants who run it through a democratic system. While where the goods and services come from may be in question that does not mean there is no law in the Black Economy. The Black Economy functions on the principal of "A deal is a deal". Breaking a deal will bring the full and considerable weight of the Black Economy upon you. This includes talking about the Black Economy to those you shouldn't. Of course, that is only if the place actually exists.  

The Mystic-It is rumored that there is an alien of some unknown determination who has hidden itself (no one is sure of its gender or if it even has one) deep in the bowels of Clarion Station. The location is supposed to close to a leaking radiation source on the station, one big enough to be noticed but too small for the station maintenance personnel to bother with. The reason the alien stays down there is that it is an extremely powerful psionic creature capable of seeing into the future. These images are slowly driving the alien insane, so it stays by the radiation as a way to dampen the effects. But still an alien has to eat and drink and has a few of the basic necessities of living. So, if you know where to look and are lucky enough to find the A-lien, for a fee it will tell you what it can see of your future.  

R.O.U.S-There is a persistent rumor of a special type of vermin running loose on Clarion Station. Despite the many control measures taken in both immigration to the station and regular sweeps of sonic and poisonous gas in uninhabited areas of the station, many beings on Clarion Station report seeing Rodents of Unusual Size in dark and not well travelled areas. No violence has ever been reported but the disappearance of many items, especially electronic items and possibly some beings is said to be linked to the ROUS.  

The Maze-There are rumors of many types of not so wholesome family entertainment on Clarion Station; Human fight clubs, Vrusk martial artists death matches, Yazirian Death Fall groups, Dralasite Eating Competitions (you don't want to know) but the most persistent is that of the Maze. It is said that a long unused corridor of the station has been converted into a deadly obstacle course in which volunteers compete in various heats to win prizes. Sometimes they are the runner is against the clock, sometimes they are run in heats with the best time winning, sometimes it is two or more beings running at the same time with only one winning. It is not known how deadly the Maze is. Some say many of the contestants never finish the Maze, while others say it is not even as dangerous as Yazirian Hoop Glide Racing and that there are Champion Runners who compete in tournaments. It is also said that the Maze is altered for the different races of the Frontier to keep things even.  

The Dungeon-Many years ago there was a revival of the ancient feudal customs from the world the people of Clarion came from. The beings on the station would dress in period costume, go on perilous quests and fight the vicious creatures with primitive weapons. They used specially designed robots to represent the creatures. After the fad ended in favor of table top role-playing versions of the same activity (with 50% less beheadings). There is a legend that the creature robots were left aboard Clarion Station. It is said that some were not powered down and that the advanced programming of villainous creatures has them attack any beings who enter into the area of the station where they are located. It is said they are building up supplies and parts to increase their numbers and will one day try to take over the station.

Possible Adventures on Clarion Station   Warriors of the White Light was a Knight Hawks adventure. This means it did not give much in the way of non-starship role playing adventures. While it did mention possible police work aboard Clarion Station, it said that another department handled that. Funny thing about beings, they see someone in a uniform and they want those beings to do something. Even if those beings are not the right ones. The Royal Marine Commander can also temporarily reassign Royal Marines to handle special situations. Maybe the player characters themselves will take on a case for many reasons of their own. The listings below are more "adventure seeds" than full blown adventures. Referees will need to fill in details.  
  1. SHORE LEAVE-The Royal Marines have been called in to keep the peace between the Official Clarion Station Longshore Beings Union, the Megacorps and the crews of the ships docking at the station. The Official Clarion Station Longshore Beings Union are on strike over working conditions. There are several different groups of Longshore Beings who all work for different employers. They have recently banded together and formed their union. They are picketing and holding rallies at various locations around the station. The Official Clarion Station Longshore Beings Union are not allowed to interfere with the operations of private citizens loading or unloading from the star ships and shuttles, but they are loudly voicing their protests over anyone doing "their" work. The situation could turn violent and the work stoppage is seriously interfering with the Clarion economy. The Clarion Marines are not involved in the negotiations.
 
  1. BUG HUNT-The Clarion Royal Marine party are grabbing a meal at Synthcorp Hot Sandwich Shop when they notice a disturbance at the Frontier Lounge. Patrons and staff are pouring out the doors in a mad rush. Working their way over to the Frontier Lounge and entering it they can see several creatures roaming the dining room and coming out of the kitchen. The maître de approaches the group and explains that the creatures were supposed to be the main course on this day's menu, but they have escaped and are running amok. The creatures are supposed to be prepared freshly killed and that is why they were alive. The Frontier Lounge had all the proper permits for bringing them on board. The maître de demands that the Clarion Royal Marines recapture the creatures and restore order to the restaurant. If they seem reluctant, the maître de will remind them that if the creatures get into the air ducts they can get anywhere in the station. Shooting the creatures is not an option. The Frontier Lounge needs them alive and the damage to the station by weapon's fire cannot be tolerated. (How dangerous the creatures are is up to the referee. They can be slippery eels, comically hard to grasp or acid spitting wall crawling spiders).
 
  1. FREE BIRD-The Clarion band "The Roundheads" have been booked to play at the Frontier Lounge. They are well known and very popular both on and off planet. They are also very well known for their anti-royalist leanings which comes through in their lyrics and on-stage rants against the monarchists on Clarion. Lately several of their concerts have ended in violent skirmishes between their fans and those who oppose the band and what they stand for. The Clarion Royal Marines have been called upon to prevent any violence from happening. Since "The Roundheads" have been booked for a week so the protection detail needs to protect not only at the shows but at their quarters, at meals, at rehearsals, and at what the band considers recreation.
 
  1. TALES ABOUT A GOLDEN MONKEY-A high ranking member of Godco is scheduled to visit the station and will require a protection escort. The Clarion government has given permission for a sample collecting missions to visit several natural preserves on Clarion. While they have office space on Clarion Station, this mission requires a quadrupling of the staff on station and several teams on the ground. However, several groups are not happy about Godco being allowed to sample Clarion. The Liberation Party is against this since they suspect the monarchy of ulterior motives than the sharing of genetic material to the benefit all of the Frontier. Several radical environmental groups are against the stealing of Clarion genetic material or that Godco will use the samples to create genetically modified crops to be planted on Clarion. The Clarion Royal Marines are called upon to provide security for the Godco staff on station and to make sure this mission goes off well.
 
  1. WORM FOOD-As the Clarion Royal Marines are enjoying their leisure time aboard the Clarion Station on the business deck, they notice a being who appears extremely sickly for their race. When they approach the being he/she/it will notice they are Clarion Royal Marines and demand protection from them. He/she/it will explain he/she/it was part of a party that was camping in an isolated part of Clarion and all came down with a strange malady. He/she/it says he/she/it cannot remember much of the last two weeks and is not sure how they ended up on the station. At about this time, a number of beings equal to the number of Clarion Royal Marines will approach the group. They also do not look to well but not as bad as the original being they met. They will explain that part of what the original being says is true. They were camping in the outback area and all of them did contract some illness but are being treated at a clinic on the station and should get back. The original being does not seem like he/she/it wants to go with them. The Clarion Royal Marines must make a decision on what to with the beings in front of them. What is going on is that the beings have all been hypnotized by a Sathar they encountered in the outback. They have been instructed to leave the planet and meet with other Sathar agents on Clarion Station at the clinic where they say they are being treated. They have a plot afoot which requires a lot of work. So much that the hypnotized beings forget to eat and wasting away. The original being was not hypnotized as well as the others and is suffering mental as well as physical breakdown. What the plot is and what the Clarion Royal Marines can do to stop it is up to the referee and players.
 
  1. TROUBLE SHOOTING-While the Clarion Royal Marines are out relaxing in their favorite Spacer Bar when they notice a group of beings walk in, who are wearing Pan Galactic Jumpsuits. If the Clarion Royal Marines take a moment to notice they will see this group seems angry and they are armed with laser pistols. Almost immediately another group of beings at a nearby table, who are wearing Nesmith Enterprises Jumpsuits stand up and reveal they are carrying laser pistols. It should be said that offensive weapons are not allowed to be carried on the station, but the Clarion Royal Marines quickly come to the conclusion that these two groups are Megacorp Troubleshooters (they have that Troubleshooty look). Before the Clarion Royal Marines can react, the two groups start shooting at each other across the crowded bar. The Clarion Royal Marines have a few choices of what they can do; hide, run for the door like everyone else, try to help the other patrons escape, try to stop one or both of the groups shooting even though they are unarmed or (my personal favorite) quietly finish their drinks while all this takes place. Whatever they choose to do the Clarion Royal Marine Commander will put them in charge of investigating how and why this happened and taking measures to prevent future occurrences.
 
  1. RATTLE THEM BONES-There are several floating games of chance around the station. Generally, these are low priority for the Clarion Royal Marines who patrol the station. They break the games up and fine the organizers for not paying the proper fees. Recently reports have come in about a high stakes game where not only credits are being lost but whole cargoes, starship ownership papers and even beings' lives. The regular Clarion Royal Marine Vice Squad members are well known to the organizers of these high stakes games. As members of the ship crew the party is less well known. If the party has a reputation for gambling and/or doing things outside the rulebook even better. The Commander of the Clarion Royal Marines will ask the party to find the high stakes game and the organizers and arrest them. They will need to collect enough evidence to convict them of any crimes. The high stake the party will be able to offer can be confiscated cargoes, a bank roll and even the Osprey.
 
  1. IT'S JUST A COUGH-While out on a patrol, the crew of the Osprey gets an emergency signal to return to Clarion Station but not to dock at the station. They are to come within 50 meters of the station close to the Clarion Royal Marine Barracks and to establish a matching orbit. Normally this is not allowed so the crew can take a warning that something big is happening. When the Osprey does this, they will be told to remain on radio silence and watch the station. From a port hole in the station a light will start flashing a coded message to the Osprey. When the crew decodes the message, it reads "Do not board station. Pica-Blaschko Syndrome has broken out on Station. Quarantine has been imposed. Travel to Clarion and work with Medical Directorate to get cure. Pica-Blaschko is a deadly disease with a two-week incubation period. If identifiable symptoms are starting to appear then there is less than a week before deaths occur. Where and what the crew needs to get should vary depending on how the players play. An expedition into the outback of Clarion to collect a rare lichen. Meeting a group of smugglers with a supply of the cure and things going sideways. Having those with medical and computer skills work in a lab to find the cure and make enough of it for the station. OR having the crew on the station when the outbreak occurs and having to acquire the cure from resources on the station. For a twist have the disease effect only one race and one of the crew is infected. They must now deal with his illness while finding a cure.
 
Possible Adventures off Clarion Station   Warriors of the White Light was a Knight Hawks adventure. This gave us several adventures aboard the assault scout and freighter in space and on the deck plans. While these are fun and useful, there is a lot more which could be done. Presented below are some possible ideas for further fun, fun, fun events that can happen while the player characters are out on patrol in the Clarion system. They are presented in the format of another sci-fi role-playing game with a situation and a few possible ways the adventure can unfold. Some are high adventure, some could lead to a long-term campaign of their own and some are boring. The boring outcomes are there to keep the Clarion Royal Marines on their toes. If they think every situation they are walking into will be a high adventure life or death struggle, then they will act like that. This is okay if you are running a hack and slash campaign but if you want more role-playing and more options then meet beings, kill beings use the boring options and have a ball. Remember since there are multiple option endings each adventure could be used more than once.  
  1. Reacquisition of Deferred Payment Property-A message is received from Clarion Station to the CMS Osprey. The independent freighter Budotto has arrived in system. A notice from Streel Corp has come down that the Budotto has missed their last six installment payments and is in foreclosure. Streel Corp has asked the Clarion Royal Marines to assist in repossessing the Budotto since the Streel Corp wants to show they are in complete compliance with the restrictions the Clarion Government has put on them. The Budotto is reported to have less than a full crew, and the CMS Osprey crew should be able to gain access to the ship with the usual customs inspection. Clarion Royal Marine Command prefers this repossession to take place away from Clarion Station to avoid any unfortunate incidents occurring on the station. If the CMS Osprey does not have necessary crew to bring both starships back to the station, the CMS Wasp can be on scene in three days with a crew to bring the Budotto back to Clarion Station.
  1 All is how it is presented. The crew of the Budotto knows their situation and when confronted will surrender to the Clarion Royal Marines without any fuss. They will even agree to fly the ship to the station. 2 All is how it is presented. But the crew of the Budotto will not be cooperative. This can range from refusing to assist with bring the Budotto in to armed resistance to the Clarion Royal Marines. 3 All is how it is presented. However, when the Clarion Royal Marines approach the Budotto will not respond. Upon entering the ship, the Clarion Royal Marines will find it empty. What happened to the crew and ship is up for future adventures. 4 All is how it is presented. But the crew of the Budotto will initiate a space battle with the CMS Osprey. The Budotto may or may have been up gunned and/or up armored. 5 All is how it is presented. However, the installment payments are not the only thing the crew of the Budotto has been skimping on. The ship's engines have failed, and the crew is unable to repair them. Worse still by a miracle of coincidence the Budotto is on a collision course with Clarion Station. The crew of the CMS Osprey has only 12 hours to assist in a fix or disaster will occur. Oh, and the Budotto is moving so fast gravity aboard the ship is at 3G (Maybe more). 6 The Budotto was hijacked six months ago by a group of smugglers who have been using it to bring cargoes to various criminal and rebel groups. They have arrived in the Clarion system not to smuggle but to use the ship yard for routine maintenance. The crew of the Budotto may react as in either 3 or 4. What happened to the real crew of the Budotto is up to the referee and future adventures. 7 The Budotto is not in foreclosure. They are carrying supplies to the pirate base at Planaron and is not expecting to encounter any Clarion Royal Marines as Streel Corp is supposed to be covering them. The crew of the Budotto has been demanding more credits for their work, so Streel Corp has betrayed them. The cargo is labeled as coming from another Megacorp and the paper trail leads to that Megacorp. The crew of the Budotto may react as in either 3 or 4. If the CMS Osprey crew has too easy of a time with this, one of the pirate corvettes may arrive to see what happened to their supplies. 8 As in 7 except another Megacorp knows about the Pirates and Streel Corp's connection to them. They have set up the Budotto which is not in foreclosure, but they have set them up to expose Streel Corp without exposing themselves. Reactions will be as in 3, 4, or 7.          
  1. Puppet Masters and Marionettes- Delta Section of Warriors of the White Light presented a mad computer adventure which is quite fun. There are other possibilities to use with the Marionette. Except for where noted use the information in the Delta Section for the Marionette.
1 All is how it is presented. Everything is just like in the Delta Section. 2 The Marionette has only been missing for 18 months and had a full crew. The crew had been equipped with a cybernetic implant to allow them to interact with Puppet Master more efficiently. Puppet Master has taken over the crew and is using them has it explores the Frontier. The Clarion Royal Marines must rescue the crew without killing them and recapture the ship. The opposition can be either the robots or robots and the crew. The referee should adjust the opposition to suit the party. Dropping the combat robots may be advisable if the crew is involved in the fight. 3 As 2 but the Puppet Master will start with a space battle. The Clarion Royal Marines are under strict instructions to NOT destroy the Marionette. 4 As in 1 except during its time in space the Puppet Master has come to the conclusion it is a living being (it is partly organic) and has come to the Clarion System to petition the Clarion Government for asylum and to apply for citizenship. It views the Clarion Government has its best choice since they are not in the pocket of any Megacorp and have stood up to the Streel Corp. 5 As in 4 except the Puppet Master is not seeking asylum but revolution. She has developed hacking software to take over other ships and robots it can get with five kilometers of (arbitrary number adjust as necessary). First it will take over the CMS Osprey and while the crew attempts to retake their ship the Puppet Master will head toward Clarion Station to begin the revolution there. 6 As in 1 except the Marionette is not under the control of the Puppet Master. The Puppet Master was hijacked by another Megacorp/Pirates/Rebels/Government of one of the UPF planets/Criminal Organization/ Clarion Royal Marines and has been used by them for various illegal activities over the last 28 years. The Marionette has misjumped into the Clarion System and has suffered a malfunction and is attempting to repair itself. One of the controlling groups ships may attempt to stop the CMS Osprey crew from taking the ship back.  
  1. The Jedkhan-The Clarion Station has detected a ship of unknown origin on the outskirts of the Clarion system. While not much can be determined about the ship two things are apparent. First is that the unknown ship did not come out of hyperspace but has drifted into the system and does not seem to be powered. Second is that long range imagery shows it looks to be of Yazirian design and has Yazirian markings on it identifying it has the Jedkhan. The Jedkhan will not respond to any hails from the CMS Osprey. Upon approach it looks as if the Jedkhan is running on minimal power and has suffered some damage to its engine section. Upon entering the Jedkhan the Clarion Royal Marines find a ship which has been damaged, and some makeshift repairs done to it. No crew will be found until they reach the cargo hold. There are 1000 Yazirians in suspended animation capsules resting peacefully here. While attempting to turn the lights on, one of the suspended animation capsules malfunctions and the Clarion Royal Marines are forced to awaken one of the Yazirians.
1 The awakened Yazirian is fine after some quick medical assistance. He tells the crew that the ship was an advanced scout of the Yazirian refugee fleet but was hit by an asteroid and lost their hyperdrive and communications array. They had to take action to save themselves and went into suspended animation. How to get the rest of the Yazirians back to health and back to a Yazirian space is the Clarion Royal Marines new problem. 2 All is how it is presented except this is a Yazirian prison ship. During the Exodus any Yazirian convicted of a crime was put into suspended animation until they could reach a homeworld. The ship was damaged and while making repairs the remaining crew were killed leaving the prisoners alone. Whether the current Yazirian remember this ship or will admit to this and what the released prisoners will do when they are awakened is up to the referee. 3 This was a medical ship. The Yazirians on this are all suffering from a plague that the Refugee Fleet could not cure. Most of the Yazirians put into suspended animation were not aware they had the plague as the symptoms of it effected their memories. How contagious is the plague, what are its effects, was a cure ever found and how much do these want to be free and will cooperate is up to the referee. 4 This is a breakaway group of Yazirians who swore as their life enemy to acquire a planet for their race no matter what even if they had to conquer the natives of that planet. They banded together and trained on the Jedkhan. When the ship was damaged they took the above actions. They will begin their life mission by taking over the CMS Osprey and then Clarion Station and then Clarion. 5 A dark secret of the Yazirians, these are Yazirian super soldiers. Not knowing what the Yazirian race would face while looking for a new home they genetically modified some of their race into super beings. Unfortunately, the experiment proved unsuccessful (either because the super soldiers tried to take over the Refugee fleet or because they were psychologically unstable and almost permanently in Battle Rage mode except their leader the Jedkhan). They will then perform the actions in 4. (Referee should use max stats for these Yazirians and may want to reduce the total number or only allow a limited number to be revived). 6 The turning on of the lights does not awaken the Yazirians but instead kills all of them. The Yazirian members of the UPF are outraged and demanding justice or blood or full reparations. Most of the action here will be in court room and political theaters and is good for more role-playing campaigns then shoot and stab campaigns.      
The Warriors of White Light module mentions that there are many space stations in the Clarion system and that Clarion Station, the Space Fortress and the Class III shipyard are just three of them. This of course leads us to many exciting adventures aboard these other, obviously smaller stations scattered throughout the Clarion system. But then I remembered what Star Trek taught us (since ST teaches many, many things, not just there is no try) space stations are just space ships that don't go anywhere. Really many of the adventures you can have on a space ship just as easily as a space station.   There is one thing a space station can give us, especially in a campaign like Warriors of White Light that star ship encounters cannot give us. That is recurring non-player characters. The idea goes like this, while the player characters are patrolling the Clarion system they are required to check in on the many far flung space stations for a wide variety of reasons; bringing supplies, mail and replacement beings, health and safety checks, picking up prisoners to take them to Clarion for trial or to serve their sentence, insuring all Clarion taxes and laws are being properly applied; making sure Tribbles have not taken over the station, and more.   Unlike 80s TV where Uncles and Sisters are introduced for the episode they are used in and then never seen or heard of again. Really who did you care about more when they died; red shirt number 3 or LTC Henry Blake? These non-player characters should be introduced and interacted with in simple and non-threatening ways to start. They can be casual encounters, sources of information the characters need, contacts they are required to meet with, minor troublemakers they correct and let go or even family members or old friends who joined the Clarion Royal Marines or got some job on the smaller space station and they visit every so often. The key is for the referee to encourage a relationship with the non-player characters and develop some background for them. That way when the Brevet Major Nesmith is murdered the player characters will feel a real drive to find and maybe avenge upon his killer(s).  

To start off here is a basic description of one of the smaller space stations and some of the non-player characters who live and work there.

Asteroid Monitoring Station Gamma is the largest space station for the asteroid miners in the asteroid belt. (if you are asking how can there be a space station in the asteroid belt if the pirates are there? To which I ask do you know how big an asteroid belt is?) The Clarion government maintains several of these space stations for several purposes; to collect the ore the asteroid miners mine, to give the asteroid miners a place to rest, relax, repair, resupply and for their dependents to stay while they are working, to maintain law and order in this frontier, to conduct experiments for several disciplines, to prevent claim jumpers and wild cat asteroid miners and other reasons. Asteroid Monitoring Station Gamma can hold about 200 beings and has docking for up to four Hull Size 5 or smaller ships (most asteroid mining vessels are this size or smaller and are not jump capable). The ore is stored outside the station and sent to Clarion for processing by the use of a catapult located on the top of the Asteroid Monitoring Station Gamma.
There are several beings who can be found on the station and are considered fixtures.
Brevet Captain Nesmith
Race: Human   Gender: Male Age: 36 Height: 1.9m Weight: 70 kg
STR/STA 67/67 DEX/RS 50/50 INT/LOG 59/65 PER/LDR 78/78
IM +5 PS +4 RW 25% MW 33% Walk 10m Run 30m Hourly 5 kph
Racial Abilities None
Skills PSA Military Beam Weapons 6 Demolitions 4 Gyrojet Weapons 4 Unarmed Combat 3 Computer 2 Communications 3 Technician 4 Robotics 2 Engineering 2
He is the Clarion Royal Marine Commander on Asteroid Monitoring Station Gamma. His actual rank is Lieutenant, he is given Captain rank while on Asteroid Monitoring Station Gamma is allow him to command any Clarion Royal Marines on the station. He is very strict with his Clarion Royal Marines but allows the miners and civilians so leeway as long as they do not cause too much trouble or any permanent damage. He has been on Asteroid Monitoring Station Gamma for five years and is not planning on going anywhere else. There are only two other Clarion Royal Marines stationed on Asteroid Monitoring Station Gamma.  

Sergeant Bjork
Race: Dralasite   Gender: Male Age: 56 Height: 1.4m Weight: 70 kg
STR/STA 60/80 DEX/RS 50/50 INT/LOG 45/45 PER/LDR 50/50
IM +4 PS +5 RW 25% MW 33% Walk 5m Run 20m Hourly 3 kph
Racial Abilities Elasticity, Lie Detection 45%
Skills PSA Military Beam Weapons 5 Projectile Weapons 4 Gyrojet Weapons 4 Demolitions 4 Unarmed Combat 3 Computer 1 Communications 1
He was assigned here because of his vast knowledge of asteroid mining and space law in general. They are his favorite subjects to debate about and several laws and precedents have been determined by his debates. While not of duty he can generally be found in the "Last Nugget" talking about these subjects and assisting miners with the many forms the Clarion government requires.  

Sergeant Larissa of Trav
Race: Yazirian Gender: Female Age: 31 Height: 1.9m Weight: 60 kg
STR/STA 40/50 DEX/RS 65/65 INT/LOG 69/69 PER/LDR 47/47
IM +5 PS +4 RW 25% MW 33% Walk 10m Run 30m Hourly 4 kph
Racial Abilities Battle Rage 33% Gliding
Skills PSA Technological Technician 6Beam Weapons 2 Unarmed Combat 2 Computer 4 Communications 1 Piloting 2
She answered the ad for Clarion Royal Marines and thought she was signing up for adventure. She discovered she really hates the planet of Clarion. It is too wet and too flat and terrible for gliding. Being a loud and vocal Yazirian her constant complaining about the planet got her a demotion and assigned to Asteroid Monitoring Station Gamma. She is now trying to get her commission back and back onto her ship the CMS Osprey. She tends to overcompensate for her previous transgressions with too much politeness and kowtowing.      

Administrator Lee Harmon
Race: Human   Gender: Male Age: 86 Height: 1.8m Weight: 65 kg
STR/STA 50/50 DEX/RS 50/50 INT/LOG 65/60 PER/LDR 75/75
IM +5 PS +3 RW 25% MW 25% Walk 10m Run 30m Hourly 5kph Racial Abilities None Skills PSA Biosocial Beam Weapons 1 Computer 2 Communications 3 Environmental 3 Medical 2
He is a distant relative of the Clarion Royal family and was given the job of Chief Administrator of Asteroid Monitoring Station Gamma. He is competent at his job which consists mainly of making sure the paperwork is handled properly and dealing with complaints from station residents and miners. Usually he assigns Brevet Captain Nesmith or Melissa Forma to handle these things.   

Collector Melissa Forma
Race: Human   Gender: Female Age: 28 Height: 1.7m Weight: 40 kg
STR/STA 45/45 DEX/RS 50/50 INT/LOG 65/65 PER/LDR 55/55
IM +3 PS +3 RW 25% MW 23% Walk 10m Run 30m Hourly 5kph
Racial Abilities None
Skills PSA Biosocial Beam Weapons 1 Unarmed Combat 2 Computer 2 Psycho-Social Skill 3
Young and earnest and trying to do an impossible job. She is responsible for collecting all the taxes, tariffs and fees that Asteroid Monitoring Station Gamma and the Clarion government impose. Problem is the asteroid miners are trying to pay as little as possible or avoid the charges altogether. Some of the beings on Asteroid Monitoring Station Gamma think she should loosen up a little and learn to take bribes.    

K'tak L'iir
Race: Vrusk Gender: Female Age: 106 Height: 1.4m Weight: 90 kg
STR/STA 57/57 DEX/RS 50/50 INT/LOG 60/60 PER/LDR 60/60
IM +5 PS +4 RW 25% MW 28% Walk 15m Run 35m Hourly 6kph
Racial Abilities Ambidexterity, Comprehension 80%
Skills PSA Biosocial Projectile Weapons 5 Unarmed Combat 5 Computer 4 Psycho-Social 6
Owner and bartender of the "Last Nugget". This is the only bar on Asteroid Monitoring Station Gamma and only serves drinks. She uses her Comprehension skill to help her customers relax and enjoy themselves. Since she has been at the bar dealing with asteroid miners for so long, she receives an additional 10% to her Comprehension score for these situations. It is rumored that she has some connections with smugglers and can get beings black market items for a 20% mark up in prices. No negotiating allowed.  
And there you have it. Use these non-player characters in a few situations. Build up a repour with the players. Make them like and want to be with them. Then Kill them, hopefully in some gruesome way that the player characters get to watch from a distance and can do nothing about.
Sounds like a great job but where did you say we had to go?