CONTENTS

1) Introduction
2) Starships
3) Positions
  a) Captain
  b) First Mate
  c) Cheif Engineer
  d) Flight Controller/Pilot
  e) Tactical
  f) Ship's Doctor/Medic
  g) Others
4) Currency
5) The Law
6) Adversaries
  a) The Consortium
  b) F.I.S.T.
  c) The Koan Saotori
  d) Bounty Hunters (Guilds and Independants)
7) Business is Business
8) In Conclusion...                                                                                                                                                                                                                                                   

GENERAL LINKS

Eclipse FAQ

Eclipse Manual

Midnight Sun

Emerald Dragon

Gryphon

alt.shared-reality.sf-and-fantasy

World Weavers

Verbal Chilli

 
 
 
 
"You do of course realise," said Olsen as he tossed the disrupter between his hands, "that I am entirely - and I mean entirely - without scruples." The tall dark man, dressed sophisticatedly in a velvet suit with matching tie, grinned again and spun his weapon in his palm. "So I suggest that within the next 10 seconds you render unto me all your valuable possessions - time pieces, clothes, jewellery, latinum, account details - anything you might think would be useful to me." His grin dropped from his face rapidly, as he raised his eyebrows in mock remorse. "But if you’re found wanting," he sighed and shook his head, "I’ll just have to kill you. All." His wide toothy grin fanned out across his face. "Of course," he said, "I’m sure you won’t disappoint me."


Introduction

ECLIPSE is an expansion of the World Weavers' Star Trek universe. When assigned to a Starfleet vessel, a given character becomes a member ofthat vessel's crew, and must adhere to the Federation's rules and regulations. ECLIPSE takes place within this same universe, and a character is usually made part of a crew, but the vessel is not of the United Federation of Planets. The characters may still encounter spatial anomalies and Romulan Warbirds, just as a Starfleet ship would, but instead they are on an ECLIPSE Starship, usually either a transport vessel or tramp freighter.

'ECLIPSE' is named what it is because it focuses on the dark underbelly of the galaxy, not often visable to those in the Federation or Starfleet. These are the beings who engage in gunrunning, smuggling, assassinations and the like. While not fully aware of the extent of this dark side of the galaxy, Starfleet and many other factions are not blind to it. However, ECLIPSE is a world that is dirty when compared to the sterilized cleanliness of the United Federation of Planets, a world comprised of the beings who block out and choke the 'light' of Starfleet and the UFP, at least as far as the vaunted officers of Starfleet are concerned. These are the creatures who dance along the shades of grey between 'good' and 'bad', 'hero' and 'outlaw'. Of course, as anyone will tell you, these terms are relative.

As you may have guessed already, the ECLIPSE vessel is the key roleplaying arena in this dark and sordid universe of cuthroat merchants and underworld empires, and is the primary tie which binds the characters together. However, this is not always, or even necessarily, the case. Adventures in this world may occur in any place from broken down space stations to secret underground complexes to extravagent vacation worlds. ECLIPSE is a world of imagination and vast flexibility, and whatever backdrop you wish to set a given story in is acceptable (although it is a good idea to clear it with the administrator first :)). However, as the Independent Transport functions as the primary source of Role-Play, it is on these ships that this manual will focus.

'Missions' per se do not exist in ECLIPSE. Unlike Starfleet, theprimary mission of an ECLIPSE vessel is self-preservation (i.e. keeping theship running and the crew fed). Of almost equal import is making money,preferably a lot of it and quickly. These two 'missions' or goals may be completed in a wide variety of ways; trade, smuggling, chartering, piracy,cargo hauling, mercenary work, gun running, etc..., which ever is preferred by the Captain and the crew. While some prefer the straight and narrow path, there are others who are willing to bend and break a few interstellar laws to make some fast latinum.

The main (and some would argue only) benefit that the ECLIPSE character has over his or her Starfleet counterpart are the rules, or lack thereof. There is no Prime Directive for the independent spacer; no sets of regulations, procedures and precedents to which they must adhere. Indeed, more than one entrepreneurial being has made a fortune trading technology to cultures far below its level of advancement. However, there are groups besides Starfleet who regulate the activities of independent vessels (such as the Federation for InterStellar Trade, more commonly known as F.I.S.T., or the Consortium, a conglomeration of some of the mightest corporations in the Quadrant who have banded together for the purposes of mutual, and self, protection), and engaging in such actions may carry heavy penalties, depending on the area of space in which they are located.

There is a heavy price for this freedom, however. A starship is not acheap piece of technology, and it takes credits to keep one functional andspaceworthy. In addition to operational concerns are the bureaucratic ones. The number of permits, documents and registrations that a vessel requires to fly grows larger and more daunting each day; indeed, a toe-to-toe battle with a Romulan Warbird is nothing in comparison to the red tape of the InterStellar Bureaucracies. Once a starship is space capable, there are other worries; transporting damaged cargo can earn the vessel and crew the enmity of the galactic underworld's most powerful figures; bending a regulation in the wrong place may result in Starfleet hunting the vessel down to bring the crew to justice. Let alone chance encounters with Romulans, Cardassians or (gasp!) Klingons. Every day brings new dangers to the characters, and the opportunity for adventure and excitement, as well as death, is great.

This life can be a hard one, but the fortunes of the stars arewaiting to be reaped, and a being with a good starship, a good head forbusiness and a good phaser at their side can score riches unimaginable.


Starships


ECLIPSE starships differ greatly from those in the military. ECLIPSE vessels are privately owned, usually by the Captain, and are most often antiquated, obsolete, and a hodge podge of various technologies, both oldand new, familiar and alien. They are NEVER superior to the military vessels of the major galactic political factions, and are often civilian vessels or ancient military vessels which have been converted for the autonomous owner's use.

ECLIPSE vessels can usually be separated into two main classifications; Tramp Freighters and Transports. 'Tramp Freighter' refers to a smaller starship, with a standard crew of no more than fifteen, usually smaller. Most frequently, these are small civilian craft or transports which have been modified for speed and maneuverability, usually far beyond normal safety standards. Most have little to no armament, due to power considerations, although the occasional vessel will be supplied with limited weapons. These small ships rely on their speed and relative stealth to avoid difficulties, and stand no chance in a one-on-one encounter with a larger, better armed vessel.

The larger ECLIPSE starships are usually referred to as Transports,although the terms 'Merchant Vessel' or 'Tradeship' are also used. These ships have larger crews, more cargo capacity and usually a better armament then their Tramp Freighter cousins. However, because of their increased size, they lose out in speed, maneuverability and stealth. There are some vessels in this classification that are unable to enter atmosphere, and must rely on transporters and cargo haulers to transfer their goods planetside. The greater number of crew members requires greater revenues, as the overhead to keep them employed consequently increases, and these ships eat up more fuel and require alot more energy to run then the smaller Tramp Freighters. Of course, the practical upshot of the larger vessels is the increased revenue due to greater cargo capacity, and greater survivability due to more sizable power reserves, armament, better sheilding, and a thicker hull.


Positions
An ECLIPSE Vessel is quite unlike a Starfleet one. There is no rankingsystem; with the exception of the Captain and the First Mate, and sometimesthe Chief Engineer, everyone is on fairly equal footing. Those with moreexperience tend to be given more respect than others, but the key to developing seniority is reputation. An individual's reputation, good or ill,can spread like wildfire in the galactic community. A being with a goodreputation will be sought out to crew many vessels, while those with a badreputation may find themselves ostracized or worse. Impressions are everything in this business, and those who manage to impress their fellowcrewmembers with talent, skill, charm or flair will find themselves movingup the ladder, so to speak.

The following is a listing of the standard positions which are usually available on an ECLIPSE vessel. However, especially in the small ships, many of these positions have little permanency. Often they are filled by whomever is available, and many of the positions overlap out of necessity.But, if a crewmember has shown proficiency in a certain placement, or hasa great amount of experience in a particular area, a Captain may opt to keepthem there more permanently.


Captain


The Captain of a merchant or transport vessel has many of the sameduties and responsibilities as his or her Starfleet counterpart, but there are some notable differences. Often, the Captain is also the owner of theECLIPSE vessel, and consequently he or she has a vested interest in the ship. As a result, ECLIPSE Captains tend to be much more directly involvedwith the starship's maintenance than Starfleet Captains, and they frequentlyoversee repairs and refits themselves.

An ECLIPSE Captain must always strive to maintain crew loyalty to themselves and the ship; unlike a Starfleet crew, ECLIPSE crewmembers arepaid to do their job, and they can leave at any time. The Captain must ensure that his or her crew is paid on a constant basis, or the risk of mutiny comes to the fore. Obviously, for this reason, a Captain will try and maintain the crews' well being, but is not directly responsible for it, unlike their Starfleet counterparts. An ECLIPSE Captain should not be held accountable for the health of her crew (although many relatives of deceasedcrew members argue this point by attempting to destroy the Captain and hervessel) as he or she is simply their employer.

The final, and perhaps most distinct, difference between the two Captains lies in the rules and regulations. An ECLIPSE Captain makes up her own rules, and need only answer to the authorities for any decision she may make (and that's only if she gets caught doing something illegal). He/she is not restricted by a Prime Directive or any other sort of limiting regulation, with the possible exception of certain local and galactic laws and safety regulations, and many a Captain break these rules on a constant basis. Basically, an ECLIPSE Captain can go and do what she wills, and answers to no one (besides an irate crew).


First Mate


In small vessels, like Tramp Freighters, the First Mate of the ship often doubles as Chief Engineer (or only engineer), but in the larger transports the position becomes an independent one. In Starfleet terms, the First Mate is equal to a combination of the First or Executive Officer and the Operations Manager. He/she is responsible for commanding the ship in the Captain's absence and keeping the Captain abreast on the current status of ship's systems. The crewmembers report to the First Mate, who in turn reports to the Captain. Also, the First Mate must delegate resources, both technological and sentient, to different areas of the ship. From time to time, this may bring the First Mate into conflict with the Chief Engineer, in which a compromise must be reached.

The First Mate must ensure that the Captain's orders are carried out, and is responsible for keeping the crew loyal to both the Captain and the ship. Obviously, the being who is the First Mate of any ECLIPSE vessel must be trusted implicitly by the Captain, and must strive to keep that trust. While the First Mate should point out alternative options to the Captain, as does a First Officer on a Starfleet ship, conflict between the two can lead to disasterous consequences for the vessel and the crew. Those in this position who break that trust may find themselves 'floating home', or 'walking the airlock'.


Chief Engineer


A capable Engineer is of primary importance in the functioning of any starship, and in the case of ECLIPSE vessels, it is absolutely critical. For a crewmember on an ECLIPSE vessel, the ship is not only a means of transport, but represents their livelihood and lifestyle; thusly, the being who is the Chief Engineer wields greater power than on most starships. Often, he or she functions in much the same fashion as the Second Officer on a Starfleet vessel, and, with the exception of the First Mate and the Captain, has overriding authority in all matters pertaining to ship's systems. In her given sphere of influence, the Chief Engineer may even challenge the First Mate, but this is usually brought up with the Captainin the event of disagreement, or resolved by compromise.

The duties between the ECLIPSE and Starfleet versions are almostidentical, but some ECLIPSE Captains tend to express their disappointmentfor Engineering failures in a more physical manner. Woe be to the Chief Engineer who doesn't have the warp engines on-line when promised; remember, in this business, time is money, and inefficiently functioning ship's systems can mean the difference between payment and poverty. If there ever was a 'Miracle Worker', the Chief Engineer on an ECLIPSE vessel is it.


Flight Control (aka pilot)


An essential member of any starship is the pilot. Unlike the computer-controlled starships of the military, Transports and Tramp Freighter requirea large amount of manual control and operation due to computer and powerrestrictions. While Warp functions must be computer driven by necessity dueto the variables involved, almost all sublight operations are performed manually, with minimal computer assistance; consequently, an able pilot is of more import on one of these vessels as opposed to a Starfleet ship.

The Flight Controller is responsible for keeping tabs on the navigational systems, including thrusters, propulsions systems, the navigational deflectors and navigational sensors, and must ensure that these systems are on-line and functioning efficiently. He/she must alert the Chief Engineer if any of these systems are not reacting within established parameters, and is to act as a liaison between Engineering and the Bridge/Cockpit in the event of repairs or diagnostics on these systems.

Due to an ECLIPSE Vessel's nature, Flight Control almost always haspriority access to the ship's computer for the purpose of performing navigational functions, such as determining co-ordinates and calculating transport routes. Also, the pilot usually has primary access to the non-navigational sensors, although this may be circumvented by Tactical incertain circumstances. Consequently, he/she is responsible for reporting any irregular activity detected by the sensors to the Commander (either the Captain or First Mate, and possibly the Chief Engineer) so further action may be taken.


Tactical Co-ordinator


Chief Gunner. Tactical Co-ordinator or Supervisor. C.O.D.S. (Chief ofOffensive and Defensive Sub-systems). The Tactical position goes by manynames on many different starships. Only the larger transports require acrewmember permanently at Tactical, and, even then, he or she often doublesas Communications and Internal Security. Primarily responsible for theoffensive (phasers, disrupters, photon torpedoes, etc...) and defensive (shields, pinpoint deflectors, cloaking fields, etc...) systems, Tac mustensure that these systems are maintained and functioning at all times, in much the same way as Flight Control does with navigational systems. The galaxy is a dangerous place, and weapons must be ready to charge and fire at a moment's notice. In the event of a threat situation, such as an attack or a confrontation with an unknown or enemy vessel, the Tactical position gains priority access to the sensors, circumventing Flight Control's access.

Secondarily, Tac usually functions as the First Mate's right-hand man in internal security matters, especially those regarding crew loyalty. Tac must investigate and ferret out rumours of potential mutiny, and is responsible for looking into and resolving personnel difficulties which may arise on a ECLIPSE vessel. Tac usually functions to mediate these disputes, and is given a certain amount of freedom in handling these situations (how much being determined by the Captain). Of course, the Tactical Co-ordinator is always accountable to the Captain and the First Mate, and the Chief Engineer usually has overruling authority in these matters as well, depending on the circumstances.

The C.O.D.S. usually has the additional duty of handling externalcommunications, both incoming and outgoing. This is a fairly importantresponsibility, as communications with clients and customers are essential for a merchant vessel. He or she gains primary access to the ship's computer when important communications must be translated and/or decoded.


Ship's Doctor or Medic


It is a very fortunate crew indeed which has a Ship's Doctor at theirdisposal. On smaller vessels, a Ship's Doctor is completely unheard of,and even on the larger transports it's highly uncommon. Some Captains may opt to hire a medic or doctor for their vessels to tend to their crew; it usually increases crew loyalty and effectiveness as injuries and ailments can be treated quickly, without having to stop by a nearby Starbase or Space Station. However, Doctors do not come cheap, and besides their medical skills, they often have few other talents to offer an ECLIPSE vessel. Furthermore, most physicians who are willing to serve on an ECLIPSE Starship have certain gaps in their credentials; often, they failed to get onto a better ship because of their lack of qualifications, or have been banned because of malpractice. Most ECLIPSE crews must make do with crew members who possess some medical training.




Others


In terms of Role-playing, one of the great benefits of an ECLIPSE vessel's loose regiment is the lack of a Senior Staff. Unlike the strict(well, relatively strict) ranking system of Starfleet, ECLIPSE crewmembers,with the exception of the Captain, First Mate and Chief Engineer, are all on fairly even ground. Consequently, any member of the crew can become important, even critical, to the functioning of a particular ship. If youhave an idea for a character who would fit into the ECLIPSE genre, but isn'tlisted above, please feel free to suggest it, and put forth a character concept. Use your imagination! After all, there are some pretty unorthodox crewmembers aboard some ECLIPSE starships, and many of these independant starships are notorious for employing irregular crew, such as BodyGuards or Mercenaries, when the situation warrants it.




Currency


Within the United Federation of Planets, the primary currency used iscredits. Credits are an electronic currency which can be transferred fromone electronic account to another, thus facilitating exchange. FederationCredits have no 'hard' form; they are only available in terms of electronic accounts (which are highly traceable), but they can be exchanged for latinumor other forms of currency.

Outside the Federation, at least in the politically neutral areas of thegalaxy, the currency most frequently used is the aforementioned metal, Latinum. It is most often pressed with other valuable metals, such as gold, silver, and, very rarely, platinum and electrum, which denotes it's value.Latinum is available in slips and bars, the size of which also denominates its value.

In other areas, such as the Klingon Empire and the Cardassian Union, there are other forms of currency. To be honest, I have no idea what these'officially' are, so I'm leaving that up to the writer's imagination. All of these currencies are exchangeable with Latinum, although they are not allexchangeable with each other. Any being who requests that Federation credits be exchanged for Romulan currency is going to raise a few eyebrows, and drawunneeded attention to themselves. For ECLIPSE, Latinum is usually the wayto go; it's fast, it's easy, and it's virtually untraceable (why do you thinkthe Ferengi like it so much?).

As for exchange rates, I leave that to the purview of the writer as well. No real value has ever been 'officially' given on Latinum (at least that I'm aware), and I'm sure that the galactic market is changing on such a frequent basis that trying to pin it down to any kind of set value would be pointless.


The Law - Planetary, Interplanetary, Intersystem, Intersector and Galactic


There isn't a good spacer alive (or dead for that matter) who hasn't broken a law from time to time. The trick is knowing exactly what the laws, where they apply, and to whom they apply to. Obviously, when in Federation space, certain Federation laws apply; if you break them, you are charged, and the consequences depend on whether or not you're a citizen of the United Federation of Planets. However, while the Federation does have its general regulations and statues which are to be adhered to while in Federation space, there exist many sector, system and planet-wide laws which may override Federation Law, or at least stall it a little. These laws, known commonly as local laws, can be an independent's best friend, or their worst nightmare. The Federation, on principle and by policy, cannot interfere with these laws, even if the crime was against Federation law, and it cannot countermand them for any reason, save self-preservation. Consequently, depending on a planet's particular justice system, it can be years before the Federation has a chance to lay charges against an accused being, time which a smart spacer can usually use to escape. However, this sword can be double-edged; in the event the a cultures system of justice is extraordinarily harsh, the Federation cannot step in to rescue a Captain or crew, and if a crime crosses many legal boundaries, an independant may find themselves facing several trials and sentences for the same crime by different institutions. When dealing with other interstellar factions, such as the Cardassian Union, the Klingon or Romulan Empires, the Sheliak Corporate, the Tholian Assembly or the Ferengi Alliance, just to name a few, the rules change rather drastically. The majority of these groups, most noticeably the Romulans and the Cardassians, care very little about local laws, and have little difficulty in plucking a suspected criminal off a given planet without approval, and carting him or her off to prison, or worse. This only applies within their territory, however, and treaties dictate where these laws will apply.

This brings up another significant advantage which the ECLIPSE vesselpossess over the Starfleet ship; political neutrality. An ECLIPSE vesselcan breach no treaties as it is aligned to no particular faction. Tradeships may venture where they wish, and run little risk of political upheaval or war because of it. This, however, does not mean that they do not encounter resistance; often, they are requested to leave rather curtly if they stumble upon on sensitive area of space, if they are not outright attacked. A wise crew will attempt to get permission before entering sensitive areas, and will avoid them when possible.

Also, different areas of space require different permits and fees paid.Many laws exist which allow military or defence vessels to search any ship for safety reasons, and to inspect that they possess the necessary documents to operate a vessel in a certain region of space. Frequently, this is the downfall of the independant spacer; there is nothing worse for a Captain and her crew than having their vessel impounded because they did not possess the necessary certificate, especially if the vessel is carrying delicate (read: illegal) cargo.

Due to all of these considerations, and many more which have not beenmentioned, certain Captains may opt to keep a historical, political or legalexpert onboard for consultation. A ship with one of these beings aboard isa fortunate one indeed.


Adversaries


In a universe such as ECLIPSE, those plying the spaceways come intoinevitable contact with some of the larger, more powerful organizations ofthe galaxy. And this doesn't necessarily mean the Federation, or any of the large, political entities of the Quadrants. Rather, these are otherorganizations, who are allied only with themselves, and, for the most part,have their own best interests at heart. The galaxy is rife with beings andorganizations such as these, but here are a few of them that any spacerwould, or should, know about.


The Consortium


The Consortium is the name given to the alliance between many of thegalaxy's largest and most influential mega-corporations. Many neutral andnon-aligned companies in both the Alpha and Beta Quadrants are members ofthis massive organization, and banded together, the Consortium carries asmuch economic clout as all of the member worlds of the Federation combined.

Before the formation of the Consortium, the galactic economy was indisarray (at least according to Consortium economists). Since the firstformal contact with the Ferengi in 2364, the Ferengi Alliance was usurpingbusiness away from non-Ferengi corporations on a steady, and increasing,basis. Further, independant companies were at the mercies of the localpolitical bodies, such as the Federation or the Romulan Star Empire, suffering unfair corporate taxes and legislation at the hands of theseentities.

Around 2375, several large corporations had decided that they had had enough. No more would they dictated to as to how they ran their businesses; no more would they sit idly by as the Federation did nothing asthe Ferengi stole their markets. They banded together, forming an allianceof their own to combat the disruptive influence of the Ferengi and thepolitical organizations of the Quadrants, and pooling their resources tohire a proffessional standing army to enforce their autihority. Further,these corporations also pooled together their technological sources,equipping this army with the latest developments in weapons, training,starfighters and starships.

Thus was the Consortium, and their army, dubbed the Consortium Authority, born.

The organization quickly grew in size and membership, each membercontributing to the function of the whole. By the time the Federation andthe other political groups of the galaxy were aware of its formation, itwas too powerful and had too many resources to call upon to be halted bythem. And so the Consortium continued to grow, and now, in 2406, it possesses a considerable influence in interstellar affairs. Although itdoes have considerable political clout as an organization as well, it'smembers prefer to remain apolitical, only calling upon it's politicalresources when it can benefit the Consortium as a whole economically.

While the alliance that the Consortium represents gives the impressionof a unified organization, an impression which the Consortium does its best to foster, this is not entirely true. It's member companies, true to thiernature, still engage in fierce competition with one another, and more thanone has been involved in industrial espionage against another membercorporation. In truth, the Consortium is nothing but a loose alliancebetween these businesses, and they still work against each other and areat each other's throats. However, while this cutthroat attitude is notdisuaded, no member company can utilize the resources of the Consortium asa whole (such as the Consortium Authority) to engage in these activities.Those who have attempted to do so have suffered swift economic ruin at thehands of the august entity.

While they are hardly unified as an entity, the Consortium and hermember companies still represent a grave potential threat to any independant spacer. To risk crossing one of her member companies is torisk encurring the wrath of the Consortium as a whole, and, to date, themembership list of just which companies are members is unknown.


F.I.S.T.


F.I.S.T., or the Federation for InterStellar Trade, claims to be anapolitical body dedicated to the regulation of trade in the Alpha and BetaQuadrants. Funded by the Consortium, and equipped with the weapons, vessels and beings of the Consortium Authority, this group was created to quash the unfair trade practices of independant spacers, who frequently violate Federation Law in their activities, and to ensure that the local trading laws of a particular area, and those of the Consortium are enforced.

Or so they would have the public believe. Experienced Spacers, however, are aware of the truth of the matter.

In practice, F.I.S.T. simply acts as the trade enforcement arm of theConsortium Authority, and their primary directive is to smother the tradeof all independant vessels, in order to further the interests of the Consortium. The Captains of F.I.S.T. vessels, often ex-smugglers andpirates themselves, and known as 'Regulators', halt and board any independant transport they come across, and use the borad authority theypossess to search and confiscate any cargo they are carrying 'for thegood of the galaxy'. Further, they have been known to arrest spacers ontrumped up charges, and lock them away, never to be seen again. Of course,these are only the worst case scenarios; sometimes, when the cargo (if any)is harmless and/or useless, they'll simply levy outrageous fines, orrevoke the vessel's permits. They are given broad discretionary powersby the Consortium, and there isn't anything that anyone can do about it.

Needless to say, the term Regulator is universally despised throughoutthe Quadrants, and F.I.S.T. itself is generally feared. Of course, thefact that many of these regulators are former criminals themselves is a double edged sword to F.I.S.T. and the Consortium. While these beings knowthe spacelanes, and are aware of all the spacers who need to be watched,they are not immune to bribery, or other forms of...persuasion. Dependingon the circumstances, some may be willing to turn a blind eye if giventhe proper incentive.


The Koan Saotori


The Koan Saotori. A name which is only whispered in the darkest parts of the galactic underworld, a name spoken in the quietest of tones less he, she, or it come looking for the spacer who said it, seeking revenge for simply speaking his, her or its name aloud.

Myths abound in the underworld about this powerful, legendary figure. Some say that it isn't a person, but is in fact an entire organization. Others say that it is a Changeling, able to assume any form it wishes; the perfect assassin. Still others claim that it was a female, a woman who had executed her own husband and family simply to prevent another crimelord from grasping any hold over her. Whatever it is, legends have it that the Koan Saotori has its hands, in one way or another, in every single illegal deal that is ever made. Oh, never obviously; but in some way, there is not a single being in the galactic underworld that has not, at one time, unwittingly worked for the Koan Saotori.

Whatever it is, it has never been seen by anyone...anyone alive that is. The Koan Saotori is a name that is so stongly imbedded in the 'urban'myths of the underworld, that criminals warn their children that they'd better respect their bosses, or the Koan Saotori would get them.

The profound influence that the Koan Saotori has upon the galacticunderworld, whether real or imagined, is best illustrated by the following excerpt, given by Sanya Jared-Hutchins of the MIDNIGHT SUN.

"...The Koan Saotori. Sanya had heard of it. A crewmember of the last ship she was on had known a guy that hadworked for a guy that had been hired to do a small job for theKoan Saotori and broke contract. At the time, she had thoughtthe guy was being a bit paranoid. He was sure that the KoanSaotori was after him just for knowing about it. They had takena brief shoreleave on a backwater planet, but Jae had nevershown back up at the ship when it was time to leave. Sanya had shrugged it off. Maybe he had found a better job, or just decided he liked the quiet little planet. She wasn't sure that he had been... eliminated..."

No one has ever been known to work directly for the Koan Saotori.Whatever it is, it does its business through layers upon layers of intermidiaries, and never directly involves itself in anything. For thisreason, many Spacers believe the legendary Koan Saotori is exactly that;a myth, a patron deity of criminals as it were. Nonetheless, the KoanSaotori remains one of the, if not the, most feared names in the underworld.


Bounty Hunters


While many members of the underworld are Hunters themselves, Bounty Hunters remain one of the independant spacers most dangerous adversaries.Nothing matters more to them than the apprehension of their 'acquisition',and many will go to any lengths in order to secure the capture of theirprey.

Often, when a local law is broken on a given planet, the planetaryauthorities do not have either the man power, interest, or jurisdictionto pursue the offender if he or she manages to ellude capture, and escape justice. When this occurs, these enforcement agencies sometimes will put out a bounty on these individuals; a reward for their capture. The nature,conditions and size of this bounty depends entirely upon the criminal thatis sought, and the crime for which he or she is sought for. Sometimesthese bounties are only offered to local hunters, or individual guilds,while at other times, 'universal' bounties will be offered which are available to anyone who is able to apprehend the offender. Sometimesthese bounties are only effective and enforceable in certain areas ofspace, and sometimes they are galactic-wide, with no designated jurisdiction. Certain bounties require stipulations to be met before thereward will be paid, while others are of the old 'dead or alive' variety.Bounties can be offered on individuals, or entire ships and crews; it depends upon the nature of the crime.

Given their natural tendancies to 'bend' local or more widespread laws, if not outright break them, spacers frequently run into troublewith Bounty Hunters. Even within the Federation, where Starfleet is responsible for the enforcement of the law on a wide scale, hunters havebeen known to be hired; the Enforcement division of Starfleet Security occasionally hires outside personnel to apprehend criminals that are either too insignificant to pursue themselves, or who's apprehensionrequires the services of specialized individuals. Enforcement has alsobeen known to put out galactic universal bounties on especially dangerousindividuals whom they've continually failed to capture.

Generally, hunters can be divided into two catagories; Guild Hunters,who work for a specific Bounty Hunting Guild, or Independant Hunters,who work simply for themselves. Each has advantages and disadvantages over the other; Guild Hunters are part of an organization which can protect them if need be, and offers them training and equipment at nocharge; however, they only receive a percentage of a given bounty they secure, the rest going to the guild to cover costs and expendatures. Further, many guilds take any damage which occurs to guild equipment outof the guild hunter's percentage...those who are prone to destroying equipment while securing an acquisition are doomed to a life of servitudeto the guild. While independants suffer none of this, and have no oneto answer to but themselves, they are responsible for their own equipment and transportation. And, more importantly, they are responsible for ensuring that they possess the necessary hunting permits for any given area of space, and have to pay for registration fees, permits and the like from their own pocket.

One especially notorious bounty hunting guild is that of the Lahnk'Mar Hunters. Formerly known as the House of Lahnk'Mar in the Klingon Empire,they separated from the Empire when the Klingons engaged in peaceful relations with the Federation and agreed to the Khitomer Accords. Aftera particularly bloody and bitter disagreement with the Emperor and the High Council in regards to the Accords, they formerly severed all ties with the Empire, and formered a Hunting Guild dedicated to personal gloryand honour, while dropping what they considered to be the ponderous anduseless traditions of the Empire.

While the code of honour they uphold and follow religiously is notthe honour of the Klingons, they are still quite honourable in their ownway, and they carefully review each potential assignment before acceptingit to ensure that it does not conflict with these values. However, theyshould not be underestimated; they are ruthless and without mercy when itcomes to their acquisitions, and they cannot be dissuaded, bribed or distracted from their intended apprehension in any way, save death. Theyhave been known, however, to give particularly cunning and clever acquisitions a minor amount of leeway; this is not out of a sense ofcompassion, but rather to extend the chase, and give the hunter thechance to meet the challenge that his quarry presents him or her. It makes the inevitable victory much sweeter.

Thus far, the Lahnk'Mar have only been known to accept Klingons intotheir ranks, training them in the ways of Klingon combat, as well asother forms they've picked up over the years. Only one non-Klingon hasever been allowed into their guild as a member, and that was only aftermonths of intensive training and defeating one of the guild's most cunningwarriors. Once a member has been made part of the guild, they becomemore than a member; they become family, and part of the House of Lahnk'Mar.Needless to say, when one joins the Lahnk'Mar, they join for life; theirmembers may stop hunting, but they are still part of the guild, and can becalled upon at any moment if necessary.

The Lahnk'Mar are known for manually applying a tattoo of the guild'ssigil, which is the symbol of the House of Lahnk'Mar, on the back of theleft hand as a painful rite of initiation. This tattoo immediately identifies someone as Lahnk'Mar, and can never be removed.


Business Is Business


As previously mentioned, the primary purpose of an ECLIPSE Vessel and crew, besides self-preservation, is to make money. While there are as manydifferent ways to do this as there are sentient beings, a good business senseis a basic requirement for all of them. A Captain and her crew must carefully weigh all of the possibilities in a given enterprise; profit versus risk, overhead versus profit, gross versus net, and the like. A smart crew can earn riches untold if they score the right cargo or deal with the right people, and a shrewd sense of business can be of great assistance every step of the way. Negotiations, bargaining, haggling and con artistry are part of a successful spacer's life, and a certain talent in these skills can is necessary to survive at the profession. The lifestyle is a certainly a dangerous one, and a crew must be willing to deal with a variety of threats, often from other rival starships orBusiness interests who so not wish to see a given endeavour succeed, in thename of profit. With personal vendettas, breaches of interstellar law, intrigue and tension between the major political factions of the galaxy, andunknowns added to the list, even the most cabable of crews can find themselves in trouble faster than they can blink. Oft times, especially when faced with a superior adversary, a spacer's mind is the only effective weapon they possess, and those who wish to remain alive in the harsh reality of ECLIPSE life must be quick-witted, fast thinking and remarkably glib.


In Conclusion...


So, if you think that you're up for a life of excitement and adventure, fortunes won and lost, and spectacular starships locked in conflict of galactic proportions (all right, I'm exaggerating a little), then sign onto an ECLIPSE Starship. It may be the best (or worst) thing you ever did...

Maintained and updated by
Martin Davies

Originally written by Jason Kee