3/29/19

22-March-2019
5 XP awarded


Session Notes:

Still in the office, they decided that their best chance of figuring out where the Raven went would be to determine the nature of the cargo they took on. Naturally, there was no record of the type or nature of the cargo, merely how much duty had been collected. Their brilliant hacker was able to find the customs officer (Harvey Weewax) who collected port duties as well as the foreman (Marina Oginoya) of the crew which loaded the cargo. Even better: they managed to get the addresses for both. They decided to pursue Mr. Weewax first.


They spent some time scoping out his apartment building before talking to the robot doorman. They found out that Harvey spends a fair amount of time at a local dive bar called the Roxy Dumpling. They then proceeded to insult the bot, who somewhat impolitely asked them to leave and never come back.


At the Roxy Dumpling, they found Harvey, and approached him boldly. He proved to be quite helpful – for a price. He told them that the cargo had been guided missiles and mortars. The warheads carried nanoweapons of some kind.


Their next stop was to find an arms dealer who might know something about their cargo as well as who the buyer might be. The arms dealer was a dead end, so they called it quits for the day.


Wracking their brains, they came up with a few possible destinations for the nanoweapons. The candidate they thought the most likely was Berertovsk. It's owned by Mittelsohn, but there's a group of dissidents who have undertaken a few terrorist attacks against Mittelsohn facilities. It was a good possibility, but they wanted to be sure – going to the wrong system meant losing the trail entirely.


The days on Limossos are 14 hours, their respite brief. In the morning, they tracked down the freight loader foreman. They caught her as she was heading to work, and insisted that she speak with them. Marina approached the situation shrewdly. She took them to a coffee house and gave them until she finished the coffee they had bought for her. She managed to get more than a few dollars out of them. She, too, was a dead end.


Mostly.


The one piece of valuable intelligence she had was the name of the ground crewman who hooked up data and power to the ship. For just a few dollars more – making the day of the nameless, faceless mook of a technician – they were able to confirm that the Grandaughter Raven was, in fact, heading for Berertovsk.


Without delay, they returned to their aircar, returned to Paphos, where some comedy ensued over its return – they had violated the rental agreement by going to the Bazaar – then departed for Berertovsk.


The session ended just as they entered the Berertovsk system.

3/13/19

Notes: Merchants & Mauraders Session 2


8-March-2019

5 XP awarded

Session Notes:

After landing in an aircar parking garage, the party was confronted by a group of would-be aircarjackers. In a handful of seconds, all but one of the thugs were very dead. The lone survivor was aggressively interrogated.






The carjackers worked for a minor boss by the name of Jimmy deGrassi. It turned out that their relationship with deGrassi required them to kick 10% of their take up to him. Not wishing to deal with the carnage, the party moved the aircar.



They parked it in their hotel parking garage, which offered much better security. They rented two rooms, then set out for the spaceport. They decided to proceed as a group, recognizing that the Bazaar is a dangerous place and they don’t know the locals’ rules.



At the spaceport, they went to the administrative office. With a bit of social engineering, they were able to get the hacker into position to do what he’s best at. He found out that the port received $350,000 in duties (they usually take a 10% cut) and left the previous day after 4 days at the Bazaar.



The party is still in the starport admin office.



Note:

I apologize for the disjointed nature of the session. With my dad in the hospital ICU, it couldn't be helped. The only other choice was to not have a session, and I really wanted to give everyone the chance to test their characters in a gratuitous combat.


Adventure Notes (First Adventure)

Capsule Dossiers:
Captain Gothia Lydan
Reward: $500,000 alive; $50,000 dead.
Lydan is a former Perheim Raider. Perheim Raiders, in addition to their rigorous training, undergo extensive biological and bionic reconstruction, most notably a hyper-dense skeleton and muscular upgrades. They remain the most elite unit in the Confederate military, although they now admit non-Perheimers to their ranks.
    Lydan saw service through the first 2 decades of the war before being severely wounded. After her recovery, she was given the option of taking a rotation in their training division or mustering out of the unit. She chose the latter.
   Unsure of how to proceed, she made her way to Colm searching for direction. It was Mr. Kord who reached out to her. She jumped at the opportunity to serve the Confederacy in her own way. Originally, she was not the captain of the Granddaughter Raven. He was killed in a firefight while making a cargo drop. When he perished, she was the only crew member with anything close to the requisite skills.
   She is a highly skilled pilot, and an excellent tactician. Her training also makes her a lethal combatant. Prior to going rogue, the Raven was a successful smuggling ship, dabbling occasionally in piracy and murder for hire, including a high profile assassination of a Kentori planetary governor.
   
Ergen “Joker” Pyslan
Reward: $250,000 alive; $50,000 dead.
Ergen has an extensive criminal record, but has managed to avoid psychological reprogramming. He is first and foremost a conman, both charming and handsome. He is also a dangerous gunfighter, known for his speed and accuracy. In one incident, he was caught unaware by a trio of soldiers. With three guns trained on him, he drew and fired on the soldiers, killing them before any was able to get off a shot.

Marcus O’Bran
Reward: $100,000 alive; $50,000 dead.
Marcus O’Bran is an ex-marine. He was a mercenary at the time the war began, and remained so, mostly selling his services as a bodyguard. He’s highly skilled, known to wear heavy armor and carry heavy weapons. He is also their sniper.

Wattle Bea
Reward: $50,000 dead or alive.
Wattle Bea is a hermaphromorphic bioroid commissioned by Mittelsohn A.G. Mittelsohn's policy toward AIs and biological constructs grants them no rights - they are considered property. Bea escaped its owners and made its way to Colm, where it fell in with Joker, eventually finding its way to the Raven. Bea is an expert at getting into and out of high security installations.

Drake Manly
Reward: $50,000 dead or alive.
Manly is an expert navigator, recruited to replace the first captian of the Raven. He's a purebred human.

Kae Akaki
Reward: $50,000 dead or alive.
Akaki is their ship's engineer. She has been with them since the beginning.

Myles Tanda
Reward: $50,000 dead or alive.
Tanda is a shooter who joined the crew after they went rogue.

Additional / unspecified crew:
$50,000 dead or alive.

Notes: Merchants & Mauraders Session 1

22-Feb-19
5 xp awarded

Session notes:
Mr. Kord put together the team, making them partners in a mercenary startup. Their assets included military surplus and a small operational fund. They are charged with reclaiming the Granddaughter Raven and her crew. The Raven is a blockade runner, fast, well armed, and possessing a decent cargo capacity.

    The targets were part of a mercenary company under Mr. Kord’s patronage. They went rogue, and Mr. Kord wants have a discussion with them. Naturally he’s reclaiming their ship. The reward for recovering the ship is an straightforward exchange of the The Three Legged Dog of Norway (see below) for the Granddaughter Raven. In addition, there are bounties for the crew.

    After taking inventory of their available gear, the party set out for Limossos, a desert world belonging to Colm. Limossos is home to three settlements: Paphos, The Bazaar, and the Kibbutzem. Paphos is the Colm colony, sitting on the shore of one of the few lakes on Limossos.

    1000 miles away lie the Bazaar and the Kibbutzem, also located near water sources. The Bazaar is an unsanctioned pirate colony with shifting leadership and no real law. It is a place to find just about anything – for a price. It is thought that the Bazaar is a good place to start the search for the Granddaughter Raven and her crew.

    The Kibbutzem (plural of Kibbutz) lie 50 miles away from the Bazaar. It is actually a federation of several small, well defended colonies founded by a militant Jewish sect. They are the breadbasket of the Bazaar; in exchange, they get goods that they could not produce themselves.

    The company opted to land in Paphos and travel to the Bazaar via a rented aircar. The rental agency understandably forbids travel to the Bazaar. The party disabled the gps system and flew to the Bazaar. Parking in a structure, they disembarked, only to discover some would-be thieves heading their way...


The ship:
The ship the company was given is named The Three Legged Dog of Norway, registered on Colm.

It’s a Bronco class scout / picket, common with mercenary companies and smaller system defense fleets. The Dog, as it is often called as a shorthand for its much longer full name, is 37 years old. It has seen service in the both the Colm Navy and Colm Defense Fleet before being acquired by Mr. Kord.

    Toward the end of the war, the Navy and many system defense fleets divested themselves of their Broncos; prior to the war, 317 were constructed. The vast majority were commissioned for the Colm Navy, though 27 went to Colm’s system defense fleet and 38 were sold to other systems. Their intended role was long range patrol missions, especially picketing for capital ships.

    At the time, the largest warship in the Colm Navy was a light cruiser, which, together with 3 destroyers and 2 frigates, comprised the Navy’s fleet. The Broncos seemed ideal for this small peacetime fleet. The realities of war quickly rendered the Broncos obsolete.

    The initial battle of the war wiped out Colm’s fleet. 43 of the Broncos were destroyed in that engagement; the remainder saw action in a few skirmishes, but proved too vulnerable to fighters. Another 32 were lost before they were relegated to system defense fleets. The Navy retained a mere 12 for use as long range scouts.

    While Broncos are designed for long range missions, they’re not built for comfort. Their cramped bunkroom is designed for 9; it can be hot-bunked for up to 3 additional crew if necessary. Its 5 ton cargo bay can carry up to 2500 man/days of food, giving it a maximum independent operating duration of approximately 275 days.

    In practice, crews were rotated every 20 – 45 days, depending on the mission. Even 20 day rotations were hard on crews. A 45 day cruise was considered the maximum practical duration due to degraded operational efficiency. This proved convenient: 1 ton of food is sufficient for 55 days, leaving room in the cargo bay, which was often used for morale boosting recreational purposes.



Campaign Prospectus


Campaign Prospectus – Merchants and Mauraders



The ramp dropped almost in freefall, crashing hard into the tarmac. Jester leaped down, then rolled right. Marcus was right behind him, rolling left. Blaster fire smacked into ramp, leaving burn marks on the deck plating and faint trails of ozone. Jester, always quick on the draw, had drawn his Rechs Arms P29. It had eight shots. Eight powerful shots. Jester made them all count.


Marcus, not quite the gunfighter Jester was, came up into a crouch, double-tapped his target, then resumed his roll. He repeated this twice more before the rabble of would-be pirates retreated hastily, perhaps considering other careers. They had come out of the ruins just as they landed, getting within the ship’s defensive perimeter before the ship could get them.


Marcus came to his feet slowly, following his training, sweeping the area with his bucket’s sensors before relaxing. Jester, armorless save for the exploration suit concealed beneath his clothing, had already reholstered his blaster pistol. Grinning, he said, “Well, they didn’t stick around, did they?”


“Nope. Guess I owe you the first round,” Marcus said wryly.


“Even so,” said their captain, sauntering down the passenger ramp, “I don’t think we should out-stay our welcome. Let’s get paid, then get this cargo offloaded yesterday. Much as I like your optimism, Jester, I think Marcus has it right - they’ll be back.”


“Whatever you say, Cap,” said Jester.


 Even as the spoke, the cargo ramp lowered ponderously to the ground. Around them, the remains of the station were desolate. In the distance, they could see a heavy lifter coming toward them. Whether it was their client, pirates, or scavengers Captain Lydan didn’t know. There was no choice, she thought, other than to offload the cargo and hope for the best.



Campaign Prospectus Outline:



  • Campaign NameMerchants and Marauders
  • GM: Myself
  • Creation Date: 1/7/19
  • Genre: Space Opera / Action
  • Tech Level: 11. The baseline for PCs is TL 11, which is the TL on the three main worlds of the Confederacy. Most worlds remain TL 10 or below. (See Common Equipment below for a brief explanation of available gear.)
    • TL Exceptions: Some systems are much less advanced and/or dependent upon imports to maintain a higher TL. Other systems are more advanced in certain areas. Perheim, for example, is early TL 12 in biotech.
    • Important Technologies:
      • FTL – FTL is based on the Alcubierre drive. Although it is a “warp” drive, it functions like a hyper-drive. The TL9 versions are called “light drives”, capable of speeds between 1.1 and 1.5 C. TL10 versions are the Mk.I (0.1 pc/day), Mk.II (0.2 pc/day), and Mk.III (0.5 pc/day). The TL11 version is the Mk.IV (1 pc/day).
      • Interplanetary communications – There is no FTL communication. All information travels the same way as everything else: in a ship. In some places, this means that news of the wider galaxy is infrequent and incomplete, coming only when the occasional freighter comes to trade. For most, however, there is a network of so called “data torpedoes” – small, automated vessels which travel between systems synchronizing data.
      • Gravetics – Contragravity, artificial gravity and gravetic stabilization, repulsors, and grav beams are all commonplace.
      • Brain taping – Brain copying technology is TL10, allowing for digital backups of biologicals to be created and implanted into clones. It is generally illegal to create clones of already living people in the fashion, though this is not the case in some systems. If a brain is intact, it is possible to create a copy of it, though the quality degrades the older the brain is, becoming useless after 24 hours.
      • Anti-aging – Genetic renewal is TL10, allowing a “reset” of the aging process. Anti-aging nano is TL11.
  • Power Level: Cinematic with Psionics.
  • Campaign Synopsis:

Merchants and Mauraders is about a band of mercenaries eking out a living during a fragile peace. It is cinematic action in space – in other words, Space Opera. The inspiration comes from several sources: Dark Matter, Firefly, Star Trek, Star Wars, Starship Troopers, the Galaxy’s Edge series, the Frontlines series, and the Culture series, to name just a few.


The first mission comes from the outfit’s patron: Mr. Kord. Mr. Kord is an important figure on Colm, and one not to be taken lightly. He also has the reputation for taking care of his clients. He is hiring the outfit to retire some former employees. Good pay, and a major bonus on completion: a ship.


It seems that they had a little mercenary / smuggling concern that was once under Mr. Kord’s patronage. Things were going well for them. Too well.


They let it get to their heads, they started to think they’re invincible. They decided to skip out on Mr. Kord with his ship. So go get the bounties on them, recover the ship and it’s yours . . . Only it’s still Mr. Kord’s.


The old company will dissolve and be replaced by your outfit. As is customary on Colm (and the law), they need a patron, and that’s Mr. Kord. He doesn’t want much: just 10%, and your outfit’ll do the occasional job for him. No worries – he pays for his work, and pays well. Otherwise, go out and do what you do – kill for money, smuggle, even do some honest work. Just be ready.



  • The Setting:

The campaign is set in the New Home Sector and adjacent sectors, a region of space approximately 1000 light-years from Earth. It was colonized several centuries ago by Terrans. At the time, FTL travel was restricted to ~1.5 C, so the journey required either suspended animation, possible through nanotech, generation ships, or birthing ships.


Most of the colonies in this region were privately funded, and those that were not generally represented people willing to leave everything behind. This included very wealthy individuals who had tired of their circumstances, petty despots escaping the imminent collapse of their regimes, religious cults, and wild-eyed idealists of nearly every stripe.

 
Even with the best planning, the vast majority of colonies lost much of their technical capacity within a century of founding, but generally not the knowledge. At the time, few colonies had been founded far from Old Earth, and fewer had yet to return with news of their status. Knowing that they could not count on technology indefinitely, most colonies altered their genetics to better suit conditions on their new homeworlds, effectively creating new species.


Both sleeper and birthing ships arrived with a strong link to Earth, and there are many in the area who remember Old Earth before embarking on their journey. As a result, cultural development tends to have been conservative, and most worlds bear some resemblance to Old Earth.


The exception to this was – and is – generation ships. Over the course of 400 years or more, confined to a small space and a fixed population, cultural evolution continued, often in very strange directions. When they arrived at their new homes, many refused to leave their ship. Sometimes entire ships decided to continue as they had for centuries.


 As a result, there are numerous generation ships to be found, some derelict, others with thriving populations, throughout the region. Likewise, the most unusual cultures are the result of generation ship colonies.



    • Brief history

The first of the colony ships arrived in the region roughly 1500 years ago. The last colony ship in the records began colonization 400 years ago. The tech the colonists brought with them was generally early TL10, but their biotech was a fully mature TL10. This allowed them to adapt themselves to their environment even as they adapted their environment to them.


Most colonies went through five general historical phases: founding, expansion, “dark” age, recovery & system exploitation, and return to interstellar capability. In the founding phase, the colonies made decisions on how to adapt themselves which, in many cases, persist to the present, and determined how to live on their new worlds. The founding period is often romanticized to the point of becoming near-legendary.


The expansion phase is either prior to or concurrent with the “dark” age. During expansion, their world was explored, resources found, and the general pattern of population disposition set. The “dark” age is that period during which they could not maintain their TL10 infrastructure. Some of them plunged to very low tech levels, but most were able to maintain TL8 or better while retaining most of their knowledge.


As their technology returned, the fourth stage led most worlds to expand into their systems where they began to colonize and exploit them. Finally, worlds regain FTL capability. This pattern was repeated in some form or another in most of the colonies.


Interstellar trade quickly developed, and expansion began anew – several worlds founded colonies of their own. The region even began to form interstellar states. Eventually, there was friction between states and systems – competition over ownership of systems, planets, etc., and even mining rights. Kentori soon proved itself to be the most aggressive – and ruthless – competitor. They started a low-level trade war.


It started slowly enough, with piracy encouraged against rivals, though the Kentori were issuing letters of marque from the beginning, and even outfitting some of the privateers themselves. Eventually, the slow burn ignited. The Kentori, who were the most advanced and settled of the systems and who had numerous colonies, initiated an actual war with Colm.


Colm was then an upstart world, aggressive, enterprising, and somewhat cutthroat. Colm, having discovered the direct Kentori involvement in privateering, began producing their own privateers. This was provocation enough; the Kentori attacked Colm with a handful of ships, smashed their defenses, and destroyed much of their orbital infrastructure before leaving the system.


Colm doubled down on its support of privateers, careful only to disrupt Kentori shipping efforts. The Kentori, using its vastly superior navy, tried to force an embargo on Colm. Colm’s nearest neighbors, Tribeca and Perheim, whose economic interests were strongly tied to Colm, came to their defense.


After a handful of engagements, the Kentori decided to negotiate a treaty. The Center Accord was designed to mediate trade disputes amongst its signatories. Unfortunately, Kentori was still in a position to dictate the terms, and all of Kentori’s colonies were treated as though they were independent, allowing the Kentori to control the mediator.


Colm, Tribeca, and Perheim, as well as many other systems, chafed under the Accord, and, after several mediations in which the Kentori were given everything they asked for, the three systems decided to take action. During a tense negotiation which would decide the fate of several systems, they declared a military alliance amongst the three (in fact, their de facto alliance became de jure). It was all intended not as a provocation for war, but as a negotiation tactic. The Kentori didn’t see it that way.


Long before the alliance, the Kentori had built a fleet of battleships – the largest vessels ever built in the sector – to enforce the Accord. The Kentori uncharacteristically dragged out the negotiations, making concessions as they did, but without agreement. They had planned to invade Tribeca, Perheim, and Colm simultaneously, hoping to either cripple their rivals, or, if possible, bring them under their yoke.


Their battleships easily defeated the light cruisers and destroyers possessed by Colm and Perheim. Tribeca’s series of defensive mines, drones, and defense boats proved sufficient to produce a stalemate, and Tribeca was embargoed. Perheim was invaded. The starport was their staging area, a mere 400 miles from the capitol. Perheim was in jeopardy of being taken as regiment after regiment poured down from the stars. But even with hundreds of square miles turned into a battlefield wasteland, the Perheimers fought on for years before relief finally came.


Colm’s starport was also the LZ in the invasion, and several regiments landed. However, a handful of older defense boats had survived. The Kentori, overconfident, had not posted pickets to screen their battleship. A single boat was sent in, acting as a missile. It plowed into the Kentori battleship at 0.05 C, utterly destroying it.


With no cover, the transports were vulnerable to the remaining defense boats. The invasion was ended, but not before a hard fought battle in Star City. Mr. Kolm was instrumental in first stopping, then, after their support was gone, defeating the Kentori forces.


Thus the war was begun. It lasted for 23 years, with colonies exchanging hands, several fleet actions, and casualties in the billions. The war ended more due to exhaustion than to any single victory or defeat. Both sides declared a one year cease-fire, after which they entered into the current cease-fire while they try to hammer out a peace treaty.


Many see this as a simple “resting” period before hostilities resume. Piracy certainly has not abated. Colm shipyards are busier than ever cranking out a destroyer every day. Tribeca is rumored to be building a “heavy” battleship.



    • Timeline of Significant Events:



    • Currency: Colm dollars – either $ or C$ – is the standard currency for the Colm Confederation. The Kentori use the credit (KCs). Many systems have their own local currency. Interstellar currency exchange makes conversion seamless (with the exception of war, etc.). When in doubt, the Byte Credit (BCr) is the most reliable form of currency – the encryption on BCr chits is the most sophisticated in the region.
    • Major Interstellar Powers:
      • Kentori Empire

The Kentori come from a high-G world. They are physically robust and have a conviction of their own superiority. Most of their empire is TL10. Bigg’s World is their shining star, producing their TL11 goods.

      • Colm Confederation

The Colm Confederation, commonly known as the Confederacy, is only 12 years old. Prior to this, the Confederacy was a trade alliance with over 2 dozen members. After the Kentori struck at the three leading worlds (Colm, Perheim, and Tribeca), the allies combinded their resources and beat back the Kentori. After more than a decade of war, the three initial signatory worlds (again, Colm, Perheim, and Tribeca) founded the Confederacy. Several worlds are in the process of becoming members.


The Confederacy’s three signatory worlds all boast a mature TL11 infrastructure. Two of the systems which joined almost immediately, and others are awaiting membership are also TL11, however, most remain TL10 or below. This makes the Confederacy an economic powerhouse, and the Kentori are struggling to catch up.


The largest issue for the nascent interstellar state is the large number of colony worlds controlled by Colm and Perheim. Integrating them into the Confederacy poses a problem. Some of them are ready to join on their own, but most are still dependent at least in part on their homeworlds.

      • Union

The Union is a strong constitutional state on the periphery of the region. They are expansionistic, but slow-paced. They believe they are building toward a utopia based on scientific principles and the universal bonds of peace amongst all sapient beings. They are TL 11, with colony worlds of lower tech, maintained by the Union government. They do maintain a strong military.

      • Megacorps
        • Mittelsohn A. G.

Originally an agricultural implements manufacturer, Mittelsohn made a fortune in mechanized farm machinery, then turned to agriculture in space. They are the largest corporation in the sector in terms of worlds controlled, assets and employees. Mittelsohn has interests in almost every venture one can imagine, but its forte is still manufacturing.


Mittelsohn is wholly pragmatic. If Mittelsohn decides it wants something, it will go after its goal ruthlessly. Only a fool would stand in the way of a Mittelsohn objective – but if the fool survives, Mittelsohn may well turn right around and start doing business with him!



  • Xin Wu

A younger corporation than Mittelsohn, Xin Wu (pronounced "Shin Woo") is much more diversified. As much a way of life as a way to earn a dollar, Xin Wu incorporates ethical elements into its business philosophy. They play by a strict set of rules, and do not mind being beaten at the game so long as the opponent plays by the rules. They do not tolerate "unfairness." 

At best they will stop doing business with the "cheater," and at worst they will do everything in their power to bring the cheater down. For the most part, Xin Wu considers Mittelsohn to be a worthy opponent, and considers it their duty to point out Mittelsohn's ethical failures.


Xin Wu's philosophy is contained in a manual entitled "On Ethics and Philosophy and Their Relation to Business," known universally as "The White Book" because of its glossy white cover. Employees study the White Book in their spare time, and anyone who deals with Xin Wu on a regular basis should be at least somewhat familiar with its contents.


The existence of the White Book in itself says something about Xin Wu. To the average corporate citizen, the word "book" refers to text reader. The White Book consists of 64 leaves of pressed wood pulp, with a static text display painted on both sides of each leaf. Xin Wu's management considers beauty to enhance functionality, and they consider the look and feel of this archaic "book" to be beautiful.



  • Croyden Information Services

Croyden is the largest "specialty corporation" in the sector. It provides computer and information services as well as interstellar communications and starship services such as jump beacons and planetary reports.

Croyden is a major producer of computers and software. Croyden technicians are trained in ancient and antique systems as well, for older worlds which can't afford the latest in computing power.


As part of their information services, Croyden also conducts basic research and investigations. Of course, they don't do this just to push back the frontiers of knowledge; Croyden's information and the fruits of their research are freely available to anyone who can afford them.



  • Amalgamated Biotronics

AmBio, as it is known, combines biomedical engineering with computers and cybernetics. Their products are as diverse as bionic prosthetics and expert systems.


One of AmBio's primary lines is AI production. Unlike many AIs, AmBio AIs are licensed rather than sold. They are pre-programmed before lease with both a slave mentality and a "dead switch." If the switch is not reset periodically by an 

AmBio technician (upon renewal of the lease, of course), the AI methodically erases itself at a certain time and date.

Since AmBio AIs are usually used in factories, large households and similar organizations where losing the AI and

the information it has stored would be disastrous, AmBio is guaranteed a steady source of income.



  • Janos Exploration

The largest scouting and surveying corporation in the sector,

Janos survives more because of its diversification into cartography and land surveying than because the planet exploration business is booming.



  • Goliath Weaponry GmbH

Goliath, a huge weapons conglomerate based outside the sector, is just starting to test the waters in the Corporate Worlds. Their stated goal is to bring the latest in weapons technology to this part of the galaxy. Some suspect that they are contemplating the ultimate in hostile takeovers, leading to a Corporate Sector run by one corporation. Goliath has a reputation for playing very rough, and no one is taking chances.

  • Riko Mining, Inc.

Riko began with seven miners and a ship, working mines other companies were unwilling or unable to and making a profit because of their low overhead. They are much larger now, but they still maintain vestiges of their old maverick spirit. For instance, instead of a fancy headquarters city, the main office is housed on a mining ship. Riko still takes on "unusual" jobs and they still use their low overhead to guarantee a profit.



  • ABS

Arantas Biochemical Services was started by former AmBio employees. Where AmBio combines electronics with biology, ABS tends to find strictly biological solutions to problems. For instance, AmBio would replace a missing leg arm with a bionic substitute. ABS would replace the missing arm with a clone of the original, grafted on through painstaking microsurgery or grown from the patient's shoulder. The two companies are bitter rivals.



      • Kronin

The Kronin are a race with a militaristic culture. Their sphere of influence is out of the region, but Kronin mercenaries are common.



  • Optional Rules:
    • Gun Fu rules are in effect.
    • Cinematic martial arts skills are available.
    • Rules from GURPS Action 2: Exploits are in effect.
    • Guns (slug throwers) condensed to Pistol, Longarms, and LAW. (This includes gyrocs and gauss weapons.
    • Fate to buy successes, flesh wounds, and Serendipity.
      • Fate Points: Each PC starts with 5 points. They recharge at a rate of 1 per session. 1 Character Point will purchase 1 Fate Point.
      • Flesh Wounds (as per B417): For 1 point, immediately after you suffer damage, you may declare that the attack that damaged you (which can include multiple hits, if the foe used rapid fire) was a glancing blow or “just a flesh wound.” This lets you ignore all but 1 HP (or FP) of damage.
      • Buying successes: 1 point buys the result up by one level, 2 points by 2 levels. 3 points buys a called critical success. The purchased results are the bare minimum to make the roll. For example, Marcus, with a skill of 15 in Beam Weapons Rifle, rolls an 18. 1 point will change the roll to an ordinary failure (a roll of 16), while 2 points would buy a success (a roll of 15).
      • Buying Serendipity: 3 points buy one instance of Serendipity, which works just like the advantage. For example, Jester’s blaster pistol has gone black (charge pack’s dead). They’re having a gunfight in a warehouse. Jester spends 3 points to discover a crate of charge packs.
  • Character Generation:
    • Starting Points: Characters are based on 250 points, plus a basic “high tech” package, and an additional 50 points which can be used to purchase psionics, a racial template, or bio- and / or cyber-upgrades, and 5 points used for background skills.
    • Standard Advantages:
      • Accessory (Biomonitor) [1],
      • Accessory (Cable Jack) [1],
      • Ally (LAI-6 Implant) [6]
          • Based on 25% of Character Point Total (1)
          • Appearance: Constant (x4)
          • Minion (+50%)
      • Implant Computer {
          • Accessory (Computer, Complexity 6) (1)
          • Eididic Memory (6)
            • Photographic (+5)
            • Electrical (-20%)
            • Recorded Data Only (-20%)
      • Resistant to Disease (+8) [5]
      • Telecommunication [17]
          • Radio (10)
          • Secure (+20%)
          • Sensie (+80%)
          • Reduced Range (-30%)
    • Standard Skills:
          • Computer Operation (1 point) (E) IQ
          • Area Knowledge (Home System) (1 point) IQ+0
    • Modified Skills:
          • Navigation (Space) is IQ/A for real space navigation.
          • Navigation (Hyperspace) is IQ/VH for hyperspace navigation.
    • Background Skills:
          • Area Knowledge (E) IQ
          • Artist (any) (H) IQ
          • Boating (any) (A) DX
          • Carousing
          • Connoisseur (any) (A) IQ
          • Cooking (A) IQ-1
          • Current Affairs/TL† (E) IQ
          • Dancing (A) DX
          • Driving (ATV, Hover, Motorcycle, or Wheeled) /TL (A) DX
          • Gambling (A) IQ
          • Games (any) (E) IQ
          • Gardening (E) IQ
          • Hobby (any) (E) DX or IQ
          • Housekeeping (E) IQ
          • Literature (H) IQ
          • Musical Instrument (any) (H) IQ
          • Pilot (Contragrav or VTOL) (A) DX
          • Poetry (H) IQ
          • Riding (any) (A) DX
          • Running (A) HT
          • Savoir-Faire (Dojo, High Society, or Servant) (E) IQ
          • Singing (E) HT
          • Sports (any) (A) DX
          • Swimming (E) HT
    • Important skills & certifications:
      • Important skills:
        • The Battlesuit and Vacc Suit Skill limits the effective skill level of any DX based skill used while wearing anything that requires that skill, and Free Fall has the same effect while in extremely low-G environments.
        • Spacer is a basic skill for any starship crew. Anyone with Spacer can support skilled characters. Example: a character with Spacer can pilot a ship provided that someone with Shiphandling is there to instruct him; an engineer can effectively lead a damage control party provided they all have Spacer.
      • Certifications:
        Certifications are important for the legal niceties surrounding space travel. Without them, it is hard to ensure that vessels are competently crewed. With them, it is much easier to build a resume. Any relevant shipboard skill has a certificate or license. Anyone with skill-12+ can obtain a certificate for a nominal fee at any Class III+ starport.
        • Deckhand: Free Fall-12, Spacer-12, Vacc Suit-12. This is the basic requirement for crew aboard a ship; apprentices can be taken on to learn on the job.
        • Pilot: (Prerequisite: Deckhand Certification, Communications Operator’s Certificate, Sensor Operator’s Certificate.) Navigation (Space)-12, Pilot (High Performance Spacecraft)-12. This is a commercial license; a civilian license doesn’t require the certifications.
        • Hyperspace Pilot: (Prerequisite: Pilot’s License.) Navigation (Hyperspace)-10.
        • Navigator: (Prerequisite: Deckhand Certification.) Navigation (Hyperspace)-12, Navigation (Space)-12.
        • Hyperspace Pilot: (Prerequisite: Navigator’s License.) Navigation (Hyperspace)-10. This is sufficient to captain a vessel of SM +6 or smaller.
        • Mate’s License: (Prerequisites: Hyperspace Pilot’s License.) Engineer (Starship)-10, Freight Handling-12, Shipmaster-12. Required to be command crew of a ship of SM +7 through +9. Most captains of smaller vessels have nothing beyond this.
        • Master’s License: (Prerequisite: Limited Mate’s License.) Administration-10, Law (Space)-10, Leadership-12, Navigation (Hyperspace)-12. Experience: A net 8 points in Administration, Navigation (Space or Hyperspace), Law, Piloting or Shipmaster. This license is required to captain a vessel of SM +10 or above.
    • Suggested Character Concepts:
      In general, most characters should have a Deckhand Certificate, know how to use a weapon, and fulfill some or all of one or more of the concepts below.
      • Crew: Every ship needs a pilot. Most ships also require a navigator, someone to handle the comms and sensors, and of course someone to keep everything working. Even so, playing crew means that either the ship is left with vital positions unfilled while the PC is off having adventures planetside, or the PC is sitting on the ship while everyone else is having those adventures. Smugglers and pirates are crew before anything else.
      • Fighters: Space marines get all the press, and it just wouldn’t be a mercenary game without them. Ditto for battlesuit troopers. Battlesuit-clad space marines take the checkered flag. Even so, don’t forget gunfighters or neglect hand-to-hand and melee skills (many places will not permit weapons).
      • Psis: What’s more fun than playing a wizard? Playing a space wizard! Psionics are the approved magic powers of the sci-fi genre. Available Talents: Anti-psi, ESP, Healing, Telepathy, and Telekinesis.
      • Spies: A face is always helpful whenever interactions don’t absolutely require violence. Infiltrators get you in and out, hopefully without anyone noticing. Cleaners – those folks know how to cover tracks, which can be of inestimable value when conducting political assassinations. Don’t neglect hackers – in a world where even the dumbest security systems are probably going to wonder why the thumb reader reads green, but the person at the door isn’t Dr. Manfried, and, curiously, seems to be carrying a severed thumb, having someone who can confuse, befuddle, and break software is invaluable.
      • Support: An investigator will help find the McGuffin, the Ambassador’s missing daughter, or why Dr. Manfried was interested in Tau Ceti V. Without a medic, things can get grim in a hurry.
    • Social Traits:
      • Appropriate Contacts, Patrons, Enemies, etc.:
        • Allies. A loyal robot sidekick, a bioroid, etc., all make for good allies. Please keep in mind that the ship the PCs are trying to capture only has 6 cabins (up to 24 could be crammed aboard in that fashion, but not comfortably).
        • Contacts. Contacts are treated as a leveled Perk, with each level adding to scope (City → System → Interstellar State →Most Everywhere[GM call]), effective skill (12 → 15 → 18 → 21), and reliability (Unreliable → Mostly Reliable → Usually Reliable → Always Reliable). Any “slot” can be traded for another. E.g., a 2 point Contact could have system-wide scope with a skill of 15 and be mostly reliable, or the contact could instead be available almost everywhere, but have an effective skill of 12 and be unreliable.
        • Patrons. The party has a Patron in Mr. Kord. Other Patrons will have to make sense to the character’s background. E.g., a psionic institute for a psi character.
        • Enemies. If the group would like, they may all take the same Enemy. Otherwise, individual Enemies need to be carefully considered, as it isn’t much fun for the rest of the party to end up dealing with one character’s Enemy.
      • High / Low TL: High TL is expressly forbidden; Low TL is perfectly viable, especially TL 10, which is the most common TL in the sector.
      • Status & Wealth: Unless it is integral to the character background to have high or low wealth or status, ignore these traits.
      • Starting Wealth: $75,000.
    • Cultures: Every system has it’s own culture, developed over a millennium on worlds with often vastly different conditions, and having originated from different parts of Old Earth and undertaken for a wide variety of reasons. If there is any interest in creating a cultural background for a PC, it is highly encouraged, but will require some interaction with the GM. Cultural familiarity is for the overall region, and will be ignored except for local cultures (which can be taken, but will have limited utility).
    • Languages: PCs are fluent in Esparanto and any other (i.e., know with Native Spoken and Written comprehension levels).
      • Amerish is the language spoken on most of the worlds of the Confederacy as well as numerous other systems.
      • Chinese is the language spoken by Xin Wu, as well as numerous other systems.
      • Esparanto is the lingua franca of the sector. Almost anyone encountered will speak at least a little Esparanto.
      • Kronin is the language of the Kronin.
      • NeuDeutsch and Esparanto are the official languages of the Union, though NeuDeutsch is relatively rare even within the Union.
      • Russian is the language of the Kentori as well as numerous other systems.
      • Others – there are literally hundreds of languages and tens of thousands of dialects spoken throughout the region. For example, Perheimer is the native language of Perheim.
    • Racial Templates:
      There are numerous racial templates available. Most colonies have altered their genetics in some way; at the very least, most have optimized themselves to the environment of their planet. Some have added alien DNA, or have otherwise altered their genetics to a degree that they are no longer compatible with base-line humans. Currently there are templates for Colmites, Perheimers, and Tribecans. Players are welcome to suggest templates of their own for other systems or genetic upgrades. Below are a few sample races.
      • Races:
        • Colmite Racial Template (33 points):
          Natives of Colm have been engineered to both optimize themselves for life on Colm and to enhance their abilities beyond those of baseline humans. After 1000+ years of eugenic genetic engineering, Colmites are a baseline species, capable of breeding with most subspecies of baseline humans.
          • Attribute Modifiers: IQ+1 [20], HT+1 [10]. Basic Speed (-0.25) [-5].
          • Advantages: Deep Sleeper [1], Longevity [2], Resistant to Disease (+8) [5].
          • Taboo Traits: Genetic Defects.
        • Gormelites (18 points):

Gormelites are the result of a genetic experiment gone wrong. Originally designed as shock troopers by the Kronin, their mental instability quickly proved to be a liability. The Kronin were forced to abandon their base on the Gormelite homeworld.


Gormelites are massively-built humanoids between 6 and 7 feet tall. Their bodies are completely covered with sparse, wiry fur. Their limbs end in four digits each.


Their heads are their most inhuman features - they have no visible nose or ears, and mouths are flat and lipless, with solid bone ridges instead of teeth. The eyes are solid white membranes beneath beetle brows. Gormelites normally do not wear clothes. Their fur can be any color found in human hair it also appears in shades of blue ranging from grayish to metallic. Some Gormelites dye their fur in vivid patterns.

They are "native" to a 1.2-G Terrestrial world with an average temperature of 40'. They breathe a normal oxygen mix at .96 Earth normal. (See Aliens p. 80)

          • Attributes: ST +4 [40]; HT +3 [30]
          • Advantages: Damage Resistance +1 (Tough Skin, -40%) [3]
          • Disadvantages: Bad Temper (12) [-10]; Bully (12) [-10]; Greed (12) [-15]; Overconfidence (12) [-5]; Paranoia [-10]; Reputation -2 [-10]
          • Cultural Skills: Brawling @ DX+2 (E) [4]; Axe/Mace @ DX (E) [1]
        • Kronin (112points):
          Kronin are genetically engineered from baseline human DNA mixed with DNA present on their homeworld, Krom. Their natural telepathy was an unintended consequence of this process. (see Aliens p. 68)
          • Attributes: DX +1 [20].
          • Advantages: Danger Sense (ESP, -10%) [14], Mental Blow 3 (Affliction 1; Will; Based on Will, +20%; Malediction 1, +150%; No Signature, +20%; Telepathy, -10%) [23], Telereceive 3 (Mind Reading & Mind Probe: Short-Range, -10%; Telepathy, -10%) [42], Mind Shield 3 (Mind Shield: Profiling, +10%; Telepathy, -10%) [12], Telesend 3 (Telesend: Short Range, -10%; Telepathy, -10%) [21].
          • Disadvantages: Bloodlust(12) [-10], Honesty [-10].
          • Common Disadvantages (optional component of racial template - up to 40 points): Code of Honor (varies), Fanaticism (varies), and Sense of Duty (varies).
        • Perheimer Racial Template (38 points):
          Perheimers have tinkered with their genetics almost since making planetfall. Perheim is a light world, but they have made musculoskeletal modifications to enhance their strength above that of baseline humans. They have made cardiovascular modifications to increase their health, glandular modifications to reduce their pain response and increase their ability to adjust to differing gravities, sleep state modifications to improve the quality of their sleep, among other minor tweaks. Their genome is stable, and they are able to interbreed with most members of the baseline human family.
          • Attribute Modifiers: ST+1 [10], Per+1 [5]. HT+1[10].
          • Advantages: Deep Sleeper [1], Fit [5], High Pain Threshold [10], Improved G Tolerance (0.3G) [5], Rapid Healing [5].
          • Disadvantages: Lecherous (15 or less: obsessed with romance) [-7], Odious Racial Habit (Emotional) [-5]
          • Features: Taboo Traits (Genetic Defects)
        • Tribecan Template (19 points):
          The genetic differences in Tribecans are due to 2000+ years of guided evolution. Tribecans are a stable sub-species of baseline humans. There is also a genetic upgrade that can grant this template to non-Tribecan children. This upgrade breeds true with Tribecans.
          • Attribute Modifiers: ST+1 [10], FP+2 [6].
          • Advantages: Rapid Healing [5], Temperature Tolerance 1 [1].
          • Disadvantages: Attentive [-1], Careful [-1], Staid [-1].
          • Features: Taboo Traits (Genetic Defects, Mental Instability)
      • AI & Bioroids:

Artificial intelligences are commonplace in the New Home Sector. There most are non-sapient (NAIs) or low-sapient (LAIs), though fully sentient AIs (SAIs) are not uncommon. Fully sapient AIs are generally either bound to a specific neural net or created with numerous safeguards preventing them from cloning themselves.

In most places, SAIs are accorded the same rights as any other citizen. LAIs and NAIs are considered to be property, though in many places LAIs are treated like animals and accorded some rights and protections. The creator of a SAI can hold it in indenture (see below).


Except for those AIs bound to a neural net, AIs can transfer themselves into "shells" – robotic bodies – so long as those shells possess a computer of sufficient complexity to house the AI. SAIs often acquire multiple shells, swapping them for different situations. Bioshells exist, allowing an AI to inhabit a biological body. Bioroids are biological constructs, grown for specific purposes. They have their own racial template, but, unlike races, they are not meant to breed. In most places, it is illegal to create bioroids with an expiration date, though this can be done. Bioroids are almost always indentured upon creation.


The indenture of created fully sapient lifeforms (i.e., AIs & Bioroids) is commonplace and is also often required by law. These indentures can last anywhere from 6 months to 25 years. During this time, the beings cannot be put into unreasonably dangerous circumstances. This is not to say that a military bioroid cannot be sent into a war zone, but that bioroid cannot be used as a suicide bomber. Likewise, mining bioroids cannot be sent into conditions which are known to be lethal to them.


At the end of an indenture, the being is given $10,000 / year of the indenture, with a minimum of $50,000. This ensures that the being is able to set itself up and integrate into society. Post-indenture, such beings are considered full citizens.


Note: for bioroid templates, see GURPS BioTech; robot bodies and shells can be found in GURPS UltraTech, Transhuman Space: Changing Times, and Transhuman Space: Shelltech.



        • Nonsapient AI (NAI) (29 points):
          These AIs are not self-aware, in spite of possessing a fair degree of intelligence.
          • Attribute Modifiers: IQ-2 [-40].
          • Advantages: AI [32]; Enhanced Time Sense [45]; Extra Life (Copy, -20%; Requires Body, -20%) [15]; Indomitable [15]; Possession (Digital, -40%) [60]; Single-Minded [5]; Unaging (IQ only, -75%) [4]; Unfazeable [15].
          • Note: forDisadvantages: Automaton [-85]; Dead Broke [-25]; Social Stigma (Subjugated) [-20].
          • Note: forRacial Skills: Computer Operation/TL (E) IQ+3 [8]-11.
          • Features: Complexity 4 program; Taboo Traits (Mental Instability, Self-Awareness).
          • Variants: The above represents a Complexity 4 NAI. For each +1 to Complexity (up to Complexity 10), add +1 to Note: forthe template’s IQ and 20 points to its cost. (For example, a NAI-7 has IQ+1 in its template and costs 89 points.
        • Low-Sapient AI (LAI) (82 points):
          • Attribute Modifiers: IQ-1 [-20].
          • Advantages: AI [32]; Enhanced Time Sense [45]; Extra Life (Copy, -20%; Requires Body, -20%) [15]; Fearlessness 2 [4]; Possession (Digital, -40%) [60]; Unaging (IQ only, -75%) [4]; Visualization (Reliable, +4, +20%) [12].
          • Disadvantages: Dead Broke [-25]; Hidebound [-5]; Honesty (9) [-15]; Low Empathy [-20]; Social Stigma (Valuable Property) [-10].
          • Quirks: Attentive; Broad-Minded; Staid [-3].
          • Racial Skills: Computer Operation/TL10 (E) IQ+3 [8]-12.
          • Features: Complexity 6 program; Taboo Trait (Mental Instability).
          • Variants: The above represents a Complexity 6 LAI. For each +1 to Complexity (up to Complexity 10), add +1 to the template’s IQ and 20 points to its cost. (For example, a LAI-9 has IQ+2 in its template and costs 142 points.)
        • Sapient AI (SAI) (143 points):
          • Attribute Modifiers: IQ-1 [-20].
          • Advantages: AI [32]; Enhanced Time Sense [45]; Extra Life
          • (Copy, -20%; Requires Body, -20%) [15]; Fearlessness 1 [2]; Possession (Digital, -40%) [60]; Unaging (IQ only, -75%) [4]; Visualization (Reliable, +4, +20%) [12].
          • Disadvantages: Honesty (9) [-15].
          • Racial Skills: Computer Operation/TL10 (E) IQ+3 [8]-12.
          • Features: Complexity 7 program; Taboo Trait (Mental Instability).
          • Variants: The above represents a Complexity 7 SAI. For each +1 to Complexity (up to Complexity 10), add +1 to the template’s IQ and 20 points to its cost. (For example, a SAI-8 has no IQ modifier in its template and costs 173 points.)


  • Common Equipment
    • Ultratech
      • Everything from TL11 or below is available, with the exception of Grav Beamers. Blasters are used by the Confederate military; the Kentori primarily use gauss guns, except in space, where they use x-ray lasers. The Union uses field-jacketed x-ray lasers, and the Kronin use grav needlers. Kronin are the only source of grav needlers.