Design Monologue 4: Objects of Value

Let's not kid ourselves.

Everything we do, we do for value of some kind.

It isn't always money. It might be time, or love, or friendship, or utility, or convenience, or ideology. We value all sorts of things, and that value guides our decisions, and the way we live.

What the adventurers value will matter most of all. What their opponents value will be of similar importance.

Natural Resources

Item #1 on the colonist's checklist. The Homeworlders were lucky to land on such nice planets (even the iceworlders), because their ships had limited stores, and even more limited capacity to expand upon those stores.

Oxygen

The most important natural resource is oxygen. This may seem a little strange, but consider that oxygen doesn't often float freely around in space, and you'll see why it's so important that humans get a hold of some of the good stuff while it lasts.

It is entirely possible that the fusion reactors of colony ships and space stations could literally produce oxygen from their starting fuel, but that is unlikely to be an efficient use of that fuel. If the Sun is any indication, Oxygen is a very small part of the byproduct of a stellar fusion cycle, so only a tiny fraction of the fuel would become oxygen. Better to just carry the oxygen.

Fortunately, oxygen is the third most abundant element in the universe after hydrogen and helium. Unfortunately, most of that oxygen exists in low-energy form, such as in carbon dioxide. Fortunately, we know of a great way to turn carbon dioxide into oxygen, using only light, water, and an incredibly complex machine: it's called photosynthesis.

The colony ships were probably sleeper ships. In interstellar space, natural photosynthesis is a no-go. Artificial light might help, but the energy to produce that light is probably more than the energy to just directly convert carbon dioxide to oxygen.

While it might have been possible with the technology of the day to power an infinitely renewable oxygen source, that and other logistical concerns probably made a sleeper ship the best bet.

Now that they have the opportunity to choose, the Homeworlders look for planets that already have an oxygen cycle. Of course, this requires life, a rare commodity in the galaxy these days, but not super-rare. Many systems already have native life, albeit the simple, cellular kind, but that plus a lot of terraforming equals an oxygen cycle. Yay, you've got oxygen!

Apart from the obvious need for oxygen on terraformed worlds, most ships also need a bit. The largest ships, and most space stations, produce their own oxygen using oxygen gardens and the local sun; it's just the most efficient way to do it. Plus, it's pretty.

Said oxygen farms often produce an excess of oxygen, packed conveniently into delicate drums of frozen slush for delivery into small craft. The antimatter reactors of many small craft power devices which separate carbon from the crew's exhaled carbon dioxide and produce fresh oxygen, which offers greater mission endurance than a simpler oxygen-tank-plus-scrubber approach.

Generally speaking, oxygen is easy enough to obtain if you've already got the foundation for it. This is known in spaceflight as the Oxygen Chain. That is, you always remember that your oxygen always comes from somewhere else, unless you're on a planet with a naturally oxygenated atmosphere, and that gives opponents many links in the chain at which to strike to cut off your supply.

Water

Water, in its various forms, is an extremely abundant resource in the universe. That being said, it's not always very easy to get at. One doesn't just hold a cup out of the airlock and wait for it to rain.

Like oxygen, water must be renewed as much as possible to avoid waste. All spaceflight from the 2088 era and on employs near 100% efficient water renewal, assuming the devices which process wastewater are functioning and well-maintained.

Even small ships meant for long-range typically have a miniature water reclamation system which recycles human waste and other waste containing water. Short-range small craft typically collect such waste for later processing in a mothership's water system.

Water is a critical resource for colonization of any world. Without water, there is absolutely no chance of life as we know it. There can be other, more exotic forms of life, perhaps thriving in cryogenic seas of liquid methane, but generally, this occurs under conditions where humans cannot survive.

A planet or moon must have the right amount of water; while the atmosphere can be tweaked using biological and even nanotechnological manipulation, there is generally an absolute minimum amount of water for a planet to be viable.

While the option to redirect comets and ice chunks toward dry planets to invigorate them with ice, this is a mind-bogglingly energy-intensive process. It is best usually to just find a planet with the right amount of water.

Organic Matter

Organic compounds form the basis of much of material science, as well as the building blocks of life. A world with no organic matter is simply not going to evolve life, at least not as we know it, nor does it provide any of those useful polymers we like to make.

Organic matter seems more plentiful on planets and moons in our home solar system than water and oxygen, but it is still a precious and irreplaceable resource.

Minerals

We use a great many minerals, or, more appropriately, the elements gained from processing those minerals; from the humble iron to the exotic molybdenum, we use thousands of elements, alloys, and compounds, many of which are absolutely essential to building functional ships and cities.

Generally, colonized planets provide their own minerals. Even perfect, Earth-like planets, however, lack a few things we like to have. Also, there is great resistance to the idea of heavily mining minerals from a planet to be shipped into space; many people don't sit well with the idea that their planet is slowly disintegrating into the void, even if it is occurring at a negligible rate.

Couple that with the fact that many things, even earthbound things, are built and assembled in space (due to the convenience of zero-gravity), and you find that more mining occurs in space than on colonized worlds. Heavy industry often occurs on mineral-rich moons with low gravity, in a compromise between ready access to materials and the energy-saving convenience of zero gravity.

Hydrogen

Hydrogen is the most abundant element in the universe, and it's a good thing, because the Homeworlders lap it up like starving animals.

Hydrogen powers almost all electrical systems, from large fusion reactors to small fuel cells. It is used as a propellant for many sublight drives.

It's uses are relatively simple, but massive to the nth power. Humans consume hydrogen at an astounding rate; it's a good thing it's so plentiful.

And yet, it isn't terribly easy to get a hold of. On an Earth-like planet, there isn't a lot of naturally-occurring hydrogen. It has to be produced using expensive mechanical methods, such as electrolysis.

It is, in fact, more efficient to harvest hydrogen from places where it can be found in its natural state, as long scale is great enough. In most colonized solar systems, there are gas giants with vast amounts of hydrogen floating in their upper atmospheres. Massive "skimmer ships" collect the hydrogen and cool it into liquid form. Freighters haul the hydrogen to a nearby processing plant (usually with an interstitial jump gate), where it is purified, repackaged, and sent off toward civilization.

Some newer skimmer ships actually gather the hydrogen directly into a mobile jump gate, teleporting it into a processing facility which purifies and packages it.

Harvesting gas giants remains the predominant form of hydrogen gathering. Other sources of hydrogen, such as stars and the interstellar medium, are far too sparse or dangerous to make it worthwhile.

Technology

The technology which keeps the Homeworlds turning is of paramount importance to all. Simple things like antimatter fuel, heat-resistant ceramic, and EM sensor clusters are not easy to come by in the sparser systems, and come at a dear price, even if they might be cheap and plentiful in the Core Worlds. This dynamism can be a rich source of profit for a trader (or smuggler).

Ships and Components

A ship is freedom, independence, and a chance to make some very serious profit. The vast majority of people in the Homeworlds do not and cannot afford a ship of their own. In the Core Worlds, shuttles, transports, and cargo ships provide services to people who otherwise couldn't afford to operate their own. Further out, this is not the case.

The reality of the far-flung colonies, especially in the DMZ, is that more vital goods (even the most basic) are delivered by independent courier than by chartered transport or freight, simply because the cost of such long voyages is prohibitive, and the danger of piracy too great.

The most common occupation among those who do operate independent ships in the colonies is that of a trader, ferrying goods from where they are cheap to where they are dear. These traders make a lot of money, and produce much demand for ships and ship components.

Similarly, the modest fleets of relatively well-to-do colonies need constant repair and maintenance as well, and, not being part of the Foundation fleet, typically have to fend for themselves, paying with whatever valuable resources they can scrounge up in their neck of the woods.

Ships and ship components are some of the most reliably valuable items in the colonies.

====Whole Ships====

There isn't a shipyard capable of constructing anything larger than a modest frigate anywhere in the DMZ. Virtually all ships for sale in the colonies come from the Core Worlds, the Inner Colonies, or even the Rogue States. Of these, the overwhelming majority are quite used, having been discarded for newer models. Many are even lemons, overstocked in affluent shipyards and auctioned for pennies on the dollar to cut-rate traders who sell third-rate ships for big bucks in the colonies.

Buying a whole ship in the colonies is always a risky prospect. First, one most locate a dealer. There aren't exactly rows of new and used ship dealers on main thoroughfares, constantly running annoying ads with low production quality on the local TV network. Rather, there are a few different types one might encounter when buying a ship.

The Used Ship Salesman
The closest thing to a traditional ship-selling businessman, and the least desirable. This is an entrepreneur who buys (usually through agents) cheap ships, either heavily used or just plain undesirable, and sells them for exorbitant prices to desperate colonists. This type typically grossly overstates the quality and value of his product, while seeking to limit his own liability should it prove defective, or even totally nonfunctional.
The Fixer-Upper
Somewhat more desirable is a mechanic (or small group of them) who purchases nonfunctional ships (or takes them from a junkyard) and restores them to working order. The quality of such a ship can vary dramatically, depending on the skill and ethics of the mechanic, but some very good deals can often be had this way. The mechanic typically makes a modest living from what is essentially an exceptional skill. Shops like this are sometimes a good place to find a ship's mechanic for crews lacking one.
The Fence
Sometimes, a fellow of questionable trustworthiness will offer a seemingly random ship for sale. This is usually an indication that it was stolen, whether by simple theft, or outright pirated. One can only hope the ship was claimed by right of salvage after the crew was lost to uncontrollable events. In any case, these ships can often be of higher quality and greater value than others in the same region, and, as such, great demand for fresh ships is often satisfied by pirates.

====Ship Components====

A well-stocked shipyard contains thousands of brand new parts from hundreds of manufacturers, supporting every make and model of civilian ship going back decades of model years.

Needless to say, such shipyards are all but nonexistent in the colonies.

When your ship blows a compression coil, or suffers plasma damage in its fusion power plant, it can be extremely costly or downright impossible to find the right replacement part. Most of the time, when such parts do exist, they are sold at such a premium that it can be cheaper to buy a whole new ship instead. In fact, in some cases, that is specifically because the part would be coming from a whole ship that was otherwise salable. In others, it's just the cruel laws of supply and demand.

For enterprising mechanics in the colonies, this problem creates a whole new market for jury-rigged solutions. The fundamentals of spaceflight are the same for all ships, and usually a part for a different make, model, or even class of ship can be made to fit when the need is great. Skilled mechanics charge a premium for such services, but it is often more affordable than buying the exact right component.

A wise captain will have a mechanic of such skill on his own ship, to minimize the risk of being grifted in a vulnerable situation.

The demand for high-quality ship components can mean great profit for an independent salvager, should he be lucky enough to happen upon a salvageable ship...or perhaps be the cause of the ship's salvageable status.

Fuel

Even a ship in perfect working order needs a constant supply of fuel.

Most fusion reactors require deuterium and tritium, the former prevalent wherever hydrogen is sold, and the latter far more rare. Some of the fancier or larger ships have their own tritium breeding plant, powered by lithium, which, unfortunately, can be just as rare.

Many frigates and smaller craft use antimatter power plants. Antimatter must be produced by large, industrial operations, and is therefore even more uncommon in the colonies than tritium.

Of course, fairly regular and sizable shipments of tritium and antimatter come in from the inner worlds in massive freight convoys. The boldest of pirates sometimes make a play for their precious cargo, but few pirate bands have the resources to take on the large private security fleets employed by such missions.

The fuel is usually delivered to one or more larger colonies, and, from there, distributed to the highest bidders throughout the DMZ. The smaller shipments are quite vulnerable to pirate attacks, and frequently go missing, only to pop up later in needy systems for an unbelievable fee.

Simply put, fuel in the colonies is devastatingly expensive, and comprises the largest expense born by most independent ship captains. Most have a favorite fuel station, where they get a discount due to their loyalty and connections.

Hydrogen is a common supplementary fuel, used in fuel cells for power systems and atmospheric engines, or, in more primitive ships, as rocket fuel when supplemented with liquid oxygen. Like tritium and antimatter, hydrogen is sold in fuel stations, though it is rather more affordable than the other fuels.

Fuel stations are usually marked with an "HDT" symbol, designating that they sell Hydrogen, Deuterium, and Tritium. This was originally a brand name, but, centuries ago, it entered the public domain. A similar brand name that still exists in proprietary form is "1-2-3 H", another hydrogen/deuterium/tritium fuel station.

Antimatter is sold at more prestigious fuel stations which also sell HDT; rarely is it sold on its own. Designations vary, from "positronic fuel" to "Hydrogen and Anti-hydrogen".

Weapons

Laws on weapons vary widely throughout the Homeworlds.

The Foundation would prefer if all civilians were prohibited from owning or operating weapons of any kind, personal or vehicle-mounted. However, the traditions of certain Core Worlds (coughKoruuncough) made this a political impossibility.

Rather than allow only one race to operate weapons, the Foundation established certain "reasonable" limitations on weapons systems. Due to the constant--if remote--danger of piracy, Earth drones, or other threats even in Core Space, any civilian of good security standing with the Foundation is permitted to mount and operate a limited range of weaponry, with limited capability. Such "civilian" versions of weapons are sold by the same corporations which produce the full-power variants for military use.

As Koruun does not have a strictly defined "military" (everyone is technically in it), a complex system governs the licensing of quasi- and full-grade military weapons on their vessels. It isn't universally loved by Koruunites or the other Homeworlders who feel threatened by them, but it has proved, so far, a workable compromise.

Of course, in the DMZ, the Foundation's laws do not apply. Local colonies often pass laws to one extreme or the other, but rarely have the wherewithal to consistently enforce them. Generally speaking, weapons that are not completely over-the-top are overlooked in most colonial ports, as the potential danger of angering their owner usually outweighs the benefit of restricting them.

However, the peculiars of the treaty with the Rogue States means that the corporations who normally sell weapons in the Foundation cannot do so in the DMZ, as they are the formal contractors for the Foundation military. Thus, actual, high-quality weapons of civilian or military grade are hard to come by in the DMZ.

One can get around this by traveling to a Foundation shipyard to add or upgrade weapons systems, but that assumes the pilot in question has a clean security status with the Foundation, which can be wild assumption when talking about trigger-happy independents.

Another common solution is to buy weapons from the Rogue States. This practice is also in flagrant disregard for the treaty which defined the DMZ, but is rather difficult for the Foundation to prove.

Of course, not all traders care much for terms of treaty, and plenty of weapons from both sides can be bought from independent dealers throughout the colonies. Of course, the buyer assumes all risk for the transaction, including the legal consequences of owning and operating contraband weapons. Also, these weapons are quite a bit more pricey than their legal alternatives, due to the risk assumed by the trader (read: smuggler). Of course, one can often purchase military-grade weapons from these dealers, and the same cannot be said of legitimate vendors in Foundation space.

====Small Arms====

Handguns, rifles, shotguns and the like are quite restricted in Foundation space, even among Koruunites. The same leniency applied to ship-mounted weapons does not apply to the billions of citizens who live in close quarters in cities and space stations, often close enough to rub shoulders the wrong way and end up in a brawl.

Under current Foundation law, no civilian is permitted to own or operate a firearm of any kind, and further restrictions are placed on bladed weapons and other potentially lethal implements, even in the privacy of one's home. While this law is consistent with historical laws on two of the three Core Worlds, and their associated colonies, not all Homeworlders agree with it.

Koruunites make a big deal of their ceremonial weapons, and are affronted by laws that restrict their use. Of course, their ceremonial weapons, while restricted to blades and other melee weapons, are still quite deadly. Thankfully, a politically-correct solution was proposed by the ruling clan of Koruun to apply to all non-Koruunite installations.

Under traditional Koruunite law, a clansman may not bear his weapons when in the house of a superior clan; he must check them with a guard, who keeps them safe, on his honor, for the warrior to retrieve when he leaves.

Under the auspices of this system, the ruling clan claims a similar right of sanctuary on all Foundation-secured installations and municipal zones. Effectively, this means public buildings, "secure zones" in dense urban centers, and most of the interior of Foundation space stations.

By the same traditional law, however, members of the ruling clan retain the right to bear their ceremonial weapons in such places. Many choose not to do so, earning points for bravado as they flaunt the security of their status. However, nothing about the laws in place can prevent such a clansman from bearing his weapons in these otherwise secure areas.

Of course, most of the things one can do with those weapons constitutes a crime under Foundation law, superceding all local laws. Nevertheless, the possibility of an armed Koruunite always exists, and there are those who resent and fear these sword-wielding potential criminals, real or imagined.

This fear has spawned a powerful movement to expand the right of Foundation citizens to bear arms. Its proponents call for a redesignation of secure and non-secure zones; that in any zone where some civilians can bear arms, all civilians should have the same right to bear arms. Opponents argue that this would create a war zone out of the most densely populated and security-conscious areas of the Homeworlds, and that virtually every Koruunite would seize the opportunity to walk, bedecked with blades of all kinds, in the shopping centers, hospitals, and courthouses of the Homeworlds.

Others argue that it is a moot point, and frankly insulting, as the sanctuary declared by the ruling clan cannot possibly be undone by the Foundation by any interpretation of their founding laws. To enact any change to weapon laws in the Foundation would require first asking that the ruling clan rescind their sanctuary (so as to offer equal freedom to all Koruunites), then imposing new and utterly unprecedented limitations on weapon ownership applying to all Koruunites, even on their home worlds, in flagrant disrespect for centuries of Koruunite tradition, all while other Homeworlders were gaining rights they never previously had.

This contentious issue dwarfs any similar legal dispute in human history, as the security of billions of lives hangs in the balance, and cultures comprising multiple worlds clash. The issue grows more polarized with every year of indecisive debate.

Meanwhile, in the DMZ, none of it matters at all. Only the most paranoid colonial authorities prohibit small arms, as the right to self-defense is considered paramount in all colonial cultures, every bit as important as the right to life and liberty.

While there is certainly a market for military-grade small arms smuggled in from the Foundation, or (more or less) legally purchased from the Rogue States, the simplicity of traditional firearms means there are no shortage of independent manufacturers to be found in the colonies.

Every town worth its salt has at least one gunsmith, and most colonials own at least one gun, for, at minimum, the defense of the home. Any city worthy of assault by air will have at least rudimentary air defense, and many have anti-ground vehicle emplacements as well. Shoulder-mounted missile launchers are not uncommon among more paranoid colonials, many who claim they are for warding off drones in the next Earthgate invasion.

Simple firearms, even automatic weapons, grenades, and missiles, can be had in most population centers, or the more surly space stations. More exotic weapons, such as plasma throwers, lasers, magnetic guns, EMP devices, and nuclear or antimatter devices can be very difficult to come by. Smuggling these weapons out of Foundation space is perhaps the most dangerous endeavor a smuggler could undertake; the Rogue States wouldn't mind selling the weapons so much, if, for one, they didn't enjoy the advantage such weapons gave them over the independents, and two, they actually had a surplus of such advanced technology.

Money!

Homeworlds does not have replicators. However, it would be foolish to assume that in thousands of colonized star systems, there isn't at least one asteroid with giant gold or platinum deposits. Even the threat of discovering such a thing would make such rare minerals worthless as currency.

Likely, the economy of the Homeworlds is similar to today's: the powerful nations issue fiat money, that is, money whose value is determined by market forces and guaranteed only by the ability of the issuing government to back it up with military and diplomatic might.

Of course, at certain points in history, such currency was valueless, or entirely nonexistent. Since the Foundation, however, there has likely been a new standard currency throughout the Core Worlds and Inner Colonies. Surely, that currency enjoys widespread adoption and reasonable stability in Foundation space.

And probably buys fuckall anywhere else.

In the DMZ, the currencies of the Foundation, the Rogue States, and various local governments compete for relevance in an economy mostly based on barter. The practical effect is that one or two major currencies prevail, but at grossly inflated prices compared to their home ground. There are many goods (antimatter, certain contraband weapons, etc) worth more by weight and volume than shipments of cash in the highest legal denomination.

The other problem with cash in the DMZ is that cash basically doesn't exist. All transactions are instant electronic transfers conducted by a bank. While such banks typically issue cards which can be used to conduct transactions over virtually any distance using instant relay communication, factors such as security standing can become an impediment with some Core World banks.

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  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
  • PPP1-2
  • Phobos
  • Phoebe the Pirate Princess
  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
  • Special:Style
  • Special:Menu
  • Special:Style
  • Stars Without Number
  • Stealth
  • Technology
  • Terra Delta
  • The Syndicate
  • Tik'lik'litikki
  • Travelogue 1: Starbase: Concordia
  • Travelogue 1: Starbase: Concordia
  • Uranik Dorren
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