Alternate Empires exclude others. Small traders may
turn to smuggling to survive.
There are a number of variant types of empires, depending on the
exact details of their government and organization. The empire will ban commerce it
deems a threat, including military
Feudalism supplies; gunrunning to rebels carries
an automatic death sentence. Traffic
In a feudal system, political, military, and economic power are com- in drugs and vices may be prohibited
bined in a pyramidal arrangement. At each level the rulers are also the by a puritanical emperor or encour-
military commanders, and are also the largest landowners (or other aged by a decadent one. But the
resource owners in a science fiction setting). They hold their lands as Imperial Trade Commission is notori-
fiefs, granted by the lord at the next higher level, and in exchange owe ously easy to bribe.
that lord support and allegiance. Feudal arrangements can get very
complicated when a low to medium level lord nevertheless acquires vast Taxes are numerous and burden-
wealth and power, or when two lords owe each other allegiance. Feudal some, although some empires tax the
lords tend to be rebellious and quarrelsome, hard for the central govern- subject provinces heavily to keep rates
ment to control; on the other hand, invaders have their hands full fight- low in the home country.
ing against an endless series of local rulers who know the territory. In
practice, a feudal society functions like a loose federation, or a cartel- Origin
based corporate state. Mercenaries can do very well in a feudal system,
and can look forward to being awarded fiefs of their own. Empires can come about in vari-
ous ways. An expanding frontier of
Imperium settlement and colonization can cre-
ate a very tight-knit empire. Both
A really huge or widespread empire may be so big that the ruler can’t Russia and the United States eventual-
directly control the whole thing, and consequently delegates power to ly absorbed their areas of settlement
governors or proconsuls in the provinces. The governors have absolute into the mother country. Britain’s set-
power themselves, but can be removed or reshuffled at the emperor’s tlement colonies have become inde-
whim. The result functions like a federation or alliance of monarchies, pendent nations. Alliances can devel-
as the various governors may or may not cooperate with one another in op into empires when the most power-
a crisis. Naturally, governorship is a good stepping-stone to the imperi- ful member of the alliance starts med-
al throne, which means the emperor’s chief worry is keeping his under- dling in the internal affairs of its part-
lings under control. ners, as happened when the Greek
city-states banded together against the
Theocracy Persians and then the Athenians
turned the league into an empire. A
In a theocracy, rule is through a religious hierarchy rather than a state that is home to many vigorous
civil government. The ruler is the head of the church, and may have commercial enterprises can develop
divine status. If the head of the church can rule absolutely, the result is an informal empire based on trade.
like a hereditary monarchy with much more ritual (and probably an And of course, an aggressive military
inquisition instead of secret police). A church that has more input from power can deliberately go out and
the lower members of the hierarchy may resemble a republic or a cor- conquer weak states.
porate state. As recent Earth history shows, a democratic theocracy is
possible if the people are sufficiently devout and elect rulers with a reli- ALIEN
gious agenda, but once in power the theocrats tend to dig in and resist GOVERNMENTS
changes in the will of the people.
The list of governments above is
governors, or by the Patrol for documents. Common citizens find it naturally based on arrangements
offenses in space, but important mat- next to impossible to obtain permis- devised by humans, for humans. But
ters must come before an Imperial sion to travel beyond the borders. One in a science-fiction universe there are
Magistrate. Punishments include of the Space Patrol’s duties is to police other possibilities suitable for alien
prison, forced-labor camps, slavery, the borders for refugees attempting to civilizations.
torture, and impressed military escape.
service. Hive Minds
Interstellar trade may still flour-
An autocrat may tolerate protest ish, but heavy regulations and duties Humans have long been fascinated
against his policies, but never against make it difficult to prosper without by the unity and activity of insect
his rule. At the first hint of any actual buying influence in the imperial colonies, and it’s interesting to imag-
threat, dissension is crushed. court. Nearly all empires have a sys- ine how a hive would function on a
tem of tariffs and monopolies to human scale. The term “hive mind”
In tyrannical empires travel is reward certain merchants and has two meanings, one from classic
tightly regulated and requires the right science fiction, the other from biology
and information science.
FUTURE AND ALIEN CIVILIZATIONS 199
Alternate Names obsession is highly unpleasant, like
the life-destroying goal of the
Each type of interstellar government can go by a variety of names, Berserkers in Fred Saberhagen’s sto-
depending on specific details of history, ideology, and political thought. ries, or the imperial ambitions of the
Sometimes names can be misleading. Many “people’s democracies” Daleks or Cybermen on Dr. Who. Even
aren’t democratic at all, and the United Kingdom of Great Britain is if they aren’t actively hostile, a
functionally a parliamentary republic that just happens to have a Royal machine civilization could simply
Family. Alternate names for the various governments described here treat humans and other organic life as
include: a nuisance to be tidied up, as in
Gregory Benford’s Great Sky River and
Anarchy: Anarchate, Free State, Frontier Zone, Libertarian Republic, sequels.
Post-Polity, Unorganized Territory, Wild Space.
But other SF writers have specu-
Alliance: Axis, Bloc, Coalition, Community, Commonwealth, League, lated that a government by superin-
Pact, Sphere. telligent, incorruptible machines
might be exactly what people need.
Federation: Concordium, Confederation, Regime, Union, Unity. Isaac Asimov’s supercomputer
Corporate State: Cartel, Combine, Conglomerate, Consortium, “Multivac” and positronic robots
Hansa, Keiretsu, Partnership. secretly ruled humanity and created
Empire: Dominion, Hegemony, Imperium, Kingdom, Monarchy, a utopian society. More recently, Iain
Principiate, Realm, Reich. M. Banks’ “Culture” stories depict
a civilization ruled by extremely
In science fiction, hive minds are individuals” could either interact powerful computers in partnership
societies in which all the individuals with one another as rational beings with humans. Of course, Jack
are linked together into a single super- the way humans do, or they could Williamson’s “Humanoids” stories
organism. This is usually done via combine into a super-hive, a vast sin- explore the dark side of humanity
telepathy, although it can be natural gle intelligence. As above, this kind of under the thumb of machines that
telepathy or some kind of artificial hive would have trouble operating only want to protect and serve us.
“brainlink” device. The Borg of Star across large distances.
Trek are one well-known SF hive mind. And the ideas of transhumanists
Such hives usually exist to contrast Hive civilizations can be military include, among other things, blurring
their destruction of individuality and powers, with inexhaustible armies of or completely removing the dividing
regimentation with human free will purpose-bred warriors. In fiction they line between humans and machines.
and personal liberty. A hive might even tend to be better at ground combat When it’s a matter of personal taste to
duplicate the specialized types found than space battles. Trade, if hive cul- run your mind on computer hardware
in ant colonies, with castes of workers, tures can even grasp the concept, is or living “meatware,” government by
warriors, breeders, and so on (SF usu- handled entirely by government repre- superintelligent AI will seem not only
ally adds a huge-brained “thinker” sentatives. desirable but inevitable, about as con-
caste). Hives may be limited in the troversial or utopian as automating
range across which members can link Machine Civilizations telephone switchboards. Such soci-
up, so a multiplanet hive civilization eties might take the form of prosper-
might function as a federation of plan- Another SF standby is the idea of a ous libertarian anarchies, or (oddly
etary hives. society either ruled by machines or enough) something resembling a secu-
entirely made up of mechanical lar theocracy, with supercomputers in
An equally interesting type of hive beings. Often this is presented as a place of the church leaders and robots
can be based on the “emergent prop- nightmarish, dystopian society, in for priests.
erties” of behavior in actual insect which “human” qualities like imagina-
hives. If one thinks of an ant colony tion, freedom, or love are subordinat- Dystopian machine civilizations
as a single organism composed of ed to mechanical efficiency. The alter- are best used as the setting for rebels
ants, it’s interesting to note how the nate universe codenamed “Steel” (p. fighting for human survival or to
colony seems capable of more sophis- B528) is one particularly nasty reclaim humanity’s dominion over
ticated behavior than any individual machine society. Often, machine civi- machines. More pleasant settings with
ant could ever manage. Since ants lizations take on aspects of a hive humans and machines working
don’t have any kind of “thinking ants” mind, with specialized units for each together allows for just about any
in the nest, the clever behavior arises task coordinated by a giant “master adventure type, although since utopi-
out of the interactions among indi- computer.” (This has the advantage of an societies run by superhuman intel-
vidual ants. One can imagine a hive giving the nightmarish dystopia a sin- ligences tend to be peaceful and a lit-
big enough to have human-level intel- gle neck to sever.) tle bit boring, the really fun adven-
ligence arising from its billions of tures can be found across the border.
nearly mindless members. Vernor Other writers have envisioned civi-
Vinge’s Tines in A Fire Upon the Deep lizations of numerous independent Machine cultures can have very
are close to this concept. Such “hive machines, usually united by some pre- impressive armies of steel soldiers,
programmed obsession. Usually that fleets of superintelligent robot battle-
ships, and highly efficient factories to
replace losses quickly. Berserker-type
machines may wage constant war
200 FUTURE AND ALIEN CIVILIZATIONS
against living things, so that the monopoly on trade). A corporate- with. Free Enterprise planets might
entire civilization is on a constant ruled planet that is not part of an be fairly common, especially in the
war footing. interstellar economy is more likely to case of colony worlds settled by lib-
have a cartel-style government, if ertarian idealists. How long those
Trade with machine cultures is only because a single corporation societies endure depends on the
often difficult. The aggressive, danger- wouldn’t have anyone to do business GM’s opinion of libertarian ideas.
ous ones take what they want, and the
super-efficient utopian ones are often History and Government
post-economic cultures of abundance.
The structure of a planet’s government will depend in part on the
PLANETARY world’s history. A world with a native intelligent species will have lots of
GOVERNMENTS unique cultures in different parts of the planet, multiple languages, and
probably many different religions. Uniting a large, diverse population
Of course, planets have to have like that may be best accomplished by one of the looser government
their own governments. There is a lot types like a federation or alliance. A colonial-style empire might impose
more variability in the style of plane- unity by force! Either the various parts of the planet come together, or
tary government than in interstellar one region imposes its rule on the rest.
societies.
By contrast, most colony planets will often begin with a government
Individual planets in a space cam- already in place. The founding settlers draft a constitution, or the
paign can use the interstellar govern- Colonization Authority imposes its rules. Colony worlds may tend to
ment types, though obviously with more idealistic systems, sometimes highly impractical ones. They may
smaller constituent units. Exactly how also allow for growth by setting up a federation structure or keeping the
large the units are can dramatically whole planet as a single unitary government.
affect how a planet is run.
A colony world with multiple colonies planted by different groups
Anarchy on a planetary level, as in may wind up in the same situation as a world with native inhabitants:
an interstellar society, can reflect multiple diverse populations with no great desire to unify. They may
either a utopian absence of govern- function as an alliance, unite in a federation, or one colony may be able
ment or a dystopian absence of order. to simply annex the others. The growing pains of colonial societies can
If there are organized states but make for interesting adventures, as PCs get involved in political strug-
no planetary government, the term gles or decide to carve out their own realms.
balkanized is sometimes used.
Contemporary Earth is either a balka- Setting History
nized world or a very weak alliance.
Everyone and every place has a history, and history affects the way
Alliances are common on balka- people react to new situations. America and Russia both fought in the
nized planets, and it’s entirely possible world wars, but came away with radically different attitudes. Russia
for one alliance to effectively domi- sought to hold all possible enemies at arm’s length by controlling
nate the whole planet. During the era Eastern Europe; America wanted to prevent future aggressors from
of the colonial empires, when most of dominating the continent. Those attitudes, stemming from very differ-
Earth was controlled by a handful of ent histories, locked the two nations in conflict for half a century after
European great powers who often World War II.
acted in concert to keep order, one
could describe Earth’s planetary gov- The simplest way to design the history of the setting is to work for-
ernment as a loose alliance. ward from the present, extrapolating trends, while throwing in “random
events” like scientific breakthroughs or unexpected wars. Sometimes
Federations are a very likely form of past history makes a good model: base the growth of the Interstellar
planetary government. Many support- Federation on the expansion of the United States, while the Trade
ers of the United Nations have hoped Alliance mirrors the history of the Venetian Republic. Most of it can be
that it can evolve into a kind of glossed over in generalities (like summarizing the whole 20th century as
“Federation of Earth.” The exact “a time of technological progress and social change marred by wars
details of the federation’s government among competing ideologies”). The period to describe in detail is the
can dramatically affect its politics. An century or so before the campaign’s timeline, especially events that
American-style republic with direct would have happened during the lifetimes of the PCs.
election of federal officials by the citi-
zens is very different from a Game Masters are allowed to “stack the deck” and create a history
European-style union in which the that leads to interesting conflicts in the campaign’s present. If the game
central authority is selected by mem- is to take place in a time of “cold war” tension between two evenly
ber state governments. matched empires, sow the seeds of that enmity a couple of generations
back.
Corporate government of a single
planet is likely to be an offworld
megacorporation that owns the
whole planet (or at least has a
FUTURE AND ALIEN CIVILIZATIONS 201
Empires on a planetary scale are New kinds of planetary administra- Earth they are typically socialist, as
certainly possible, even at low technol- tions include: that allows the party substantial con-
ogy levels. The Mongols, Romans, trol over the economy to reward fol-
Spanish, and British all ruled substan- Codominion: Rule by two different lowers. CR3+.
tial fractions of the world at one time governments at once. This typically
or another, and one could imagine a occurs in a colony or “neutral zone” Plutocracy: Rule by the rich, often
more aggressive or durable empire region, either in dispute or a joint through direct purchase of govern-
finishing the job. On a planetary scale, project of two states. The functions of ment offices. Usually the officeholders
empires can have any kind of internal government are divided between two expect a good return on their invest-
structure. At low tech levels monarchy administrations, sometimes even with ment, leading to massive corruption.
is likely, and the examples above all different laws applying to citizens of This differs from a corporate state in
show a monarchical empire can be the two governments. Things can get that power is held by wealthy individ-
very successful at world conquest. interesting when the two governments uals instead of companies, making it
are very different and have different similar in some ways to a feudal sys-
Alternate Planetary Control Ratings! CR variable. tem. CR2-4, with bribery common and
Governments accepted.
Conscription: Typically a republic
Some government types are more or meritocracy, but one in which the Psiocracy: A form of caste system
common at the planetary level than on rulers are chosen to serve whether they or meritocracy, but the key qualifica-
the interstellar scale. This includes want to or not. Essentially government tion is psionic talent. This gives the
many of the types listed on pp. B509- service is like jury duty in modern government remarkable power, since
510, especially Athenian democracy America – something you do because the rulers can do things ordinary cit-
(which pretty much can’t exist across it’s your responsibility. Conscript gov- izens can’t. A psiocracy might come
interstellar distances unless there’s ernments are usually CR2-4. about if psis are oppressed and
some form of very fast interstellar decide they aren’t going to take it
communication), and clan/tribal. The One-Party State: A subtype of oli- anymore, but it could also represent
variant forms colony, cybercracy (as garchy, using the forms of a democra- an enlightened culture that uses
opposed to machine civilizations), cy but with only one legal political psionics as a tool for the benefit of
sanctuary, and subjugated are also party. Power goes to those who can all. CR3+, sometimes with real
single-planet types. rise within the party hierarchy. Often “thought police!”
the party grows to have millions of
members, but the rank and file have
little control over decision-making. On
ORGANIZATIONS
Below is a representative collection GOVERNMENT alien languages, as much scientists as
of organizations likely to exist in a ORGANIZATIONS diplomats. Envoys to a species that
space campaign. The details given are still practices dueling and ritual com-
only suggestions – the GM will want to Government bureaus that affect bat might be ex-commandos skilled
modify them or use different organi- the lives of PCs may not be the most in mayhem. All diplomats have some
zation names as he adapts them to his important parts of the government. In intelligence-gathering and propagan-
universe. None of these organizations the grand scheme of things, the off- da functions.
has to exist – some may not be appro- stage Imperial Revenue Service is far
priate for some civilizations, and other more vital than the Mercenary On Earth, foreign embassies are
nations may combine multiple func- Regulatory Agency. considered “sovereign territory,” invio-
tions into a single organization. All of late by local authorities. Other civiliza-
these organizations can also exist in Diplomatic Corps tions might not follow this standard.
campaigns without interstellar travel – Differences in how civilizations
in that case, just replace references to The importance and style of the view and treat diplomats can lead to
“interstellar” with “interplanetary.” diplomatic corps depend on what comic misunderstandings – or endless
kind of other states or civilizations interstellar war.
The scale of organizations varies exist and how the society interacts
depending on the campaign. For with them. A powerful empire with Interstellar Trade
example, Game Masters who want to no real rivals would have diplomats Commission
make life challenging for rebel and who act more like viceroys, bossing
smuggler PCs can put a Patrol base on local rulers around on behalf of the The ITC regulates trade, operates
every inhabited world, while GMs who all-powerful emperor. An all-human the customs stations at all starports,
want to make sure Patrol characters federation dealing exclusively with and cooperates with the Patrol (p.
can’t depend on easy backup can alien cultures would have a diplomat- 203) against interstellar smuggling.
make them scarce and far apart. ic corps specializing in xenology and The size and power of the ITC mirrors
how much the government controls
202 FUTURE AND ALIEN CIVILIZATIONS
the economy. It will be a huge bureau- Navy Office of
cracy in states with a high economic Colonial Affairs
CR, and an underfunded licensing The space navy is generally the
agency in low-CR cultures that value dominant military force in any inter- The Office of Colonial Affairs
free trade. In a corporate state, the stellar society, if only because sol- oversees colony ventures. In an
ITC is the Auditing Department, mak- diers can’t fly from planet to planet expanding society with lots of
ing sure that shipments and payments without a spaceship. The Navy’s job colonies, the OCA may rule dozens
go to the right places. is to control space and deny it to or hundreds of star systems, making
enemy forces. Spaceships can also it very powerful. One or two obscure
Mercenary make devastating strikes against clerks in an office in the capital city
Regulatory Agency planets and bases, but aren’t much may decide the fate of whole sectors.
good at taking and holding territory. New colonies may be planted on
In cultures that don’t use merce- Between wars, the navy maintains resource-rich worlds, or to secure a
naries, this agency is simply part of readiness by carrying out mock bat- contested sector, or on deliberately
the police, tasked with cracking down tles – often in barren, remote systems harsh worlds as dumping-grounds
on illegal private armies. Where mer- where it can use live ammunition. for prisoners and dissidents. If colo-
cenaries are permitted, they set the nization is typically a private enter-
ground rules. Large naval bases are maintained prise, the OCA may serve as “refer-
at strategic locations, often on airless ees” to decide which group of settlers
Regulatory agencies almost always moons or navy-controlled worlds. gets control of a given planet.
prohibit biological, chemical, or Small bases – mostly for refueling and
“dirty” nuclear warfare within the repairs – are attached to many larger Settings with very few habitable
nation’s borders. Clean tactical nukes starports. The navy also has an intelli- worlds may replace the OCA with the
are sometimes allowed. Mercs must gence branch, responsible for gather- Terraforming Authority, in charge of
not go to a troubled world unless hired ing current information on enemy modifying planets and seeding them
by someone on the scene, and must military forces. with life. The staggering cost of ter-
leave when the fighting is over. raforming means that colonies will
In an alliance or other loose socie- only be allowed with government
The MRA may also try to level the ty, the navy may be the professional approval, and illegals may be hunted
technological playing field to prevent core of the fleet, supplemented in down and deported.
high-tech offworlders from com- wartime by regional forces of varying
pletely dominating local forces. ability. Where the navy is the sole mil- Patrol
Agency inspectors get very good at itary arm, tight control must be
spotting concealed high-tech gear. maintained or the admirals may seize The primary responsibility of the
Some latitude may be allowed; in command and declare an empire. Space Patrol is law enforcement: anti-
certain civilizations the MRA can piracy and anti-smuggling patrols,
juggle restrictions on both sides of a During peacetime, governments and police duty on small or remote
fight to make it an “even match.” often find other things for the Navy to colonies. They also regulate and
(This is especially true if the MRA do. Navy ships may conduct science inspect starships and space stations,
works closely with media organiza- missions, provide aid at disaster sites, assist vessels in distress, and generally
tions to make wars a good show for or support colony projects. Ships may keep space peaceful and orderly.
the folks back home.) be detached for tours with the Patrol,
or may simply be the Patrol. Typically, the heaviest Patrol ship
The MRA maintains a central will be a light cruiser, but crews are
office on the capital world. Other likely to be elite. Patrol vessels get put
offices may be opened if local business under navy command during
makes it worthwhile. Regulators are wartime, but at all times there’s a rival-
assigned to each merc outfit. Some ry between the two services.
are self-righteous and obnoxious; Patrolmen consider the navy a bunch
some can be bought; some do their of overequipped glory hogs who spend
jobs. all their time in training, while navy
spacers look down on the Patrol as
The MRA is also a clearinghouse “orbital crossing guards” who can’t
for licensed mercenary outfits seeking handle real threats.
work. When contracts are negotiated,
the employers place half the agreed Patrol bases are attached to many
payment on bond with the MRA. If starports; even minor starports are
there is a dispute later between the likely to have a Patrol office. The
mercs and their boss, the MRA arbi- Space Patrol also has separate opera-
trates – paying the mercenaries from tion bases, away from the commercial
the bond fund if necessary. Societies starports, from which major anti-pira-
like informal empires that use merce- cy and other missions are launched.
naries may subsidize them during The Patrol usually maintains a covert-
long periods of peace. operations office; its agents infiltrate
FUTURE AND ALIEN CIVILIZATIONS 203
criminal organizations. (In a repres- Domestic intelligence is part of law directs its attentions at corporations
sive society, they are secret police.) enforcement, but focuses on people that don’t have the favor of the
The Patrol is known for rigorous who might commit crimes instead of government.
adherence to the letter of the law and those who have actually done some-
rigid interpretation of those laws. thing. In particular, domestic spies The Special Justice Group is likely
seek terrorists and organized crime. In to keep its base of operations wher-
Postal Authority tyrannical states, domestic intelli- ever businesses are most concen-
gence also rounds up dissidents, crit- trated, with branch offices in all the
The Postal Authority is responsi- ics of the regime, and anyone who major financial hubs. Field investiga-
ble for the mail. Mail between vital looks like they might be one. tors must rely on civilian transport or
worlds is carried by official courier call in the Patrol to assist on raids.
ships. Mail service for minor worlds Counterintelligence works on
is contracted out to private trade uncovering foreign spies, and on Survey Service
ships. This is profitable – many inde- spreading disinformation to make it
pendent traders depend on mail runs harder for the other guys to get accu- The Survey Service is in charge of
for steady cash – but PA standards rate information. discovering new worlds and maintain-
are high! Other interstellar commu- ing accurate information about
nications may also be controlled by The three types of espionage are known ones. Discovering new worlds
the Postal Authority, depending on often combined with covert opera- is the task of the Scout Service or
technology. tions forces – secret military or para- Exploration Division. Maintaining
military units trained to be stealthy, data on known worlds falls to the
Control of interstellar communica- fast-moving, and well-hidden. Covert Survey Division, sometimes known as
tions makes the Postal Authority ops do the things the government the Grand Survey or the Astrographic
extremely powerful. In any high-CR needs to do secretly. Division.
society, the PA reads the mail and
forbids distribution of “treasonous” A state may have different agencies First-in scouts are a quirky lot, soli-
publications. for each job. Or it may have multiple tary and temperamental. Often using
agencies, each of which does a few of one- or two-man craft, they visit unex-
In some settings, the PA may be a those tasks. Given the nature of the plored systems. If they find a poten-
huge private company or nonprofit secret world, that means they often tially habitable world, they make the
entity. It may be galaxy-wide, using wind up spying on each other. best report they can, landing for close
the threat of cutting off communica- inspection if there are no apparent
tions to keep governments from inter- Special Justice Group hazards. First-in scouts especially
fering. And whoever does control the watch for signs of intelligent life. If an
post office can rule the galaxy! The Special Justice Group controls intelligent species is detected, they
large corporations. Its precise role may avoid contact – that’s a job for
Security and varies depending on the society. specialists. In some settings, first-in
Intelligence Agency Where there are few restrictions, it is scouts may be freelance explorers,
simply a “referee” focused on keeping ranging into unknown space in sec-
Just about all governments want to a level playing field. In societies more ond-hand ships looking for valuable
keep some things secret, and just suspicious of big business, the SJG worlds, and then selling their data to
about all of them want to find out monitors corporations closely, scruti- the Survey Service.
what everyone else is trying to hide. nizing ads for subliminal messages
This task can be divided into three and analyzing tax data in search of When the scouts make a favorable
main categories: foreign intelligence “financial anomalies.” report on a new world, the survey
(spying on other governments), team goes in. A survey team may be a
domestic intelligence (spying on the Of course, in some societies the single ship or a full expedition; it
government’s own citizens), and coun- government runs the corporations, includes xenobiologists, planetolo-
terintelligence (catching or fooling either directly (in a Corporate State or gists, xenoarchaeologists, and first-
enemy spies). socialist system) or indirectly contact specialists. They begin by
(through “crony capitalism” or state- making an exhaustive orbital study,
Foreign intelligence agencies granted monopolies). In those situa- landing only when the planet is judged
spend most of their time reading news tions the SJG acts as a liason office, or safe. Survey scouts certify worlds as
reports, census data, and other public suitable for colonization, and make
information in order to get a compre- recommendations about relations
hensive picture of what other govern- with new alien societies. Survey
ments are doing. Their chief concern scouts are more intellectual than their
is identifying military or terrorist first-in brethren, but they are still
threats, though some governments adventurous survivors.
use their intelligence agencies to spy
on foreign corporations to help Survey stations, manned by explo-
domestic firms compete. They also ration division personnel, may be set
make use of electronic signal intercep- up for the long-term scientific study of
tion, and of course hire spies. planets or interesting space phenome-
na (e.g., black holes) and major
204 FUTURE AND ALIEN CIVILIZATIONS
archaeological finds (like Precursor joined into a single conglomerate, Governments that want to control
sites). Covert survey stations may be controlling the lion’s share of an entire trade (or are chummy with big corpo-
established if a planet has a low-TL economy. rations) may view the Free Trade
native race deemed worthy of study League as a nuisance, but others may
but “unready” for contact. In an inter- Multistellar corporations operate support it as a valuable aid to main-
planetary campaign with no FTL trav- across many worlds or star systems. taining free markets and competition.
el, most worlds will have been The quickest way to figure the size of
explored already, so manning such a multistellar is to add up the eco- Mercenary Companies
projects may be the scouts’ main role. nomic volume of all the worlds where
it operates and roll one or two dice to Mercenary units are simply small
During wartime, scouts are determine its share of the economy. A to mid-size corporations who deal in
attached to the navy. First-in scouts more detailed approach would con- mayhem. They may use euphemisms
perform long-range reconnaissance, sider how much of a share it has on like “private security firms.” Merc out-
while survey scouts are attached to each world separately: on some plan- fits are typically small in size – gener-
naval intelligence, often acting as fleet ets GalactiCo is merely a big compa- ally not more than 1,000 troops, and
intelligence forces. ny among many, but on others it has often fewer. Companies can be con-
a monopoly in its industry, and on a tracted for specific missions or hired
PRIVATE few worlds it dominates the local by the month. Sensible mercenaries
ORGANIZATIONS economy. know that a company’s reputation is
its biggest asset, so they fulfill con-
Alien Rights League A typical corporation has one tracts and keep up high standards of
employee per $100,000 to $500,000 in training and off-duty behavior. Other
The Alien Rights League is an sales (at lower TLs this may be high- mercs may be more interested in get-
altruistic group dedicated to promot- er). This doesn’t count things like pri- ting a quick profit by looting, betrayal,
ing equality for all sapient beings. In vate armies, spies, goons, bribes, or or seizing power. Mercs can be the
societies that respect individual rights, secret black-technology projects, of equalizer when a remote colony
the ARL focuses on fighting prejudice course. Following the usual rule for comes into conflict with a major
among the citizens, and works closely military budgets, a corporation proba- power or megacorporation, or they
with government legal agencies. bly won’t spend more than 1% of its can be the “deniable assets” used by
sales on such “nonessentials.” Of the big guys.
But in societies that legally oppress course, a multiplanet corporation can
aliens, the ARL must work against the concentrate its forces and overwhelm Mercenary space fleets are rarer,
government. Sometimes it exists the military of a small planet, and use due to the immense cost of warships
underground, operating safe houses advanced technology as an advantage and the understandable reluctance of
and secret transport routes for aliens against primitive societies. governments to have them in private
fleeing oppression. hands. Where they do exist, they are
Free Trade League generally called “privateers” rather
In any setting the ARL is likely to than mercenaries.
be a perennial thorn in the side of the At first, it was little more than an
Office of Colonial Affairs, standing up association of independent traders News Services
for the rights of low-tech or presapi- that met at market worlds to swap
ent natives the OCA wants to displace. information. As interstellar competi- News services can be either private
Often the xenologists of the scout tion – and regulation – grew, the Free corporations or government-con-
service are the ARL’s best allies in Trade League became a lobbying trolled media. Which type depends on
government. group for the rights of independent the Control Rating of the home socie-
traders. It now has offices everywhere ty. Each one requires reporters or
As a private organization, the ARL that traders gather. stringers to gather news, who may or
likely maintains a modest office near may not be the same as the people
the seat of power in the society, and a The league is a clearinghouse for who present it to the public. News
network of supporters (both open and market information. An independent services are extremely important in
secret) throughout the galaxy. trader who has valuable information any society: in tyrannies they are one
he can’t use will pass it to the league – of the chief methods the government
Corporations which brokers the data to other inde- uses to maintain control, and in open
pendents before the big corporations societies they are the battleground
Big business can’t be bigger than get the word. The original trader gets where ideas are presented.
the society that supports it. In a free- a 5-10% royalty; the League itself
market society that prevents monopo- takes a percentage as well. The available technology deter-
lies and encourages competition, even mines what the news services will
a huge corporation won’t be bigger The league also arbitrates griev- look like. If messages have to be car-
than 1d% of the society’s total eco- ances among members and operates ried by starships, then interstellar
nomic volume (see p. 95). Monopolies as a bank, facilitating transactions news will be more like a newspaper or
that control an entire industry can be between races and cultures. Traders magazine in presentation, with no
bigger, up to 2d%. A corporate state down on their luck can apply for “breaking news” coverage because of
would consist of several monopolies a loan – but if they can’t pay it back, the lag times in transit. Interstellar
they’ll be pariahs in the trade
community.
FUTURE AND ALIEN CIVILIZATIONS 205
“broadcasting” in real time allows unwelcome interest by either the psi-force. Where psionics don’t exist,
something like network television Organization or the local authorities. PSI is a group of crackpots and
news. Interstellar computer networks frauds. (Or is that just what they
make it possible to have decentralized, Psionic Studies Institute want you to think?)
ad-hoc volunteer news services. In
general, the more difficult it is to send The PSI is a research foundation Universities and
messages, the easier it would be for dedicated to the study of psionics, but Scientific Foundations
someone to control the spread of there’s more to it than that. It is a
information and manipulate what secret psionic society that offers aid Scholarly organizations can be
people know. and training to psis. The institute has huge and influential, and very long-
branches on major worlds, particular- lived. In a wealthy interstellar society,
Governments and corporations ly those with large universities. PSI a university might be “endowed” with
hate news services when they run sto- members constantly search for prom- a whole planet! Healthy, growing soci-
ries revealing embarrassing secrets. ising candidates for training. Some eties have academies that develop
Activist groups love them because are willing recruits, rescued from young minds and expand the frontiers
they can “leverage” a small organiza- death at the hands of anti-psionic of knowledge. Decadent cultures have
tion’s influence. mobs. Others get a mysterious “schol- universities devoted to nothing but
arship award” and learn what’s going rehashing the work of past scholars
The Organization on only after they’re already enrolled. and savage infighting over academic
And there are rumors that some PSI privileges.
The Organization (if it really exists) members were abducted and brain-
can only thrive in a middle ground of washed . . . Scientific foundations can range in
legal strictness. In high-CR societies, size from giant government research
police monitoring makes it too hard to In worlds where psionics are agencies to tiny groups funded by one
operate. In very low-CR cultures, widely known and at least marginally or two wealthy enthusiasts. Either end
there’s too much legitimate competi- accepted, PSI is the semi-official of the spectrum can produce cutting-
tion for what the Organization has to training and licensing organization edge research or monumental quack-
sell! What the Organization prizes are for psionics. There will still be some ery. In tyrannical societies, scholars
planets with moderate to strict laws crackpots who think it’s a conspiracy tend to “discover” results that con-
and lots of corruption. – and sometimes the crackpots are form to official ideology (or the
right! Where psis are oppressed, PSI emperor’s whims).
The Organization is effectively a helps them avoid vivisection or
multiplanet corporation, with a near- conscription into the government’s
monopoly in its chosen field. As such
it’s comparable in size to a big multi- Startown
stellar company and has similar
assets. On the rare occasions when it’s A long-standing trope in space fiction is the rough-and-tumble “star-
been necessary, the Organization can town” district near the spaceport. On all but the most xenophobic
even hire mercenary armies and pirate worlds, the authorities realize that offworlders will have strange cus-
ships for full-scale military operations. toms, may not understand local rules, and need to “cool their jets” after
a long voyage. So most planets have a small area (often no more than a
On many worlds, all criminal activ- few city blocks) near the spaceport where officials turn a blind eye to
ities require the approval of the strange behavior. Assume the CR in Startown is one or two levels lower
Organization – with a piece of the than the norm for that world.
action going to the syndicate. And on
any world with a population of more In addition to visitors, startowns attract locals with unconventional
than a few hundred, there’s an tastes or ideas. Some just drop in to gawk at the offworlders, but a few
Organization contact. Organization move in and settle down. Add to them a few spacers permanently
VIPs live like royalty, often on syndi- “between berths” and an assortment of crooks and opportunists, and
cate-controlled worlds where crime you’ve got startown.
bosses are feudal lords. The
Organization also sponsors sanctuary On some worlds, startown is legally defined, perhaps even lying
worlds beyond the reach of police. within the port’s perimeter fence under control of the spaceport author-
ity. It may even be an entire city, a “treaty port” like old Shanghai, the
Should the PCs want to find an only place on the planet where offworlders and locals can mix.
Organization contact on a new world,
the best place is a startown or similar While the cops may tolerate some violations of local mores in star-
port area. Roll against Streetwise, town, that doesn’t mean the place is a free-fire zone. Violence, especial-
minus the Control Rating of the local ly violence involving weapons, will bring an appropriate response.
government (see p. 94). Each attempt Crimes committed against locals are investigated as usual. (Crimes
takes two days of barhopping and hint against offworlders may not be such a big deal.) The regulars in star-
dropping. As a rule, about the time the towns understand this, and try to do their part to keep the peace.
searcher gives up, he’ll be tapped on
the shoulder and escorted to Mr. Big’s
office. A critical failure will lead to
206 FUTURE AND ALIEN CIVILIZATIONS
CHAPTER EIGHT
ADVENTURES
The cabin of the old fishing boat was crowded and central Tokyo, beginning around sunset. That should draw the
smelly, but Shiro tried to look cool and unconcerned. Inside police away from Narita.”
he was practically bubbling. Here he was, surrounded by
genuine resistance fighters, planning to strike at the alien “What kind of chaos?”
overlords! “It should look serious. Could you start a riot?”
Shiro thought desperately, then beamed as an idea came to
The old Russian captain coughed quietly and everyone fell him. “Comics!”
silent. He unrolled a sheet of coarse paper on the chart table. “Eh?” The old Russian looked skeptical.
“This is our target: the cosmodrome at Narita. Each of you “The Shahar banned comics and had all the old ones
and your organizations will have an important job to do.” destroyed because there were too many alien bad guys. If I
pass the word that a big cache of old comics has been found,
Shiro listened, memorizing everything, as the captain out- I can get thousands of fans to show up! When they find out
lined each resistance group’s role in the plan. As the briefing there’s nothing, you’ll get your riot.”
went on, he began to feel a little crestfallen. What was the Alien The captain looked off into the distance for a moment, then
Fighter Army going to do? After all the trouble they’d gone to smiled a little. “Very well, comics it is. We use every weapon we
just getting in touch with the resistance, it would be terrible if can get.”
the Alien Fighter Army wasn’t allowed to help.
“Shiro – still with us? Good. Your people are in charge of
creating a diversion. You need to cause chaos all through
ADVENTURES 207
Having set up the campaign, the The Default Adventure
Game Master needs to create some
adventures for the players to run their A useful concept in designing a campaign is to think of the “default
characters through. This, ultimately, is adventure.” This is simply what the characters are expected to do. In
where “the rubber hits the road.” No classic Dungeons & Dragons, for instance, the default adventure is
matter how much planning and work exploring an underground complex full of monsters and treasure. In
went into the campaign, if the adven- Call of Cthulhu, the default adventure is investigating an ancient cos-
tures aren’t interesting and fun, mic horror. The default adventure and the campaign concept tend to be
nobody’s going to know or care about closely linked – one is simply an application of the other. So for a band
the setting. of tough space mercenaries, the default is a military operation – attack-
ing an enemy force. For explorers, it’s finding a new planet and solving
Any roleplaying adventure has cer- its mysteries.
tain key features: there is a hook
which gets the PCs involved, a goal for Not all the adventures have to fit the same template – in fact it would
them to pursue, and obstacles to over- be deadly dull to make them all the same. The default adventure serves
come. The precise nature of all these as the point of departure, the “zero setting” on all the knobs before you
things depends on the characters and start to twiddle them. Characters can enter new and different adven-
the setting. tures once they have “mastered” the default scenario. So after the space
mercenaries have run a few basic military operations, the GM can start
throwing curve balls: betrayal by allies, a natural disaster which inter-
rupts the battle, maybe even the discovery of an underground complex
full of monsters and treasure. The explorers could be called upon to
conduct a military operation because the rest of the fleet is mysterious-
ly absent, or find clues on a new planet that lead to an ancient cosmic
horror.
The GM can use default adventures to play up different aspects of
the game and the setting. One mercenary operation might wind up
being mostly negotiation, as a besieged garrison bargains for honorable
terms of surrender. Another could turn into an investigation as the sol-
diers realize there is a traitor among them. The GM can drop default
adventures into different crossover genres, so that the explorers face a
horror story scenario on one planet, a swashbuckling adventure on the
next, and a tense thriller on a third.
THE HOOK
The hook for an adventure is what types are also good for mission-style stuff up, and infiltrating through the
gets the characters involved in the sit- adventure hooks. Bounty hunters, air ducts. The chief drawback is that it
uation. Some campaigns have hooks independent scouts, or mercenaries may be hard to surprise the players or
built into their structure, while others are essentially “adventurers for hire” get the characters into unusual situa-
allow the heroes to blunder into situa- and the latest client can send them on tions. It may also be hard to create
tions on their own. a mission of danger and excitement. much continuity from adventure to
adventure.
Your Mission, The useful thing about this kind of
Should You Choose “assigned adventure” is that there’s lit- Going Fishing
to Accept It . . . tle chance the characters will turn it
down and go bowling instead. If Other characters aren’t looking for
Heroes who have a duty to some you’re a space marine and the colonel adventure, and their ostensible jobs
agency can simply be assigned mis- says go attack that pirate base, well, don’t normally lead to mysteries and
sions that will lead to adventures – that’s what you’re going to do. The shootouts. Merchants, asteroid min-
although often the mission doesn’t emphasis is on how the characters ers, colonists, and some scientists
seem particularly exciting when it’s accomplish the mission rather than require hooks that are at least vaguely
assigned. This applies to military per- what they’re going to do. This related to the job they’re supposed to
sonnel, explorers working for the sur- approach works very well with “set- be doing. For merchants the canonical
vey service, police, spies, and possibly piece” adventures, and appeals to adventure hook is the weird cargo or
diplomats. Some freelance character players who want to get straight to the mysterious passenger, prospectors
crunchy bits of tactical plans, blowing and colonists can run across strange
208 ADVENTURES
things in the wilderness, and scientists Let me make this abundantly clear. I do
discover something that becomes the the job, and then I get paid.
focus of an adventure.
–Mal, Firefly
For this kind of campaign, it’s
often best for the GM to toss out lots And if every option leads to a mystery This is a very good approach to use
of potential adventure hooks and let or a battle, the PCs may start to feel a for an introductory adventure, when
the characters follow up whichever little put-upon – “Can’t we ever haul a the characters may not know one
ones interest them. (To save on normal passenger?” another and the players are still learn-
effort, the GM can have several ing about the setting. It also works
hooks lead to the same scenario.) So A Date With Destiny well for “change of pace” adventures –
the merchants hear a rumor in the getting the marines into a romantic
spaceport bar about a lost treasure, Any characters can simply have comedy situation or the merchants
bump into an old spacer who’s trying the bad luck to get caught up in a into a technothriller. The chief draw-
to get revenge on the pirates who strange or dangerous happening. back is that adventures by chance
killed his family, see a news item The marines are on leave, the mer- don’t happen very often. If “one in a
offering a reward for a hijacked ship, chants are buying new reactor parts, million chance” things happen to the
and are offered a good price on a or the colonists are building a new heroes every few weeks it starts to
cargo of alien artifacts. Any one of wind turbine – when suddenly the erode the sense of realism in the cam-
these can lead to an adventure, and kidnapped princess begs for help! Or paign (unless, of course, there’s some-
they give the feeling of a vibrant the aliens attack! Or whatever. thing causing all these weird things).
universe full of mysteries and
excitement.
Drawbacks to this approach is that
players may get kind of scatterbrained
– pursuing one adventure hook and
then dropping it to take up a different
one. Game Masters who like to create
detailed scenarios in advance may
wind up with a lot of unused material.
Metaplot
“Metaplot” is a term used to describe the ongoing Characters in a military campaign will be greatly
storyline within a game world. Many published role- affected by wars and changing alliances. Merchants
playing games, especially those tied to a specific set- may profit – or lose their shirts – as a result of large-
ting, have a metaplot that is gradually revealed in new scale events. The introduction of new technologies
supplements and sourcebooks. Here, we use the term can change everything, giving some the chance to
to describe the unfolding history of the game world, benefit and forcing others to struggle to adapt.
which may or may not have any connection to the
actions of the heroes. So in a campaign involving Finally, metaplots make a good scale indicator or
archaeologist-astronauts digging up alien ruins on “scorecard” for the player characters. When their
Mars, the metaplot might have growing international actions do start to affect the course of events, they
tension between the United States and China explode know they’ve made it to the big time.
into war. America and China are a long way from
Mars, and it’s unlikely anything the PCs did had any- Before the Game Master hurries off to start plan-
thing to do with the start of the war, but it will affect ning half a dozen world-shaking events for the cam-
how the Chinese and American characters interact. paign, there are some things to keep in mind. First,
players have limited time and attention to devote to
Why have a metaplot? Three reasons. First, a game the game, and expecting them to keep up with a bar-
world which changes and evolves helps make it all rage of in-game current events may be asking too
seem more real. Players may find themselves getting much. Keep the amount of information down to
interested in the unfolding history of the setting. In a maybe half a dozen “news bulletins” per game ses-
small-scale campaign, the sense that this is a big sion. Second, be sure that the changes don’t destroy
world full of things going on helps make things more the appealing features of the campaign. If the players
exciting. A newspaper or “Galactic Action News” are happily building up a thriving little commercial
report at the start of each session makes a nice tran- empire as star merchants, wrecking everything with a
sition from mundane reality to the world of the game. massive alien invasion can provoke resentment –
aimed at the Game Master, not the aliens.
Second, a metaplot is a great source of adventure
hooks, especially if large-scale conflicts are underway.
ADVENTURES 209
GOALS
The goal in an adventure is simply adventure involves some unexpected located. Mobile or intelligent beings
what the characters are trying to challenge, the players may get restive. may not want to be found, and may
accomplish. Very often the goal and even fight the PCs when discovered.
the hook are the same thing: you’re TYPES OF GOALS The heroes may be trading for the
hired to find the killer androids, so thing in question, and must be able to
tracking them down is the goal. But it There is a limitless range of possi- meet the price. Having gotten it, the
can be interesting when the hook isn’t ble goals, but most of them can be heroes must keep the thing, even
the real goal. This comes about either generalized into three types. though others may have the same
because the heroes have been misin- goal. Often getting the reward (money,
formed about the true nature of the Go Someplace prestige, the handsome prince) is the
mission, or because something ultimate goal which lies behind all the
unforeseen happens along the way. The characters have to get to a others in an adventure.
place. But of course they can’t just
As an example, suppose the heroes walk in. Perhaps the place is hidden, Do Something
are mercenaries hired to do a simple so they have to find it. Maybe they
strike mission against a remote corpo- have to evade traps and alarms to get The PCs wish to make a change in
rate research lab. The mission goes off in. The place can be defended by force the world. This can be as peaceful as
flawlessly, but it turns out the lab was fields and an army. Or maybe it’s very building a new colony, or as violent as
doing biowarfare research and some exclusive and they have to get an invi- destroying the emperor’s flagship. It
of the troops are now infected with a tation. It could simply be very far may mean preventing someone else
virus causing compulsive cannibal- away. If getting there isn’t the prob- from achieving a particular goal.
ism. So now instead of a straight up lem, maybe the heroes have to arrive Survival is probably the most basic
shootout, the heroes are caught in a before something happens, or before thing to accomplish. Often one must
nightmare of paranoia and horror. someone else does. Sometimes going go Someplace in order to do some-
someplace really means getting out of thing, and there may be things to
Goals that diverge from the origi- someplace. acquire to ensure success.
nal hook are a good way to throw
some variety into mission-driven Get Something Goals can be nested or linked, so
adventures, and are practically that the heroes must repair the star-
required in hard-boiled, grim-and- The heroes have to get their hands ship in order to travel to an unex-
gritty scenarios in which nobody tells on a particular thing (or person, or plored system in order to penetrate
the whole truth and there are wheels information). The Something may be the pirate fortress in order to steal the
within wheels at work. They are also a inside a Someplace, but there are crystal nanocomputer in order to
good way to challenge players who other ways to make it hard to get. counteract the gray-goo plague that is
tend to over-plan things in advance. As Something that is hidden must be destroying New Earth.
with “date with destiny” adventures,
they can be done too often – if every
OBSTACLES
The obstacles faced by the heroes like “What is the origin of the uni- potentially important. Conventional
are the true meat of the adventure. verse?” while others are smaller mys- puzzles can be things like “Why is the
Without obstacles, there’s really not teries like “What is the effect of port commander refusing to let us
much of a story. Obstacles are either hydrolyzation on this particular pro- unload our cargo?” or “How can our
internal or external. Internal obstacles tein?” Part of the fun of science-fiction squad get past that guard tower with-
are situations where a character’s per- roleplaying is that the players get to out being seen?” or “Who murdered
sonality or desires (mental disadvan- experience some of the same thrill of Dr. Fortunato?” Solving them may
tages, in GURPS terms) conflict with discovery that scientists get from their require roleplaying and information
what they must do. External obstacles work. Giving the heroes a puzzle to gathering, physical action and com-
are the various threats, barriers, puz- solve is always an interesting obstacle. bat, or a combination. Sometimes
zles, and enemies the heroes have to what seems to be a conventional mys-
overcome. Conventional Puzzles tery turns into a science puzzle.
Conventional puzzles have the advan-
PUZZLES AND A conventional puzzle is a mystery tage that they don’t require a lot of
MYSTERIES or question with an answer based on background knowledge, either of real
human motivations or the mundane or imaginary science, which makes
Science is all about solving myster- details of the setting, rather than sci- them especially suitable when the
ies. Some of them are big mysteries ence or fantastic elements. This does- players don’t know a lot of science
n’t make them any less interesting or
210 ADVENTURES
even though their characters do. A problem with science puzzles is merely inquisitive players can’t poke
Solving non-scientific puzzles can give that they require a very good level of holes in his creation by asking the
them the same feeling of discovery. science knowledge on the part of both wrong questions.
players and Game Master. The GM
Scientific Puzzles has to know enough to set up a fair ADVERSARIES
and interesting problem, and the play-
A science puzzle is one where the ers must be able to at least partly fig- Adversaries are people or other
answer specifically lies in the realm of ure it out themselves. Science prob- beings who function as obstacles in
undiscovered scientific facts. This lems which are solved entirely by die an adventure. They must be defeated,
does not mean they must be dry or rolls against the characters’ science subverted, evaded, or otherwise dealt
unimportant: finding the vaccine to a skills are pretty boring, so it helps if with. One of the chief ways science
deadly plague is a science puzzle, as is the players can at least figure out the fiction differs from other genres is its
coming up with a way to prevent an broad outlines of the answer, then do emphasis on rationality. The underly-
asteroid impact, or working out the the die rolling to fill in the details. ing assumption is that we can under-
purpose of an ancient alien device. stand the universe. This is reflected in
Even when the Game Master is the nature of enemies in many SF
Fiction and roleplaying games using an imaginary science as the stories.
add the possibility of “rubber science basis for an adventure, he must be
puzzles” in which the science absolutely clear about how that imag- Good and evil certainly have their
involved is imaginary or at least inary science works, so that clever or place, and there are no shortage of sto-
highly speculative. ries, especially older ones, in which
the heroes are good guys and the vil-
Alien Psychology lains are bad guys and that’s that.
Adventures that try to duplicate the
A fertile source for mysteries in science fiction is in the behavior and classic pulp feel may do likewise. But
motivations of aliens. Especially when communication is difficult or a more common approach (reflecting
impossible, working out what an alien creature is doing and why can be some of the basic optimism of the
an excellent mystery for players to solve. The tone and style of the cam- field) is to redefine Evil as Ignorance.
paign determine exactly what the mystery is and why they need to solve Enemies are enemies because either
it: if the alien is devouring the brains of Terrans, the heroes probably they don’t understand the heroes, or
want to find out what it’s hungry for in order to stop or destroy it. because the heroes haven’t discovered
Conversely, if the aliens are just building huge crystal towers on a dis- the key piece of data that lets them
tant asteroid, the mystery is what the towers are for. understand the enemies. This applies
to “monsters” as well as people – the
Sometimes an alien-behavior puzzle is the result of biology. (“It’s try- alien creature is only a danger until
ing to learn about us by eating brains!”) Other mysteries result from the scientists can figure out how to
quirks of alien culture. (“We eat the brains of strangers to demonstrate communicate with it or control its
our oneness with all life.”) Finally, the alien motives may be all too behavior (though sometimes the only
understandable, and the problem is simply coming up with a way to way to do that is to kill it).
resolve conflicts. (“I convinced him that ice cream is better than brains,
at least on a hot day like this.”) Monsters
To make an alien puzzle, the GM obviously has to have a very good Monsters in space adventures can
understanding of the made-up aliens. Since the GM is the one making be any sort of dangerous alien crea-
them up, that shouldn’t be too hard. The other important element is to ture, deadly robot, or genetically engi-
make sure there’s a good reason the PCs don’t already know the answer neered horror. The important thing
to the mystery. (“It says in the guidebook that these guys like to eat about monsters is that they have to be
brains, so never take your hat off in a restaurant.”) Are the aliens recent- a credible threat. Because futuristic
ly discovered? Are they keeping this a secret on purpose? Has some- weaponry packs a big punch, science-
thing changed in the environment causing new behavior? (“The brain fiction monsters need some special
mines are running out!”) abilities to keep from getting fried.
Some creatures may be immune to
the effects of laser pistols or plasma
guns. Plasma-based life might shrug
off (or even enjoy) shots from energy
weapons. Well-armored silicon-based
organisms or beings with tough
exoskeletons might be able to with-
stand a few hits. Swarms are not very
vulnerable to a narrow beam.
You can’t hit what you can’t see.
Monsters can use stealth and camou-
flage to remain hidden until it’s time to
ADVENTURES 211
strike. Burrowers can lurk under- young are), or guarding territory ex-lover who wants to kill one of the
ground. Psionic monsters could even against rivals. Trained animals, of PCs is an enemy, while a greedy mer-
use “psychic invisibility” to stroll right course, might be taught to attack chant who steals the last available
up to their victims in plain sight. funny-looking two-legged creatures, shipment of dronfberries is a rival.
Speed and size modifiers can also help and could even be fitted out with
monsters survive and remain a viable cybernetic enhancements to make Motivation is important for a con-
threat. Fast-moving flyers or small them into very dangerous living vincing villain. In space opera settings,
fast-running creatures could be very weapons. villains can be motivated by a love of
difficult to hit. evil for its own sake, but other science
Villains fiction subgenres tend to emphasize
Monsters also need believable rational villainy. Characters can have
motivations. Few creatures on Earth Villains are those who oppose the extremely logical motives and still not
attack humans without provocation. heroes. They can be enemies, work- be nice (greed is logical). Alien villains
Suitable motives include hunger (even ing directly to prevent the heroes may have motives that initially appear
if they can’t eat humans, the alien ani- from succeeding; or they can be to be nothing but senseless evil, but
mals won’t know that until it’s too rivals, who simply want to succeed at which on closer examination turn out
late), protecting young (especially if their own goals even if that thwarts to have an entirely reasonable cause.
the humans don’t recognize what the the heroes. A vengeance-crazed
To be a credible opponent, a villain
must also be powerful enough to chal-
lenge the PCs. That doesn’t necessarily
mean all villains must be unstoppable
combat monsters; merely that in the
specific context of the adventure, they
have enough power to be a threat. If
the PCs need to get into a formal party
to speak with the ambassador, the
ambassador’s protocol-obsessed social
secretary is a powerful foe, even if he’s
frail and unarmed, because in that sit-
uation he has tremendous clout that
the heroes lack.
Adventure Seeds
Bounty Hunters once had some kind of big-deal civilization. The Boss
wants you to go there and ice the scientist. If you mess
Lee Kang wiped out a whole space station full of up, don’t bother coming back.
people to collect on an insurance scam. He’s been on
the run for years, but now someone’s spotted him: he’s Diplomats
in neutral space, living very well on a world ruled by a
corrupt oligarchy. The price on his head is big, but is it Your government has sent you to arrange a treaty of
worth sneaking him off a well-defended world to earn? friendship with a newly discovered space-capable civi-
lization. Not much is known about them, but several
Colonists scout ships did disappear in this part of space before
contact. Adding urgency to the mission is the presence
A band of space pirates have crash-landed near the of envoys from a rival power, trying to win the aliens
only settlement on a remote world where the Patrol sel- over to their side.
dom ventures. The raiders claim they just need time to
make repairs and then they’ll leave, but they seem to be Explorers
making a big effort to make friends among the
colonists. Someone needs to stand up to them before The heroes have made a very interesting find: a star
the colony becomes a pirate hideout. system that has been completely converted into a
“Dyson swarm” of giant space habitats, absorbing all
Criminals the energy of the central sun. Mysteriously, the swarm
appears to be completely abandoned. What could
Someone has skipped out on a loan, and the Boss destroy a civilization powerful enough to dismantle
wants to make an example of him to keep anyone else planets?
from getting ideas. The deadbeat is a scientist, who
needed the money to fund an expedition to some far-off Continued on next page . . .
planet to study the local primitives; she claims they
212 ADVENTURES
Goons The Aim maneuver is one useful early in the adventure, they’ll have a
technique, giving the heroes the healthy respect for them later on.
One thing that makes villains chance to duck for cover or fast-draw
impressive is that they usually come their own weapon, while still leaving Credible goons shouldn’t be too
with a big horde of obedient goons. the goons a chance to do some seri- dumb. Bluffing through a checkpoint
They’re usually humans, but can also ous damage. Another method is to should require a hero who is highly
be big tough aliens, robots, or cyborgs. make sure that encounters with large skilled at Fast-talk or Acting, and
forces of goons only happen in con- there should still be some tense
Goons, like their masters, need to stricted areas where they can’t make moments when it seems the goons
be a credible threat to the heroes. If a their numbers effective. Finally, GMs may not be falling for the charade. It
small band of PCs can wipe the floor can encourage (and reward) also helps maintain believability if
with the cream of the galactic tyrant’s attempts by heroes to sneak, bluff, or the goons follow sensible tactics. If
legions, the question arises, “How did use disguise to avoid combat with one guard fails to check in (because
those wimps conquer the galaxy, any- the goons. If the heroes have had one he’s been taken out by surprise), a
way?” Of course, a large force of com- tough battle with just a few goons whole team of other troops should
petent goons will defeat the heroes in arrive to see what’s the matter.
short order. Balancing the two factors
is tricky.
Adventure Seeds (Continued)
Mercenaries Prospectors
Here’s the job: two multistellar corporations are try- The Golconda Trojans are a rich asteroid cluster
ing to get control of a world rich in rare minerals. The where many prospectors operate. But now a big mining
native sapients are low-tech and balkanized, but know company is moving in, buying out or scaring off the
about interstellar civilization. A revolution just broke independents. They recently took over the only station
out in the biggest kingdom, and the two corps are back- in the Golcondas where prospectors could get their
ing different factions. Your job is to make sure your ships repaired. Some of the guys are cashing in and
employers’ faction wins. (Of course, if you want to get retiring, others are heading out to find a new belt to
all idealistic, you could side with whoever’s going to work. But others are organizing; they’re going to stay
give the natives the best deal.) and fight back. What about you?
Merchants Scientists
It sounded like a simple contract: some aliens hired The Ikana were a civilization that spanned this part
you to haul a consignment of eggs to a new colony of the galaxy when humans were still hunting mam-
world. What they forgot to mention is that the eggs are moths. They were wiped out in a huge war with some
genetically engineered predators to help control pests unknown enemy. Now excavations on a remote Ikana
on the new colony. They also forgot to mention that outpost world have turned up traces of active machin-
they’re going to start hatching midway through the voy- ery deep underground. Are there still Ikana surviving in
age. They certainly won’t pay for any predators dam- hibernation? Or is it their destroyers, ready to emerge?
aged in shipment.
Soldiers
Navy
A Patrol investigation has found the home base of a
A band of rebels have stolen the plans for a key slaver operation: a well-defended space station. Now it’s
defense installation. The ships of the star fleet have time for the marines to go in and take the place, with-
spread out to recover the plans before the rebels can use out getting all the captives killed. The Patrol is provid-
them to mount a surprise attack. But the heroes discov- ing a couple of disguised merchant ships to get the
er that someone within the government is passing infor- marines into the docking bay. The enemy will be pirates
mation to the rebels – is the rebel scare merely part of and slavers – well-armed, not very well-trained, and
something bigger? willing to fight to the death to avoid capture.
Patrol Spies
There’s a new wrinkle in piracy on the frontier, and Someone in Stellardyne is passing information on
it’s pretty ugly. Raiders have been hitting poorly defend- cutting-edge weapon technology to rival powers. It’s
ed settlements and carrying off the inhabitants to sell as your job to infiltrate the company’s research station and
slaves. The Patrol has to locate and infiltrate the slave find the spy. Of course, Stellardyne may have its own
market in order to find out who’s buying the slaves and secrets to hide – and just who is the spy working for,
where they’re being sent. Then they can shut the whole really?
operation down with extreme prejudice.
ADVENTURES 213
CHAPTER NINE
CHARACTERS
“Recovering that disk’s not going to be easy.” “Not really. We could offer shares,” he suggested, but my
“Thank you for pointing out the obvious, Captain,” I glare ended that speculation. I wasn’t going to all the trouble
snapped. “Kervan Kang didn’t get to be the galaxy’s leading of acquiring the Fomalhaut Disk only to sell it! The sole record
crime lord by making it easy for people to steal from him.” of an entire civilization would be enough to restore my scien-
“We’re going to need help. I can fly a ship, and you know tific reputation a dozen times over.
as much as anyone about how to find the tablet once we get
into Kang’s private museum. I figure we’ll need some special- “So we just have to find one super-agent who’ll work
ists: a tech who can shut down or spoof Kang’s security web, cheap,” I said bitterly, and then stopped. “That’s it!”
and a couple of guys who can hold off Kang’s guards during
the raid. Can you think of anyone else?” “You know someone like that?”
“A medic, I suppose – somebody’s liable to catch a few “As a matter of fact, I do. Zelia Meff. She’s a xenobiologist,
blaster shots during this whole operation. Maybe someone to but before she got her degree, she spent a few years working for
provide a distraction. Can we afford to hire three or four the Federation Intelligence Agency, in the Anomaly Correction
experts?” Office.”
“What did she do?”
“Corrected anomalies, of course. She said
only four people in the galaxy are cleared to
know about her history, and that two of
them have to be kept sedated because
of what they know. I do know she
catches Vreeba lizards for her
research by shooting them with
tranq darts from a kilometer away.”
I didn’t tell Panatic about the time
she’d inadvertently broken a would-
be mugger’s spine after a late night
at the lab. No sense in intimidat-
ing the good Captain, after all.
“Can we hire her?”
“Hire? I’m not going to hire
her! I’ve got something much
more valuable to offer: I’m
going to make her my
co-author!”
GROUP STRUCTURES
One important way in which role- MILITARY TEAM a lot of overlap in skills and training,
playing adventures differ from film or especially if they’re all in the same
written fiction is that they are team The exploits and adventures of a branch of service. They’re all “combat
efforts. A typical gaming group has team of soldiers have a long history in monsters” by definition. Making them
from three to six players, each of fiction, both in SF and outside the individuals is a matter of choosing
whom has at least one character. Each genre. A squad or fire team is the right vivid disadvantages and quirks, and
one of those characters is (to that play- size for a gaming group, and explains some distinctive non-military skills.
er, at least) the star of the story. When why these particular soldiers are Nicknames and regional or ethnic
creating characters, it’s useful to think always together. Fighter pilots can be traits verging on caricature are com-
of ways to connect them, and set up in the same squadron, and tank or mon in fiction.
plausible situations for a team of mecha crews may be aboard one or
adventurers to keep hanging around two vehicles, depending on crew size. A variant military team is the
together. In a military team, the characters have Special Forces or commando squad.
The troops have to be quick to adapt
214 CHARACTERS
to unexpected situations, which potential for personality clashes with- setting. Characters can be from a wide
means the characters get a lot more in such a group does mean that the variety of backgrounds, with odd and
initiative than the average grunt in the GM and players should enjoy that flawed personalities. The only require-
ranks. Special Forces teams can also kind of roleplaying before undertak- ment is the necessary skills for the job,
include some highly trained special- ing the campaign. at suitably high levels. Niche protec-
ists in unusual fields, giving room for tion (see the box) is especially impor-
more diversity among the characters. THE tant in this arrangement, and the GM
PROFESSIONALS needs to be ruthless about making
SPACESHIP CREW sure the characters have the right abil-
A team of expert crooks assembled ities. To inject a note of paranoia and
On a small vessel the PCs can make for the Big Score is an old favorite in mistrust, characters can have hidden
up the entire ship’s complement, while crime fiction, and the same situation agendas – secrets, hidden patrons, or
on larger ships they can be the senior can be dropped into a science fiction personal enemies.
officers. For an interesting variant, the
PCs might be low-ranking crew, per- Niche Protection
haps part of a special “contact group”
or the ship’s security troops. Another It’s always a good idea to make sure that each character has a “niche”
possibility is to let each player have – some particular area of expertise in which no other character has
two or more PCs: one senior officer higher effective skill levels. In general, the character’s niche should
who seldom leaves the ship, and a low- match the concept – if someone wants to play a “two-fisted space
ranking crewman or space marine for marine,” then that character should have the best brawling skill in the
planetside adventures. party. (Sometimes it’s fun to play with those assumptions, and have the
party’s best fighter be the shy astrogator who just happens to be a mar-
EXPLORATION tial-arts champion.)
TEAM
Niche protection ensures that all the characters get something to do.
A group of scientists or explorers If one of the heroes is a good all-around character but someone else is
makes for a somewhat different type better at any specific task, then the good all-around guy will always be
of campaign. Whether they are planet- standing around while someone else takes on the tricky jobs. This does-
based or aboard a spaceship, explor- n’t mean that every character should be absurdly specialized and only
ers are likely to be much less rigidly able to do one thing; having a backup on hand if one person is taken out
disciplined than a military unit. The of action is only prudent.
characters can be more quirky and
diverse, especially if it’s a privately Character niches also make sure none of the players are sitting idle
funded expedition. An exploration too much. The GM can give each person’s character a chance to shine
team can contain scientists, experts on during each play session by creating adventures that play to each niche.
outdoor survival, journalists or video- (Sometimes the situation simply doesn’t allow for this, but it’s a worthy
camera operators, linguists, traders, goal to aspire to.)
missionaries, and bodyguards. The
CHARACTER CONCEPTS
Once the Game Master has Many of the interwar pulp maga- realism took another giant step with
designed the campaign setting, zines kept the same blend, with a few the appearance of blue-collar space
the players need to come up with lower-class mechanics for comedy heroes like those of the film Alien.
characters. relief or gangsters as villains. But tales
set in the future introduced a new con- Whatever the character’s specific
ASTRONAUTS cept: space explorer as a profession. background, an astronaut needs cer-
The Legion of Space in Jack tain basic skills: Spacer (p. B185),
Space voyagers are almost the Williamson’s stories, the Galactic Patrol Piloting (spacecraft type) (p. B214),
“default” character type for a space of E.E. Smith’s “Lensman” series, and Free Fall (p. B197), and Vacc Suit (p.
campaign. Science fiction has shown a Edmond Hamilton’s Captain Future 192) are mandatory. G-Experience
great variety of possible models. The became the new models. (p. B57) or Improved G-Tolerance (p.
earliest fictional space travelers reflect- B60) allow them to be at home in a
ed the Victorian milieu of stories like Beginning with Yuri Gagarin, variety of gravity levels.
Wells’ The First Men in the Moon or space exploration became a real-
Verne’s From Earth to the Moon. They world career path, and writers began SPACE KNIGHTS
were a mix of brilliant-but-eccentric to adjust their stories to reflect new
scientists, gentlemen explorers, and realities. Heroes became less two- The idea of a superhuman warrior
the occasional virtuous sweetheart. fisted and trigger-happy, and for justice is surprisingly common in
shed their jodhpurs and jackboots science fiction. From the Lensmen of
for jumpsuits. In the 1980s gritty E.E. Smith to the Jedi of George Lucas,
CHARACTERS 215
orders of elite, highly trained Space and combat skills to deal with bandits, genes from other primates, then
Knights have been defending the pirates, and hypercompetitive rivals. other mammals, and finally any
galaxy and fighting for justice. In Terran life. By then they could even
comics they merged with superheroes In a ship crew, the characters can start inventing new genes, and
to become the Green Lantern Corps. specialize. The captain can focus on human capabilities would be limited
Space knights are more than just supe- the trading side, the pilot on space- only by the physical laws of nature.
rior fighters – they have powers craft operation, and the engineer on
unavailable to lesser mortals, and often keeping the old girl running. Combat In GURPS terms, first-stage genet-
they serve a higher purpose rather than can be the responsibility of the marine ic engineering (late TL8 to TL9) would
simply drawing a paycheck from the veteran security officer (or maybe just simply remove most of the inborn
government. That’s what distinguishes the cook), or all the crew can have at physical Disadvantages from play.
a space knight from, say, a galactic least minimal competence with With widespread gene selection,
Green Beret or even the stalwart offi- blaster or fists. nobody would be born color-blind or
cers of Star Trek’s starfleet. hemophiliac. Depending on the socie-
More high-powered campaigns ty, even below-average looks would
Of course, space knights, like real may involve individuals who run become rare.
feudal aristocrats, can have a dark whole trading companies. This doesn’t
side. In past centuries, millions of peo- mean they can’t get into trouble (Poul Second-stage engineering (TL9-10)
ple fought to be free of rule by heredi- Anderson’s Nicholas Van Rijn did his drastically widens the range of possi-
tary elites; aristocrats with superhu- share of field work when he wasn’t bilities. Borrowing abilities from the
man powers could create an unshake- managing his empire), but it does animal kingdom makes it quite feasi-
able tyranny. And again, history shows change the necessary skill mix. Social ble to create amphibious people, peo-
that the worst tyrants of all are those skills and Administration become ple with Night Vision or echolocation,
who think they are doing good. vastly more important, along with people with fur or armor skin, people
Area Knowledge and Current Events with wings, or people with incredible
Space knights must naturally be to stay abreast of developments. attribute levels. Chapter 6 includes
highly competent (even the bumbling useful guidelines for biological
novices are merely less supercompe- MODIFIED superpowers that don’t violate any
tent than the veterans). If they are HUMANS natural laws. Game Masters can (and
truly noble heroes, their disadvan- should) set limits on how many points
tages should only be heroic ones – Humans have always wished to be characters can spend on genetic
Code of Honor, Sense of Duty, and the better than they are. The ancient modifications.
like – although it can be fun to play a Greeks told stories of super-strong
tarnished hero with one serious flaw. Herakles and invulnerable Achilles. Metal and Flesh
In a darker campaign, the space Science fiction allows realistic charac-
knights may be less noble, adding ters with superhuman abilities. While Another way to make people
Bully, Intolerance, and Fanaticism. early stories such as Philip Wylie’s superhuman is simply to bolt
“Gladiator” postulated giving chemi- advanced machines onto them, or
The nature of the knights’ skills cal treatments to a developing fetus to implant devices inside their bodies.
depends on the technology and set- create a superman, modern writers One might call this the “Tin
ting. If elite warriors duke it out with rely on either genetic modification or Woodman” solution, after L. Frank
energy swords, then Force Sword skill advanced cybernetic implants to give Baum’s character who gradually
and martial arts are most important. characters special abilities. GURPS replaced lost body parts with tin
Settings where mecha jockeys or Bio-Tech covers biological modifica- until he was all metal. Martin
fighter aces are the “knights” require tions and technology. Caidin’s novel Cyborg (which
Piloting or Driving skills and Gunner. inspired the TV series The Six Million
Often knights have access to hidden Tailored Genes Dollar Man) envisioned a man with
or secret lore unknown to the rest of super-strong “bionic” limbs. A
society. Genetic engineering has tremen- decade later the cyberpunk authors
dous potential. Think of all the took the idea to baroque excess,
TRAMP amazing things that real living imagining just about every possible
FREIGHTERS organisms already do. Early stage combination of human and machine.
AND MERCHANT genetic engineering would likely More recently, as the possibilities of
PRINCES focus on removing genes for undesir- nanotechnology have become more
able traits (and the definition of celebrated, the old ideas of cold
Merchant characters can be just as “undesirable” is still a huge seething metal attached to living flesh have
wide-ranging as knights, and can get can of giant mutant worms for socie- given way to new images of a merg-
into a much wider range of trouble. ty to resolve). The next stage would ing at the cellular level – bodies laced
They need a good array of skills: Law, be to pick and choose among the best with tiny machines that are them-
Merchant, and Administration to run of the human genome to create peo- selves almost alive.
the business side, social skills to make ple with at least the potential to be
contacts and close deals, space-pilot- great at everything. Beyond that, Detailed rules about body modifi-
ing skills to get from market to market, engineers could start importing cations are covered on p. B294. In a
GURPS campaign there are three
216 CHARACTERS
ways to handle cybernetics. Implants UPLIFTED into a humanoid would be about as
and bionic limbs can be treated as ANIMALS hard as creating a new species from
part of the character – in which case scratch (and would negate most of the
they cost character points based on If genetic engineering can improve dolphin’s natural advantages anyway).
effect, can’t easily be removed, and humans, it can do the same for other
don’t count against the character’s species as well. People could make In many fictional worlds and cam-
starting wealth. This kind of cybernet- animals stronger, healthier, faster – paign settings, engineered animals are
ics is effectively a “special effect,” and and smarter. Possibly as smart as second-class citizens, considered infe-
the character shouldn’t get disadvan- humans themselves. David Brin’s rior to their human creators.
tage points for missing the parts the “Uplift” series depicts a whole galactic Cordwainer Smith’s “Underpeople”
bionics replace. This is probably the civilization based on species boosting were animal-derived humanoids who
best method for invisible internal sys- others to intelligence, and gives us the served as slaves to humans. This
tems and full-body nanotech name for the process, but the idea has would be a combination of low Status
upgrades. been around much longer. Olaf and Social Stigma.
Stapledon’s novel Sirius focuses
The second way is to treat bionics on an intelligent dog, and Cordwainer PSIONIC
as possessions, which just happen to Smith wrote of animal-derived MUTANTS
be attached to the person’s body. “Underpeople.”
They cost money rather than points Humans with psionic powers have
(although for really expensive sys- The best candidates for such been around in science fiction since at
tems the character may wind up improvement are naturally the ani- least the days of Edgar Allen Poe, who
trading points for wealth to afford mals that already show great natural wrote about mind-controlling hypno-
them), and can be stolen or removed intelligence, language ability, or tool tists and psychic phenomena. The
about as easily as any other posses- use. Chimpanzees are an obvious exact nature of psi powers depends on
sion. The character does get the dis- choice, with dolphins and dogs as run- the campaign, of course. Traditional
advantage points for any missing ners-up. Other possible uplift subjects abilities include telepathy, clairvoy-
limbs or organs that the bionics include cats, raccoons, elephants, ance, and telekinesis. More exotic psi
replace, though the Mitigator limita- octopuses, bears, gorillas, parrots, powers allow teleportation, time-
tion still applies. This method ravens, killer whales, and coyotes. jumping, world-jumping, probability
encourages players to “trade up,” alteration, and reality manipulation.
constantly upgrading their charac- The most important change for an Old-time “steampunk” psychic powers
ters’ systems just as they buy new uplifted animal is to raise IQ to 6 or are closer to magic, with abilities like
guns and gadgets. Obviously this more and buy off the Bestial disadvan- spirit medium, psychometry, and ani-
works best for external hardware like tage. This creates an intelligent crea- mal communication. For details on
mechanical hands or legs. ture, but with severely limited ability particular powers and abilities, see pp.
to communicate or manipulate items. B254-257.
Finally, the GM may elect to do For species without natural hands the
both, charging points and money for designers may either try to modify the Psionic mutants became a fixture
cyberware. This is a bit rough at char- animal’s paws to give them manipulat- in SF during the 1940s and 1950s,
acter creation, since the PCs are get- ing ability, or simply create tools that when public fears of nuclear war met
ting hit both for the Wealth they need overcome the lack of hands. The dol- the legendary editor John W.
to afford stuff and the point value of phins in Brin’s “Uplift” stories use Campbell’s interest in psionic experi-
the bionics, but it does keep things sophisticated robot arms controlled ments. Writers began using post-apoc-
under control in play. Players can off- by cybernetic implants. alyptic mutations as a way to explain
set the point cost with disadvantages the growth of powerful psionics.
based on missing body parts, and can As to communication, the engi-
limit the cost of cybersystems with neers have three options. They can Unlike comic-book mutants, SF
limitations like Takes Recharge. modify the animals to approximate psionics tend to have a single ability,
Individuals with cybernetic systems human speech (though probably with like mind reading or telekinesis, often
can take the Maintenance disadvan- the Disturbing Voice disadvantage); with interesting limitations. Larry
tage to reflect the need for periodic they can go for a technical fix by pro- Niven wrote about Gil the ARM, a
overhauls. viding them with voice-synthesizer future police officer whose telekinesis
boxes or translation computers (the and ESP manifest themselves as an
The price in dollars of cyberware Cannot Speak disadvantage with a “imaginary arm” which is no stronger
varies with the campaign world and Mitigator); or they can create a lan- than an ordinary limb but can reach
the tech level. If implants or mechani- guage which the animals can speak through walls or even video screens!
cal arms are common fashion acces- but humans can understand. Player characters may require psi-
sories, mass-produced by the million, booster drugs or cybernetic implants to
then they’ll be cheap – though the Exactly how much modification is activate their powers – or to shut them
cheap ones may have built-in glitches possible depends on the animal and off! Game Masters should feel free to
due to hasty manufacturing and poor the campaign background. Raising a limit the points characters can spend
quality control. In settings where dog’s intelligence would probably be on psionics, and encourage them to
cybertech is rare or secret, the cost can easier than modifying its entire anato- come up with limitations to make their
run to millions. my and posture to give it hands and powers unique and interesting.
bipedal locomotion. Making a dolphin
CHARACTERS 217
The rarity of psionic powers deter- There have been several reinterpre- Of course, in some settings (like the
mines how much of an Unusual tations of the idea. Most early stories GURPS Reign of Steel world) com-
Background the character should treated the idea of creating life or puters are the masters and it’s humans
have. In some settings, everyone can intelligence as a blasphemy. Karel who are the victims of oppression!
have psionics, so it isn’t unusual at all! Capek’s play R.U.R. used androids as a
Alfred Bester’s novels The Demolished way to comment on the exploitation of ALIENS
Man and The Stars My Destination workers by industrial society, and
both feature worlds of universal psy- depicted their destruction of humans The first speculations about alien
chic ability. If psionics is a secret from as a natural and perhaps desirable beings are nearly two thousand years
everyone without powers, then having result. Isaac Asimov rejected the old. The Roman satirist Lucian of
psi powers is worth 20 points or more. whole concept of conflict by positing Samosata wrote of a ship being car-
If powers are known to secret govern- robots programmed with the “Three ried by a whirlwind to the Moon,
ment agencies and underground Laws of Robotics.” The three laws where the crew encounters strange
psionic conspiracies but are consid- made robots ethical, possibly even vegetable-people. Johannes Kepler
ered a myth by the general public, morally better than humans, and imagined more scientific Moon crea-
which would be worth about 10 Asimov suggested rule by beings who tures in his Somnium, and H.G. Wells’
points. In worlds where psionics are are made to be ethical could be supe- The War of the Worlds introduced that
known but are limited to those born rior to rule by flawed and fallible dependable SF cliche, the tentacled
with the talent, it’s a 5-point Unusual humans. Jack Williamson’s stories of space monster.
Background. the “Humanoids” showed a possible
flaw in that reasoning, as his robots Chapter 6 includes plenty of mate-
Psionics may also suffer a Social deprived humans of all freedom in the rial on creating alien species, but it’s
Stigma, especially if their powers drive to protect them. also important to keep in mind the
result from mutation. Normal role the alien will play in the cam-
humans may view them as inhuman, Parallel to the idea of the robot is paign. There are several possibilities.
unnatural, or dangerous. Marvel the concept of the computer. Where If humans are the “default species,”
Comics’ X-Men titles show this atti- robots were in some way “people” – a then alien characters are outsiders.
tude among the general public. The way to comment on how humans act They are not human, and so their atti-
level of stigma depends on the cam- and how they treat each other – the tudes and behavior can comment on
paign: in some worlds it may be a giant super-intelligent computer rap- the things humans take for granted.
minor one, equivalent to Social idly took on the qualities of a god. D.F. Tales of outsiders interacting with
Stigma (Second-Class Citizen); other Jones’ Colossus and Asimov’s Multivac humanity can replay or comment on
societies may oppress or even seek to were both titanic thinking machines human contacts with “alien” human
exterminate psionics! Some govern- in fiction, so vastly intelligent that cultures – the conquest of the
ments may draft psionics to use their humans often had trouble under- Americas, the slave trade, and the
powers “for the greater good,” impos- standing their motives. Boxer rebellion. In early episodes of
ing an Involuntary Duty on psis. Star Trek, Mr. Spock filled the role of
As computer technology has alien outsider. Outsiders may have a
By contrast, a society that accepts become more powerful and wide- Social Stigma, depending on how tol-
and respects psionics may give levels spread in recent decades, depictions erant the majority culture is of aliens.
of Social Regard based on the charac- of artificial intelligence have become They also can have disadvantages like
ter’s power level. Details will vary more realistic and sophisticated. Clueless, Low TL, or Unusual
depending on the campaign, but a Modern stories tend to focus on intel- Biochemistry, reflecting how little
good guideline is 1 level of Social ligent programs that can run on any they know of the majority society and
Regard just for being psionic, 2 if the sufficiently powerful machine. A how little it knows of them.
character has an ability powerful or humanoid metal body or a giant box
useful enough to use professionally, with blinking lights are just the “plat- A campaign in which humans are
and 3 or more if the character’s powers form” now for the AI. roughly equal to several alien civiliza-
are notably strong or impressive. This tions can have aliens as rivals. They
Regard may be either respect or fear! Giant computers and realistic-style aren’t outsiders – indeed they may be
AIs should take the Digital Mind embarrassingly well informed about
ROBOTS AND AIS advantage, but old-style robots and human culture and psychology – but
androids may not; their intelligence is they don’t have the same goals as
One of the earliest SF stories, Mary bound to a particular robot brain. On humans. Their ambitions may be
Shelley’s Frankenstein, is all about the the other hand, robots do take the opposed to those of humans (in which
creation of an artificial intelligence Machine meta-trait, while an AI pro- case they are likely to be enemies), or
and the consequences of it. Shelley’s gram living entirely in cyberspace they may simply be unrelated. In that
scientist used biological and alchemi- would not. sort of universe, the focus is often on
cal methods instead of electronics, but coming to terms with the aliens and
the “Frankenstein theme” has As with psionics and uplifted avoiding violent conflict. The various
remained a key part of science fiction organisms, robots and AIs get a Social squabbling civilizations of Babylon 5
for two centuries and shows no sign of Stigma in many settings. Often they are good examples of alien rivals.
disappearing. are considered property, or lack cer- Rival aliens may get a Social Stigma
tain legal rights enjoyed by humans
(the right to reproduce, for instance).
218 CHARACTERS
or a racial Reputation among other may or may not know much about dependable SF standby. The predatory
civilizations. Multispecies settings typ- humans, but the difficulty is in mak- alien of Alien or Wells’ Martians are
ically ignore the problems of incom- ing them care. Since theirs is the examples of alien monsters. Monsters
patible biochemistries or food, assum- majority culture, they don’t suffer any get a severe Social Stigma, and may
ing that spacecraft and starports are disadvantages simply because they are also have Horrific appearance, Cannot
set up to handle at least the members aliens. Speak, and various Odious Racial
of known or important alien species. Habits reflecting their monstrous
Finally, aliens can be simply mon- behavior.
If humans are the outsiders in an sters. This is an old role that springs
alien-dominated civilization, then the from, and can be used to comment on, It is possible for one alien species
aliens are the insiders. Insider aliens human xenophobia and racism. Alien or civilization to occupy several of
naturally lend themselves to adven- monsters are destructive and danger- these roles at different times. A species
tures in which learning about the alien ous. Communication with them is encountered first as a monster may
civilization or forming social ties with either impossible, or is the key to stop- reappear later in the outsider role,
aliens are the goal. The aliens of ping their rampage. This is perhaps before joining the community of
Farscape are insiders. Insider aliens somewhat “unenlightened” but it’s a spacefaring cultures as another rival.
ADVANTAGES, DISADVANTAGES,
AND SKILLS
The GURPS rules are extremely characters are in the area where the course this only applies to known cul-
flexible, but creating characters alternate identity is valid. An identity tures. It doesn’t mean the character
for far-future or alien settings may valid during half the campaign would knows anything about undiscovered
require a few adjustments or special be a -20% reduction, a fourth of the civilizations!
interpretations. time is -30%, and a particularly
obscure or secret place would be - Cultural Familiarity
ADVANTAGES 80%. Note that this only applies to
seemingly valid, “legal” identities with see p. B23
A science-fiction campaign makes all the associated paperwork. Captain
some advantages very useful, while Templeton can always call himself Those who lack familiarity with an
others become less important. something else when he visits a new alien civilization will be fish out of
world. water. PCs should not be allowed to
3D Spatial Sense start with familiarity with newly dis-
Charisma covered (or undiscovered) civiliza-
see p. B34 tions. Robots and AIs are likely to have
see p. B41 their own cultures, different from
This advantage becomes quite those of humans or aliens, and will be
important in any campaign in which The Game Master must decide in similarly unfamiliar with human
the heroes spend a lot of time in zero advance if advantages like Charisma ways.
gravity. It’s also good for space pilots or Empathy work on different species.
and navigators. Game Masters should The default assumption is that they do Digital Mind
decide if 3D Spatial Sense works in work on aliens, but appearance and
hyperspace or “jumpspace,” and Voice do not. If the GM decides that see p. B48
whether or not a person with the Charisma and Empathy don’t affect
advantage can retain his direction aliens, reduce the point value by This is the standard advantage for
sense even through an interstellar applying the limitation “Humans any robot or AI character. Humans
jump. Only,” worth -20%. may take this advantage (indicating
some kind of computer brain implant)
Alternate Identity Cultural Adaptability but should probably pay an Unusual
Background cost of 5-10 points.
see p. B39 see p. B46
One useful limitation characters At the 10-point level this makes a
can take on an Alternate Identity is to character familiar with all cultures of
limit it to a specific world. So if his race. If he is native to a “multira-
Captain Templeton of the Space Patrol cial” civilization (like Star Trek’s
has an alternate identity on the pirate Federation), this includes all “member
station Port Royal as the smuggler species” cultures but not those beyond
Captain Notelpmet, that reduces the the border.
cost. Exactly how much reduction
depends on how much time the At the 20-point level, the character
is familiar with all cultures – but of
CHARACTERS 219
G-Experience is a known effect in the campaign, then Status
use the listed value for Magery. If
see p. B57 magic is secret or unknown, there are see p. B28
two approaches possible: either charge
This advantage is likely to be quite an Unusual Background to let a PC use Status only gives a benefit or disad-
common in any game that involves magic, or declare that since magic is vantage if the people you’re dealing
interplanetary travel. Characters are hidden, learning about magic is very with recognize it. Characters from
assumed to have experience in their difficult. Characters can only learn alien or exotic civilizations adventur-
native gravity level for free. Game spells in play from NPCs, who are like- ing in galactic society may wish to buy
Masters may allow characters to buy ly to charge a stiff price or demand “courtesy Status” at 1 point per level;
familiarity with several different grav- services. if you want to call yourself Baron of
ities at 1 point each, then “trade up” to Callisto, the natives of Rigel VII
familiarity with all gravity levels once Racial Memory won’t argue, but it won’t affect their
they’ve spent 10 points. reactions, either.
see p. B78
High TL Talents
This ability may actually exist
see p. B23 among certain alien species, especially see p. B89
those that reproduce by budding. It
The issue of what constitutes “high can also be used to represent the pre- Some new Talents appropriate for
TL” can be tricky in a game universe loaded files and memories of an artifi- SF campaigns include:
that includes civilizations at different cial intelligence character.
technology levels. A character has the Alien Friend: Anthropology (any
High TL advantage if he can legally Resistant alien culture), Diplomacy, Expert Skill
acquire equipment which otherwise (Xenology), History (any alien special-
would not be available to other PCs in see p. B80 ty), and Psychology (any alien race).
the game setting. Getting a super-tech Reaction bonus: aliens. 5 points/level.
weapon from the body of an alien An important type of the Resistant
assassin doesn’t make one High TL; advantage in a space campaign is the Cyberneticist: Computer Hacking,
knowing where the assassin got his ability to withstand acceleration; this Computer Operation, Computer
weapon and being able to shop there is especially common among astro- Programming, Computer Program-
does. nauts and pilots who have to with- ming (AI), and Electronics Repair
stand high-gee maneuvers in planes (computers). Reaction bonus: other
Improved G-Tolerance and spacecraft. Resistant to computer professionals, AI systems,
Acceleration (+3 to HT to resist sud- and robots. 5 points/level.
see p. B60 den acceleration) is worth 1 point, and
Resistant to Acceleration (+8) is worth Hot Pilot: Gunner (any),
This advantage is an alternate way 2 points. See p. B434 for more on Navigation (Air or Space), Piloting (all
to model characters who can function acceleration effects. types). Reaction bonus: other pilots. 5
on a variety of different worlds with- points/level.
out penalty. Unlike G-Experience (see Social Chameleon
above), it is an innate ability (possibly Zeroed
genetically engineered) rather than see p. B86
something one might pick up as a see p. B100
result of travel. As with advantages like Empathy
and Charisma, the GM should decide In a far-flung campaign with slow
Languages if this advantage works in alien soci- communications, planetary datanets
eties. If not, apply the -20% limitation may not be able to share information
see p. B23 “human cultures only.” very well. Individuals may be Zeroed
on one world but not another. Game
In a setting that includes aliens, Masters may wish to let PCs be Zeroed
members of some races might be on a given world (or star system) with
unable to learn the languages of other an Accessibility limitation based on
races at better than Broken or how often the characters go there.
Accented level – or at all! This is a
0-point racial feature, and cannot be DISADVANTAGES
bypassed with Language Talent.
Addiction
Magery
see p. B122
see p. B66
A science-fiction setting offers new
Magical ability is obviously a fanta- possibilities for addiction, including
sy concept rather than science fiction, virtual reality, psionic contact, or elec-
but writers and gamers love to blur the tric stimulation of the pleasure center.
distinction between the two. If magic
Virtual Reality is Cheap, Incapaci-
tating (in that one can’t do anything
220 CHARACTERS
else while using it), and is likely to be Code of Honor Diet, and medical needs fit Unusual
Legal, giving it a value of -10 points. Biochemistry. The need for a different
Psionic Contact is Cheap (assuming see p. B127 temperature range is a form of
one is psionic), likely to be incapaci- Increased Life Support, since the actu-
tating, and probably is illegal, for a Science fiction opens up a whole al vulnerability to different tempera-
value of -15. Direct Pleasure universe of possible Codes of Honor tures is balanced by the tolerance for
Stimulation is Cheap, Incapacitating, for aliens and other forms of intelli- extreme conditions.
Totally Addictive, and probably Illegal, gence. Some possible new codes
for a cost of -25 points. include: Disturbing Voice
Amnesia Asteroid Miner’s Code: Don’t jump see p. B132
someone else’s claim. A handshake is
see p. B123 as good as a contract. Help other In general, an alien’s way of speak-
prospectors in distress. -5 points. ing should not qualify as a Disturbing
A setting with advanced brain- Voice. An individual alien may have a
hacking or mind manipulation could Ethical Psionic’s Code: Never use Disturbing Voice, but the way a
add another type of Amnesia: Selective your powers on someone without species communicates should proba-
Amnesia. The victim knows who he is their consent. Always help out another bly be subsumed into any Social
and knows most of his skills and back- psi. Show restraint and self-control in Stigma they suffer as aliens.
ground, but there are certain periods front of the mundanes. Always stand
that are “missing” because those up for your rights and the rights of Electrical
memories have been blocked or other psis. -10 points.
erased. It’s quite likely that those miss- see p. B134
ing periods included some important Hacker’s Code: Never steal money.
events, since otherwise nobody would Share information. Don’t use your This is a very common disadvan-
go to the trouble of erasing them. skills to harm people. Clever work is tage for robots, computers, and
Selective Amnesia is worth -5 points. better than brute force. -5 points. “weird life” aliens based on electric
fields or ionized plasma. It doesn’t
Appearance Mercenary’s Code: A merc should apply to androids formed by “syn-
look out for his buddies, take care of thetic life,” or to steampunk-style
see p. B21 his gear, and fight for the honor of the Babbage engines.
unit. Obey the rules of engagement.
In any culture that has contact Don’t poach on another unit’s con- Enemies
with alien races (or at least knows they tract. Do the job you’re hired for.
exist), simply looking like an alien is -10 points. see p. B135
not necessarily enough to give an
Appearance penalty. Unless species Dependency In a society with widespread
have notably similar standards of human cloning or cheap and easy
beauty, Appearance modifiers don’t see p. B130 plastic surgery, having an Evil Twin
cross over from one race to another. Enemy may not be so unlikely or
Breathing a different atmosphere even unusual. If “my clone did it” is a
Bad Sight is a common Dependency in science valid excuse in a setting, then the dis-
fiction. Assume the right air mix for a advantage of having an Evil Twin is
see p. B123 known species is Very Common, while reduced by 5 points. Characters with
a more obscure race’s air would be “off-the-shelf looks” (see Appear-
Given the present-day availability Common. Only really unusual atmos- ance, p. B21) can’t take this form of
of laser eye surgery and the prospect pheres (vaporized metal, for instance) the Enemy disadvantage at all,
of genetic engineering to prevent would be Occasional or Rare, if only because everyone knows they look
vision problems, Bad Sight may because no space traveler would ever like a lot of other people.
become a forgotten disadvantage in leave home if there was no reliable
future societies. source of stuff to breathe! All air Fragile
Dependencies are Constant, so this is
Cannot Speak a -25 point disadvantage for most see p. B136
species, and -50 points for races that
see p. B125 breathe obscure gases. A science-fiction setting adds a new
variation on Fragile for beings whose
Aliens with different mouth struc- This disadvantage only applies if bodies are made of gas or a swarm of
tures may be unable to pronounce the alien is spending all his time in tiny objects: Tenuous. Any critical fail-
human languages, effectively giving an environment that is hostile to him ure on the HT roll for a major wound
them the Cannot Speak disadvantage. but in which other characters can from an explosive attack means your
Others may actually be mute, unable to operate normally. A team of explor- body is dispersed, instantly reducing
produce sounds. In any society above ers on the Moon all need air, so it you to -10¥HP and killing you.
TL7, this can be mitigated by a com- doesn’t matter if one of them has -15 points.
puter speech synthesizer, at a -60% cost tanks of methane on his back while
reduction. See Mitigator, p. B112. the others carry oxygen.
Most other requirements of life
don’t qualify as a Dependency. Alien
food is better modeled as a Restricted
CHARACTERS 221
G-Intolerance Lifebane panic during any stressful situation
(with a penalty of -2 if you can see out
see p. B137 see p. B142 a window at the time). Any time you
must go outside into space wearing
Beings who cannot function with- While this is normally a supernatu- only a suit, a roll is required each turn
out penalty in any gravity level other ral disadvantage, it can be used to to avoid panic. -10 points* if space
than their native one can take a high- model the lethal effect of aliens who travel is common, -5 if it is rare*.
er value of disadvantage, Total G- are intensely radioactive, or whose tis-
Intolerance (-25 points). Those with sues exude toxic gas. If a protective Restricted Diet
Total G-Intolerance suffer the ill suit can reduce or prevent the effect,
effects of different gravity as if their G- take the standard -60% limitation. See see p. B151
Increment were 0.05G, but always add Mitigator, p. B112.
one extra increment in any gravity but In a strictly realistic campaign, all
their home gravity. In addition, they Pacifism aliens should take this disadvantage
cannot take G-Experience for other when adventuring away from their
gravity levels. see p. B148 home planets. The value depends on
what they eat. DNA-based creatures
Increased Life Support All forms of pacifism normally who breathe oxygen would have the -
treat other intelligent beings as “peo- 10 point level, exotic-chemistry organ-
see p. B139 ple.” Someone might be a Pacifist isms would have it at -20, and non-
toward members of his own species, chemical life would have it at -30.
Aquatic creatures require flooded but be willing to use violence against Multispecies civilizations or high-tech
living quarters and water-filled envi- aliens. This assumes that aliens are societies that have contact with many
ronment suits. This makes their life relatively common. “Single species” alien races are assumed to have facili-
support Massive, worth -10 points. pacifists get a -20% reduction in the ties and food for known species, so
Organisms from different atmos- value of the disadvantage. this disadvantage doesn’t apply in
pheres (chlorine-breathers, methane- those circumstances unless the char-
breathers, or hydrogen-breathers) Phobias acters are from an undiscovered or
require Pressurized quarters; -10 obscure race. This advantage could
points. see p. B148 also be used to model robots or
androids with “nonstandard compo-
Some aliens may require new Some new phobias that are partic- nents,” so that all repairs require cus-
forms of Increased Life Support. ularly appropriate in a space cam- tom-built parts at 10 times normal
Extremely large beings (4 or more paign include: cost, for -10 points.
meters in height/length) take the Large
life support requirement, which dou- Radiation (Radiophobia): You are Social Stigma
bles the minimum space for bunks, terrified of invisible, deadly radiation
quarters, and airlocks. For each addi- or radioactive contamination. You see p. B155
tional doubling of height, add another must make a self-control roll to
level. -5 points/level, to a maximum of approach or touch something labeled Several forms of Social Stigma
-30. “radioactive” or bearing the radiation occur frequently in science-fiction
trefoil, and must roll once per turn to campaigns.
Space-dwelling organisms need remain near a source of radiation,
vacuum and zero gravity, which com- even if the level isn’t harmful. You will Aliens are outsiders, considered
bines the Massive and Pressurized constantly monitor the rad level in funny-looking, possibly dangerous,
requirements (assuming artificial zero your surroundings. -5 points* and certainly inferior to humans.
gravity is possible at all) for -20 points. Aliens get -2 on reaction rolls made by
Robots (Cyberphobia): You are humans (or whatever race is the
Lecherousness afraid of intelligent machines, or majority in the culture), but a +2 from
machines which act intelligent. You members of their own species (at least
see p. B142 must make a self-control roll when in human-dominated areas). -10
encountering any seemingly sentient points.
In a realistic (or even semi-realistic machine. There is a -3 penalty on the
campaign), characters with roll whenever you must entrust your Psionics are often considered not
Lecherousness will not be attracted to life or safety to a “friendly” machine quite human, with abilities that make
aliens, even attractive ones. Lecherous (like an autodoc or a robot pilot), and them potentially dangerous. They get
characters who also have Xenophilia a -6 penalty when you face a hostile a -2 on reaction rolls from normals,
will be attracted to aliens normally. robot or computer intending harm. but +2 from other psionics in situa-
(And for -20% they can be Lecherous You will also react at -1 to people with tions where they are a minority. In
only toward aliens.) In less realistic cybernetic implants. -15 points* if sen- some cultures, psionics may require a
campaigns, in which cross-species tient machines are common in the set- license to use their powers at all! -10
liaisons are common, apply the ting, -5 points* if they are rare. points, -15 if a license is needed to use
Physiology Modifiers (p. B181) as a psi powers.
negative modifier to the lecher’s self- Space: You cannot stand being
control roll. away from a real solid planet. Aboard Robots are typically considered
a space station or spaceship, make a “valuable property” just like slaves or
self-control roll to avoid complete
222 CHARACTERS
animals. Some robots or AIs are “free hormones, blood chemicals, and pro- be Very Common. The frequency is
machines” with legal rights but a -1 teins. In a less realistic campaign, typically 1d per 5 minutes or 1d per 30
reaction penalty from humans. -10 assume all “humanoids” have similar minutes, and most allergies do
points for property machines, -5 points biochemistry, but anything based on Fatigue damage only.
for free ones. different chemicals (chlorine-
breathers, hydrogen life, etc.) would Heat or even room temperature
Uplifted Animals are often second- still get this disadvantage. In a multi- might be harmful to aliens whose
class citizens, with restricted rights species civilization, no member race’s body tissues can melt (this is in addi-
and privileges. They get a -1 on reac- biochemistry would qualify as tion to the effects of temperature
tion rolls from humans, but not from “unusual,” since presumably doctors above the comfort zone). The exact
other uplifts. -5 points. and pharmacists would be trained in temperatures depend on the chem-
how to treat them. istry; see Chapter 6 for some numbers
Stress Atavism on freezing and boiling points. Above
Vulnerability the melting temperature you suffer 1d
see p. B156 damage per turn, and damage from
see p. B161 melting cannot be healed or regener-
This disadvantage may be common ated. This is Weakness (any significant
among uplifted animals or synthetic Some aliens, especially those with heat; Very Common, 1d per minute)
organisms with animal genes. Some very different chemistries, may be vul- [-60].
alien species may have a form of nerable to certain types of attack. In
Stress Atavism if they shift into an ani- particular, a nitrogen-based organism Slow Poisons are trace elements in
malistic state under certain condi- would probably take ¥3 or ¥4 injury the environment that accumulate in a
tions. One likely condition is mating from any kind of incendiary attack, as body, gradually killing the organism.
season: Accessibility (Mating season it would cause a chain-reaction in the This is Common, and does 1d per 30
only) is a -80% limitation. molecules of the organism’s body! minutes. The body can probably flush
out the toxins in a few hours as long as
Supernatural Features Robots may be designed with vul- there isn’t new exposure.
nerabilities to allay human fears of
see p. B157 them. Microwave or electrical attacks In all cases, a Weakness only
might get a multiplier of ¥2 or more, applies to something that affects one
No alien features are considered and in a setting with robots as part of character or race, but which is other-
Supernatural Features, unless by a society microwave or electrical wise harmless. On a world with a
strange coincidence they match up weapons are likely to be common. lethal atmosphere that kills just about
with another species’ legends about everyone, there’s no point in taking a
magical creatures. Since that would Weakness Weakness, any more than one would
be for a single culture, it would be take a Weakness to bullets! Similarly,
worth a -40% limitation on the see p. B161 the GM should rigorously enforce the
Supernatural Feature disadvantage. frequency of occurrence modifiers –
This might be quite common in a an effect that occurs on a single plan-
Susceptible science-fiction campaign, both for et is an adventure hook or a setting
humans on other planets and aliens detail, not a disadvantage. Only if the
see p. B158 visiting Earth. Any alien biosphere is campaign spends a lot of time in that
likely to have chemicals or particu- environment should characters get
Aliens may be immune to poisons lates that irritate or harm organisms points for a Weakness there.
or allergens that affect humans, but that aren’t used to them. There are sev-
are likely to have their own suite of eral levels of sensitivity. Weirdness Magnet
things to be susceptible to. Uplifted
animals, robots, or bioroids may have Allergens are irritants in the atmos- see p. B161
built-in susceptibilities as a method of phere or local food that cause an
social control. For animals and immediate reaction. This is typically In a science-fiction setting, many
bioroids it could take the form of a Occasional in frequency, although a “weird” elements become fairly mun-
specific poison or a tailored disease – particularly nasty atmospheric gas dane. Getting visited by aliens isn’t
which law-enforcement agencies (like oxygen for non-breathers) would “weirdness” if you can see aliens down
probably stockpile. For robots there at the mall every weekend buying used
might be a particular gas mix or liquid CDs. (If nobody else can see them,
(treat as a poison) with devastating that’s another matter entirely. . .) The
effects. Game Master should adjust the effect
of this disadvantage to reflect what is
Unusual Biochemistry really weird in the campaign. This
may mean paranormal events and
see p. B160 psionics in a hard-SF campaign, or
magic and Forteana in a space opera
In a realistic campaign, all aliens setting. In a really weird campaign, the
should have Unusual Biochemistry, GM may disallow this disadvantage
since even oxygen-breathers based on altogether because everyone has it!
DNA would likely use very different
CHARACTERS 223
Planet Types Revisited Explosives
Biology (p. B180), Geology (p. B198), and Meteorology (p. B209) see p. B194
require you to specialize by “planet type,” as does the “Physical” special-
ty of Geography (p. B198). The six types listed represent a middle Add the new subspecialty Nuclear
ground in the quest for realism. For real hard-SF accuracy, all those sci- Demolition, the use of nuclear charges
ences should specialize by individual planet – so a researcher can be an to demolish structures or excavate
expert at Mars geology, Earth geology, or Pluto geology. rock and soil. As with Nuclear
Ordnance Disposal, setting the
Players may also wish to broaden the list of options by using the list charges requires a double critical fail-
of planet types in Chapter 4, so that one could be a specialist in Large ure to cause a spontaneous detona-
Hadean meteorology or Standard Garden World biology. tion. However, a critical failure in
placing the charge can have cata-
Xenophilia inventions to determine cost and strophic effects after detonation, in
time required. Note that for things the form of landslides, shockwave
see p. B162 like new animals, the creature still damage, flying debris, and radioactive
has to actually grow up at the normal contamination. Nuclear Demolition
If an alien species is a well-known rate. GMs may require would-be bio- defaults to conventional Demolition at
part of the setting, then it probably engineers to take the Gadgeteer -2, to Engineer (Mining) at -3, and to
doesn’t count as “strange and exotic,” advantage as well. Nuclear Ordnance Disposal at -4.
so Xenophilia would not apply. (If
there is a Rigelian neighborhood in Boating/TL† Hypnotism
every city on Earth, then a human
attracted to Rigelians only has a 1- see p. B180 see p. B201
point Quirk.) Xenophilia only applies
to unusual, unfamiliar, or exotic Add the new speciality Hydrofoils, Alien brains may not be affected by
aliens. which governs the use of powered Hypnotism the way human brains are.
vessels that ride on underwater There are several possibilities. The
SKILLS hydrofoils rather than floating. least realistic is to assume the same
Hydrofoils are experimental at TL6, skill works on all species. Alternately,
Acrobatics begin to come into use at TL7, and human Hypnotism is at a skill penalty
are a mature technology at TL8+. It on aliens (see Physiology Modifiers, p.
see p. B174 defaults to Large Powerboat-2 and B181). Human hypnotists could learn
Motorboat-3. hypnosis for a specific alien race to
Game Masters may wish to add a offset the penalty.
new specialty: Zero-Gravity Acrobatics, Environment Suit/TL
sometimes known as “Astrobatics.” It More realistically, there may be no
requires Free-Fall as a prerequisite, see p. B192 default between human-style
and defaults to Aerobatics at -2, other Hypnotism and alien hypnosis, but
forms of Acrobatics at -6. Perfect Add a new specialization: humans could still learn alien hypnot-
Balance gives no benefit, but 3D Hydrosuit. This is the skill of wearing ic methods to use on individuals of
Spatial Sense does give a +2 bonus. a water-filled suit when moving about another species. Hypnotism (species)
in air or vacuum. It is learned by is thus a separate skill with no cross-
Animal Skills aquatic beings who want to explore defaults.
other environments. Just about all
Different planets will require new hydrosuits include some kind of pow- Finally, it may be that humans are
and exotic specialties of Animal ered exoskeleton. The skill defaults to unique in the galaxy in being vulnera-
Handling, Riding, and Teamster, with DX-5 or Battlesuit-2. ble to hypnotic effects. Hypnotism
no defaults to Earthly specialties. Also, only works on humans, never affects
remember to apply Physiology Erotic Art aliens, and is probably a secret
Modifiers (p. B181) to Veterinary skill. humans don’t talk about much off-
see p. B192 world.
Bioengineering
This skill (and Sex Appeal) is entire- Linguistics
see p. B180 ly limited to a particular species.
Extremely broad-minded or see p. B205
Characters with Bioengineering Xenophilic characters may study alien
skill can invent biological modifica- Erotic Art techniques, but there is no Linguistics is another skill that
tions or even entire new species default and they only work on the requires specialization in a multi-
at TL9+. Use the rules governing species that invented them. species campaign setting. Each species
has its own form of Linguistics, and
the study of all languages across
species lines is Linguistics
(Comparative). The Game Master
should decide the default levels. In a
hard-SF campaign there may be no
224 CHARACTERS
penalty on an alien world, but back-
ground knowledge and interpretation
default across world specializations at
-2 for similar planet and biology types,
-4 for similar worlds with different
biologies, and -6 for entirely alien
environments.
default between Linguistics skills for Speech. This skill lets a character imi- Piloting/TL†
different species, and a -5 default tate the sound of a particular alien
between any species’ Linguistics and race’s speech. It may involve the use of see p. B214
Linguistics (Comparative). A less real- handclaps, musical instruments, or
istic campaign may improve the other sound effects. As with mimicry Depending on the setting, there
default, putting it at -5 for different of human speech, it doesn’t give one may be new specializations of Piloting
species in a moderate-realism game, or the ability to speak an alien language, skill for a space game. If Hyperspace is
-2 in a space opera setting. but it would fool another non-speaker. an unusual environment, then
Obviously this only works with alien Piloting (Hyperspace) is important for
When studying the language of a languages that use sound! any star pilot. Hyperspace piloting
species that communicate in a way defaults to other space piloting at -4
very different from human speech Paleontology (or more).
(radio pulses, or consuming memory
RNA), Linguistics skill gets an addi- see p. B212 Warp drives or other methods of
tional penalty of -3 to -5 depending on going faster than light in normal space
just how alien the method is. As with other natural sciences, this require the Piloting (FTL) specializa-
should include a subspecialization by tion. It defaults to High- or Low-
Lip Reading planet, or the “comparative” speciality, Performance Spacecraft at -3.
which concentrates on similarities
see p. B205 across alien biologies. The techniques Savoir-Faire
of paleontology are quite similar, so a
Since Lip Reading depends on an character doing field work is at no see p. B218
understanding of how a being shapes
sounds, use the Physiology Modifiers Instead of the normal -3 penalty for
(p. B181) when trying to read the lips an unfamiliar culture (see p. B23),
of an alien being. Of course, some Game Masters may wish to apply the
aliens may communicate by methods modifiers described under Alien
that don’t involve any physical motion Psychology (see below) to reflect the
at all, in which case Lip Reading is greater difficulty in trying to master
simply impossible for them. the social rules of an alien mentality.
Halve (or ignore) the normal status
Medical Skills modifiers when dealing with aliens,
since they may not understand differ-
Medical skills naturally concen- ences among humans very well.
trate on a particular species, and there
are penalties when using medical Alien Psychology
skills on alien creatures. Use the
Physiology Modifiers (p. B181) to Modifiers
determine how hard it is to treat an
alien. Each alien species requires its own specialty of Anthropology (p.
B175) and Psychology (p. B216). Defaults between such specialties are
Mimicry at -2 for species with similar mentalities (“rubber suit” humanoids,
members of a multi-species civilization, etc.) or -5 for species with dif-
see p. B210 ferent but comprehensible mentalities (most other naturally evolved
sapient species). Specialties dealing with utterly alien species (hyper-
Add a new specialization in cam- dimensional intelligences, machine entities, etc.) would default to “nor-
paigns with alien civilizations: Alien mal” specialties at -6 or worse!
If the default between two cultures is -5 or worse, members of those
species should use this penalty instead of the usual -3 for unfamiliarity
when they interact using the skills listed under Culture on p. B23. This
is why Cultural Familiarity with an alien culture costs 2 points.
CHARACTERS 225
Social Sciences on local cultural skills from Galactic Masters may wish to define Tactics as
ones. Obviously a student of Galactic a “TL” skill, especially in settings with
Skills that deal with the study of history won’t know nearly as much different technology levels. The usual
cultures and their products – about events on a particular planet as tech level penalties apply.
Anthropology, Archaeology, History, students of that world’s history would.
Literature, Occultism, and Sociology – Urban Survival
must specialize by civilization. Spacer
Defaults are nonexistent across see p. B228
species lines, since knowing about see p. B185
Terran societies tells you nothing use- Cities on other worlds are likely to
ful about Rigellian cultures, and vice This is an essential background have important differences in services
versa. This specialty does not reduce skill for characters who grew up in an and physical layout. Until characters
the point cost; the basic skill already orbital habitat or other space station. are familiar with a particular environ-
assumes it. To make a character who Just about any character who spends a ment (spending at least a week in a
really does know about all the galaxy’s fair amount of time aboard spacecraft city on a given world type or in an
literatures, take the specialization or space stations should have at least alien civilization), impose a -2 penalty
Galactic, or possibly Comparative. some familiarity with Spacer skill. to Urban Survival for an alien culture,
Local culture skills default to Galactic -2 for an unfamiliar world type, or -4
or Comparative ones at -4 for most Submarine for both.
places, -3 for important worlds that
have had a lot of influence on the see p. B223 Weird Science
grand scheme of things, and -8 for
obscure or remote planets. Aquatic civilizations make exten- see p. B228
Undiscovered planets get no default sive use of the specialty Free-Flooding
Sub, as that is the most common vehi- In a rigorously hard-SF game, this
cle type among undersea dwellers. skill is effectively the skill of bogus
Ignore the Diving Suit or Scuba pre- science, and represents familiarity
requisites for any species that can with pseudosciences and crank theo-
breathe underwater. ries. In settings with incomprehensi-
ble alien or Ancient tech, Weird
Tactics Science is a fairly serious discipline,
the study of sciences that lie beyond
see p. B224 human understanding.
Available weapon technologies can
affect the tactical environment. Game
CHARACTER TEMPLATES
Players can use these templates as Attributes: ST 10 [0]; DX 12 [40]; IQ Loner [-5*], No Sense of Humor
a guide when creating characters; 12 [40]; HT 10 [0]. [-10], Oblivious [-5], Overcon-
Game Masters can use them when fidence [-5*], Post-Combat
making up NPCs. Both should feel Secondary Characteristics: Damage Shakes [-5*], Sense of Duty
free to alter details to fit the campaign 1d-2/1d; BL 20 lbs.; HP 10 [0]; (Comrades) [-5], Squeamish
or the character concept. Will 12 [0]; Per 12 [0]; FP 10 [0]; [-10*], Stubbornness [-5], and
Basic Speed 6 [10]; Basic Move Workaholic [-5].
Astronaut 6 [0]. Primary Skills: Mathematics
(Applied) (H) IQ-1 [2]-11, and 8
100 points Advantages: 20 points chosen points chosen from: Artillery
from among 3D Spatial Sense (any) (A) IQ [2]-12, Electronics
Astronauts are officers or crew [10], Acute Vision 1-5 [2-10], Operation (any) (A) IQ [2]-12,
aboard space vessels. They com- Ambidexterity [5], Fearlessness Electronics Repair (any) (A) IQ
mand and run the ship, operate sen- 1-5 [2-10], G-Experience [1-10], [2]-12, Freight Handling (A) IQ
sors and weapons, and make sure the High Manual Dexterity +1 [5], [2]-12, Gunner (any) (A) DX [2]
passengers and cargo get where they Immunity to Space Sickness [5], -12, Leadership (A) IQ [2]-12,
are going without mishap. There are Improved G-Tolerance (1 or 2 Mechanic (spacecraft type) (A)
numerous variations on the type in increments) [5-10], Perfect IQ [2]-12, Navigation (Space or
science fiction: low-tech Astronauts, Balance [15], Rank 1-4 [5-20], Hyperspace) (A) IQ [2]-12,
bold Starship Captains, swaggering Security Clearance [5], Single- Piloting (spacecraft type) (A)
Fighter Jocks, miracle-working Minded [5], +1 HT [10], and +1 DX+1 [4]-13, Shiphandling
Engineering Officers, and grungy to +4 Per [5-20]. (Spaceship or Starship) (H) IQ
blue-collar merchant crews. [4]-12.
Disadvantages: -35 points chosen
from among Duty [-2 to -15],
Honesty [-10*], Jealousy [-10],
226 CHARACTERS
Secondary Skills: Astronomy (H) some stories (like Mike Resnick’s Secondary Skills: Intimidation (A)
IQ-1 [2]-11, Free Fall (A) DX [2] “Widowmaker” series), bounty hunters WILL [2]-11, Research (A) IQ
-12, Physics (VH) IQ-2 [2]-10, are tough but usually honorable, while [2]-11, Shadowing (A) IQ+1 [4]
Spacer (E) IQ+2 [4]-14, Vacc in the Star Wars films the sinister -12, and any two of the follow-
Suit (A) DX [2]-12. bounty hunter Boba Fett is enigmatic ing: Beam Weapons (Pistol) (E)
and ruthless. PCs may be bounty DX+2 [4]-14, Brawling (E)
Background Skills: Computer hunters themselves, or may find them- DX+2 [4]-14, Fast-Draw
Operation (E) IQ [1]-12, First selves pursued by them if they commit (weapon) (E) DX+2 [4]-14, Guns
Aid (E) IQ [1]-12, and one of: crimes or do something the authorities (Pistol or Shotgun) (E) DX+2
Beam Weapons (Pistol) (E) DX don’t like. A variant on the standard [4]-14
[1]-12, Carousing (E) HT [1]-10, bounty hunter is the Repo Man, who
or Smuggling (A) IQ-1 [1]-11. specializes in recovering starships Background Skills: Computer
when the owners have defaulted on Operation (E) IQ+1 [2]-12, First
Engineering Officer (120 points): Add their bank payments. Aid (E) IQ+1 [2]-12, and either
Computer Programming (H) IQ Acting (A) IQ [2]-11 or Fast-Talk
[4]-12 and Engineer (spacecraft A bounty hunter’s Legal Enforce- (A) IQ [2]-11.
type) (H) IQ [4]-12; add 1 level ment Powers are a license, not
of Artificer [10]; add +1 level to police authority, and are very limited; Repo Man (130 points): Add Free Fall
Physics skill [2]. essentially they are civilians perform- (A) DX [2]-12, Lockpicking (A)
ing “citizens’ arrests” on fugitives or IQ [2]-11, Navigation (Space or
Fighter Jock (120 points): Must take repossessing private property. They Hyperspace) (A) IQ-1 [1]-10,
Piloting as a Primary Skill and tend to operate in places where Piloting (spacecraft type) (A) DX
either Beam Weapons or formal law-enforcement is spotty or [2]-12, Spacer (E) IQ [1]-11,
Carousing as Background. Add nonexistent. Vacc Suit (A) DX [2]-12.
one of: Danger Sense [15],
Daredevil [15], Luck [15], or Attributes: ST 11 [10]; DX 12 [40]; * Multiplied for self-control number;
Serendipity [15]; add +1 level to IQ 11 [20]; HT 10 [0]. see p. B120.
Piloting skill [4]; add +1 to
either Carousing or Beam Secondary Characteristics: Damage Colonist
Weapons [1]. 1d-1/1d+1; BL 24 lbs.; HP 12 [2];
Will 11 [0]; Per 12 [5]; FP 10 [0]; 50 points
Present-Day Astronaut (120 points): Basic Speed 6 [10]; Basic Move
Add Fit [5], Research (A) IQ [2] 6 [0]. The people who settle on untamed
-12, Survival (any) (A) Per-1 [1] new planets or build space habitats
-11, and one of the following: Advantages: Legal Enforcement need to be tough, resourceful, and per-
Biology (any) (H) IQ+2 [12]-14, Powers [5] and 25 points from sistent. Some encounter unexpected
Geology/TL8 (any) (H) IQ+2 among the following: Combat dangers on their new home world,
[12]-14, Physician (H) IQ+2 Reflexes [15], Cultural Adapt- while others find settled life too boring
[12]-14, or Physics +3 [10] and ability [10], Danger Sense [15], and constantly move on ahead of the
+1 Math (Applied) [2]. Enhanced Dodge [15], Fear- frontier looking for adventure.
lessness 1-5 [2-10], Gizmos
Starship Captain (120 points): Must [5-15], Gunslinger [25], Hard to This template is priced fairly low so
take Navigation and Shiphand- Kill 1-5 [2-10], High Pain that it can be combined with others to
ling as Primary Skills. Add +2 Threshold [10], Indomitable reflect a character’s background on a
Rank [10]; choose 10 points [15], Intuition [15], Photo- colony world.
from among: Diplomacy (H) IQ graphic Memory [10], Rapid
[4]-12, Law (Space) (H) IQ [4] Healing [5], Single-Minded Attributes: ST 10 [0]; DX 10 [0]; IQ
-12, Leadership (A) IQ [2] [5], Social Chameleon [5], 11 [20]; HT 11 [10].
-12, Merchant (A) IQ [2]-12, Unfazeable [15].
Market Analysis (H) IQ [4]-12, Secondary Characteristics: Damage
+1 level to Navigation [2], Disadvantages: Choose total of -35 1d-2/1d; BL 20 lbs.; HP 12 [4];
Savoir-Faire (Military) (E) IQ+1 points from among: Bad Temper Will 12 [5]; Per 11 [0]; FP 11 [0];
[2]-13, +1 level to Shiphandling [-10*], Bully [-10*], Callous [-5], Basic Speed 5.25 [0]; Basic
[4], Tactics (H) IQ [4]-12. Code of Honor (Pirate’s or Move 5 [0].
Professional) [-5], Greed [-15*],
* Multiplied for self-control number; Jealousy [-10], Obsession (cap- Advantages: G-Experience (colony
see p. B120. turing specific person) [-5*], world gravity) [1] and any two
Post-Combat Shakes [-5*], of: Absolute Direction [5],
Bounty Hunter Selfish [-5*], Status -1 [-5], Animal Empathy [5], Fit [5],
Stubbornness [-5], Trademark Plant Empathy [5], Rapid
120 points [-5], Vow (bring in specific per- Healing [5], Resistant (one haz-
son) [-15]. ard of colony world) [5], or
In many science-fiction stories and Single-Minded [5].
films, easy interplanetary travel and Primary Skills: Criminology (A)
limited jurisdiction for police means IQ+1 [4]-12, Law (region) (H) Disadvantages: A total of -10 points
criminals can escape offworld. Bounty IQ+1 [8]-12, and Streetwise (A) from among: Debt 5 [-5],
hunters catch fugitives and bring them IQ+1 [4]-12. Hidebound [-5], Honesty
back in exchange for a hefty reward. In [-10*], Loner [-5*], Low
TL 1 [-5], Miserliness [-10*],
Pacifism (Reluctant Killer) [-5],
CHARACTERS 227
Post-Combat Shakes [-5*], Secondary Characteristics: Damage Scientific Fraud (80 points): Add
Selfless [-5*], Sense of 1d-2/1d; BL 20 lbs.; HP 10 [0]; Weird Science (VH) IQ-3 [1]-10,
Duty (Fellow colonists) [-10], Will 13 [0]; Per 13 [0]; FP 10 [0]; and any two of: Archaeology
Shyness (Mild) [-5], Social Basic Speed 5 [0]; Basic Move 5 (H) IQ-1 [2]-12, Astronomy (H)
Stigma (Uncultured rube) [-5], [0]. IQ-1 [2]-12, Biology (any) (H)
Stubbornness [-5], Struggling IQ-1 [2]-12, Chemistry (H) IQ-1
[-10], Truthfulness [-5*], Advantages: 30 points’ worth from [2]-12, Geology (H) IQ-1 [2]-12,
Workaholic [-5]. among: Attractive [4], Alternate Mathematics (any) (H) IQ-1
Primary Skills: One of: Animal Identity (Illegal) [15], Charisma [2]-12, Paleontology (any) (H)
Handling (any) (A) IQ+1 [4]-12, 1-3 [5-15], Courtesy Rank 1-6 IQ-1 [2]-12, Physician (H) IQ-1
Farming (A) IQ+1 [4]-12, [1-6], Cultural Adaptability [10], [2]-12, Physics (any) (H) IQ-1
Mechanic (vehicle or system Daredevil [15], Eidetic Memory [2]-12, or Psychology (H) IQ-1
type) (A) IQ+1 [4]-12, Merchant [5], Intuition [15], Luck [15], [2]-12.
(A) IQ+1 [4]-12, or Prospecting Pitiable [5], Rapier Wit [5],
(A) IQ+1 [4]-12. Social Chameleon [5], Smooth * Multiplied for self-control number;
Secondary Skills: Either the pair Operator 1 [15], Status 1 [5], see p. B120.
Driving (any) (A) DX-1 [1]-9 and Unfazeable [15], Versatile [5], or
Survival (colony environment) Zeroed [10]. **Includes bonus for High Manual
(A) Per [2]-11, or the pair Free Dexterity.
Fall (A) DX-1 [1]-9 and Vacc Suit Disadvantages: A total of -35 points
(A) DX [2]-10. from among: Addiction (cheap, Detective
Background Skills: First Aid (E) IQ legal stimulant or Tobacco) [-5],
[1]-11, Scrounging (E) Per [1] Bully [-10*], Callous [-5], 110 points
-11, and either Beam Weapons Chummy [-5], Cowardice [-10*],
(any) DX [1]-10 or Guns (any) Greed [-15*], Jealousy [-10], Detectives perform criminal inves-
(E) DX [1]-10. Laziness [-10], Loner [-5*], On tigations, usually as agents of a law-
Separatist or Utopian (40 points): the Edge [-15*], Overconfidence enforcement agency. In large agencies
Add one of Fanaticism [-15], [-5*], Pacifism (Reluctant Killer) they often specialize in a particular
Pacifism (Self-Defense Only) [-5], Paranoia [-10], Post-Combat kind of crime. Exactly what consti-
[-15] or Xenophobia [-15*]; add Shakes [-5*], Reputation (Crook) tutes a crime varies from culture to
Public Speaking (A) IQ-1 [1]-10, [-5], Secret [-5 or -10], Selfish culture, and detectives serving a
and either Philosophy (colony [-5*], Slow Riser [-5], Social repressive regime may focus on root-
ideology) (H) IQ [4]-11 or Stigma (Criminal record) [-5], ing out political dissidents rather than
Theology (colony religion) (H) Struggling [-10], Trickster [-15*]. thieves or murderers. At high tech lev-
IQ [4]-11. els, detective work involves a lot of sci-
* Multiplied for self-control number; Primary Skills: Streetwise (A) IQ+1 ence, though many prefer to rely on
see p. B120. [4]-14; one of Acting (A) IQ+1 intuition and personal interviews with
[4]-14, Fast-Talk (A) IQ+1 [4]-14, witnesses and suspects.
Con Man or Sex Appeal (A) HT+1 [4]-11.
Private detectives have no official
75 points Secondary Skills: 8 points sanction, but by the same token have
from among the following: greater independence of action. Their
Likeable rogues have a solid histo- Accounting (H) IQ [4]-13, Beam job may overlap with that of bounty
ry in science fiction, dating back to Weapons (Pistol) DX [1]-10, hunters, especially if they must pursue
Jack Williamson’s Giles Habibula, if Computer Hacking (VH) IQ-1 a culprit beyond the reach of police
not earlier. Sometimes they are mer- [4]-12, Computer Programming forces.
chants, more shrewd than honest, and (H) IQ [4]-13, Disguise (A)
sometimes they are outright crooks IQ [2]-13, Forgery (H) IQ If psionic powers exist in the game
bilking the unwary. Fictional con men [4]-13, Guns (Pistol) (E) DX world, they will have a dramatic
often conceal a heart of gold, putting [1]-10, Merchant (A) IQ [2]-13, impact on law enforcement. Psionic
their talents to work in order to Propaganda (A) IQ [2]-13, detectives may fight mundane crime,
deceive humorless aliens or tyrannical Public Speaking (A) IQ [2]-13, or concentrate on bringing in rogue
regimes. Real ones tend to be callous Savoir-Faire (E) IQ [1]-13, or psis who abuse their powers.
or self-deluding, and can often be sur- Sleight of Hand (H) DX-1 [2]-9.
prisingly gullible themselves. A variant Brian Stableford’s “Emortality”
con man is the Gambler, who often Background Skills: Carousing (E) series includes several stories of
supplements his skill with a marked HT [1]-10, Computer Operation police investigating crimes in a future
deck or loaded dice. (E) IQ [1]-13, Law (region) (H) society where death is optional and
IQ-1 [2]-12. genetic engineering is an art form.
Attributes: ST 10 [0]; DX 10 [0]; IQ Alfred Bester’s The Demolished Man is
13 [60]; HT 10 [0]. Gambler (100 points): Add High a classic murder story in a world of
Manual Dexterity +2 [10], psionics.
Lightning Calculator [2], Area
Knowledge (any) (E) IQ [1]-13, Attributes: ST 10 [0]; DX 11 [20]; IQ
Gambling (A) IQ+1 [4]-14, and 12 [40]; HT 10 [0].
Sleight of Hand (H) DX+1 [8]
-13**. Secondary Characteristics: Damage
1d-2/1d; BL 20 lbs.; HP 12 [4];
228 CHARACTERS
Will 12 [0]; Per 13 [5]; FP 10 [0]; (Security or Surveillance) (A) IQ minimal equipment. They usually
Basic Speed 5.25 [0]; Basic [2]-12, Forced Entry (E) DX [1] have other training, as rescue workers,
Move 5 [0]. -11, Search (A) Per [2]-13, one of police, military personnel, or vehicle
Advantages: Legal Enforcement Beam Weapons (Pistol) (E) DX+1 crew.
Powers [5], Police Rank 1 [5] [2]-12 or Guns (Gyroc, Pistol or
and 25 points from among the Shotgun) (E) DX+1 [2]-12. Xenomedical specialists, like the
following: Combat Reflexes [15], Background Skills: Computer doctors in James White’s “Sector
Danger Sense [15], Eidetic or Operation (E) IQ [1]-12, First General” stories, treat aliens, and con-
Photographic Memory [5 or 10], Aid (E) IQ [1]-12, Savoir-Faire sequently must be able to operate in a
Fearlessness 1-5 [2-10], Hard to (Police) (E) IQ [1]-12, Streetwise variety of environments, often dealing
Kill 1-5 [2-10], High Pain (A) IQ [2]-12, and one of with patients who can’t communicate
Threshold [10], Indomitable Brawling (E) DX+1 [2]-12 or with them.
[15], Intuition [15], Legal Fast-Draw (weapon) (E) DX+1
Enforcement Powers [+5], [2]-12. Attributes: ST 10 [0]; DX 10 [0]; IQ
Police Rank +1-3 [5-15], Rapid Private Detective (110 points): Delete 13 [60]; HT 10 [0].
Healing [5], Single-Minded [5], Legal Enforcement Powers,
Social Chameleon [5], or Police Rank, and Duty. Secondary Characteristics: Damage
Unfazeable [15]. Psionic Detective (125 points): 1d-2/1d; BL 20 lbs.; HP 10 [0];
Disadvantages: Duty (police depart- Increase Will by 1 [5]; add Will 13 [0]; Per 13 [0]; FP 10 [0];
ment, 12-) [-10], and choose a Electronics Operation (Psycho- Basic Speed 5 [0]; Basic Move 5
total of -25 points from among: tronics) (A) IQ [2]-12, Expert [0].
Addiction (legal stimulants or Skill (Psionics) (H) IQ [4]-12,
Tobacco) [-5], Alcoholism [-15], and Mind Block (A) Will+1 [4] Advantages: 20 points from among:
Bad Temper [-10*], Bully [-10*], -14. Add psi powers as appropri- Comfortable Wealth [10], High
Callous [-5], Cannot Harm ate for campaign. Manual Dexterity 2 [10], Healer
Innocents [-10], Code of Honor Secret Police Inspector (122 points): [10], Intuition [15], Status 1-2
(Professional) [-5], Curious [-5*], Improve Legal Enforcement [5-10], Unfazeable [15],
Greed [-15*], Honesty [-10*], Powers [+5], add Security Versatile [5].
Intolerance (choose group) [-5], Clearance [5] and Intimidation
Jealousy [-10], Obsession (captur- (A) Will [2]-12. Disadvantages: Choose -35 points
ing specific person) [-5*], On The * Multiplied for self-control number; from among: Code of Honor
Edge [-15*], Paranoia [-10], Post- see p. B120. (Hippocratic Oath) [-5], Chari-
Combat Shakes [-5*], Sense of table [-15*], Combat Paralysis
Duty (Fellow officers) [-5], Sense Doctor [-15], Duty (12-, nonhazardous)
of Duty (Civilians) [-10], [-5], Honesty [-10*], Overcon-
Stubbornness [-5], or Workaholic 90 points fidence [-5*], Pacifism (Cannot
[-5]. Kill or Self Defense) [-15],
Primary Skills: Criminology (A) Future medical technology holds Workaholic [-5].
IQ+2 [8]-14, Forensics (H) IQ amazing promise, but no gadgets
[4]-12, Interrogation (A) IQ [2] are effective without someone who Primary Skills: Diagnosis (H) IQ+1
-12, Law (region) (H) IQ [4]-12, knows how and when to use them. [8]-14, Physician (H) IQ+1 [8]
Observation (A) Per+1 [4]-14, This template represents a physician -14, and either Bioengineering
Research (A) IQ [2]-12, with a medical degree, who presum- (any) (H) IQ+1 [8]-14 or Surgery
Secondary Skills: Area Knowledge ably has access to state-of-the-art (any) (H) IQ+1 [8]-14.
(jurisdiction) (E) IQ [1]-12, medical equipment.
Driving (Auto or Hovercraft) (A) Secondary Skills: Electronic
DX [2]-11, Electronics Operation Field medics, on the other hand, Operation (Medical) (A) IQ [2]
must emphasize fast response and -13, Hazardous Materials (any)
treating patients on the spot with (A) IQ [2]-13, Law (Medical) (H)
IQ-1 [2]-12, Pharmacy (H) IQ-1
[2]-12, Physiology (H) IQ-1 [2]
-12, Psychology (H) IQ-1 [2]-12.
Background Skills: Biology (any)
(H) IQ [4]-13, Chemistry (H) IQ-
1 [2]-12, Computer Operation
(E) IQ [1]-13, Research (A) IQ-1
[1]-12, Savoir-Faire (High
Society) (E) IQ [1]-13.
Field Medic (14 points): Choose any
other template and add the fol-
lowing skills: Diagnosis (H) IQ
[4], Electronics Operation
(Medical) (A) IQ [2], First Aid
(E) IQ+2 [4], Hazardous
Materials (any) (A) IQ [2], and
Surgery (VH) IQ-2 [2].
CHARACTERS 229
Xenomedical Specialist (120 points): [-5*], Pacifism (Cannot Kill or and one of the following: Beam
Add the following: Biology (alien Self-Defense Only) [-15], Post- Weapons (any) (E) DX [1]-12,
world specialization) (H) IQ-1 Combat Shakes [-5*], Sense of Brawling (E) DX [1]-12,
[2]-12, Expert Skill (Xenology) Duty (Comrades) [-5], Stubborn- Crossbow (E) DX [1]-12, or
(H) IQ+1 [8]-14, Physiology (alien ness [-5], Workaholic [-5], or Guns (any) (E) DX [1]-12.
species) (H) IQ [4]-13, Vacc Suit Xenophilia [-10*]. Contact Specialist (170 points):
(A) DX+2 [8]-12, and Veterinary Primary Skills: Cartography (A) IQ Delete Cartography, Geography
(H) IQ+1 [8]-14. [2]-12, Geography (Physical, and Survival skills [-8]; add
choose planet type) (H) IQ [4] Diplomacy (H) IQ+2 [12]-14,
* Multiplied for self-control number; -12, Navigation (Sea, Air or Expert Skill (Xenology) (H)
see p. B120. Land) (A) IQ+2 [8]-14, and any IQ+2 [12]-14, and Linguistics
two of the following: Boating (H) IQ [4]-12.
Explorer (any) (A) DX [2]-12, Driving * Multiplied for self-control number;
(any) (A) DX [2]-12, Hiking (A) see p. B120.
150 points HT [2]-12, Piloting (any) (A) DX
[2]-12, Scuba (A) IQ [2]-12, Merchant
Explorers venture into unknown Submarine (any) (A) DX [2]-12,
territory to find out what’s there. They or Vacc Suit (A) DX [2]-12. 75 points
must be adaptable and tough if they
want to get home and tell anybody Secondary Skills: Biology (choose Merchants must often go far afield
what they’ve discovered. This template planet type) (VH) IQ-2 [2]-10, to find goods or markets. Far, of
is for a planetary explorer whose skills Survival (any) (A) Per [2]-12, course, is a relative term – on a low-
are optimized for travel and survival and either Electronic Operation tech colony world the local merchant
in hostile environments. Explorers (Communication, Scientific, may have to travel a hundred miles
who spend most of their time aboard Sensor, or Sonar) [A] IQ [2]-12 over bad roads to the spaceport, while
spacecraft should use the Astronaut or Photography (A) IQ [2]-12. the space merchant he does business
template instead. Scientist-explorers with travels hundreds of light-years.
who wish to perform detailed studies Background Skills: Computer This template assumes a “hands-on”
of their new finds should use the Operation (E) IQ [1]-12, First merchant who does a lot of traveling
Scientist template. Aid (E) IQ [1]-12, Swimming (E) and negotiating in person. For a more
HT [1]-12, Writing (A) IQ [2]-12, desk-bound sort, use the Executive
Some explorers venture into lens.
regions with intelligent inhabitants,
and so must be experts in establishing A more specialized merchant is the
peaceful contact and learning to com- Antiquities Dealer, who sells rare and
municate with aliens. They use the possibly alien-made items that may or
“Contact Specialist” lens below. may not be legal. Antiquities dealers
must be fairly knowledgeable about
Attributes: ST 12 [20]; DX 12 [40]; what they sell, even if what they’re sell-
IQ 12 [40]; HT 12 [20]. ing is bogus.
Secondary Characteristics: Damage Attributes: ST 10 [0]; DX 10 [0]; IQ
1d-1/1d+2; BL 29 lbs.; HP 15 [6]; 12 [40]; HT 10 [0].
Will 12 [0]; Per 12 [0]; FP 15 [9];
Basic Speed 6 [0]; Basic Move 6 Secondary Characteristics: Damage
[0]. 1d-1/1d+2; BL 20 lbs.; HP 10 [0];
Will 12 [0]; Per 12 [0]; FP 10 [0];
Advantages: 20 points chosen from Basic Speed 5 [0]; Basic Move 5
among Absolute Direction [5], [0].
Combat Reflexes [15], Cultural
Adaptablility [10], Danger Sense Advantages: 30 points chosen from
[15], Fearlessness 1-5 [2-10], Fit among Business Acumen [10],
[5], G-Experience [1-10], High Comfortable or Wealthy [10 or
Pain Threshold [10], Improved 20], Courtesy Rank 1-5 [1-5],
G-Tolerance [5-10], Language Cultural Adaptability [10],
Talent [10], Luck [15], Cultural Familiarity [1 or
Outdoorsman [10], Rank 1-4 [5 2/culture], Eidetic Memory [5],
-20], Rapid Healing [5], G-Experience [1-10], Improved
Serendipity [15], Single-Minded G-Tolerance [5-10], Independent
[5], and Unfazeable [15]. Income 1-5 [1-5], Language
Talent [10], Lightning Calcu-
Disadvantages: -35 points chosen lator [2], Luck [15], Rank 1-4 [5
from among Curious [-5*], -20], Serendipity [15], Status 1-2
Honesty [-10*], Jealousy [-10], [5-10], Unfazeable [15], or
Loner [-5*], Miserliness [-10*], Versatile [5].
Obsession (reaching a particular
place) [-5*], Overconfidence
230 CHARACTERS
Disadvantages: -35 points chosen Scientist Primary Skills: Research (A) IQ+1 [4]-
from among Bad Temper [-10*], 14, and any two of: Anthropology,
Callous [-5], Chummy [-5], Code 75 points Archaeology, Astronomy, Bioeng-
of Honor (Professional) [-5], Debt ineering (any), Biology (any),
1-10 [-1-10], Duty (to employer, Scientists gather knowledge Chemistry, Computer Program-
12-, nonhazardous) [-5], Greed about the universe. In the modern ming, Economics, Expert Skill
[-15*], Honesty [-10*], Jealousy world they tend to be specialists in a (any), Engineer (any), Geography,
[-10], Miserliness [-10*], Over- particular field or topic, but fictional Geology, Mathematics (any),
confidence [-5*], Pacifism scientists are often generalists to a Metallurgy, Paleontology (any),
(Reluctant Killer) [-5], Post- ridiculous degree. Contrary to Physics (any), Psychology, or
Combat Shakes [-5*], Stubborn- stereotype, modern scientists are Sociology – all are (H) IQ+1 [8]
ness [-5], or Workaholic [-5]. usually quite adept at practical tasks -14.
like building apparatuses, catching
Primary Skills: Administration (A) specimens, and surviving in the wild Secondary Skills: Teaching (A) IQ-1
IQ [1]-12**, Accounting (H) while on field season. [1]-12, Writing (A) IQ-1 [1]-12;
IQ [4]-12, Current Affairs one of: Cartography (A) IQ-1 [1]
(Business) (E) IQ+2 [4]-14, Fictional uber-scientists should use -12, Electronic Operation
Finance (H) IQ [4]-12, Law the Cinematic Scientist lens, possibly (Scientific, Sensor, or Sonar) (A)
(Trade) (H) IQ [4]-12, Market combined with the Inventor template IQ-1 [1]-12 or Photography (A)
Analysis (H) IQ [3]-12**, below. Science officers aboard space- IQ-1 [1]-12; and one of:
Merchant (A) IQ+2 [8]-14. ships use the Science Officer lens. Hazardous Materials (any) (A) IQ
[2]-13, Scuba (A) IQ [2]-13,
Secondary Skills: Either Leadership Attributes: ST 10 [0]; DX 10 [0]; IQ Survival (any) (A) Per [2]-13, or
(A) IQ [2]-12 or Propaganda (A) 13 [60]; HT 10 [0]. Vacc Suit (A) DX [2]-10.
IQ [2]-12; and any three of the
following: Driving (any) (A) DX Secondary Characteristics: Damage Background Skills: Computer
[2]-10, Freight Handling (A) IQ 1d-2/1d; BL 20 lbs.; HP 10 [0]; Operation (E) IQ [1]-13, First Aid
[2]-12, Navigation (any) (A) IQ Will 13 [0]; Per 13 [0]; FP 10 [0]; (E) IQ [1]-13, Public Speaking (A)
[2]-12, Packing (A) IQ [2]-12, Basic Speed 5 [0]; Basic Move 5 IQ-1 [1]-12, Scrounging (E) Per
Piloting (any) (A) DX [2]-10, [0]. [1]-13, Swimming (E) HT [1]-10.
Shiphandling (any) (H) IQ-1 [2]-
11, Spacer (E) IQ+1 [2]-13, or Advantages: 20 points chosen from Cinematic Scientist (100 points):
Teamster (A) IQ [2]-12. among Eidetic Memory [5], Fit Delete primary science skills
[5], G-Experience [1-10], High [-16], add Science! (W) IQ [24]-13
Background Skills: Computer Manual Dexterity 1-2 [5-10], and Weird Science (VH) IQ-1 [4]
Operation (E) IQ [1]-12, First Language Talent [10], Lightning -12; add Independent Income 3
Aid (E) IQ [1]-12, one of the fol- Calculator or Intuitive Mathe- [3], High TL 1 [5] and Gizmo [5].
lowing: Beam Weapons (type) matician [2 or 5], Mathematical
(E) DX [1]-10, Brawling (E) DX Ability 1 [10], Reputation +1 Science Officer (120 points): Add Duty
[1]-10, or Guns (any) (E) DX [1] (among scientists in field) [1 per [-5 to -15] to disadvantage
-10; and one of either Carousing level], Security Clearance [5], options, increase DX to 11 [20],
(E) HT [1]-10 or Savoir-Faire (E) Serendipity [15], Single-Minded add Rank 3 [15], Beam Weapon
IQ [1]-12. [5], Status 1-2 [5-10], Tenure [5], (Pistol) (E) DX+1 [2]-12,
Unfazeable [15], Versatile [5] or Electronics Operation (Scientific
Antiquities Dealer (85 points): Add +1 to +2 Per [5-10]. or Sensor) (A) IQ [2]-13, Free Fall
connoisseur (art) (A) IQ [2]-12, (A) DX+1 [4]-12, Spacer (E) IQ+1
Forgery (H) IQ [4]-12, and either Disadvantages: -35 points chosen [2]-14.
Archaeology (H) IQ [4]-12, from among Absent-Mindedness
Expert Skill (Xenology) (H) IQ [-15], Clueless [-10], Code of * Multiplied for self-control number;
[4]-12, or Hidden Lore (Lost civ- Honor (Professional) [-5], see p. B120.
ilizations) (A) IQ+1 [4]-13. Combat Paralysis [-15], Curious
[-5*], Gullibility [-10*], Honesty Secret Agent
Executive (80 points): Delete all the [-10*], Indecisive [-10*], Jealousy
secondary skills except Propa- [-10], Loner [-5*], Miserliness 100 points
ganda [-6], increase Computer [-10*], Obsession (solving a
Operation to IQ+2 [+3], delete particular problem) [-5*], Spies and secret agents have a long
combat background skills and Overconfidence [-5*], Pacifism history in science fiction, from the
First Aid [-2], increase (Cannot Kill or Self-Defense one-man guerrilla movement of Eric
Administration to IQ+2 [+6], Only) [-15], Post-Combat Shakes Frank Russell’s Wasp to the starkly
add Leadership (A) IQ [2]-12 [-5*], Reputation -1 (among sci- incredible Lensmen of E.E. Smith. At
and Public Speaking (A) IQ [2] entists in field, as a sloppy the fringes of the genre, where SF
-12. researcher or crackpot) [varies], meets technothrillers and political
Shyness [-5 or -10], Stubbornness novels, spies are everywhere. Certainly
* Multiplied for self-control number; [-5], Truthfulness [-5*], Worka- many of James Bond’s cinematic
see p. B120. holic [-5], or Xenophilia [-10*]. exploits have SF elements.
**Bought from Merchant default.
CHARACTERS 231
Science-fiction secret agents come Secondary Skills: Choose 12 points [2]-12, Forward Observer (A) IQ
in two main types: the grittily realistic from among the following: [2]-12, Gunner (any) (E) DX [1]
operatives and the dashing Bondian Beam Weapons (Pistol) (E) -12, Knife (E) DX [1]-12, Stealth
heroes. Superspies have a natural DX+1 [2]-12, Computer Prog- (A) DX [2]-12, Tactics (H) IQ [4]
niche in space opera fiction, while ramming (H) IQ [4]-12, -12.
bleak, paranoid spies hang out in Computer Hacking (VH) IQ-1 * Multiplied for self-control number;
cyberpunk stories – often working for [4]-11, Cryptography (H) IQ [4] see p. B120.
megacorporations instead of govern- -12, Detect Lies (H) Per-1 [2]-12,
ment agencies. The template depicts a Diplomacy (H) IQ [4]-12, Security Officer
realistic spy, while lenses present a Driving (any) (A) DX [2]-11,
cinematic Superspy and a “Military Electronics Operation (Comm- 115 points
Advisor” suitable for covert warfare. unications, Security or
Surveillance) (A) IQ [2]-12, They’re known as guards, police
Attributes: ST 10 [0]; DX 11 [20]; IQ Expert Skill (Political Science or officers, goons, and rent-a-cops. They
12 [40]; HT 10 [0]. Xenology) (H) IQ [4]-12, Fast spend most of their time watching for
Talk (A) IQ [2]-12, Forgery (H) trouble and being bored. When some-
Secondary Characteristics: Damage IQ [4]-12, Guns (Gyroc, Pistol or thing happens, they’re the guys on the
1d-2/1d; BL 20 lbs.; HP 12 [4]; Shotgun) (E) DX+1 [2]-12, spot.
Will 12 [0]; Per 13 [5]; FP 10 [0]; Holdout (A) IQ [2]-12, Intel-
Basic Speed 5.25 [0]; Basic ligence Analysis (H) IQ [4] This template assumes a fairly
Move 5 [0]. -12, Interrogation (A) IQ [2]-12, ordinary “beat cop.” For professional
Lockpicking (A) IQ [2]-12, investigators, use the Detective tem-
Advantages: Security Clearance [5] Propaganda (A) IQ [2]-12, or plate. On the frontier, the local
and 25 points from among the Shadowing (A) IQ [2]-12. Marshal may be the only law
following: Combat Reflexes [15], enforcement available, requiring
Cultural Adaptability or Xeno- Background Skills: Computer more investigative skills. Space
Adaptability [10 or 20], Cultural Operation (E) IQ [1]-12, First station or shipboard security add
Familiarity [1 or 2/culture], Aid (E) IQ [1]-12, Savoir-Faire appropriate skills.
Danger Sense [15], Eidetic or (E) IQ [1]-12 or Streetwise (A)
Photographic Memory [5 or 10], IQ-1 [1]-11, and either Brawling Attributes: ST 11 [10]; DX 12 [40];
Fearlessness 1-5 [2-10], High (E) DX [1]-11 or Fast-Draw IQ 10 [0]; HT 12 [20].
Pain Threshold [10], Indomi- (weapon) (E) DX [1]-11.
table [15], Intuition [15], Secondary Characteristics: Damage
Language Talent [10], Legal Superspy (150 points): DX 12 [20]; 1d-1/1d+1; BL 24 lbs.; HP 12 [2];
Enforcement Powers [5-15], add 20 points from among: Will 11 [5]; Per 11 [5]; FP 10 [0];
Legal Immunity [5-20], Rank Gizmos 1-3 [5-15], Hard to Kill Basic Speed 6 [0]; Basic Move 6
(Military or Administrative) 1-4 1-5 [2-10], High TL [5], Luck [0].
[5-20], Security Clearance +1 [15], Rapid Healing [5], Security
[5], Single-Minded [5], Social Clearance +1 [+5], Smooth Advantages: Legal Enforcement
Chameleon [5], Unfazeable [15], Operator 1 [15]; add Overcon- Powers [5], Police Rank 0 [0],
Versatile [5]. fidence [-5*] and Trademark [-5] and 25 points from among the
to disadvantage options; add following: Combat Reflexes [15],
Disadvantages: Duty (agency, 12-) Disguise (A) IQ [2] Danger Sense [15], Fearlessness
[-10], and choose a total of -25 -12, Judo (H) DX [4]-12, Stealth 1-5 [2-10], Fit [5], Hard to Kill 1
points from among: Addiction (A) DX [2]-12, and either -5 [2-10], High Pain Threshold
(legal stimulants or Tobacco) Connoisseur (any) (A) IQ-1 [1] [10], Indomitable [15], Intuition
[-5], Alcoholism [-15], Bloodlust -11 or Fast-Draw (any) (E) DX [15], Legal Enforcement Powers
[-10*], Callous [-5], Code of [1]-12. [+5], Police Rank 1-2 [5-10],
Honor (Professional) [-5], Rapid Healing [5], Security
Curious [-5*], Loner [-5*], On Covert Military Advisor (165 points): Clearance [5], Single-Minded
The Edge [-15*], Paranoia [-10], DX 12 [20], ST or HT 11 [10], [5], or Unfazeable [15].
Post-Combat Shakes [-5*], and 20 points from among Fit
Secret (Undercover agent) [-20], [5], High Pain Threshold [10], Disadvantages: Duty (Police
Sense of Duty (Fellow agents) and Military Rank 1-4 [5-20]; Department, 12-) [-10], and
[-5], Stubbornness [-5], or add Code of Honor (Soldier’s) choose a total of -25 points from
Workaholic [-5]. [-10], Duty (Extremely among: Addiction (legal stimu-
Hazardous) [-15] to disadvan- lants or Tobacco) [-5], Alcoholism
Primary Skills: Area Knowledge tage options; add Soldier (A) [-15], Bad Temper [-10*], Bully
(any) (E) IQ+2 [4]-14, Current IQ+2 [8]-14, either Beam [-10*], Callous [-5], Code
Affairs (any) (E) IQ+2 [4]-14, Weapons (Rifle) (E) DX [1]-12 of Honor (Professional) [-5],
Law (international) (H) IQ [4] or Guns (Rifle) (E) DX [1]-12; Flashbacks [-5], Gluttony
-12, and one of: Acting (A) IQ+2 and 6 points from among: [-5*], Greed [-15*], Honesty
[8]-14, Observation (A) Per+2 Camouflage (E) IQ [1]-12, [-10*], Intolerance (choose
[8]-15, or Research (A) IQ+2 [8] Explosives (Demolition) (A) IQ group) [-5], Loner [-5*], On
-14. The Edge [-15*],Overconfidence
232 CHARACTERS
[-5*], Paranoia [-10], Post- of gadgets at their fingertips. This Spending [-5*], add Extremely
Combat Shakes [-5*], Secret template represents a basic soldier Hazardous to Duty [-5],
(Corrupt) [-10], Sense of Duty with no special training. As is, it can Fanaticism [-15], Flashbacks
(Fellow officers) [-5], Sense of represent a trainee or a green trooper (Mild) [-5], Gullibility [-10*],
Duty (Civilians) [-10], Stubborn- from an underfunded army, or can be Honesty [-10*], Impulsiveness
ness [-5], or Workaholic [-5]. combined with other templates to cre- [-10*], Lecherousness [-15*],
Primary Skills: Criminology (A) IQ ate a combat medic or a military tech- Overconfidence [-5*], Post-
[2]-10, Law (Local Police) (H) nician. Add one of the specialization Combat Shakes [-5*], Sense of
IQ [4]-10, and Savoir-Faire packages to create a skilled front-line Duty (Comrades) [-5].
(Police) (E) IQ+2 [4]-12. combatant. Officers add the Officer Primary Skills: Soldier (A) IQ+2 [8]
Secondary Skills: Brawling (E) package to the specialization. -12, and either Beam Weapons
DX+2 [4]-14, Detect Lies (H) Veterans add the Veteran package, and (any) or Guns (any) (E) DX+2
Per-1 [2]-10, Driving (any) (A) elite soldiers the Elite package. It is [4]-14.
DX [2]-12, Fast-Draw (weapon) possible to be a Veteran Elite Officer. Secondary Skills: Driving (any) (A)
(E) DX [1]-12, Forced Entry (E) Attributes: ST 11 [10]; DX 12 [40]; DX [2]-12, Explosives (any) (A)
DX [1]-12, Forensics (H) IQ-1 IQ [2]-10, Scrounging (E) Per
[2]-9, Search (A) Per [2]-10, IQ 10 [0]; HT 11 [10]. [1]-10, and either Brawling (E)
Stealth (A) DX [2]-12, Tonfa (A) Secondary Characteristics: Damage DX [1]-12 or Knife (E) DX [1]
DX [2]-12, and either Beam -12.
Weapons (Pistol) (E) DX+2 [4] 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Background Skills: Computer
-14 or Guns (Pistol or Shotgun) Will 10 [0]; Per 10 [0]; FP 11 [0]; Operation (E) IQ [1]-10, First
(E) DX+2 [4]-14. Basic Speed 6 [5]; Basic Move 6 Aid (E) IQ [1]-10.
Background Skills: Carousing (E) [0]. Armored (90 points): Improve
HT [1]-12, Computer Operation Advantages: Military Rank 0 [0], and Driving to DX+2 [+6]. Add
(E) IQ [1]-10, First Aid (E) IQ+1 20 points chosen from among Electronics Operation (any) (A)
[2]-11, and Streetwise (A) IQ [2] Ambidexterity [5], Combat IQ [2]-10, Forward Observer (A)
-10. Reflexes [15], Fit or Very Fit [5 IQ [2]-10, Mechanic (vehicle
Frontier Marshal (135 points): or 15], High Pain Threshold type) (A) IQ+1 [4]-11,
Improve IQ to 11 [20]; delete [10], Rank 1-2 [5-10], Rapid Navigation (Land) (A) IQ [2]-10,
Savoir-Faire [-4], add Survival Healing [5], +1 to ST or HT [10], and either Artillery (any) (A)
(local environment) (A) Per [2] +1 to +5 to HP [2-10], and +1 to IQ+1 [4]-11 or Gunner (any) (E)
-12, and either Beam Weapons +4 to Per [5-20]. DX+2 [4]-14.
(Rifle) (E) DX+1 [2]-13 or Guns Battlesuit Trooper (100 points):
(Rifle) (E) DX+1 [2]-13. Disadvantages: Duty (15 or less) Battlesuit (A) DX+2 [8]-14,
Rescue Squad (145 points): Improve [-15] and -20 points chosen from Camouflage (E) IQ+2 [4]-12,
IQ to 11 [20]; add Climbing (A) among Alcoholism [-15], Bad Electronics Operation (any)
DX [2]-12, Explosives (EOD) (A) Temper [-10*], Bloodlust [-10*], (A) IQ [2]-10, Forward Observer
IQ [2]-11, Hazardous Materials Code of Honor (soldier’s) [-10], (A) IQ [2]-10, Gunner (any)
(any) (A) IQ [2]-11, Liquid Compulsive Carousing or (E) DX+2 [4]-14, Mechanic
Projector (Sprayer) (E) DX [1] (Battlesuit) (A) IQ+1 [4]-11,
-12, NBC Suit (A) DX [2]-12; Navigation (land) (A) IQ+1 [4]
improve Forced Entry to DX+1 -11, Throwing (A) DX [2]-12.
[+1]. Engineer (110 points): Increase IQ to
Starship Security (125 points): Add 11 [20]; add Camouflage (E)
G-Experience (5 other gravity IQ+1 [2]-12, Electronics
levels) [5], Free Fall (A) DX [2] Operation (any) (A) IQ-1 [1]-10,
-12, Spacer (E) IQ [1]-10, Vacc Engineer (Combat) (H) IQ+2
Suit (A) DX [2]-12. [12]-13, Gunner (any) (E) DX+1
* Multiplied for self-control number; [2]-13, Mathematics (Applied)
see p. B120. (H) IQ-1 [2]-10, Navigation
(Land) (A) IQ-1 [1]-10.
Soldier Infantry (90 points): Add Camouflage
(E) IQ+2 [4]-12, Electronics
70 points Operation (any) (A) IQ [2]-10,
Forward Observer (A) IQ [2]-10,
The Poor Bloody Infantry. The Gunner (any) (E) DX+2 [4]-14,
Leathernecks. Tommy Atkins and G.I. Hiking (A) HT+1 [4]-12,
Joe. Stories about soldiers have been Navigation (Land) (A) IQ [2]-10,
around as long as there have been sto- and either Survival (any) (A) Per
ries. Over time, soldiers have changed [2]-10 or Urban Survival (A) Per
from big guys with swords to tech- [2]-10.
savvy men and women with an arsenal
CHARACTERS 233
Ranger (130 points): Increase IQ to among Ambidexterity [5], Electronics Operation (any) (A)
11 [20]; add Camouflage (E) Combat Reflexes [15], Danger IQ [2]-12, Law (Galactic) (H) IQ
IQ+2 [4]-13, Climbing (A) DX+1 Sense [15], Fit or Very Fit [5 or [4]-12, Leadership (A) IQ [2]-12,
[4]-13, Electronics Operation 15], High Pain Threshold [10], Navigation (any) (A) IQ [2]-12,
(any) (A) IQ [2]-11, Forward Luck [15], Rank 1-2 [5-10], Savoir-Faire (Dojo, High
Observer (A) IQ [2]-11, Gunner Rapid Healing [5], Trained by a Society, or Military) (E) IQ [1]
(any) (E) DX+2 [4]-14, Hiking Master [30], Weapon Master -12, Stealth (A) DX [2]-13
(A) HT+1 [4]-12, Navigation (Knightly Weapons) [30], +1 to Background Skills: Computer
(Land) (A) IQ+1 [4]-12, Stealth ST or HT [10], +1 to +5 to HP [2 Operation (E) IQ [1]-12, First
(A) DX+1 [4]-13, and Survival -10], and +1 to +4 to Per [5-20]. Aid (E) IQ [1]-12.
(any) (A) Per+3 [12]-14. Disadvantages: Either Code of * Multiplied for self-control number;
Honor (chivalrous) [-15] or Duty see p. B120.
Space Marine (95 points): Add Free (to Order, 15 or less) [-15], and
Fall (A) DX+2 [8]-14, Spacer (E) -20 points chosen from among Space Worker
IQ+2 [4]-12, Vacc Suit (A) DX+2 adding Extremely Hazardous to
[8]-14, add one of the following: Duty [-5], Fanaticism [-15], 75 points
G-Experience 5 [5], Immunity to Flashbacks (Mild) [-5],
Space Sickness [5] or Improved Gullibility [-10*], Honesty Some people explore space, and
G-Tolerance 1 [5]. [-10*], Impulsiveness [-10*], some people just work there. They
Overconfidence [-5*], Pacifism build space colonies, mine asteroids,
Elite Trooper (+60 points): Increase (Cannot harm innocents) [-10], salvage wrecked spaceships, and do all
ST by 1 [10], DX by 1 [20], and Selfless [-5*], Sense of Duty the other tough jobs the star pilots and
IQ by 1 [20], increase Will by 1 (Nation or All Life) [-10 or -15], eggheads are too busy for. Space
[5], improve Soldier skill to Truthfulness [-5*], Vow [-5 to workers can be independent prospec-
IQ+3 [4], add Savoir-Faire -15]. tors or salvagers; or they can get a reg-
(Military) (E) IQ [1]-11. Primary Skills: Any two of the follow- ular paycheck.
ing: Battlesuit (A) DX+1 [4]-14,
Officer (+55 points): Increase IQ by 1 Broadsword (A) DX+1 [4]-14, Attributes: ST 11 [10]; DX 11 [20];
[20]; raise Rank by 3 [15]; add Driving (any) (A) DX+1 [4]-14, IQ 11 [20]; HT 11 [10].
Administration (A) IQ+1 [4]-12, Force Sword (A) DX+1 [4]-14,
Law (Military) IQ-1 [2]-10, Gunner (any) (E) DX+2 [4]-15, Secondary Characteristics: Damage
Leadership (A) IQ+1 [4]-12, Judo (H) DX [4]-13, Karate (H) 1d-1/1d+1; BL 24 lbs.; HP 11 [0];
Savoir-Faire (Military) (E) IQ+1 DX [4]-13, Piloting (spacecraft Will 11 [0]; Per 11 [0]; FP 11 [0];
[2]-12, Tactics (H) IQ+1 [8]-12. type) (A) DX+1 [4]-14, Rapier (A) Basic Speed 5.5 [0]; Basic Move
DX+1 [4]-14. 5 [0].
Veteran (+40 points): Increase IQ by 1 Secondary Skills: Beam Weapon
[20], add either Danger Sense or (Pistol) (E) DX+1 [2]-14, Advantages: G-Experience (choose
Luck [15], increase Soldier skill gravity) [1], Immunity to
to IQ+3 [4], increase Scrounging Space Sickness) [5], and two of:
to Per+1 [1]. +1 Per [5], Fit [5], Improved
* Multiplied for self-control number;
see p. B120.
Space Knight
150 points
You’re an elite warrior, trained with
secret martial arts and equipped with
super-technology to be a defender of
galactic society. More than a mere sol-
dier, you fight for honor and out of a
sense of duty to all sentient life. The
exact nature of your training depends
on the weapons available, but whatev-
er they are, you’re a master.
Attributes: ST 11 [10]; DX 13 [60];
IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Damage
1d-1/1d+1; BL 24 lbs.; HP 11 [0];
Will 12 [0]; Per 12 [0]; FP 11 [0];
Basic Speed 6 [0]; Basic Move 6
[0].
Advantages: Social Regard (Feared
or Respected) 2 [10] or Status 2
[10], and 30 points chosen from
234 CHARACTERS
G-Tolerance [5], Rapid Healing -2 [5-10], Intuitive Mathem- Attributes: ST 10 [0]; DX 11 [20]; IQ
[5], Single-Minded [5]. 12 [40]; HT 10 [0].
Disadvantages: A total of -35 points atician [5], Lightning Calculator
from among: Addiction (cheap, Secondary Characteristics: Damage
legal stimulant or tobacco) [-5], [2], Mathematical Ability [10], 1d-2/1d; BL 20 lbs.; HP 10 [0];
Debt 5 [-5], Honesty [-10*], Loner Will 12 [0]; Per 12 [0]; FP 10 [0];
[-5*], Miserliness [-10*], Pacifism Security Clearance [5], Seren- Basic Speed 5.25 [0]; Basic
(Reluctant Killer) [-5], Post- Move 5 [0].
Combat Shakes [-5*], Sense of dipity [15], Single-Minded [5],
Duty (work crew) [-5], Shyness Advantages: 20 points’ worth from
(Mild) [-5], Stubbornness [-5], Versatile [5] or +1 to +2 Per among: Alternate Identity (ille-
Struggling [-10], Truthfulness gal) [15], Artificer 1-2 [10-20],
[-5*], Workaholic [-5]. [5-10]. Daredevil [15], Gizmos [5-15],
Primary Skills: Free Fall (A) DX+2 High Manual Dexterity 1-2
[8]-13, Vacc Suit (A) DX+2 [8] Disadvantages: A total of -10 points [5-10], Luck [15], Serendipity
-13. [15], Single-Minded [5],
Secondary Skills: Any three of: from among: Addiction (cheap, Versatile [5], +1 to +2 Per [5-10],
Electrician (A) IQ+1 [4]-12, or Zeroed [10].
Explosives (Demolition) (A) legal stimulant or tobacco) [-5],
IQ+1 [4]-12, Freight Handling Disadvantages: A total of -30 points
(A) IQ+1 [4]-12, Hazardous Absent-Mindedness [-15], from among: Addiction (cheap,
Materials (any) (A) IQ+1 [4]-12, legal stimulant or tobacco)
Machinist (A) IQ+1 [4]-12, Clueless [-10], Code of Honor [-5], Callous [-5], Cowardice
Mechanic (system type) (A) [-10*], Greed [-15*], Jealousy
IQ+1 [4]-12, Prospecting (A) (professional) [-5], Combat [-10], Laziness [-10], Loner
IQ+1 [4]-12. [-5*], On the Edge [-15*],
Background Skills: Brawling (E) DX Paralysis [-15], Curious [-5*], Overconfidence [-5*], Pacifism
[1]-11, Carousing (E) HT [1]-11, (Reluctant Killer) [-5], Paranoia
First Aid (E) IQ [1]-11, Piloting Gullibility [-10*], Honesty [-10], Post-Combat Shakes [-5*],
(spacecraft type) (A) DX-1 [1] Reputation (crook) [varies],
-10, Scrounging (E) Per [1]-11, [-10*], Indecisive [-10*], Loner Secret [-5 or -10], Selfish
Spacer (E) IQ [1]-11. [-5*], Slow Riser [-5], Social
* Multiplied for self-control number; [-5*], Miserliness [-10*], Stigma (Criminal Record) [-5],
see p. B120. Struggling [-10], or Trademark
Overconfidence [-5*], Pacifism [-5 to -10].
Technician
(Reluctant Killer) [-5], Post- Primary Skills: Any two of:
55 points Electronics Operation (Security)
Combat Shakes [-5*], Shyness (A) IQ+2 [8]-14, Electronics
Just about everyone in a SF setting Repair (Security) (A) IQ+2 [8]
can use the advanced devices avail- (Mild or Severe) [-5 or -10], -14, Explosives (Demolition) (A)
able, but technicians are the ones who IQ+2 [8]-14, Forced Entry (E)
understand how they work, and can Stubbornness [-5], Truthfulness DX+3 [8]-14, or Lockpicking (A)
repair, improve, or build them. IQ+2 [8]-14.
Contemporary stereotypes assume all [-5*], or Workaholic [-5].
technicians are geeky and shy, but in Secondary Skills: Any three of:
some settings being a tech wizard Primary Skills: Any two of: Armoury Acting (A) IQ [2]-12, Beam
could be glamorous. This template is Weapons (Pistol) DX+1 [2]-12,
fairly low-priced in order to allow (any), Electrician, Electronics Disguise (A) IQ [2]-12, Driving
players to combine it with others. (any) DX [2]-11, Fast-Talk (A) IQ
Repair (any), Explosives (any), [2]-12, Forgery (H) IQ-1 [2]-11,
Attributes: ST 10 [0]; DX 10 [0]; IQ Guns (Pistol) (E) DX+1 [2]-12,
11 [20]; HT 10 [0]. Lockpicking, Machinist, or Law (region, criminal) (H) IQ-1
[2]-11, Merchant (A) IQ [2]-12,
Secondary Characteristics: Damage Mechanic (any) – all are (A) Stealth (A) DX [2]-11.
1d-2/1d; BL 20 lbs.; HP 10 [0];
Will 11 [0]; Per 11 [0]; FP 10 [0]; IQ+2 [8]-13, or Computer Background Skills: Computer
Basic Speed 5 [0]; Basic Move 5 Operation (E) IQ [1]-12,
[0]. Programming (H) IQ+1 [8]-12. Streetwise (A) IQ [2]-12.
Advantages: Choose 20 points from Secondary Skills: Electronics Cyberspace Thief (75 points): Change
among: Artificer 1-2 [10-20], primary skills to Computer
Eidetic Memory [5], Gizmos Operation (any) (A) IQ [2]-11, Hacking (VH) IQ+1 [12]-13 and
[5-15], High Manual Dexterity 1 Computer Programming (H) IQ
Hazardous Materials (any) (A) [4]-12.
IQ [2]-11, and either NBC Suit * Multiplied for self-control number;
see p. B120.
(A) DX [2]-10 or Vacc Suit (A)
DX [2]-10.
Background Skills:. Computer
Operation (E) IQ [1]-11, First
Aid (E) IQ [1]-11, Scrounging
(E) Per [1]-11.
Inventor (100 points): Increase IQ to
12 [20]; add Gadgeteer [25].
* Multiplied for self-control number;
see p. B120.
Thief
75 points
Crime won’t go away just because
humans travel to the stars, but the
crooks will have to get more clever to
defeat high-tech locks and security
systems. Famous thieves in SF
include Slippery Jim diGriz, or the
crack team of operatives in Iain M.
Banks’ Against a Dark Background.
Cyberpunk SF introduced a new
kind of thief, the cyberspace decker,
a freelance hacker who steals infor-
mation or money.
CHARACTERS 235
BIBLIOGRAPHY
NONFICTION “how-to” essays, including an extremely Schmidt, Stanley. Aliens and Alien
useful piece by John Barnes on extrapo- Societies (Writer’s Digest Books, 1995). A
Asimov, Isaac. The Universe (Avon, lating future trends. nuts-and-bolts “how-to” guide for aspir-
1966). Clear, readable survey of science ing SF writers.
by an SF writer. Dated, but still very Feinberg, Gerald, and Shapiro,
informative. Robert. Life Beyond Earth: The Intelligent Vogel, Steven. Life’s Devices
Earthling’s Guide to Life in the Universe (Princeton, 1988). An introduction to the
Asimov, Isaac. “Not As We Know It” (Morrow, 1980). Fascinating if occasion- mechanical engineering of living things,
in View From a Height (Avon, 1963). ally over-cute study of alien biology, essential for designing alien life.
One of the few studies of possible alien which inspired a decade of SF stories by
biochemistries. authors cribbing ideas. Zuckerman, Ben, and Hart, Michael
H. (editors). Extraterrestrials: Where Are
Bova, Ben, and Lewis, Anthony R. Gillett, Stephen L. World-Building They? (Cambridge University Press,
Space Travel (Writer’s Digest Books, (Writer’s Digest Books, 1996). Very use- 1995). Wide-ranging collection of pieces
1997). A handy guide to space drives, ful guide to planet design. on SETI, alien intelligence, methods of
orbits, and delta-V for aspiring SF star travel, interstellar colonization, and
writers. Goldsmith, Donald, and Owen, terraforming.
Tobias. The Search for Life in the
Bretnor, Reginald (editor). The Craft Universe (Cummings, 1980). Actually a FICTION
of Science Fiction (Barnes & Noble basic science textbook, using the ques-
Books, 1976). A collection of useful tion of alien life as a unifying theme. Many of these works are classics
essays on creating SF settings and Slightly dated, but a useful reference. which have gone through dozens of edi-
stories. tions. Publishers and dates listed are for
Henbest, Nigel, and Couper, Heather. the most recent versions.
Carroll, Bradley W., and Ostlie, Dale The Guide to the Galaxy (Cambridge
A. An Introduction to Modern University Press, 1994). As the title says, Comedy
Astrophysics (Addison-Wesley, 1996). A a guide to the galaxy, with fairly up-to-
solid introduction to how planets and date information and lots of maps. Adams, Douglas. The Hitchikers
stars work. Guide to the Galaxy (Ballantine, 1995).
Heppenheimer, T.A. Colonies in The first book in a series of very popular
Clark, Stuart. Life on Other Worlds Space (Warner, 1977). A cheerleading SF comedies.
and How to Find It (Springer, 2000). book about O’Neill habitat colonies,
Solid, readable introduction to astrobi- somewhat dated now but a good source Ford, John M. How Much for Just the
ology. of ideas and background for space habi- Planet? (Pocket Books, 1999). A slapstick
tat settings. Star Trek novel which generates very
Clute, John, and Nicholls, Peter (edi- strong reactions from readers.
tors). The Encyclopedia of Science Fiction Kaku, Michio. Visions (Anchor,
(St. Martin’s Griffin, 1995). Massive and 1998). An exciting look at future Crime and Mysteries
massively useful overview of the entire prospects in science and technology, by
field. a theoretical physicist. Bester, Alfred. The Demolished Man
(Vintage, 1996). Murder mystery set in a
Cohen, Jack, and Stewart, Ian. What Langford, David. War in 2080 society of telepaths.
Does a Martian Look Like? (Wiley, 2002). (Morrow, 1979). Study of possible future
Wide-ranging and interesting explo- evolution of weapons and defenses, Delany, Samuel R. “Time Considered
ration of possible types of alien life, by a from a strictly hard-SF perspective. as a Helix of Semi-Precious Stones.”
scientist who designs aliens for writers. Some of its predictions have been over- This novella won the Hugo and Nebula
taken by events. awards in 1969, but still seems fresh and
Cox, Arthur N. (editor). Allen’s cutting-edge more than 30 years later.
Astrophysical Quantities, Fourth Edition McGowan, Christopher. Dinosaurs,
(Springer-Verlag, 2000). Highly useful Spitfires, and Sea Dragons (Harvard Gibson, William. Neuromancer (Ace,
encyclopedia of data and equations University Press, 1991). Interesting 1995). Hugo and Nebula winning novel
about the universe. study of animal size and engineering, which was the template for much cyber-
very useful for its information on flight punk to come. It has two sequels, Count
Darling, David. The Extraterrestrial and locomotion. Zero and Mona Lisa Overdrive.
Encyclopedia (Three Rivers Press, 2000).
Another useful compendium of informa- Regis, Ed. Great Mambo Chicken and Niven, Larry. The Long ARM of Gil
tion about other worlds and star the Transhuman Condition (Perseus Hamilton (Del Rey, 1977). A collection
systems. Books, 1990). Fun, irreverent guide of stories about a future policeman bat-
to transhumanism, space colonization, tling organleggers and technological
Diamond, Jared. Guns, Germs, and nanotech, cryonics, and general criminals.
Steel (Norton, 1997). Examines wackiness.
the growth of civilizations and Hard Science Fiction
technology; very useful for anyone cre- Sagan, Carl, and Shklovskii, I.S.
ating alien civilizations or alternate Intelligent Life in the Universe (Dell, Benford, Greg. In the Ocean of Night
histories. 1966). Very dated now, but this was the (Warner Aspect, 2004). First volume of
first scientific study of the topic in half a
Dozois, Gardner, et al. (editors). century.
Writing Science Fiction and Fantasy (St.
Martin’s, 1991). Another collection of
236 BIBLIOGRAPHY
an epic series following humans trying the armored Mobile Infantry as they genre with a generous helping of mysti-
to survive in a galaxy dominated by hos- fight an interstellar war. Avoid the film. cism and ecological awareness.
tile machine intelligences. Spawned several sequels by Herbert and
Pournelle, Jerry. Mercenary (Baen, a recent series by his son; quality varies.
Bova, Ben. Privateers (Eos, 2000). 1986). A mercenary commander fights
Red-blooded entrepreneurial adventure, for the collapsing CoDominium. Niven, Larry, and Jerry Pournelle.
an example of the technothriller genre in The Mote in God’s Eye (Pocket Books,
space. Saberhagen, Fred. The “Berserker” 1991). Excellent fusion of space opera
series. A long-running series of books and first-contact story; the sequel is
Clarke, Sir Arthur C. The Fountains and stories about humans battling much less successful.
of Paradise (Warner Aspect, 2001). implacable robots programmed to
Heroic Engineering at its finest, as the destroy all life. Resnick, Mike. Santiago (Tor, 1992).
protagonist struggles to build a space Bounty hunters and space pirates on the
elevator. Weber, David. On Basilisk Station lawless Galactic frontier. Resnick has
(Baen Books, 2002). The first of the written many other books and stories
Clarke, Sir Arthur C. Rendezvous long-running “Honor Harrington” series using the same general setting.
With Rama (Bantam, 1990). One of the of space opera war stories with a strong
great First Contact stories and a seminal flavor of Nelson’s navy. Reynolds, Alastair. Revelation Space
Big Dumb Object novel as well. Human (Ace, 2002). The first of a loosely-
astronauts explore a vast alien ship Wells, H.G. The War of the Worlds connected series of novels exploring
which has entered the Solar System. (Tor, 1993). The original alien invasion nanotech plagues, ancient alien civiliza-
Avoid all sequels. story, and still the greatest. First pub- tions, and crazed starship captains.
lished in 1898. Postmodern hard-SF space opera.
Forward, Robert Dragon’s Egg (Del
Rey, 2000). Following a suggestion by Planetary Romance Smith, E.E. Triplanetary (Old Earth
Shapiro and Feinberg (see above), this and Big Dumb Objects Books, 1997). The first book in the
novel examines life on a neutron star. “Lensman” series. The ultimate Golden
Brackett, Leigh. The Book of Skaith Age space opera series, with all its faults
Heinlein, Robert. The Moon Is a (Doubleday, 1976). Tough guy Eric John and virtues turned to 11. Inspired the
Harsh Mistress (Orb, 1997). Lunar Stark penetrates the mysteries of the book GURPS Lensman.
colonists rebel against a tyrannical dying planet Skaith.
Earth, aided by an AI computer. Wright, John C. The Golden Age (Tor,
Niven, Larry. Ringworld (Del Rey, 2003). Space opera set 10,000 years in
Landis, Geoffrey. Mars Crossing (Tor, 1985). One of the original Big Dumb the future, when humans have godlike
2001). Astronauts struggle for survival Objects, Ringworld inspired several powers.
on Mars after their ship is crippled. sequels and a Chaosium roleplaying
Landis is also a NASA scientist. game. FILM
Robinson, Kim Stanley. Red Mars Vance, Jack. Planet of Adventure (Orb, Aliens (James Cameron, 1986).
(Bantam Spectra, 1993). First volume of 1993). The four Tschai novels are classic Straddling the border between action
a trilogy (Red Mars, Green Mars, Blue Planetary Romance, and the stories and horror, this film features Marines
Mars) chronicling the terraforming of inspired GURPS Planet of Adventure. battling alien predators on a distant
Mars and the new society which world.
develops there. Varley, John. Titan (Berkeley, 1984).
First of a trilogy of novels exploring the Blade Runner (Ridley Scott, 1982).
Steele, Allen. Orbital Decay (Warner giant sentient space habitat Gaea, orbit- The cyberpunk film, based on the Philip
Books, 1990). Gritty stories of life ing Saturn. K. Dick novel Do Androids Dream of
among blue-collar workers building Electric Sheep? Tells of a future cop
space habitats. Space Opera hunting rogue androids.
Sterling, Bruce. Schismatrix Plus Banks, Iain M. The Player of Games Star Wars (George Lucas, 1977). The
(Ace, 1996). A novel and short stories set (HarperCollins, 1997). One of several original film is now Episode 4 in the
in a hard-SF world of genetic engineer- novels set in “The Culture,” a space- series, which has proved markedly
ing, cybernetic enhancement, and space borne transhuman civilization. The best uneven in quality. One of the most suc-
colonization. of the new wave of “postmodern space cessful films in history.
opera” from the UK.
Varley, John. Red Thunder (Ace, TELEVISION
2003). Amazingly talented teenagers Brin, David. Sundiver (Spectra,
build a miraculous rocket in a Florida 1985). The first of the “Uplift” series, Babylon 5 (Warner, 1993-98).
warehouse. chronicling humanity’s struggle to sur- Excellent old-school space opera, cen-
vive in a galaxy of ancient civilizations tered on a vast space habitat.
Military SF which uplift other species to sentience.
Inspired GURPS Uplift. Firefly (Fox, 2002). A short-lived but
Haldeman, Joe. The Forever War superb spaceship drama, with clear Old
(Eos, 2003). Perhaps it would be better Bujold, Lois McMaster. Shards of Western inspiration.
to call this anti-military SF, as its depic- Honor (Baen, 1991). The first of her
tion of a slower-than-light interstellar ongoing Barrayar series, chronicling the Star Trek (Paramount, 1966-69). The
war is vicious in its condemnation of adventures of Cordelia Naismith and her original series has spawned nine
military stupidity. son, Miles Vorkosigan. Unapologetic films and four more television series.
old-school space opera. For most non-fans, this is what science
Heinlein, Robert. Starship Troopers fiction is.
(Ace, 1987). The seminal work of mili- Herbert, Frank. Dune (Ace, 1996).
tary SF, chronicling one soldier’s life in Transformed the classic space opera
BIBLIOGRAPHY 237
INDEX
3D Spatial Sense Antimatter, pion drives, 33; as Bioengineering skill, 224. Cargo, 48.
advantage, 219. a resource, 181; rockets, 33. Bioroids, 54; as soldiers, 189; Carnivores, 144-145.
Catapults, 34.
Absorption factor, 84, 85. Appearance, 221. and uploading, 57. Chandler, A. Bertram, 19.
Acrobatics skill, 224. Armies, 187-190; Biotechnology, 51-54. Characters, 214-235;
Adams, Douglas, 12, 20. Black holes, 126; as a
Addiction disadvantage, 220. organization of, 188. common origins, 65;
Advantages, 219-220. Artificial intelligences (AIs), resource, 181. templates, 226-235.
Adventures, 208-213. Blackbody temperature, 84, Charisma advantage, 219.
Alien, 24, 135, 146, 215, 219. 56; as characters, 218; and Chasers, 145.
Aliens, 21-22, 134-170; Alien machine civilizations, 200. 113, 130. Chemosynthesis, 141.
Asaro, Catherine, 9. Blish, James, 13, 21, 52. Cherryh, C. J., 13, 15, 19.
Rights League, 26, 205; Asimov, Isaac, 14, 21, 22, 27, Boating skill, 224. Civil rights, 173.
archaeology, 12; behavior, 200, 218. Bode’s Law, 108. Civilizations, see Societies.
167-169; body plans, Asteroids, 76, 130-131; habi- Bounty hunters, 17; Clades, 165.
150-154; and campaign tats, 132; placing asteroid Clarke, Arthur C., 6, 12, 20.
design, 8, 135-136; carrying belts, 109, 110. adventure seed, 212; Clockwork Orange, A, 186.
capacity of worlds, 92; as Astronauts, 215; template, 226. template, 227. Cloning, 52.
characters, 218-219; Astronomical unit (AU), 68. Bova, Ben, 29. Code of Honor
classification systems, 175; Atmospheres, 78-81; Brackett, Leigh, 14. disadvantages, 221.
communication, 163-164; determining pressure, 86; Brin, David, 16, 21, 37, 54, 56, Cole, Allan, 23.
enclaves, 98; frequency of toxic, 78. 175, 217. Colonies, 90; Office of Colonial
worlds, 70-71; governments, Autotrophs, 141, 143-144. Browsers, 144. Affairs, 25, 203; population
24, 199-201; habitats, 89, Axial tilt, 118. Bujold, Lois McMaster, 9, 15, of, 92; secondary, 121-123.
143, 175; hives and hive Babylon 5, 8, 13, 16, 17, 21, 51, 191. Colonists, adventure seed, 212;
minds, 168, 199-200; 27, 29, 218. Bunch, Chris, 23. template, 227.
intelligence, 166; Bad Sight disadvantage, 221. Bureaucrats, 17. Comets, 131.
lifespan of, 159; machine Banks, Iain M., 18, 19, 21, 22, Burroughs, Edgar Rice, 14, Communications, 55-57;
civilizations, 200; 133, 191, 200, 235. 22, 29. shipboard, 46.
metabolism of, 156, Busby, F. M., 23. Computers, 55-57;
157-158; metamorphosis Barnes, John, 18. shipboard, 43.
and shapeshifting, 153, 165; Basic Speed, 138, 139. Caidin, Martin, 216. Con Man template, 228.
mobility, 146-149; Battlestar Galactica, 14, 15. Calendar, local, 118. Consumers, 142.
population density of, 175; Baum, L. Frank, 216. Campaign design, 7; tone, 9; Control Rating (CR),
Precursors, 22, 181; Bear, Greg, 51. 173-174; of planets, 94.
psychological traits of, Benford, Gregory, 200. types of campaigns, 11-20. Corporate State government
169-170, 175-176, 211, 225; Beowulf, 135. Campbell, John W., 166, 217. type, 23, 195-196; alternate
reproduction of, 158-161, Bester, Alfred, 218, 228. Cannot Speak names of, 200; as planetary
167-168; senses of, 161-162, governments, 201.
164; size of, 148-149, 151; disadvantage, 221. Corporations, 26, 98, 205.
skins and hides, 155, 157; Capek, Karel, 218. Corruptibility, 174.
special abilities of, 165-166; Cultural Adaptability
trophic level, 143; with advantage, 219.
unusual biochemistry, Cultural Familiarity
138-140, 154-155. advantage, 219.
Alliance government type, 22, Cybernetics, 216.
191-193; alternate names Cycler stations, 35.
of, 200; as planetary De Bergerac, Cyrano, 29.
governments, 201. De Camp, L. Sprague, 12, 14.
Alpha Centauri, 13. Decomposers, 144.
Alternate Identity Defenses, 61; shipboard, 45.
advantage, 219. Delany, Samuel R., 17.
Amnesia disadvantage, 221. Delta-V, 32.
Anarchy government type, 22, Dependency disadvantage,
190-191; alternate names 221.
of, 200; as planetary Detective template, 228.
governments, 201. Dick, Philip K., 20.
Anderson, Poul, 14, 19, 20, 23, Digital Mind advantage, 219.
50, 51, 74, 129, 135, 181, Diplomatic Corps, 24, 202.
197, 215. Disadvantages, 220-224.
Animal skills, 224. Distances, 68.
238 INDEX
Disturbing Voice Generation ships, 37. Lecherousness Outposts, 90; and
disadvantage, 221. Genetic engineering, 52, 216, disadvantage, 222. campaign design, 8;
population of, 93;
Doctor template, 229. 217. Life, 136-141; artificial, 54, secondary, 121-122, 123.
Dr. Who, 20, 21, 200. G-Experience advantage, 220. 141.
Drake, David, 15, 16. Gibson, William, 17, 18, 19, 51. Pacifism disadvantage, 222.
Drives, 31-42; antimatter pion, G-Intolerance Life pods, 48. Paleontology skill, 225.
Life support, 43. Pantropy, 52.
33; catapults and tethers, disadvantage, 222. Lifebane disadvantage, 222. Parasites, 145.
34-35 Dean, 36; designing Goddard, Robert, 6. Light-year (ly), 68. Parsec (pc), 68.
star drives, 41; diametric, Godwin, Francis, 6. Linguistics skill, 224. Patrol, the, 25, 98, 203-204,
36; hyperdrives, 37-38; Goonan, Katherine Ann, 51. Lip Reading skill, 225.
inertialess, 40; ion, 32; Governments, 190-202; Lost in Space, 20. 213; in alliances, 192; in
jump, 38-39; maneuver, Lucian of Samosata, 218. federations, 193.
31-37, nuclear pulse, 32; alternate names of, 200; Luminosity, 103; luminosity Phobia disadvantage, 222.
probability, 39; reaction, avenues to power, Piloting skill, 225.
31-33; reactionless, 174-175. class, 100; and Piper, H. Beam, 12, 15, 22, 193.
36-37; rockets, 31-33; sails, Gravity, and buoyancy, 150; massive stars, 126. Pirates, 17, 98.
33-34; star, 37-42; total shipboard, 43; Macro-Life, 191. Pitch Black, 24.
conversion, 33; warp, surface, 85-86. Magery advantage, 220. Planets, 27; affinity score, 88;
40-41. Gravity trade model, 95. Maneuver drives, see Drives. atmospheric characteristics,
Duck Dodgers in the Grazing, 144. Maps, galactic, 67-72; 78-81, 86; axial tilt, 118;
24 1/2 Century, 135. Green Lantern Corps, 215. preferred scale, 72. bases and installations on,
Dyson, Freeman, 12, and Greenhouse factor, 84, 85. Marines, 15, in federations, 96-98; carrying capacity,
Dyson Spheres, 133. Griffiths, George, 6. 194. 91; climate, 83-84; control
Earth diameter, 68. GURPS Reign of Steel, 218. Medical skills, 225. rating, 94; depth of detail,
Ecology, 141; and alien GURPS Steampunk, 29. Medicine, 52. 66-67; design 73-98; deter-
behavior, 167; and effect on Habitats, alien, 143; Merchants, 216; template, 230. mining populations, 91-93,
society, 175; and size of artificial, 132. Metaplot, 209. 122-123; dramatic roles,
creatures, 150. Haldeman, Joe, 15. Military forces, 187-190; 63-66; economics of, 95;
Economics, 180-184; Hale, Edward Everett, 6. in alliances, 192; in anar- gas giants, 107; geologic
economic freedom, 173; Halo, 133. chies, 190-191; in corporate activity, 119; governments
economic output, 180; of Hamilton, Edmond, 215. states, 195; in empires, 198, of, 201-202; gravity, 85-86;
planets, 95. Harrison, Harry, 13, 17, 18, in federations, 193; merce- habitability score, 88, 121;
Electrical disadvantage, 221. 20, 235. naries, 14, 26, 98, 187, 205, hydrographic characteristics,
Empire government type, 23, Heinlein, Robert, 7, 13, 15, 16, 213; Mercenary Regulatory 81-82; local calendar, 118;
197-199, alternate names 18, 19, 21. Agency, 24, 203; player orbital eccentricity, 115;
of, 200; as planetary Heppenheimer, T. A., 13. character teams, 214. orbital period, 115; placing
governments, 201. Herbert, Frank, 21, 29, 61, Military Rank advantage, 189. moons, 111-112; resonant,
Enemy disadvantage, 221. 181. Milton, John, 67. 125; retention of volatiles,
Engineers, 20. Herbivores, 144. Mimicry skill, 225. 86; rogue, 128-129; rotation
Environment Suit skill, 224. High TL advantage, 220. Mobile Suit Gundam, 13. period, 117; settlement type,
Environments, 142. Hijackers, 145. Money, 182. 89; size, 84-86; society type,
Erotic Art skill, 224. Homeworlds, 89; population Monsters, 135, 211-212. 93-94, 123; terraformed,
Explorers, adventure seed, of, 92. Moons, see Satellites. 129; tidal braking, 117; tide-
212; as player characters, Hypnotism skill, 224. Nanotechnology, 58-60; and locked, 125; trade between,
11, 215; template, 230. Imperiums, 199. military logistics, 189; 95-96; types of, 75-77, 113-
Explosives skill, 224. Improved G-Tolerance nanosymbiosis, 53; swarms 114, 224; world unity, 93.
Farscape, 219. advantage, 220. and goo, 59. Poe, Edgar Allen, 6, 217.
Federation government type, Increased Life Support Navies, 25, 98, 203, 213; Pohl, Frederik, 13.
23, 193-195; disadvantage, 222. in empires, 198; Politics, avenues to power,
alternate names of, Inner limit radius, 106. organization of, 188. 174-175.
200; as planetary Interstellar Trade Navigation errors, 42. Population Rating (PR), 91.
governments, 201. Commission, 24, News services, 26, 205. Postal Authority, 25, 204.
Feudalism, 199. 202-203. Niven, Larry, 12, 20, 21, 22, Pouncers, 145.
Filter feeding, 144. Jones, D. F., 218. 23, 33, 43, 50, 60, 73, 130, Pournelle, Jerry, 22, 23, 25,
Firefly, 27. Jump drives, 38-39. 133, 135, 186, 191, 197, 29, 33, 43, 197.
Flynn, Michael, 29, 31, 93. Kepler, Johannes, 6, 218. 217. Power, 60; shipboard, 47.
Forbidden zones, 107. Kornbluth, Cyril, 166. Norton, Andre, 16, 19, 22, 25. Pratchett, Terry, 20.
Ford, John M., 197. K-strategy, 159, 160, 161. Omnivores, 145. Primary producers, see
Forward, Robert, 33, 140. Kuiper Belt, 131. O’Neill, Gerald K., 12, 13, 132. Autotrophs.
Foster, Alan Dean, 23. Lagrange points, 13. Oort Cloud, 131. Psionics, 217-218; powers in
Fragile disadvantage, 221. Languages advantage, 220. Orbital eccentricity, 116. aliens, 166; Psionic Studies
Free Trade League, 26, 205. Laumer, Keith, 19. Orbital period, 115-116. Institute, 27, 206.
FTL Radio, 45-57. Law, 184-187; in alliances, Orbital spacing, 108-109. Pulsars, 126.
Gagarin, Yuri, 215. 192; in anarchies, 191; in “Organization, The,” 26, 206. Pythagorean formula, 68.
Galaxies, 68-70; galactic corporate states, 195; Organizations, 24, 202-206; Racial Memory advantage,
alliances, 193. corruptibility, 174; in and campaign design, 7; 220.
Gas giants, 77; arrangements empires, 198; in federations, government, 24-26, Ramjets, Bussard, 34.
of, 107; determining size, 194; legal restrictions, 173; 202-205; private, 26-27, Rangers, 16.
110, 115; and moons, 111, punishment severity, 174; 205-206. Rebellions, 16, 98.
124-125; placing, 110. and Special Justice Group, Orwell, George, 18. Red Dwarf, 20.
Gathering, 144. 26, 204; ubiquitous law Outer limit radius, 106.
enforcement, 56.
INDEX 239
Relativity effects, 36. law, 184-187; and 101-102; determining miracles, 29, 50-51; and
Resistant advantage, 220. military forces, 187-190; radius, 104; distribution world design, 90-91, 122.
Resnick, Mike, 17, 27, 227. and psionics, 218; and within galaxies, 70; effective Tectonic activity, 120-121.
Resource Value Modifier robots, 218; and social temperature, 102; flare, 127; Teleportation, 46, 60; and
control, 174; and main sequence, 102, 104; interstellar gates, 39.
(RVM), 87, 121. technology, 177-180. massive, 126; multiple Terraforming, 129.
Restricted Diet Solar mass, 101. stars, 100, 105, 115; Tethers, 35.
Soldiers, adventure seed, 213; neutron, 126; orbital zones Theocracies, 199.
disadvantage, 222. template, 233. of, 106; placing planets, Thief template, 235.
Reynolds, Alistair, 12, 18. Space: 1889, 29. 107-111; red dwarf, 127; Thrust-to-mass ratio, 36.
Ringworlds, 133. Spaceships, 30-48; bioships, stellar evolution, 103; stellar Tidal braking, 117.
Robinson, Kim Stanley, 18, 54; crews of player mass, 101; white dwarf, Time dilation, see Relativity
characters, 215; drives, 100, 104. effects.
20. 31-42; as plot elements, 30; Startowns, 206. Time Travel, and jump drives,
Robots, 56; bush robots, 56; shipboard systems, 43-48. Stasheff, Christopher, 7. 39.
Trade, in alliances, 193; in cor-
as characters, 218; machine Space flight 29-30; by Status advantage, 220. porate states, 196; designing
civilizations, 200; as creatures, 148; early Stephenson, Neal, 580. trade routes, 96; in empires,
soldiers, 189. accounts, 6, 29; estimating Sterling, Bruce, 18, 51. 199; estimating trade
Rockets, 31-33; principles of, space traffic, 96; and story Stress Atavism volume, 95; in federations,
31; types of, 32-33. requirements, 30. 194; and Free Trade League,
Rosettes, 133. disadvantage, 223. 26, 205; gravity model, 95;
Rotation period, 117. Space knights, 215; Submarine skill, 227. and Interstellar Trade
R-strategy, 159, 160, 161. template, 234. Supernatural Features Commission, 24, 202-203.
Russell, Eric Frank, 19, 231. Transhuman Space, 51, 141.
Saberhagen, Fred, 141, 200. Space stations, 8, 132. disadvantage, 223. Transparent society, 56.
Sails, 33-34; in hyperspace, 38; Space workers, 20; Susceptible disadvantage, 223. Transportation, 60;
light, 33; magnetic, 34; Suspended animation, 53. interstellar, 7; and
plasma, 34. template, 234. Superscience, emergent, 30. military forces, 190.
Satellites, of brown dwarfs, Spaceports, 97. Survey Service, 26, 204. Trappers, 145.
128; and gas giants, 111, Spacer skill, 226. Swarms, 153. Traveller, 18, 21, 23.
124-125; orbital period, Special Justice Group, 26, 98. “Swords and spaceships,” 61. Tsiolkovsky, Konstantin, 6, 29;
117; orbital radius, 115; Spectral class, 100. Symbionts, 146. and Tsiolkovsky Equation,
placing, 111; size of, 112; Spinrad, Norman, 18. Tachyons, 38. 31.
tidal braking, 117. Square-cube law, 148-149. Tactics skill, 226. Universities, 27, 98, 206.
Savoir-Faire skill, 225. Stableford, Brian, 228. Talent advantages, 220. Unusual Biochemistry
Scale and Scope, 8-9; Stapledon, Olaf, 217. Tall, Stephen, 113. disadvantage, 223.
campaign design, 8; Star drives, see Drives. Technician template, 235. Uplift, 54, 217.
distances, 68; escalating Star Trek, 8, 12, 13, 15, 16, 20, Technology, 49-61; assump- Urban Survival skill, 226.
scale, 10. Utopias, 63; anarchist, 190.
Scavengers, 144-145. 23, 27, 29, 47, 50, 166, 181, tions, 50; and campaign Vance, Jack, 10, 12, 14, 20, 21.
Schroeder, Karl, 51, 128. 193, 200, 215, 218. design, 8; controlling, 177- Varley, John, 12, 29, 51.
Science Fiction, hard and soft, Star Wars, 15, 21, 23, 61, 197, 179; and crime, 186; and Verne, Jules, 6, 7, 10, 29, 215.
7; planetary romance, 14; 215, 227. daily life, 177; economic Vinge, Vernor, 200.
and realism, 11, 67. Stargate, 21. effect of, 181-182; and Volcanism, 119-120.
Scientists, adventure seed, 213; Stars, 100-107; brown dwarf, gravity, 44; losing, 179-180; Voltaire, 29.
template, 231. 128, 129; classification of, and military forces, 189; Vulnerability disadvantage,
Secret agents, adventure seed, 100; determining age of, 223.
213; template, 231. Warp drives, 40-41.
Security and Intelligence Weakness disadvantage, 223.
Agency, 25, 204. Weapons, 61; shipboard,
Security officer template, 232. 44-45.
Sensors, 46. Weber, David, 16, 29, 38, 47.
Sheckley, Robert, 20. Weird Science skill, 226.
Shelley, Mary, 218. Weirdness Magnet
Sickbay, 47. disadvantage, 223.
Simmons, Dan, 21, 29. Wells, H. G., 6, 29, 54, 215,
Skills, 224-226. 218, 219.
Smith, Cordwainer, 186, 217. White, James, 8, 177, 229.
Smith, E. E. “Doc”, 6, 10, 16, Williams, Walter Jon, 50, 51.
40, 50, 87, 175, 215, 231. Williamson, Jack, 200, 215,
Smith, L. Neil, 18. 218.
Snow line radius, 106. Wolf-Rayet variables, 126.
Social Chameleon Worlds, see Planets.
advantage, 220. Wormholes, and star drives,
Social Science skill, 226. 39.
Social Stigma Wright, John C., 51, 56.
disadvantage, 222. Wylie, Philip, 216.
Societies, 22, 172-189; and Xenophilia disadvantage, 224.
alien behavior, 167-168, Zahn, Timothy, 15, 19.
199-201; and biology, Zeroed advantage, 220.
175-176; and campaign
design, 7, 8, 22-23, 172-173;
corruptibility, 174; and
economics, 180-184; and
240 INDEX
It’s the ultimate toolkit for building strange
new worlds and alien civilizations. GURPS
Space puts campaign-planning advice and
space science at your fingertips, so you can
create a setting that is plausible and fun!
Does your game feature gritty asteroid miners, or blaster-waving
fighter jocks? Choose the space travel and technology that give
the right feel for your campaign.
Looking for character ideas? Here are templates and advice to
help an adventuring group get together and stay together.
Do you want a bug-eyed monster, or a realistic ecosystem? Use
the alien-design chapter to build them all!
Need a planet? How about an asteroid, or a Dyson sphere? The
worldbuilding chapters provide step-by-step instructions.
In a hurry to play? Each step of the world- and alien-design instructions lets you
roll randomly and get results that make sense. Roll up your next planet and let
the adventure begin!
GURPS Space will help you create campaigns of every style, from science fantasy to
space opera to realistic. Recreate your favorite science-fiction background, or develop an
original world of your own. With GURPS Space in your hands, the future is yours!
GURPS Space requires the GURPS Basic Set, Fourth Edition. The information and
advice on technology, worldbuilding, and alien design can be used as a resource for any
space-based game.
By Jon F. Zeigler and James L. Cambias Edited by Wil Upchurch
Cover Art by Alan Gutierrez, Chris Quilliams, and Bob Stevlic
Illustrated by Jesse DeGraff, Alan Gutierrez, Chris Quilliams, and Bob Stevlic
4TH EDITION, 1ST PRINTING
PUBLISHED MARCH 2006
ISBN 1-55634-245-4
9!BMF@JA:RSQSTToYjZhZ_ZdZ`
Printed in
$34.95 SJG 01-1002 the USA