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
Name – Merchants 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
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.
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.
-
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:
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.
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.
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.
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!
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 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.
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.
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, 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 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.
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.
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]
-
Implant Computer {
-
Resistant to Disease (+8)
[5]
-
Telecommunication
[17]
-
Radio (10)
-
Secure (+20%)
-
Sensie (+80%)
-
Reduced Range (-30%)
-
Standard Skills:
-
Modified Skills:
-
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.