8 L U E P LAN E T Cost: 10,000cs Guidance: 10 Range: 25 kilometers Speed: 500 Damage Ranks: 9/10 10/20 11/35 12/50 13/65 14/80 15/ 90 16/100 Grade: 12 for standard, 15 for armor piercing Surface-to-Air Missile These weapons are man-portable and yehicle launched weapons designed to provide groundbased air defense. Dimensions: 1.5 meters, 20 kilograms,S liters Power Source: Solid rocket propellant Availability: Rare Cost: 8,OOOcs Guidance: 10 Range: 10 kilometers Speed: 1000 Damage Ranks: 7/10 8/25 9/50 10/75 11/90 12/100 Grade: 10 Surface-to-Surface Missile These weapons are manportable and vehicle-launched weapons designed to' penetrate the armor and hulls of vehicles. Dimensions: 1 meter, 15 kilograms, 4.4 liters Power Source: Solid rocket propellant Availability: Rare Cost: 5,OOOcs Guidance: 10 Range: 5,000 meters Speed: 500 Damage Ranks: 12/10 13/25 14/40 15/55 16/70 17/85 18/ 90 19/100 Grade: 15 for standard, 18 for armor piercing TORPEDOES These weapons are self-propelled, guided systems which operate underwater and are designed to detonate on contact or in close proximity to a submersible or surface ship. They are typically launched from submarines, surface ships, and aircraft. The torpedo is listed with two Speeds. The first indicates how fast the torpedo moves underwater, while the second rating indicates its velocit~ above the surface, when fired from an aircraft or surface ship. Most deploy a small parachute to decelerate before entering the water. As with missiles, there are hundred of different torpedoes in service, but the following can be used as a standard template. Dimensions: 3 meters, 180 kilograms, 16 liters Power Source: Industrial cell and MHD drive Availability: Rare Cost: 10,000cs Guidance: 10 Range: 10 kilometers Speed: 50/500 Damage Ranks: 7/10 8/25 9/50 10/70 11/85 12/95 13/100 Grade: 10 005.246
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B L U E P LAN E T CHARAClfR 6fnfRAIIOn Blue Planet's character generation system is designed to create interesting, original and realistic char3;cters, specific to the game setting. Players design their characters by working though a series of selections, organized into a three-part character template: Species, Profile, and Profession. As the first step in character creation, players should decide in general terms what sort of character they want to play. Because Blue Planet presents such a rich and Hni<we background, first-time players should take a few minutes to look through the Species and Profession options of the character template to familiarize themselves with the possibilities. Players should then sit down with the game moderator and discuss the characters they would like to play and the kind of game they would most enjoy. This kind of discussion aids the _ game moderator in creating scenarios that are best suited to the unique player characters in the group. It also helps the players to create characters that will fit into life on Poseidon as a coherent, plausible team. For more information on how to approach this kind of discussion, see page 5. Once a player decides on a basic character concept, he should read through the Species options and select the one most appropriate for that concept. This choice will determine the character's base attribute scores and abilities. Next, the player should run through the options available in the Profile component of the character template, making selections for each that support his character concept. Finally, the player should select a Profession. This component of the template will determine most of a character's skills, as well as the special advantages, disadvantages and general role of the character in Poseidon's frontier society. As the player proceeds step-by-step through these selections, he develops detailed information about his character. Much of this information will help to describe the character's background and psychology and will help guide the player's roleplaying. Some of this information will serve as a mechanical representation of the character's capabilities and limitations. In Blue Planet, these capabilities and limitations are defined in terms of attributes, skills, and abilities. AnRIBUTES Attributes are the mental and physical characteristics that define a character's basic, innate capabilities. Each attribute is a number between 0 and 100+, and represents the somewhat random biology and circumstance that/give a person his inherent strengths and. weaknesses. Attributes have several functions in Blue Planet. First, attribute rolls can be used to resolve physical or mental tasks that are not covered by one of the available skills. Second, attributes can modify the basic scores for character skills (see page 289). Finally, if a character does not have a needed skill, the player may substitute a skill default roll against the attribute modifier of the controlling attribute (see page 290). Attributes are discussed in detail, be006.250 ginning on page 287. SKILLS Skills represent those capabilities a character has learned by specific education, training, and experience. In Blue Planet, skills are organized into families of related skills called skill groups. For example, Computer Engineering, Computer Operation, Computer Repair, and Hacking all fall within the Computers skill group. This organization allows Blue Planet to represent a character's broad familiarity with a group of related skills, while still allowing specialization in specific skills. Skills and skill groups are discussed in detail, beginning on page 289. ABILITIES A character's abilities are the capabilities inherent to his Species. For example, a human is able to accurately hurl an object, or easily climb a tree. A dolphin, however, can do neither, but can swim at over 40 kilometers per hour. Specific abilities are detailed in the Species component of the character template. During character generation players are encouraged to develop their characters on a character design sheet before committing their stats, selections and general information to a character sheet. Many choices made during the process alter stats, and players are often given an opportunity to modify stats as they go along. Using the design sheet helps keep the process simple and organized. A detailed guide and example of character generation begins on page 298.
CHARACTER GAM E M E C HAN I C S One of the most exciting and challenging aspects of roleplaying gaines is playing creatures built wholly of imagination, and Blue Planet provides several options. Many of the Terran stock on Poseidon are standard humans, but many more are of modified strains. The original colonists, called Seeders, were genetically engineered for life on the waterworld, and their descendants have bred true. Most newcomers have also been surgically or genetically enhanced to meet the challenges of life on the new world. Additionally, humanity has genetically uplifted both dolphins and killer whales to near-human levels of intelligence. These creatures too may be played as characters in Blue Planet. Jason~s mother was a Modi" or at least as far as Jason could tell. He was pretty sure the eyes and the pheromone glands had been part ofsome cosmetic deal when she originally signed on with the company. Jason never knew his fathe", but he guessed he~d been a Genie. The man~s engineered gene code must have been co-dominant though" as Jason~s gills never fully developed. The term species is used scientifically to distinguish between organisms that do not interbreed in the wild, due to differences in behavior, habitat, etc. Though several of the Species selections in Blue Planet are unable to interbreed, others can. In Blue Planet the term is instead used in a broader sense, to describe distinct and fundamental anatomical and physiological differences. The selection of Species defines the basic physical and mental attributes and abilities of a character, determining his ultimate potential and limits. Players should choose species carefully as the choice will mean specific advantages and disadvantages for th~ character. AnRIBUTE SCORES Each character in Blue Planet has attributes based on the norm for his Species. For example, all attributes for a human character, with the exception of Education and Experience, have a base value of 50. Attributes may be further modified by a player's choices for the character Profile. ADVANTAGING AND DISADVANTAGING To sgpport each player's character concept, Blue Planet gives players a degree of control over genetic chance. Players may choose to advantage any of their character's attributes by rolling a single d10 and adding it to the base score for the character's Species. This roll is open-ended, meaning if the player rolls a 10, he rolls again and adds the numbers together. A player decides that his characte", Jason" should have above average Awareness" the better to survive on the canals of Wetland. The player rolls a d10" and gets a 1Of He rolls again and gets a 7. The results ofboth rolls are added togethe", and Jason~s Awareness score is increased by 17. A player may also choose to double advantage an attribute. In this case, the player would roll two d10s, add the numbers together, and add this total to the attribute score. Again, both d10s are open-ended, so any result of 10' entitles the player to re-roll the die and add the results. 006.251
B L U E P LAN E T The player decides to double advantage jason's Charisma, rolling two dl0s and adding the result to the base score for that attribute. The first dl 0 roll is a 6, while the second dl 0 is a 10. The player rolls this dl0 again and gets a 2. The player adds the result~ together and increases jason's Charisma by 18. This control over the genetic lottery -comes with a price, however. For each advantaged attribute, the player must select an attribute to disadvantage, rolling a d10 and subtracting the result from the base attribute score. Again, this roll is openended: if the player rolls a 10, the die must be re-rolled and the results added together. Likewise, the player must double disadvantage one attribute for each double advantaged attribute. The player decides that he will disadvantage jason's Initiative. He rolls a dl0 and gets a 5. jason's Initiative score is reduced by 5. The only exceptions to this rule for determining attribute scores are Education and Experience. These attributes are not determined by Species, and may not be advantaged or disadvantaged. Education is determined by the choices the player makes for the education component of the Profile, while Experience is equal to a character's age. HUMAN, PURE-STRAIN (CHIMP, DARWIN OR MONKEY) Pure-Strain Humans are individuals, who, for whatever reasons, have opted not to undergo even the most minor enhancements. The simplest neural jack is more than these diehard purists will accept. Chimps are usually of two kinds: those with some fanatic conviction about the sanctity of the human body, or those too poor to have a choice. Pure-Strain Humans are uncommon anywhere beyond Earth. The demands of space and life in the Colonies are often too much for an unmodified human and compel most who head into space to undergo at least some basic modifications. Poseidon is a dangerous place and survival there is hard. Every advantage improves one's chances and only the unwise and unprepared are unmodified. Human characters receive a base score of 50 in each attribute, excluding Education and Experience. Attribute scores may be advantaged and disadvantaged. Human Abilities Human characters have the following abilities, some of which can be subsequently enhanced through specialized training. Climbing - Humans began their evolution in the trees, and still remain quite skilled at climbing. Human characters can climb at a rate determined by the grade and nature of the surface being scaled. Though a character will seldom be able to climb faster than his scramble pace (see below), the actual rate is uniquely dependent on the type of climb and is left to the game moderator's discretion. Most frequently, a climb can be resolved with a dramatic roll (see page 303), and the character's degree of success, or fail006a252 ure, can be used to modify the rate. Of course, if the player rolls a critical failure, the game moderator may decide that there has been an equipment malfunction, or that the character has lost his hold and is sliding or falling down the surface. Only the most precarious of situations should warrant a character plummeting to certain death on the basis of a single dice roll. The target number for a short climb will typically be based on the character's Agility, while an extended climb will often test the character's Endurance. The game moderator should apply a task level bonus or penalty based on the difficulty of the climb, equipment available, environmental conditions, and other situational factors. Also note that Mountaineering skill can be used to modify the difficulty of a climb. Jumping - Though certainly not as adept as some other species, humans are pretty good jumpers. There are three general types of jumps possible: Vertical: A human character can make a vertical jump a number of centimeters equal to his Agility. Standing: A human character may jump laterally from a standing position a number of centimeters equal to twice his Agility. Running: A human character must sprint for at least one action round before a running jump. The character may jump laterally one meter for every ten points of Agility. In appropriately tense situations, the game moderator may allow the player to make a dramatic roll against Agility or Physical Training skill to determine whether a character jumped a little bit more or less than this average. Remember, however, that a given jump will rarely deviate significantly from this norm, except in cases of critical failure, such as when a character stumbles and falls. Language - Humans' linguistic abilities are unique among all the species of Earth. Every human character should be considered fluent in the verbal and usually the written expression of his native language. A human character should take a skill level in his native language equal to his Education score. In addition, human characters may learn other languages through specific training. Movement - Humans are capable of a wide range of mobility in a variety of different terrains and environments. Land: Like all land animals, humans are capable of moving about on land at varying rates. For game purposes, all humans have a normal walking pace of six kilometers per hour, and can run at a pace of 15 kilometers per hour for a number of minutes equal to their Endurance. In addition, all human characters in Blue Planet have three movement rates which represent the distance they can move in a single action: Crawl: 2 meters per action Scramble: 6 meters per action Sprint: 12 meters per action. Aquatic: Though not as well adapted to the water as other
Species, humans are nonetheless able swimmers. Human characters can swim at a base rate of two meters per action. However, for the purposes of underwater activity only, the number of rounds a character must wait before resolving an action is based on his Aquatics skill, adjusted by the attribute modifier for Speed (see page 306). A character has Speed 95~ so he normally must wait only one round. to resolve a simple action. However, the character only has Aquatics 30~ or a skill level of 50 adjusted for the Speed modifier. As a result, the character must wait three rounds after declaring an underwater action before it is resolved. Senses- All human characters in Blue Planet have the following senses. The value of each sense is determined individually by the player, but they must average to a maximum of the character's Awareness. Chemical: This sense represents a ~haracter's sensitivity to odors and tastes. In many animals, taste and smell are biologically integrated and so are treated here as a single sense. Hearing: This sense describes a character's natural ability to detect and interpret sounds. Hearing rolls are made whenever a character tries to perform a task that relies on his sensitivity to sound. Intuition: This sense describes that uncanny sensitivity to one's environment that makes one feel like they are being watched, or identify who is on the other end of an incoming call before answering it. Intuition rolls are rarely made and then only at the discretion of the game moderator. However, in the right circumstances, they can be a life-saver. Touch: This sense describes a character's sensitivity to tactile pressure. Touch rolls are made when a character is attempting to determine something about his environment using the pressure sensitivity of his skin or eardrums. Vision: This sense is a representation of how well a character can see. This does not relate to how observant a character is, only how well his eyes function. Vision rolls are made when a character is attempting to identify something at a distance, is looking for something in particular, or is trying to see under poor conditions. Throwing - A human's opposable thumbs, articulated limbs, and innate coordination allow them to throw small objects considerable distances. A human character can throw a one kilogram object a number ofmeters equal to half of his Strength. The game moderator should reduce this range considerably for heavier or unwieldy objects. Specific training in Throwing skill is necessary to throw objects with any kind of consistent accuracy. HUMAN, MODIFIED (MODI, BUG) Modified humans are those who did not undergo any extensive genetic redesign prior to birth, but have been modified or enhanced subsequently. The most common alterations include neural jacks and simple but obvious cosmetic changes. More GAM E M E C HAN I C S extreme modifications include cybernetic replacement, tissue grafts and bud-implants, biochemical alteration, or even culture-grown limbs and accessory organs, such as gills. Modi AHributes Modies have a base score of 50 in each attribute, excluding Education and Experience. Attributes may be advantaged and disadvantaged, as described on page 251. Modi Abilities Modi characters receive the same basic abilities as Pure-Strain Humans. In addition, the player should select a ~uinber of biomods (see page 224). There is no arbitrary limit on the number of modifications that a player may choose for his character. Rather, players wishing to design Modi characters should consult with the game moderator to select those modifications that are appropriate to the character, the setting, and the individual Blue Planet game. If the game moderator feels that a player has chosen modifications that are too extreme or out of reach for the character concept, there are three ways to resolve the issue. First, the game moderator can simply explain his concerns and ask the player to eliminate some ofthe modifications. Second, the game moderator can require the player to choose the 'wealthy' background selection from the Profile. Third, the game moderator can require the character to be affiliated with some organization or institution that financed the character's modifications. Such an affiliation woul,d likely carry obligations and dictate restrictions during the course of the game. These options are meant to help game moderators and players develop modified characters that are appropriate and reasonable, without subjecting them to rigid, arbitrary rules that may not be realistic or appropriate for every character concept. HUMAN, GENETIC REDESIGN (GENIE) Genies are the offspring of radical artificial evolution, created one trait at a time using the standard human genome as a basic framework. Artificial enzymes and viruses are used to recombine human, non-human, and custom codes into a potentially limitless variety of viable human organisms. Traditionally, the first modifications were relatively simple: bigger, faster athletes and stronger, tougher soldiers. In recent years, Incorporate competition has led to the creation of entirely alien forms: some beautiful, some horrid, most built for function and necessity. There are four-armed, hollow-boned spacers built for life in the Belt and sleek, gilled aquaforms, the descendants of the first colonists of Poseidon. Genie Attributes Genies receive a base score of 50 in each attribute, excluding Education and Experience. Attributes may also be advantaged and disadvantaged, as described on page 251. Genie Abilities In general, Genies receive the same basic abilities as Pure-Strain Humans. Rather than purchasing individual genetic modifications, players designing genie characters choose from the genie packages described in the Biotechnology section, starting on page 224. The listed genie packages, however, are not meant to represent 006.253
B L U E P LAN E T the only transformations of the human genome that are possible in the world of Blue Planet. Creative players are encouraged to develop their own custom genie characters. Players should feel free to consult with the game moderator to work out specifications for any variation on the human form their imaginations can conjure. However, both players and game moderators are encouraged to carefully consider the reasons for a particular custom genie to have been researched and engineered. Just because the gene engineers can do something doesn't mean they will. There has to be a compelling reason to finance and execute an expensive and time-consuming genetic project. CflACfftn CHftRAClfRS It is a sad reflection on humanity that in the same year the last of the great whales became extinct, a young researcher in Hawaii finally succeeded in establishing fluent communication with captive dolphins. In 2042, Pro Marcos Gottfried stunned the scientific community by unlocking the vast potential of the cetacean mind. Through a combination of training, viral therapy, hard work, and brilliant insight, Dr. Gottfried was able to push the semiconscious cetacean mind over the edge into self-awareness. It was not long before a tentative alliance between the remaining cetaceans and sympathetic scientists led to a general elevation of all remaining cetacean species. And, it was only a matter of course that the uplifted cetaceans became a part of the colonial effort that originally settled Poseidon. The legacy of pollution that humans had dumped into the Earth's oceans gave them little choice. The uplifted cetaceans of Poseidon are unique beings. Legally, they are citizens under GEO colonial law, but in practice, their rights are only loosely recognized. These remarkable creatures provide specific services for which they are uniquely adept; marine surveying, search and rescue, security, and aquaculture. Most are satisfied with this way of life, though there are some with independent natures and academic curiosity. These are the individuals that are most often player characters. DOLPHIN (FIN, FLIPPER) By far the most intelligent of the cetaceans, dolphins surpass humans in their conceptual and philosophical abilities. Clever, and possessing a sophisticated sense of humor, many dolphins actually value human company. Dolphin-human friendships are common and in some cases quite close. Dolphins are the most curious and motivated cetaceans as well, and have adapted best to the cybernetic tools developed for them. They are therefore the most likely to interact regularly with humans, becoming involved in their daily lives and activities. Further infor006.254 mation on dolphin characters can be found on page 56. Attributes Dolphin characters use the standard procedure to determine their attributes. However, the base scores for this Species vary considerably from the human norm. Each attribute is listed below, along with a base score and brief commentary on the related strengths and weaknesses of dolphin characters. Awareness 60 - Dolphins have a more highly developed perceptual sensitivity to their environment than humans. Charisma 50 - A dolphin's presence and personal appeal can vary as widely as a human's. Education - Attribute scores for Education are determined just as they are for humans. There are no arbitrary limitations on the Education a dolphin character can achieve, and it is not unheard offor Earth-born dolphins to obtain doctoral degrees. Experience - As with humans, a dolphin's Experience is equal to his age. Initiative 60 - Because they are so attuned to their environment and their subconscious, dolphins are somewhat faster than a human when deciding upon and initiating a course of action. Intellect 40 - While dolphins are clearly the most intelligent cetaceans, most psychologists continue to rank them significantly below the human average. Will 50 - A dolphin's mental stability, fortitude, and determination are seemingly very similar to the average human's. Agility 40 - Dolphins are perfectly adapted to life in their natural habitat, but they are hindered by physiologicallimitations on their range of movement when compared to a human. Appearance 50 - Interspecies comparisons are likely quite useless, but within their own species, dolphins exhibit a broad variation in physical appearance. Constitution 65 - A dolphin's resistance to sickness and infection is similar to that of a human, though their greater size and sturdy structure make them less vulnerable to physical trauma. Dexterity SOil - Dolphins lack manipulative appendages, and without technological assistance, they are capable of using their snout and mouth for only the simplest tasks. Whether a dolphin can even attempt a given manual task is at the discretion of the game moderator. For dolphins, Dexterity is a scale one attribute (see page 289). Endurance 7017 - Dolphins are capable of extended physical effort for much longer periods of time than humans. As is almost always the case for a dolphin, however, this advantage is only apparent in their natural aquatic habitats. A beached dolphin will be nearly helpless, and he will become quickly
exhausted by even the slightest effort to move his considerable bulk. For dolphins, Endurance is a scale seven attribute. Speed 50 - Dolphins exhibit a range of physical speed and reflexes very similar to humans. Strength 50/6 - Dolphins are far stronger than humans, and their Strength is a scale six attribute. Abilities Dolphins have the following abilities. Echolocation - All dolphins have an innate echolocation ability that grants them exceptional underwater perception. Using echolocation, a dolphin character can perceive large features of his surroundings clearly up to 800 meters, and can detect small objects at a distance in meters equal to his Hearing. In addition to the size, shape, speed, direction, and distance of an object within this range, dolphins can usually determine something of the object's texture and internal structure using echolocation. Environmental Sensitivity - Dolphins enjoy a perceptual characteristic that is not adequately covered by the standard senses, though it probably derived from them. They have a unique, instinctive sensitivity to their natural environment that human philosophers and psychologists are still struggling to explain. Many have compared it to the extreme sensitivity to the world of sound a blind person is often forced to develop. Some philosophers claim that this sensitivity is simply the result of a dolphin's lack of cognitive barriers between the subconscious and conscious mind. Whatever the proper explanation, a dolphin's perceptual abilities in his natural aquatic habitat are far beyond those of a human. Navigation: Dolphins have an unerring sense of direction in familiar environments, and can navigate freely both on the water's surface and below it. In addition to the simple capacity to unfailingly follow a chosen compass direction, dolphins are I also able to locate land masses far beyond visual range, quickly locate and identify thermoclines, casually negotiate difficult underwater terrain, locate air pockets in a variety of geological features and anticipate the location and movement of chosen prey animals. Weather Sense: Dolphins have a remarkable ability to anticipate weather patterns, including the approach of storms and significant changes in temperature. In addition, dolphins are able to accurately judge the likely severity and duration of storms and other climatic changes. Animal Empathy: Dolphins have the ability to assess the basic emotional state of any animal with which they come into contact. In many cases, this will give them advance warning of any dangerous predators that are in the area or moving toward them. This empathic sensitivity is notoriously unreliable with respect to humans, however. Movement - While dolphins lost the ability to move about on land when their ancestors returned to the seas, they are GAM E M E C HAN I C S highly mobile within their natural marine habitats. Aquatic: Unlike humans, dolphins are genetically adapted to aquatic activity. For a dolphin, swimming is akin to the basic forms of terrestrial movement for human characters and is therefore much faster and more efficient. All dolphins have an innate Aquatics skill of 100. A dolphin character's swimming rate is 12 meters per action. As with humans, the number of rounds a dolphin character "must wait before an underwater action is resolved is determined by his Aquatics skill, adjusted by his Speed attribute modifier (see page 306). Jumping - Dolphins are fairly good jumpers provided they've been able to build up some speed prior to leaving the water. To use this ability, a dolphin must swim at top speed for at least one action. A dolphin can jump one meter vertically or laterally for every ten points of Agility. In appropriately tense situations, the game moderator may allow the player to make a dramatic roll against Agility or Physical Training skill to determine whether a character jumped a little bit more or less than this average. Remember, however, that a given jump will rarely deviate significantly from this norm, except in cases of critical failure. Natural Defenses - Dolphins are far less dependent upon artificial weapons than humans, having more effective natural capabilities to defend themselves. Bite: A dolphin's wide, powerful jaws are lined with small, sharp teeth and may be used as a formidable weapon. A dolphin receives a skill level for this bite attack equal to his Agility. Damage: 1/40 2/80 3/100 Ram: One of the dolphin's most important natural defenses is the ability to charge an enemy or predator at high speed and ram vulnerable areas of the enemy's body. To use this ability, a dolphin must swim at top speed for at least 10 meters. Damage: 1/30 2/60 3/80 4/90 5/100 Dolphins receive the normal modifiers to damage rolls based on their Strength (see page 288). In addition, because a dolphin's Strength is scale six, the damage scale of his target is always reduced by one (see page 289). Senses - Dolphin characters have the same senses as those listed for humans, with a few notable differences. First, dolphins have no sense of smell. A dolphin's chemical sense is .limited to the sense of taste. Second, a dolphin's hearing is much broader and more sensitive than a human's. All dolphins receive a +50 bonus to this sense. Finally, a dolphin's unique cognitive abilities are represented by a +30 bonus to Intuition. At the game moderator's discretion, this score may be used in place of Intellect as the controlling attribute for appropriate mental tasks. Dolphins-may select certain appropriate biomods, but are subject to the same restrictions and guidelines that apply to hu006.255
I B L U E P LAN E T man characters. In addition, the cost of all biomods is doubled for these characters. KILLER WHALE (ORCA) Slow-witted and methodical, these behemoths are still uniquely important players in life on Poseidon. Their natural talents coupled with their increased mental ability have made these creatures vital elements in GEO military and Incorporate seT curity forces. Their sheer bulk and one-track minds make them formidable soldiers and guards, effective against all but the largest aquatic life forms and the most determined humans. Obviously limited as player characters by their greater size and lesser intelligence, these creatures may intimidate many game moderators. It is recommended that only experienced and openminded gamers include killer whales as player characters in their Blue Planet adventures. For further information on orca characters, see page 56. AHrIitutes Orca characters use the standard procedure to determine attributes. However, as with dolphins, the base scores for this Species vary considerably from the human norm. Each attribute is listed below, along with a base score and brief commentary on the related strengths and weaknesses of killer whales. Awareness 50 - While killer whales do not exhibit the finely tuned perceptual sensitivity of dolphins, their sensory faculties are nevertheless highly developed. Charisma 70 - A killer whale's tremendous size and physical power lend them a remarkable natural presence. A human may crack jokes about these leviathans in private, but when faceto-face with one, it is difficult to be anything less than respectful. Education - Attribute scores for Education are determined just as they are for humans. Most orcas lack the intellectual faculties or motivation to pursue higher education. Experience - As with humans, a killer whale's Experience is equal to his age. Initiative 30 - Orcas are notoriously slow thinkers, and if left to deliberate consciously on a course of action, these behemoths would rarely accomplish anything. However, killer whales are still more powerfully driven by instinctual motivations and processes than either dolphins or humans. When committing to an instinctive action (such as pursuing, attacking, fleeing, etc.), killer whales receive a +30 bonus to their Initiative. Intellect 20 - A killer whale's cognitive faculties are far less developed than either a dolphin's or human's, even after the enormous accomplishments ofthe Woods Hole-Johns Hopkins Cetacean Project. While not lacking in common sense, an orca's conceptual and analytic abilities are hardly more developed than a human child's. Will 70 - Killer whales are renowned for their remarkable mental toughness and almost simplistic determination. 006.256 Agility 30 - Like dolphins, orcas are ideally adapted to their natural aquatic environment but are incapable of a human's wide range of movement and flexibility. Appearance 70 - Again, interspecies comparisons are less than helpful, but killer whales are obviously magnificent creatures. Constitution 60 - In addition to their enormous size, killer whales have well developed immune systems and a remarkable resistance to both injury and disease. Dexterity 50/0 - Even less equipped than dolphins, orcas lack manipulative appendages and are incapable of tasks requiring manual dexterity without technological assistance. For this reason, Dexterity is a scale zero attribute for orcas. Endurance 70/8 - A killer whale's Endurance is comparable to that of a dolphin. In general, their increased physical power offsets their enormous bulk, and their capacity for extended physical activity is remarkable. Their Endurance is a scale eight attribute. Speed 30 - Because of their immense bulk, physical speed and reflexes are considerably lower in orcas than in dolphins and humans. Strength 50/7 - This species' physical power is frightening, and their Strength is a scale seven attribute. Altilitles Killer whales have the following abilities: Echolocation - All orcas have an innate echolocation ability very similar to that of a dolphin. Using echolocation, an orca character can perceive large features of his surroundings clearly up to 800 meters, and can detect small objects at a distance in meters equal to his Hearing. Movement - Like all cetaceans, orcas are incapable of moving about on land, but are uniquely suited to their natural marine habitats. Aquatic: Like dolphins, killer whales are genetically adapted to aquatic activity, and they also have a natural skill level of 100 in Aquatics. A killer whale character's swimming rate is 14 meters per action. The number of rounds an orca character must wait before an underwater action is resolved is determined by his Aquatics skill, adjusted for the Speed modifier (see page 306). Jumping - Orcas are fairly good jumpers provided they've been able to build up some speed prior to jumping. To use this ability, an orca must swim at top speed for at least one action. An orca may jump one meter vertically or laterally for every 10 points of Agility. Natural Defenses - Killer whales are a dominant predator in the Earth's oceans, and their natural defenses are formidable. Bite: A killer whale's bite is the most destructive and powerful of any existing terrestrial species.
Damage: 1/25 2/50 3/75 4/90 5/100 RaI1J.: Because of their increased physical power and size, a killer whale's ramming attack is far more devastating than a dolphin's. Like dolphins, an orca must swim at top speed for at least 10 meters to use this attack. Damage: 1/10 2/25 3/40 4/60 5/80 6/100 Killer whales receive the normal modifiers to damage rolls based on their Strength (see page 288). In addition, because an orca's Strength is scale seven, the damage scale of their target is always reduced by two (see page 320). Toughness: An orca's immense size and layer ofinsulating blubber affords them additional protection against physical attacks. Killer whales have a natural damage scale of two. Senses - An orca character's senses are identical in all respects to those of a dolphin, except that orcas only receive a +10 bonus to Intuition. GAM E M E C HAN I C S 006.257
B L U E P LAN E T CHARACTER 006.258 Blue Planet is designed to foster intense, mature roleplaying. The world is one of mystery and harsh conflict, a planet of wonder and frontier challenge. The characters that populate it are meant to be bigger than life and twice as real. Blue Planet is a roleplaying experience that is original and demanding, and players are encouraged to create unique characters with personality and depth not found in the average roleplaying system. To promote the development of realistic characters and quality role-players, Blue Planet uses the Character Profile in character generation. The Profile describes key facets of a character's origin, history, and identity, and in doing so serves three basic functions. First, the Profile acts as a permanent reminder of the character's fundamental nature and therefore helps in the choice of actions, guiding roleplaying. This is important because Character Improvement Points (ChIPs, see page 297) are awarded based on the quality of the players' roleplaying. Second, the Profile helps the game moderator tailor scenarios to match, and therefore motivate, the characters. Game moderators are expected to consider a character's Profile when making decisions about such variables as the difficulty of tasks or the reactions of non-player characters. Third, many Profile selections have a direct influence on the attributes and skills of a character. Begin creating a Profile for your character by browsing through the options provided in each of the following sections. Select the one element from each section that best defines the character you want to play and enter the identifying term in the appropriate space in the Profile section of your character sheet. Some selections in the Profile list two bonus and two penalty attributes, respectively, as well as six related skills. Characters with a given Profile selection receive a 10 point bonus for each of the bonus attributes and skills, and a 10 point penalty for each of the penalty attributes. Players may freely reallocate, or "slide," these points back and forth between the listed attributes or among the given skills. For example, if Street Culture and Brawling are listed for a particular selection, the player may choose to allocate a total of 20 points to Street Culture and none to Brawling. Note however, that players may not slide points between bonus and penalty attributes, or between attributes and skills. Especially creative players may find the listed options for any particular component of the Profile limiting. In this case, players are encouraged to consult with the game moderator to develop custom Profile selections that most appropriately represent their desired character concept. Each custom selection should grant the same +20/-20 points in attributes and +60 points in skills. Remember, diversity is what makes life interesting. The Profile is only a guideline and should be applied to character generation as such. Be creative! Blue Planet is a unique world of imagination and this should show clearly in its characters.
ORI61n The choice of origin describes where a chara.cter was born and where he spent at least the early part of his life. There are several options listed below, each giving characters unique perspective and specific experiences. Jason was not of the Incorporate, and the few natives he had met treated him like an offworlder. No one had ever asked if he wanted to be part ofhumanity's new future so he was definitely not a colonist, and the only help he ever got from the CEO was an occasional handout at the welfare distribution center. As far as Jason could tell, all he ever got for being born on Poseidon was wet. BELT COLONIES Belters are a hardy group, clinging to a marginal existence in the asteroid belt beyond Mars. Life there is rock hard and cold as vacuum~ Anyone from the Belt cannot help but have been shaped by the experience. Constitution, Endurance / Appearance, Charisma Electronics Operation, Electronics Repair, Freefall, Mechanics Operation, Mechanics Repair, Spacer Culture. EARTH The diversity of characters from Earth is unrivaled among the Colonies. Separate profiles are offered for several of the unique demographic groups of Earth. Earth Orbit Born among the teaming orbitals circling Earth, a character with this origin is probably of the Incorporate or indentured to them. Agility, Education / Endurance, Strength Computer Operation, Earth Culture, Economics, Electronics Operation, Freefall, Incorporate Culture. Free Zone - Enclave Characters raised in the high-tech enclaves of Earth's Free Zones typically have extensive technical and agricultural skills. Constitution, Experience/Charisma, Education Computer Operation, Driving, Electronics Operation, Farming, Hydroponics, Mechanics Operation. Free Zone - Wastelanel In the wake of the Blight, vast areas of the Earth's surface remain depopulated and lawless. From the Balkan Peninsula to Central America, characters who grew up in the Free Zone wastelands likely spent most of their time running from, or with, the bandit gangs and petty warlords who dominate these miserable, poverty-stricken regions. Awareness, Initiative/Charisma, Constitution GAM E M E C HAN I C S Driving, any Fire~rms skill, First Aid, Foraging, any Hand-toHand Combat skill, Stealth. Urban Though most of Earth's great cities suffered terribly during the Blight Years, the sprawling metropolises and Incorporate city-states are home to millions of people. Charisma, Education/Awareness, Endurance Bureaucracy, Earth Culture, Language, Negotiation, Persuasion, any Vehicles skill. LUNAR SE"LEMENTS Tall and graceful, many Lunars are employed by the Incorporate but fiercely maintain their independent status. Agility, Awareness / Constitution, Endurance Bureaucracy, Economics, Hydroponics, Political Science, Spacer Culture, Stealth. MARS COLONY Martians are the sons and daughters of terraforming colony crews and are born of tough and rugged stock. Constitution, Experience / Charisma, Education Driving, Electronics Operation, Electronics Repair, Mechanics Operation, Piloting, Spacer Culture. POSEIDON Characters born on Poseidon are as diverse as the planet's indigenous species. Regardless, they all have at least one thing in common: they all call the strange and savage planet home. Colonist These individuals are born into one of the hundreds of colonial efforts on Poseidon that have been established since the Blight. Whether a small outpost or a large, established city like Haven, these people come from families trying to tame a new world for humanity. Awareness, Endurance / Charisma, Education Any Agriculture skill, Aquatics, Colonial Culture, Driving, Piloting, any Survival skill. GEO These characters are born to parents who are GEO dependents stationed on Poseidon. Usually stationed in the larger settlements, these Poseidoners are some ofthe most advantaged on the planet. Education, Intellect / Endurance, Experience Bureaucracy, Colonial Culture, Computer Operation, GEO Culture, any Human Sciences skill, any Life or Physical Sciences skill. Incorporate These characters are born into the service of one of the major Incorporated states on Poseidon. Expected to work for their parent companies as adults, such characters enjoy 006.259
B L U E P LAN E T a relatively high standard of living and good training. Appearance, Education / Experience, Will Bureaucracy, Colonial Culture, Economics, Incorporate Culture, Management, Negotiation. Laborer Many workers imported to Poseidon are not actually Incorporate citizens, but are contracted laborers serving out their obligations. Often promised citizenship in the Incorporate state or other valuable rewards, many of these people raise families during their time on the planet. Many even decide to stay after completing their contracts, becoming colonists themselves. Endurance, Experience / Education, Initiative Any Agriculture skill, Colonial Culture, any Construction skill, Driving, any Electronics skill, any Mechanics skill. Native Whether these characters have embraced the new culture and technology imported from Earth or have maintained their traditional lifestyles, they are truly the children of Poseidon. Heavily modified aquaforms, these individuals are rugged and skilled in survival. They also possess a deep understanding of the nature of the planet that no offworlder could ever gain, a nature of which the natives have become an integral part. Awareness, Endurance / Dexterity, Education Aquaculture, Aquatics, Artisan, Fishing, Foraging, Native Culture. BACKGROUnO This part of the Profile describes the general history of the character prior to his first roleplayed adventure. The options offered are simple and meant to provide a basic understanding of the circumstances that helped form your character's fundamental personality. Jason grew up an urchin on the bleak and deadly floats of Wetland, one of the nastiest mining towns on Poseidon. His mother had been a company prostitute but now just worked the canals. Always jacked up on Deep Six, she never really noticed when he finally left the filthy hovel they shared. ABUSIVE At some time in the past, most likely during childhood, the character was either physically or mentally abused. This treatment had a lasting effect on him, and he has spent much of his 006.260 adult life coming toJerms with it, not always successfully. Experience, Will / Charisma, Intellect Fast Talk, any Fine Arts skill, any Hand-to-Hand Combat skill, Persuasion, Pharmacology, Psychology. BYZANTINE This selection indicates that the character's background is characterized by significant political intrigue, scheming, and plotting. Perhaps the character was involved in the political maneuvering rampant on Luna or Mars Colony, or perhaps he grew up amid the boardroom machinations of the Incorporate. Awareness, Initiative / Charisma, Will Bribery, Fast Talk, Hacking, Persuasion, Political Science, Stealth. COSMOPOLITAN A character with this selection for background is a person of experience. He has spent much of his life in unique places, interacting with diverse cultures. Charisma, Experience / Initiative, Will Anthropology, any Culture skill, any Fine Arts skill, History, Language, Persuasion. CRIMINAL This background option reflects a past in major conflict with corporate or government legal authorities. This option implies no moral judgment about the character's circumstances, but only that there was significant legal trouble. Awareness, Experience / Charisma, Intellect Any Culture skill, Fast Talk, Law, Stealth, Street Culture, any Subterfuge skill. DANGEROUS This background implies that the character has survived some long period of life-threatening circumstances. Perhaps the character's early years in a war-zone or on a hostile planet has hardened him and taught him the lessons of survival. However, the character was probably traumatized psychologically, to some extent, by this experience. Awareness, Experience / Charisma, Education Fast Talk, any Firearms skill, Foraging, any Hand-to-Hand Combat skill, Persuasion, Physical Training. ILLNESS A character with this background suffered through a life-threatening illness or injury during childhood. This experience had a profound effect on his psychological development, dramatically influencing his perception of and approach to life. Depending upon the severity of the condition, the character prob-
ably spent a great deal of time in hospitals, and may know almost as much about medicine as a first-year medical student. Experience, Will / Constitution, Endurance First Aid, General Medicine, Pharma"cology, Psychology, Surgery, Theology. INDEPENDENT As a result of any number of circumstances, the character was forced to become self-reliant at a very early age. Perhaps the character was orphaned or his family simply wasn't around very often to look after him. The character may suffer some deep emotional scars, but in general, he is self-sufficient and responsible. Experience, Will / Education, Intellect Any Culture skill, Economics, Leadership, Negotiation, Persuasion, any Survival skill. MINORITY This option implies that the character is a member of some group which is subject to prejudice based on its ethnic or cultural traits. The character's response to this experience of injustice may have been either a quest for greater knowledge and understanding, or a life spent raging against an uncaring society. Experience, Will / Charisma, Education Anthropology, any Culture skill, any Firearms skill, any Handto-Hand Combat skill, History, Political Science. POOR This selection implies that the character was raised in abject poverty. He had very few economic opportunities, but gained a sense of self-reliance and individualism at an early age. Experience, Will / Constitution, Education Any Computers skill, Economics, any Electronics skill, any Mechanics skill, Street Culture, any Survival skill. RELIGIOUS Strong spiritual beliefs characterize this character's background and color much of his life experience. Whatever the ideals, the character has adhered closely to those tenets for most, if not all, of his life. Charisma, Will / Awareness, Intellect Anthropology, Archeology, History, Language, Persuasion, Theology. RURAL This option indicates the character has extended experience with life in undeveloped or non-urban environments. His understanding of the ways of life beyond major metropolitan GAM E M E C HAN I C S centers is an adyantage there, but in urban regions, the character is likely to be out of his element. Constitution, Endurance / Education, Intellect Carpentry, Driving, Farming, Mechanics Operation, Mechanics Repair, any Survival skill. SHELTERED This selection describes a character who has had education and advantages but has not been exposed to the often harsh realities of the world. He may have an academic understanding of life outside his safe world, but he has almost no practical experience with it. Appearance, Education / Awareness, Experience Computer Operation, Electronics Operation, any Fine Arts skill, any Human Sciences skill, any Life Sciences skill, any Physical Sciences skill. STREET This background is one of desperate, dangerous life in sprawling urban zones. Likely to have experienced bitter violence and hard lessons, this character knows the ins and outs of life in the guts of the city. His 'street smarts,' however, are often based on gut instinct and intuition, rather than logic and reason. Awareness, Experience / Appearance, Education Brawling, Fast Talk, any Firearms skill, Persuasion, Street Culture, any Subterfuge skill. TRAGIC This character's life is characterized by a single terrible event that has left some lasting effect on him. Physical or emotional, the tragedy influences the character's daily life. Often, the tragedy in his past is so traumatic that he has been forced to find an outlet for it. The result, in one of the greatest human ironies, is often art or violence...or both. Experience, Will / Charisma, Intellect Artisan, any Hand-to-Hand Combat skill, any Fine Arts skill, any Firearms skill, Psychology, Theology. WEALTHY This character's background is characterized by great economic advantage and opportunity. In most cases, this indicates that he comes from a wealthy family or was raised among the privileged elite of the Incorporate states. The game moderator may require a character to choose this background if he feels that the character has selected modifications and equipment in excess of those available to someone from a less advantaged background. Appearance, Education / Awareness, Will Economics, any Human Sciences skill, Incorporate Culture, 006.261
B L U E P LAN E T any Life Sciences skill, Negotiation, any Physical Sciences skill. UNIVERSITY ? UndertJraduate A character with this level of education obtained the equivalent of a Bachelor's Degree from a university or college. Many natives from large, prosperous settlements, especially those of recent generations, enjoy this level of education. (DUCATlon This section of the Profile gives a player the opportunity to describe the educational background of his character. A player should make one selection from the list of options included under Basic Education. This will determine the character's base score for the Education attribute, and will also provide a number of discretionary skill ChIPs that can be used to represent his formal learning. These points are spent at a rate of one ChIP for one skill point on skills from the main skill list. Points in skill groups may not be purchased with ChIPs. When spending these points, players are encouraged to consider all of the extracurricular activities available in the course of formal education, as well as academic studies. Game moderators should use their discretion regarding a player's choice of these educational skills. The options listed under Advanced Training are intended to represent any additional formal instruction the character may have received, beyond that afforded by his basic educational background. Selections for Advanced Training will modify a character's base Education score. Players should allocate the appropriate number of ChIPs to any of the skills listed for that selection. Life on the canals had provided Jason with the only education he'd ever had, and the lessons were all the same - the slow and the stupid died! Jason wasn't slow or stupid, but there were always exceptions to the rule, and Jason didn't want to be an exception. BASIC EDUCATION MiniMal A character with this level of education has had little or no formal learning. This is likely to be true only for those living in very isolated native settlements or those cetaceans who have "gone native." EleMentary School The character completed at least six years of education but did not finish high school. He may have been a street punk who dropped out of high school or a native from a small settlement who was expected to shoulder the responsibilities of an adult at an early age. Seconda-ry School This level of education designates a high school education or the equivalent. This is the most common level of education for natives raised in small settlements, as well as the majority of those who grew up on Earth. 006.262 Graduate A character with this level of education obtained the equivalent of a Master's Degree or Ph.D. from a university. ADVANCED TRAINING Medical School Prerequisite: Undergraduate University. This selection indicates that the character has obtained an MD Degree or the equivalent. Skills: Computer Operation, Electronics Operation, any Life Sciences skill, any Medicine skill, any Scientific Methods skill. Law School Prerequisite: Undergraduate University. A character who graduated from law school has obtained a JD Degree or the equivalent. Skills: Computer Operation, Economics, Fast Talk, GEO Culture, History, Incorporate Culture, Law, Negotiation, Persuasion, Political Science, Writing. Military Training This selection indicates that a character went through Basic Training or the equivalent, and spent a short term in military service, including any special training assignments. Skills: Any Athletics skill, Bureaucracy, any Computers skill, any Culture skill, Driving, any Electronics skill, any Firearms skill, First Aid, Leadership, any Mechanics skill, any Military Weapons skill, Military Hand-to-Hand, Piloting, Stealth, any Survival skill. Rank: Any character who receives military training or who enters a military profession will have a rank. The enlisted, NCO, and officer ranks of various militaries will vary somewhat, but the following guidelines can be used to determine the rank of characters who have served with the GEO Armed Forces. A character's rank is determined by the average of his Charisma and Will. Characters from non-military professions must have at least an undergraduate degree to qualify for a commission. The service branches of the GEO Armed Forces include the Peacekeeping Force, the Aerospace Command, and the Naval Command.
Rank Peacekeeping Force/ Aerospace Command Private/Airman Corporal/Senior Airman Sergeant Staff Sergeant First Sergeant Moster Sergeant Sergeant Major 2nd Lieutenant 1st Lieutenant Captain Major Lieutenant Colonel Colonel Brigadier General Major General Lieutenant General General Naval Command Seamon Petty Officer, 3rd Class Petty Officer, 2nd Class Petty Officer, 1sf Class Chief Petty Officer Senior Chief Petty Officer Master Chief Petty Officer Ensign lieutenant, Junior Grade Lieutenant Lieutenant Commander Commander Captain Commodore Rear Admiral Vice Admiral Admiral Attribute Average 20 25 30 35 40 45 50 40 45 50 55 60 65 70 75 80 85 GAM E M E C HAN I C S Basic Education Education Score ChiPs Minimal 30 0 Elementary School 20 50 Secondary School 30 100 University - Undergraduate 50 150 University - Graduate 70 200 Advanced Training Law School +10 50 Medical School +15 50 Military Training +5 50 Technical Training +5 50 Vocational Training +5 50 DOAL In addition to the attribute minimums, certain ranks also require minimum terms of service to achieve. Be sure to take these into account when creating NCO and officer player characters. First Sergeant, Chief Petty Officer Sergeant Major, Master Chief Petty Officer Captain, lieutenant Major, Lieutenant Commander Colonel, Captain General, Admiral 5years 10 years 5years 8years 12 years 25 years This component of the Profile is a simple description of what your character desires most, what he hopes to accomplish, discover, or become. This information is extremely valuable to the game moderator as it helps him provide compelling motivation for the players and is useful in keeping players focused on the nature of the characters they are playing. Jason knew there was better out there somewhere. He didn't know ifit was off-planet" over the horizon" or just across town" but he knew it was out there. Jason also knew that whatever it was he would beg" scam" steal" or jack his share...hell" he'd even work for it. Technical Training This selection indicates that a character either graduated from a technical school or apprenticed to a professional in a specific technical field. Skills: Any Computers skill, any Electronics skill, any Mechanics skill. Vocational Training This selection describes a character whose formal education emphasized hands-on training or work experience. A character with this selection may have grown up working the kelp fields of a native settlement, may have apprenticed to an experienced prospector, or may have graduated from a vocational school or institute. Skills: Any Agriculture skills and any skills directly related to the field of specialization. For example, a character apprenticed to a prospector may learn a bit about Aquatics, Geology, Electronics, Mechanics, and Piloting. ACCOMPLISHMENT A character with this goal simply wishes to excel, to become the best at what he does. He isn't interested in the rewards, such as fame or wealth, that may come with mastery, he is merely concerned with the achievement ofsome personal standard of perfection. ALTRUISM Caring for others, relieving the suffering of the infirm, providing opportunity for the disadvantaged - a character with this most noble of goals merely hopes to dedicate his life to the assistance of others. CONTENTMENT This a simple but elusive desire. A character that chooses this goal wants general happiness in his life and is willing to pursue any circumstances that provide it. ENLIGHTENMENT Sometimes just to understand the truth of something is in it006.263
B L U E P LAN E T self a worthy achievement. A player that chooses this goal will be satisfied if he is ever able to verify or discover the truth about a ~ignificant object, event or system of beliefs. FAME This does not always imply power or wealth but may be an end in itself. This selection means that for whatever reason the character wants to become well known for his abilities or achievements. FREEDOM This is one of the oldest and most noble goals. The character may seek liberty from political, mental, or even physicallimitations and be willing to do almost anything to achieve it. IMMORTALITY A character may desire some everlasting posterity. Whether this need is literal, as in a longer lifetime, or symbolic, as through some legacy, the player's actions are guided by this desire. JUSTICE When a player selects this goal, he creates a character that is driven to right some personal or general injustice. Final satisfaction will only come when that wrong is set right or the unjust party is punished. LOVE The ultimate desire in every fairy tale, this choice has always been a human goal. In its purest form this emotion can lead to the most selfless acts. Whether for an individual, group or idea, a character with this motivation might even be compelled to lay down his life. OBLIVION The character seeks relief from his mental or emotional anguish' frequently in alcohol or drugs, and often suffers from depression. This goal frequently leads to self-destruction, either directly or indirectly. POWER Often a corrupting need, a character with this goal is dedicated to gaining the social or physical ability to control others. Whether with good or malicious intentions, this can be a dangerous objective. REVENGE Whether just or not, striving for vengeance can be obsessive. A character with this selection has a cold and dangerous goal. REVOLUTION Society continues to be plagued by decay and corruption, even amidst the new-found hope for the species represented by the recolonization of Poseidon. This goal represents an intense desire to tear down the system and build a new human society according to the principles of some strongly held ideology. SURVIVAL The instinctual desire to live to see another day is universal. As a selection, this may mean hope for the physical, economic, 006.264 or even philosophical continuation of the character. WEALTH The character is driven by the desire for riches and is likely to go to the most extreme lengths to acquire possessions. mOIlUAlion A character's motivation helps to explain the character's actions. A character may be motivated in a specific way simply because he feels that this is the best means for accomplishing his goal. Alternatively, a character's motivation may be influenced by events or experiences from his past. Jason hated life on the canals. He was tired of being scared and hungry and wet all the time. He was tired ofnot having a future and a dry place to lay his head. Some days, it felt like he was drowning. Jason knew that if things didn't change, he wouldn't make it, that one day his head would go under and he would never come up again. ADVENTURE A thirst for adventure is the primary motivation of many explorers. A character with this motivation may be a daring thrillseeker. COMPASSION The character acts out of a general beliefthat suffering is wrong. He will work to end pain or injustice regardless of its cause. CURIOSITY A powerful motivation, the desire to learn and experience can be compelling. A character with this selection is driven by a need to discover and explore. DISCONTENT A character with this motivation is restless and dissatisfied with his current circumstances. The character wants change, wants something different, even if he is unsure what that something is. DUTY This selection implies that a character is driven by obligation. The character is motivated by honor and personal dedication. FAITH The actions of a character with this motivation are often guided by his deep religious or philosophical convictions. FEAR Rational or not, this can be one of the most compelling influences on a character's actions. A character with this motivation hides a terrible dread that may even affect his daily life.
GUILT The character is driven by feelings of inadequacy or remorse resulting from some past misdeed, whether real or imagined. This motivation may drive a character either to atonement or deception. HATRED A powerful passion, this emotion can drive people to frightening extremes. This character is motivated by some bitter pain or terrible anger resulting from some tragic incident in his past. HONOR The character's actions are guided by a strict personal code of moral conduct. LOYALlY The character identifies with, and is loyal to, a specific group or organization, such as a clan, village, corporation, country, or institution, and is devoted to protecting and serving it. OBSESSION Unhealthy at best, a fanatical desire for anything usually leads to disappointment, if not destruction. A character with this motivation is willing to pursue his goal regardless of the circumstances or consequences. PRIDE This choice can be either earned or false and very compelling. Regardless, it can make a character do dangerous and stupid things. PROFESSIONALISM Doing a job and doing it well are what matter to the character. The character will take professional pride in performing difficult or demanding tasks. SOCIAL Cultural beliefs can be restrictive or demanding, and therefore also compelling. A character can be uniquely motivated by the pressures and expectations of society. IIIIIUDf Attitude describes the character's basic mood and general outlook on life. Defining one's attitude is an excellent way to help create a realistic and fun character, as it is often the most entertaining aspect of roleplaying and character interactions. "Walk da walk, Jay" Yellow Phish used to always tell him. "If you ain't got da walk it don' madda if you got da juice, no one gonna believe, and day all cross ya. Walk da walk, and most times day won' trow down, not unless day reel hungry." It GAM E M E C HAN I C S didn't take Jason long to learn what Phish meant. The world only took you a~ seriously as you took the world, and ifPhish had taught Jason anything, it was that the world was serious - dead serious. ARROGANT This selection implies that the character is confident in his actions, whether that confidence is justified or not. Indeed, the character is so self-assured, his superior attitude is often offenSIve. BROODING This attitude indicates that the character is outwardly troubled and dark. The character smiles little and has a continuously morose and pensive air. CONFIDENT In contrast to unjustified arrogance, this attitude implies that a character has a robust and healthy sense of self-esteem. This attitude indicates that the character knows his abilities well and has learned to rely on them. COOPERATIVE A character with this attitude enjoys the company of others and will gladly work with them to achieve shared goals. DEPRESSED This attitude implies that the character is continuously saddened about the state of things. The character finds sorrow in daily life and is seldom anything but moody. DISCIPLINED Always responsible, reserved, and in control, a character with this attitude will almost never act impulsively and will often show contempt for those who do. ENERGETIC Regardless of the circumstances, nothing can hold back a character with this attitude. Characterized by enthusiasm and a short attention span, an energetic person is always eager to forge ahead. HOLISTIC A character with this attitude sees himself as only a part of the larger picture. For whatever reasons, a holistic character has a come-what-may outlook on life. HUMBLE Even with achievement or merit to be proud of, a character with this attitude is never boastful and continually plays down his importance. Rather than false modesty, this selection indicates that the character recognizes the value and abilities of others. INTROSPECTIVE Thoughtful and insightful, a character with this attitude tends to be quiet and reserved. When he does speak, it is usually because he has something important and valuable to offer. 006.265
B L U E P LAN E T MANIC A character with this attitude is subject to wild swings of mood. Up one moment and down the next, calm or violent, a manic character is always unpredictable. OPTIMISTIC Characters with this attitude never see the down side. No matter how bad things get, how dangerous or frightening, such characters can always find hope. PARANOID A character with this attitude is often extremely fearful and distrustful of others. In its most extreme forms, this attitude can become a powerful and debilitating psychosis. PESSIMISTIC Characters with this attitude are constant downers. Regardless of how good, safe, or sure things are, these characters are always confident that they are about to go terribly wrong. Whether it is because of some great personal tragedy or simply because life, in general, saddens them, such characters are seldom happy. REBELLIOUS A character with this attitude is contemptuous of authority figures, has difficulty following orders, and is constantly fighting the system. PlAYfR'S CHOICf Many elements defining Blue Planet characters' personal histories and personalities are offered in the Character Profile. However, it is impossible to be exhaustive in presenting all the facets that make up a realistic persona. The player's choice option is therefore offered to give players additional power and versatility in describing the nature of their characters. Players are encouraged to create or describe a character aspect, quirk or trait of their choice, one specifically relevant to their character concept. The intention is to further define the character concept for the player and the game moderator, to support the way the character is played, and to guide the awarding of ChIPs. Player's choice options-might include such things as phobias, mental conditions, passions, hopes, habits or dreams. Anything is possible, so be creative, be original, and have fun! 006.266 ffAIURfS The section on features is a simple description of the physical appearance of your character. Much of the appeal in roleplaying is in the imagery and dazzle. A good game rolls through the mind like a movie, and the more detailed a character's appearance the better the show. There are too many options to present any complete listing here, so put some thought into it and be imaginative. The effects might be surprising. Jason knew he looked like some canal crazy. A mane ofgreasy red hair draped over narrow shoulders and down a thin back. Dirty, pale, almost translucent skin showed through the worn spots in his ragged shirt. Bright blue eyes in a gaunt face, darting warily about. There was an edge to his look, one Jason tried hard to maintain. It kept the real canal crazies away and kept the junkies from rolling him too often. He figured it was better to look nasty and live, than to dress up and leave a handsome corpse. NAME This is always an important step in the creation of a new character and should be given due attention. Creativity and consideration can result in a name that enhances image, style and flair. Descriptive nicknames can add a great deal to a character. AGE This entry indicates the character's age in years, and determines the character's base Experience score (see page 287). If players wish to create particularly young or old characters there are some simple modifications that must be made to the generation process. Adolescents, human characters between the ages of 12 and 17, are unlikely to have any Education beyond Elementary or Secondary School. In addition, these characters will not be eligible for most Professions. At the game moderator's discretion, a player who wishes to design such a character may select an appropriate Profession, but must reduce all skill levels by 250/0. Professions that might be appropriate would include Pioneer, Criminal, Entertainer, or Opportunist. Children, human characters between the ages of 8 and 12, are unlikely to have any Education beyond Minimal, and they are even less likely to qualify for a Profession. At the game moderator's discretion, a player who wishes to design such a character may select an appropriate Profession, reducing all skill levels by 50%. Unless otherwise mitigated by medical technology or longevity therapy, characters suffer a -1 penalty to all attributes, with the exception of Charisma, Education, and Experience, for each year of age beyond 60. However, older characters are allotted an additional 10 skill ChIPs for each year of age beyond 60. GENDER This is a simple choice of the character's sex, but can be com-
plicated by the fact that in 2199, even sex is subject to change. HEIGHT This is a simple measure of the character's height (or length) in meters. WEIGHT Measured in kilograms, this is the character's weight in the gravity well of Poseidon. Due to the slightly higher gravity of the planet, a character's weight should be about .08 times higher than on Earth. BUILD This is a description of the character's stature beyond the indicators of height and weight. Build indicates whether the character is stocky or gaunt, stooped or broad, big-boned or obese. COMPLEXION This describes a character's skin color arid texture. Is the character pale and pockmarked or dark-skinned and healthy? HAIR COLOR This is a simple description of the color of the character's hair, if any! HAIR STYLE This describes the stylistic characteristics of the character's hair, short, straight, curly, wavy, high-and-tight, etc. GAM E M E C HAN I C S 006.267
B L U E P L A 'N E T CHARACTER 006.268 The final component of/the template is Character Profession. On Poseidon, this selection represents a way of life more often than just simple employment. Blue Planet is set on an alien world, one that is often savage and dangerous, a frontier colony that humanity has yet to tame. Accordingly, every person is judged by what he can do and what he can offer. On Poseidon, skill and ability count for a lot more than good looks and manners. Your choice of Profession will determine your character's place in the world of Blue Planet, and will dictate, to a significant extent, his status in its frontier society. The description of each Profession includes the following information: Background This component describes the specific role of each Profession in the world of Blue Planet. It is intended to give players a feel for their characters' place in the setting. Skill Groups and Skills Each Profession lists a number of skill groups and skills and the score a character receives in each. If a Profession awards points in both a skill group and a corresponding skill, the points should be added together to determine the character's final skill level. Skill groups and skills are described starting on page 289. Standard of Living This section describes the employment opportunities commonly available to characters of each Profession. Information is also provided on the lifestyle and finances typical of the Profession. Resources This component describes the contacts, information, or physical resources unique to characters within each Profession. Edge Each Profession includes a unique advantage to the characters who choose it, a little something special to distinguish it from other Professions and to sometimes offer the upper hand. CUSTOMIZING PROFESSIONS Though 40 Character Professions are available in Blue Planet, some players may not be able to find one that fits their character concept. In this case, the best option may be for the player to work with the game moderator to come up with appropriate changes to the existing templates. If the player wishes to make changes to a Profession's skills or their values, the game moderator should allow him to make any appropriate modifications to the Profession's skill groups or skills on a one-for-one basis. That is, the player may add one point to a skill group by reducing the value of another skill group by one point, and may add one point to a skill by reducing another skill by one point. Players may not move points between skill groups and skills. This method can also be used to add new skill groups and skills to an existing template. The player:1s character concept calls for a "big game hunter, :1:1 based on the Guide Profession. The player decides that the character would know a great deal about animals:1 but not so
much about plants, and asks the game moderator if he can move 20 points from Botany to Zoology, and the moderator approves. The player also requests permission to move 20 points from Stealth to Athletics. The ,game moderator denies this request, reminding the player that points cannot be moved between skill groups and skills. Some game moderators and players may wish to design entirely new Professions, rather than simply modify an existing one. This is perfectly acceptable, and there is no set formula for doing so. The game moderator or player should think about the new Profession and its place in Poseidon's society, then . write up a description for the new profession using an existing template as a guide. The game moderator and player should also think about the skill groups and skills that the Profession would include. Skills can be ranked for each Profession, as primary, secondary, or tertiary skills, in terms of how central or important they are to the Profession. Primary skill groups and skills should be given a rank of 60, secondary skill groups and skills should be given a rank of 40, and tertiary skill groups and skills should be given a rank of 20. As always, the game moderator has the authority to make any appropriate modifications to a new Profession, or to reject one entirely. Always make sure that there is a good reason to create the new Profession, other than a desire for more skills or advantages. PROFESSIONS AND GAME BALANCE As noted, there is no formula or "point-limit" used in creating Professions. The fact is, some characters will have a lot more going for them than others. In the interests of helping game moderators and players create a vivid, realistic setting, Blue Planet does not demand that scientists and street urchins be created with the same level of advantages, in terms of attributes, skills, and resources. While this is certainly realistic, it can cause problems if the game moderator and players are not careful. In general, discussing the kind of game the group wants to play, and creating characters that are most appropriate to that game, is a better guarantee of "game balance" than rigid and unrealistic restrictions on the way that characters can be created. For more information on how to approach such a discussion, see page 5 of this book. GAM E M E C HAN I C S PROffSSlons COLONIZATION AND _~OMMERCE Since Recontact and the discovery of Long John, the GEO, the Incorporate, and countless private organizations have endeavored to make the colony as self-sufficient as possible. This effort requires a large number of civilians to hold ordinary, everyday jobs, establish new settlements, and keep the colony's commercial infrastructure running smoothly. The relative scarcity of high technology, the planet's hostile climate and savage ecology, and an underdeveloped industrial sector make Poseidon an often harsh frontier that calls for rugged and adventurous souls to fill these crucial ranks. Civilian Pilot On Poseidon, it seems like everyone flies, but only a very few are true pilots. Modern jumpcraft and VTOL aircraft make flight accessible to the masses, and small submersibles are common, but when it really counts most, the wise trust only professionals. Cyclonic storms, ragged gear, and a deadly ecology make Poseidon a hazardous place to travel, and a lucrative world for skilled pilots. The experienced pilots are good and willing to tell you about it. The inexperienced are dead. Whether the job calls for a cargo trip to the Storm Latitudes or a passenger charter to an undersea facility, the civilian "bush pilots" of Poseidon have the skills and experience to make the run. Skill Groups - Administration 20, Commerce 40, Communications 20, Electronics 20, Firearms 20, Mechanics 20, Vehicles 40. Skills - Bureaucracy 20, Aquatics 40, Parachuting 60, Persuasion 20, Computer Operation 40, Colonial Culture 60, Electronics Operation 40, Electronics Repair 20, Handguns 20, Brawling 40, Mechanics Operation 20, Mechanics Repair 20, First Aid 40, Meteorology 40, Bribery 20, Navigation 40, Orienteering 40, any Vehicles skill 20. Standard of Living - Civilian pilots typically charge around lcs per metric ton per kilometer for cargo runs, and a passenger charter will command about lcs per passenger per kilometer. Most of these funds, of course, are spent on fuel, routine maintenance, repairs, and other operating costs. Most bush pilots have a small, low-rent office in one of Poseidon's major settlements. Those who don't live in their office will have a small apartment in one of the settlement's less expensive neighborhoods. Resources - Civilian pilots typically own, or are making payments on, their own vehicle. The quality and reliability of these craft, however, are inversely proportional to their often considerable age. As a result, commercial operators are always scrounging for parts and equipment to keep their VTOLs in the air or their boats underway. Civilian pilots also typically have a semi-safe harborage for their craft and more often than not, an assistant side-kick they can call on to help out with a particularly big or lucrative job. 006.269
B L U E P LAN E T Edge - Civilian pilots have a double-edged edge. Once, at some point during every job, the game moderator must call for a special luck roll, where the player's roll is modified by subtracting either his Mechanics or Electronics Repair skill, whichever is lower. If the player succeeds his vehicle is up to the task and performs adequately. If the player fails, some random malfunction or breakdown grounds the vehicle. This models the state of reliability of the typical bush craft. The upside of this mechanical crap-shoot is that it serves to make expert improvisers out of the average pilot. If, at any time, a mechanical or electronic failure grounds a craft and the pilot fails the repair roll, the pilot is allowed a special luck roll. If he succeeds, he still manages to cobble together or otherwise juryrig a temporary repair. The durability and duration of this repair, however, is left to the discretion of the game moderator. "See that screen? That tells how fast we're losing altitude...I wouldn't worry too much about search-and-rescue... " Guide Despite its steadily expanding islands of civilization, Poseidon is mostly a savage and alien wilderness. A lack of familiarity with the waterworld's complex and often deadly ecology, unpredictable weather patterns, and deceptive geography have cost countless newcomers their lives. Those elite few with the knowledge, skill, and experience to lead others into the wilderness, and bring the~ out again safely, are a priceless commodity on the frontier. Freelance guides regularly work with GEO and Incorporate personnel, tourists and adventurers, research scientists, and emergency search-and-rescue or salvage teams. Skill Groups - Athletics 40, Commerce 40, Firearms 40, Survival 60, Vehicles 20. Skills - Persuasion 20, Computer Operations 20, Colonial Culture 60, Native Culture 40, Electronics Operation 20, Longarms 60, Brawling 40, Botany 40, Zqology 40, Mechanics Operation 20, First Aid 40, Geology 20, Meteorology 40, Stealth 60, any Vehicles skill 40. Standard of Living - The scrip a guide can charge for his services is almost"entirely dependent upon his experience, reputation, and contacts. A reputable guide will be able to command 300cs or more per day. Most guides charge a premium for expeditions to Poseidon's more dangerous regions, which, many clients have noted, includes almost all of them. Many guides maintain a small office in one of the major settlements, and some even supplement their income with retail wilderness outfitting operations. Because they are rarely home, a guide's "permanent quarters" will usually be found at their place of business. Live-aboards are also popular, especially on watercraft. Resources - A guide's most valuable resource is his knowledge. The wilds of Poseidon are dangerous and survival is a matter of wit and skill. Guides will invariably have the best regional maps, personally annotated by experience or word of mouth. They will also have a network of fellow guides, natives, and pioneers that can update regional information, offer hospitality, or render emergency assistance. 006.270 Edge - Professional guides are most at home in the bush. Whether specializing in mountain treks, jungle safari, or high seas cruises, guides are most able in their favorite element. As a result, guides receive a one level bonus to all rolls related to executing their duties when in the wilds. Players however, must specify the single environmental type in which they will receive this special bonus. "No sir, those ain't edible...but if we stay around here much longer, we might be." Incorporate Pilot Commonly referred to as "bus drivers" by their civilian and military counterparts, Incorporate pilots are nevertheless highly trained professionals that command impressive salaries from their employers. Their position may lack the freedom and romantic flare of civilian bush pilots and the danger and excitement of military pilots, but an Incorporate pilot's wealth and lifestyle are often a source of private envy for those who ridicule him the most. Skill Groups - Administration 40, Commerce 20, Communications 40, Electronics 20, Mechanics 20, Vehicles 40. Skills - Bureaucracy 20, Aquatics 40, Parachuting 60, Economics 20, Persuasion 20, Computer Operation 40, Colonial Culture 40, Incorporate Culture 60, Electronics Operation 40, Electronics Repair 20, Brawling 20, Mechanics Operation 20, Mechanics Repair 20, First Aid 20, Meteorology 40, Bribery 40, Navigation 20, Orienteering 20, any Vehicles skill 20. Standard of Living - Incorporate cargo-haulers will earn between 2,500cs and 3,000cs per month, while pilots for major passenger carriers will command 5,000cs per month or more. Most Incorporate pilots will have a tasteful apartment in their company town, or in the settlement where their employer's main offices are located. Resources - Though Incorporate pilots are typically assigned to specific craft, their access to that vehicle is usually limited to job related uses. However, these craft are invariably stateof-the-art, with the latest performance designs and electronics. Incorporate pilots can also depend on excellent maintenance and loyal flight crews, crews who will back them up, both in transit and in the local bars. Edge - The most exciting moments in the life of a pilot are those of danger and challenge, when something goes wrong, and it's only the pilot's skill that matters. In such instances, when a brilliant maneuver is called for, Incorporate pilots may make the critical task roll three times, and then choose the best roll of the three. This special maneuver may only be used once per game session, however, and is ultimately made at the discretion of the game moderator. "Yeah, ace, whatever...give me a call when they repo that weather balloon you drive, and I'll see ifI can get you a job as a flight attendant on my 927." Merchant Crew Wherever humanity has traveled, sailors have taken it there. Manning deep-sleep transports outbound
from Earth or carrying precious cargo from one Poseidon outpost to another, sailors are a close-knit society and watch out for their own. Incorporate, GEO or even private, sailors tend the lifeline linking Poseidon to Earth, challenging the oceans of both worlds, and the endless ocean of space that separates them. Sailor: Skill Groups - Athletics 20, Commerce 20, Computers 20, Culture 20, Electronics 20, Firearms 20, Mechanics 20, Vehicles 40. Skills- Aquatics 40, Persuasion 20, Computer Operation 20, Colonial Culture 40, Street Culture 20, Electronics Operation 20, Handguns 20, Brawling 60, Mechanics Operation 40, First Aid 40, Meteorology 20, Fishing 40, Navigation 20, Orienteering 20. Standard of Living - Sailors aren't among the most well-compensated professionals, and are usually fortunate to earn 800cs to 1000cs per month. Their only permanent quarters are likely to be aboard their ship, and time in port is usually spent in a cheap motel or boarding house. Resources - The only things a sailor can count on are his ship and shipmates, and that, eventually, things are going to get rough. As a result, sailors are a close group and loyal, eager to back each other up and to offer the shirts off their backs for a fellow sailor. Sailors also have access to their vessel and her onboard equipment, but this access is usually limited to professionalneed. Edge - With a confidence born of intimate familiarity and pride, all sailors receive a one level bonus to all rolls when aboard their own vessel. "Red sky at night~ sailors delight.- Red sky in the morning~ check the weather satellite forecast downlink.~' Spacer: Skill Groups - Athletics 20, Commerce 20, Computers 40, Culture 20, Electronics 40, Mechanics 40, Vehicles 40. Skills - Hydroponics 20, Freefall 40, Persuasion 20, Computer Operation 20, Spacer Culture 40, Electronics Operation 20, Brawling 60, Environmental Engineering 20, Mechanics Operation 20, First i;\id 40, Astronomy 20. Standard of Living - Because of the somewhat greater technical and personal demands of their profession, spacers are typically somewhat better compensated than sailors. The crew of Incorporate spacecraft can expect to earn 2,000cs per month, or more, depending upon their skills and length of service. The crew of ships with less reputable ownership will make considerably less. Like sailors, spacers are unlikely to have permanent lodging beyond their ship. Resour\:es - In essence, the personal resources of a spacer are GAM E M E C HAN I C S the same as those of any other sort of sailor; loyal shipmates and the onboard r~sources of his vessel. Edge - Life in space is demanding, depending entirely on technology and safety protocols. As a result, spacers receive a permanent 10 point bonus to their Awareness and Will attributes, modeling their increased attention to detail and concentration. "Sure~ the pay's lousy and the trips are long~ but you can't see the stars from inside a cooler. ~' Pioneer Since Recontact, the GEO and many private organizations have sponsored colonization efforts on Poseidon. Whether living in the waterworld's major settlements or in isolated communities far from civilization, the civilian colonists of Poseidon face far greater hardships and enjoy unparalleled freedom and opportunity when compared to the vast majority of civilians on Earth. These colonists may be simple farmers or homesteaders, but they are all committed to carving out a civilization in Poseidon's savage wilderness. Skill Groups - Agriculture 60, Commerce 40, Firearms 20, Survival 40. Skills - Aquatics 40, Persuasion 40, Computer Operation 20, Carpentry 40, Colonial Culture 60, Native Culture 20, Electronics Operation 40, Electronics Repair 20, Artisan 40, Longarms 20, Brawling 40, Botany 20, Zoology 20, Mechanics Operation 40, Mechanics Repair 20, First Aid 40, Veterinary Medicine 20, Fishing 20, any Vehicles skill 40. Standard of Living - Most pioneers on Poseidon survive at essentially a subsistence level. Their days are filled with activities directly supporting the survival of themselves, their families and their communities. Pioneers will have a modest residence in their community, invariably one that they have built themselves. Resources - The resources available to the average Poseidon colonist are understandably limited. Technology is carefully maintained and highly prized. Tools are usually manual devices and most work is accomplished by back-breaking labor. The typical pioneer will own a hunting rifle, a variety of hand tools, and a healthy farm plot or a small fishing boat. They will also usually be part of a dedicated community that takes pride in caring for its own. Edge - The life of a frontier colonist on Poseidon is hard and challenging. Their experiences fortify them and mold their outlooks. Every pioneer on Poseidon receives a permanent 10 point bonus to their Will and Charisma attributes. "Oh~ nothing out ofthe ordinary. The goats got out again~ the roof on the barn has fast fungus and the kelp plot is being eaten by those...whatever they are... " Tracler Poseidon's manufacturing and retail sectors are notoriously underdeveloped, and there is plenty of room in the waterworld's frontier economy for independent entrepreneurs and traders. These adventurous and ambitious profiteers may 006.271
B L U E P LAN E T own and operate a general store or trading post in one of Poseidon's small communities, or they may run a beat-up cargohauler, trading valuable commodities between isolated settlements. Skill Groups - Administration 40, Commerce 60, Communications 40, Culture 20, Firearms 20, Survival 40. Skills - Aquatics 40, Logistics 60, Computer Operation 20, Colonial Culture 40, any Culture skill 20, Handguns 20, Brawling 40, Bribery 60, Fast Talk 40, any Vehicles skill 40. Standard of Living - A trader's income is about as variable as any profession on Poseidon. His prosperity depends on his knowledge of local markets, his ability to negotiate a favorable deal and a fair bit of luck. The trader's basic maxim is to purchase commodities in markets where they are plentiful and cheap and sell them in markets where they are rare and highly valued. A shrewd trader, particularly one who is willing to supply needed goods to outlying settlements, can expect to bring in a few hundred scrip each month, over and above the cash needed to cover inventory and'operating expenses. Most traders will live in a back room or upstairs flat of their store or trading post. Traveling traders will most often live aboard their vehicles. Resources - Traders either own a small trading post or a cargo hauler of some sort. Their store or vessel is typically packed with an inventory of stock as variable as the imagination, and this stock is in a continual state of flux as items are sold and acquired. Edge - Traders are an able lot, and they always seem to come up with the goods. When attempting to acquire or provide even the most obscure merchandise, a trader can make a luck roll. If they succeed, they either have, or can quickly acquire the desired commodity. If they fail they lose the sale. Game moderators are encouraged to modify the player's roll according to the availability and appropriateness of the desired item. CCThe customer's always right? Listen, buddy, the next trading post is about 1500 klicks that way...now if you really want those tanks filled, I suggest you stow the attitude and hand over the scrip. " CRIMI While Poseidon isn't entirely a 'lawless frontier,' as anyone who has had a run-in with a GEO Marshal will tell you, it is certainly true that law enf<;>rcement is less consistent on the waterworld than on Earth. Crime on Poseidon is governed by a simple principle: the bigger the crime, the bigger the organization, the bigger the response. Petty crime, like burglary and armed robbery are usually the domain of small time criminals in Poseidon's larger settlements. While crimes like piracy, smuggling, data theft and industrial espionage are facts of life on Poseidon, they are almost exclusively the domain of powerful syndicates. leoterrorist In the aftermath of the Blight, Earth and the Colonies have become a battleground for competing ideolo006.272 gies: ecological restoration.and preservation against economic recovery and development. On Poseidon, this cold war has become entangled with other complex political issues, from native rights and a growing independence movement, to the controversy surrounding the GEO's formal claim on the colony. Ecoterrorists fight a continuing, illegal war against the Incorporate states and any others accused of "ecological crimes." In recent years, ecoterrorists have received increasing support from the native population, and many colonists believe that some have even established alliances with the aborigines. Skill Groups - Athletics 40, Command 20, Communications 60, Firearms 40, Human Sciences 20, Life Sciences 20, Military Weapons 20, Subterfuge 60, Survival 40, Vehicles 20. Skills - Law 20, any Command skill 20, Computer Operation 40, Hacking 20, Demolitions 40, Colonial Culture 40, Incorporate Culture 20, Native Culture 40, Street Culture 40, Military Hand-to-Hand 40, Political Science 20, First Aid 40, Psychology 20, Heavy Weapons 20, Geology 20, Meteorology 20. Standard of Living - Terrorists, of course, do not often earn a stable salary. Most often, an ecoterrorist's living expenses will be provided for by his parent organization, along with a small discretionary stipend of perhaps as much as SOOcs per month. An ecoterrorist's living quarters may range from a small hut in a native village to a low-profile flat in Haven or Kingston. Resources - Environmental extremists will have access to detailed information about the activities of the major Incorporate states. Not necessarily confidential information but in depth and very useful- transport schedules, cargo manifests, research plans, etc. Every ecoterrorist on Poseidon also has at least one reliable black market contact that can be depended on to hook him up with almost anything he might need - hardware, information, etc. In addition, such terrorists will often have the tacit support of the people. Nobody actually wants to destroy the ecology, and preserving it is obviously a just cause. Unless an ecoterrorist has done something vile or harmed a person directly they can count on a certain level of grass roots protection and safety. Edge - If they have a target and a plan, environmental extremists can always find someone willing to fund their "protest." The nature of this support, however, is at the discretion of the game moderator. CCForget banners and boycotts; bullets and bombs are the only way to create change!" Freebooter Unlike the pirates of Earth history, these criminals do not inspire visions of heroism and romance, taking on royal fleets for honor or love. Much the opposite, these violent opportunists skulk about the waters of Poseidon stealing from the weak, making quick raids. in the dark of night, and hiding from local authorities. Most lead a marginal, hand-tomouth existence, but occasionally a band of these cutthroats, backed with good leadership and an extensive organization, makes a name for itself and a bit of a profit as well.
Skill Groups - Athletics 20, Commerce 20, Firearms 40, Subterfuge 40, Survival 40, Vehicles 40. Skills - Aquatics 40, Negotiation 20, Persuasion 20, Computer Operation 20, Colonial Culture 40, Street Culture 60, Electronics Operation 20, Brawling 60, Mechanics Operation 40, First Aid 40, Meteorology 20, Navigation 20, Orienteering 20. Standard of Living - On Poseidon, piracy is far more dangerous than it is profitable. A freebooter will be lucky to stay alive and earn enough scrip to keep food and booze in his belly on most days. On occasion, a fortunate crew may make a big score, and the freebooter will have a few thousand scrip to spread around town and make some new friends. However, it never lasts long. Resources - Whatever they happen to take in a raid or steal off the dead. That, and a dirty bunk aboard ship. Edge - Freebooters always have one or two hidey-holes into which they can vanish for a while if need be, a safe harbor where they are well hidden and can scrounge a few resources. However, this edge is only as good as the pirate's familiarity with the region and people where he is sailing. nThe only thing I fear more than the crew of a ship we are jacking is the treachery ofmy own men. " Gangster The technology available to the GEO in 2199, from communications relays to surveillance satellites, makes catching small time operators a relatively simple matter. Largescale criminal operations, though they inevitably draw the attention of the Justice Commission, rely on resources that often match those of the law enforcement services. From enforcers to mob bosses, gangsters fill the ranks of these powerful organizations. Skill Groups - Athletics 20, Commerce 40, Firearms 40, Subterfuge 60. Skills- Law 20, Persuasion 60, Computer Operation 20, Colonial Culture 40, Street Culture 60, Acting 40, any Firearms skill 20, Martial Arts 40, Pharmacology 40, any Vehicles skill 40. Standard of Living - Small-time dealers and enforcers can expect to earn as much as 5,000cs per month in either salary or private business. Bosses and other connected gangsters can earn 10,000cs per month or)more, and the highest ranks of the most powerful criminal families and organizations are among the wealthiest people on Poseidon. Living quarters can range from the expensive apartments and condominiums of junior enforcers to the sprawling compounds of bosses and kingpins. Resources - The human and technological resources available to most members of a crime syndicate are formidable, often the equivalent of a small corporation. Transportation, weapons, money and thug-power are readily available, however, "misuse" of such resources is usually lethal. GAM E M E C HAN I C S Edge - Fear is one?of the most effective tools available to mobsters. As a result, in any interactions in which the other party is aware of the gangster's true connections, the game moderator must apply a 2 level penalty to that party's Will attribute. nThe insurance my organization provides is a valuable service. Ofcourse, we cannot be responsible for what might happen if you do not pay your premiums. " Opportunist Something for nothing, the big dream. Long John fever, real estate scams, and confidence games, or maybe just a knack for seeing the whole picture and capitalizing on opportunity. Some people have always been attracted to the easy bucks. Call them entrepreneurs or con artists, these people want it all and they want it now. On Poseidon there are opportunists on every street corner and in every corporate boardroom, wheeling and dealing, playing for the big score. Skill Groups - Administration 40, Commerce 60, Communications 60, Culture 20, Firearms 20, Subterfuge 60. Skills - Aquatics 20, Computer Operation 40, Hacking 20, Colonial Culture 20, Street Culture 40, Acting 60, Handguns 20, Brawling 20, any Vehicles skill 20. Standard of Living - An opportunist's dreams of wealth are always much grander than his reality. The fact is, in Poseidon's frontier society, the only consistent way to prosper is to have something of value to offer, and money for nothing is little more than a pipe dream. Most opportunists are forced to scrounge and hustle for survival on the margin, and any cash they do manage to score is quickly blown on their next big scheme. Many opportunists split their nights between the canals and the seedier tenements. Resources - As new characters, opportunists have nothing to their name but their wits. Most find that the pursuit of the score is half the fun. Edge - There will be a nearly constant supply of sponsors, from loan sharks to legitimate investors, willing to provide either financial or technological support for the opportunist's latest 'great idea.' Of course, they will want a percentage of the gross, and they'll often take a percentage of the opportunist if the deal falls through. nlf you'll spare me just a few minutes from your busy schedule, I'd like to tell you about the financial opportunity of a lifetime... " Thug Every major settlement on Poseidon has its share of street punks and petty thieves. For whatever reasons, poverty, tough luck, or antisocial tendencies, these characters would rather take it than work for it. While such criminals don't have to worry about the attention of the law as much as their counterparts on Earth, they do tend to face armed marks with enough self defense skills to· have survived on Poseidon. They also have to contend with vigilante gangs and heavy competition. It's not a good life, but hey, it beats kelp farming. 006.273
B L U E P LAN E T Skill Groups - Athletics 20, Commerce 40, Firearms 20, Subterfuge 40. Skills - Law 20, Persuasion 40, Computer Operation 20, Colonial Culture 20, Street Culture 60, Acting 20, any Firearms skill 20, Brawling 60, Pharmacology 40, any Vehicles skill 20. Standard of Living - The profitability of small-time criminal activity is mostly dependent on the nature of the crime. Petty thieves and muggers usually ply their trades just enough to get by, while drug dealers and other thugs involved in more highprofile, lucrative industries can earn a "respectable" income of 5,000cs per month, or more. Even prosperous thugs, however, are still creatures of the nighttime streets. Seedy hotel rooms and tenement flats in the expanding ghettos of Poseidon's major settlements are the places they call home. Resources - A thug's only real resources are a handgun and a sincere lack of conscience. Edge - Thugs are a strange combination of predator and prey. The smell of blood in the water will bring them circling for the attack, but real sharks will quickly scare them off. As a result, thug characters have a unique survival skill. When sizing up a mark, or planning some bit of thuggery, such a character is allowed a special Intuition roll. If the roll succeeds, the game moderator is obligated to give the player some sense of the level of danger inherent in their plan. If the roll fails, the character remains unaware. "1 don~t know nothin~~ Dillon...l wanna call my lawyer...l got rights~ dammit! Ew~ demn~ you brewk my freaken~ neause... " EDUCATION Knowledge is power, and on Poseidon knowledge means survival. While there is an obvious emphasis on scientific, technical, and vocational training on Poseidon, professional educators, researchers and academics in all fields are highly valued commodities. Scholar Scientists are not the only academic professionals who play an important role in Poseidon's frontier society. Scholars in the human sciences, especially archaeologists, anthropologists, and historians, are becoming increasingly common, both in the field and at the Haven Institute of Science and Technology. While these academicians don't often get the respect those in the hard sciences do, those who receive grant support for work on Poseidon, or who are tenured at HIST, are often the contemporafY leaders in their fields. Skill Groups - Communications 60, Culture 20, Fine Arts 20, Human Sciences 40, Life Sciences 20, Physical Sciences 20, Scientific Method 20. Skills - Bureaucracy 60, Computer Operation 40, Colonial Culture 20, Earth Culture 40, any Fine Arts skill 20, any Human Sciences skill 20, Psychology 20, any Vehicles skill 20. Standard of Living - Scholars on Poseidon can expect to earn salaries of between 5,000cs and 6,000cs per month. Most will 006.274 have a comfortable apartment or residence in Haven or another of the major settlements. Resources - Scholar characters have access to the most extensive archives of general knowledge available. They also typically have the considerable resources of their institution at their professional disposal. They also may have working relationships with, and therefore access to the resources of, the Incorporate or the GEO. Edge - Once during each game session, a scholar character may make a special knowledge roll. If he succeeds he manages to pull some piece of relevant knowledge from the crowded recesses of his brain, and apply it to his current circumstances. The actual nature of this information is up to the game moderator, but it must be of positive value to the player. "You don~t understand - the opportunity to study a living traditional culture is worth far more than this grant petition. And the requests for security personnel are not excessive, as you would know ifyou~d read my recent work on this particular region. ~~ Teacher The dramatically expanding colonial population has also put a premium on professional educators. The GEO and Incorporate both subsidize teacher immigration to Poseidon, these programs typically requiring a five-year commitment to an affiliated educational program. Many teachers are stationed on Prosperity Station or in Haven and conduct classes and private tutoring all over the planet through the GEO's "Virtual University" program on CommCore. Skill Groups - Communications 40, Fine Arts 20, Human Sciences 20, Life Sciences 20, Physical Sciences 20. Special: Teachers receive a skill level of 40 in one skill group of their choice to represent their area ofspecialization. Most commonly, this would be Fine Arts, Human Sciences, Physical Sciences, or a technical or vocational skill group, such as Computers or Agriculture. Skills - Bureaucra'cy 40, Oration 20, Computer Operation 40, Colonial Culture 60, any Culture skill 40, Psychology 20, any Vehicles skill 20. Standard of Living - Teachers in the employ of the GEO or independent settlements can expect to earn 1,5OOcs to 2,500cs per month. Those working for the Incorporate may be paid as much as 3,000cs per month. Most teachers will have a small, comfortable home near their school. Most CommCore instructors live in Haven and work from their homes. Resources - Like scholars, teachers typically have access to tremendously diverse and detailed informational resources. Beyond that, teachers must rely on their own considerable motivation, dedication and patience. Edge - A good teacher has a loyal group of generally unrealized allies. His students will often go to extreme lengths to show their appreciation and dedication, and as a result, any teacher with the need can depend on his students to lend a
hand or to back him up. "Sure~ Poseidon is dangerous. Sort ofreminds me ofteaching a high school class in Old Brooklyn. " ENTERTAINMENT AND MEDIA Entertainment and media is one of the most vigorous industries on Poseidon. Miners and prospectors in town between excursions, scientists collecting specimens, soldiers on leave, sometimes it seems like everyone is trying to get their minds off of life for a while. And, as is the case in most frontier societies' there are always folks willing to help them. The high demand for entertainment on Poseidon doesn't mean that every two-bit crooner with a guitar is rolling in stock-options. Poseidon has its share of street corner musicians and starryeyed dreamers hocking their underwear to pay for another demo recording. Of course, music isn't the only popular form of entertainment on Poseidon. Actors are not as common as they might be in big cities on Earth, but several of the larger company towns have live theaters and there are several traveling theatrical companies that regularly tour the outlying settlements. Many other professionals involved in the entertainment and media industry can be found on Poseidon as well, from novelists researching their next adventure bestseller to journalists trying to scoop a story that will win them a Pulitzer. Artist The musicians, painters, actors, novelists, and poets that comprise Poseidon's art scene are a diverse lot, but they all share a common devotion to their craft and unique lifestyle. This commitment brings a life of riches and luxury to a very few, and most artists are forced to hold down "day-jobs" just to pay the rent. Skill Groups - Communications 20, Computers 20, Culture 20, Electronics 20. Skills - Negotiation 20, Persuasion 20, Computer Operation 20, Colonial Culture 40, Street Culture 20, Electronics Operation 20, any Fine Arts skill 60, any Fine Arts skill 40, any Subterfuge skill 40, any Vehicles skill 20. Standard of Living - Few artists chose their profession for the financial security it brings. The reality is, between the occasional gig, sale, publishing or recording contract, most artists struggle in a dead-end job, .earning perhaps 1,000cs per month. Most artists live in small, inexpensive apartments in Haven, Kingston, or Second Try. Resources - When push comes to shove, or it comes down to eating or not, the only thing an artist will hang onto are the tools of his trade; instruments, brushes, comp-console, whatever. The rest, more often than not, goes to the landlord or the pawn shop. Edge - Once per game session, an artist may receive unexpected assistance from a devoted fan, no matter how obscure the character is. This edge can only be used at the game moderator's discretion and must be in keeping with the GAM E M E C HAN I C S character's circumstances. "Hey~ can I bum a ride? I hocked the old SkySprite for a SEAMAX DigiSound Holographic Synthesizer the other day~ and well...l ah...need to get to work." Journalist In 2199, Poseidon is where the action is. The waterworld is ripe with stories, from life in native settlements to political intrigue. All of Earth's major news services and prominent publications have permanent offices and staff on Poseidon, but only the best journalists receive assignments to the planet. Skill Groups - Administration 20, Commerce 40, Communications 60, Culture 40, Human Sciences 20, Subterfuge 40. Skills - Bureaucracy 40, Aquatics 20, Computer Operation 60, Electronics Operation 40, Photography 40, Brawling 20, Psychology 40, Fast Talk 60, any Vehicles skill 40. Special - Journalists receive skill levels of 40 in two skills related to their specialized field. Examples might include History and Political Science, or Genetics and Genetic Engineering. Standard of Living - Journalists working for the largest media services on Poseidon typically earn 4,000cs to 5,000cs per month, though the salaries paid by smaller, less reputable employers will be significantly lower. Most journalists keep a small apartment near their employer's offices, though they will often spend a great deal of their time ranging all over Poseidon for a story. Resources - Independents are pretty much on their own, but those employed by even the smaller media agencies have professional access to versatile transportation, high end communications and production gear, and one or more jaded but able field assistants. Edge - Contacts, informants, snitches and leads, journalists depend on knowing who so they can know what and where. Once per game session, if such people are accessible, a journalist character can solicit information from someone he "just happens to know." The nature of the information is up to the game moderator, but it should be relevant and valuable in the character's current circumstances. ~~l assure you~ sir, this is offthe record. Most confidential. You have my word... " GOVERNMENT The wheels of government are turned by functionaries of all levels, abilities and motivations. Whether elected, appointed or hired, administrators make policy decisions and manage the massive bureaucracies of the GEO and the Incorporate. And, on the violent edge of the secret war for Poseidon's future, agents and spies execute those policies through espionage, sabotage, and even assassination. Professional, corrupt, benevolent, ruthless, vindictive or powerful, people of all kinds fill these political ranks. 006.275
B L U E P LAN E T Ad.lnlslralor Most of the bureaucrats and executives involved in the government and management of the GEO and Incorporate states are minor functionaries. They are the ones who organize and implement the decisions and policies of their superiors. Nevertheless, a tremendous amount ofinfluence and power is hidden within these seemingly limited responsibilities. Quite often, the middle-managers and deputy assistant administrators knee-deep in dirtside politics are more in the know than their superiors on Prosperity Station and the Incorporate orbitals. Skill Groups - Administration 60, Commerce 60, Communications 60. Skills - Leadership 40, Computer Operation 40, Colonial Culture 40, GEO Culture 60, Incorporate Culture 60, Acting 20, Political Science 40, Psychology 20, Bribery 40, Fast Talk 40, Forgery 40, any Vehicles skill 20. Standard of Living - Low-level administrators with the GEO or national governments earn approximately 2,000cs to 3,000cs per month. Executives with the Incorporate city-states can earn 5,000cs per month. In both cases, these salaries will typically be doubled at the higher levels of the administrative hierarchy. Most GEO administrators will either have an apartment in Haven or on Prosperity Station, or in t4e settlement where they are stationed. Incorporate executives will have a residence near the Incorporate offices in Haven, or in their employer's company town. Resources - The resources of administrators depend on the organizations they work for and their rank and seniority within those organizations. Most administrators can use company transportation and equipment, and can access impressive databases within their spheres of influence. They can also utilize company personnel and contacts. However, unless these resources are used in the execution of their duties, there can be serious consequences for their misappropriation. Edge - Every administrator is allowed to benefit without consequence from a single "administrative error" once per game session, as long as it is compatible with the action. If the need arises, a shipment can go undelivered, a vehicle become available, a credit payment bounce, a comm satellite shut down for repairs, etc. The nature and magnitude of the error is at the discretion of the game moderator, and must be within the character's authority. "Incorporate Smith, your company has incurred seventy-three Class One environmental damage violations already this year, and you expect us to waive this new mining proposal? I am sorry, sir...request denied. " Covert Operative On Poseidon, very little of the conflict between the GEO and Incorporate states is resolved through diplomacy or force of arms alone. GEO Internal Security has a powerful and growing presence bn Poseidon, and every Incorporate state with a major investment on the colony world maintains an extensive network of intelligence and covert operations specialists. In 2199, Earth and the Colonies are firmly 006.276 in the grip of a second Information Age and secrets are at a premium. All major players on Poseidon employ professionals to protect their own secrets and acquire those of their rivals. Skill Groups - Administration 20, Athletics 40, Command 20, Commerce 20, Communications 60, Computers 40, Culture 40, Electronics 40, Firearms 40, Subterfuge 60, Vehicles 40. Skills - Bureaucracy 20, Negotiation 20, Hacking 20, Demolitions 40, any Culture skill 20, Acting 60, Photography 40, any Firearms skill 20, Martial Arts 60, Political Science 40, First Aid 40, Psychology 40, Mountaineering 40, Tracking 40. Standard of Living - Covert operatives in service to the GEO will usually earn about 4,000cs per month. Those in the employ ofthe Incorporate will earn 5,000cs to 6,000cs per month. GEO agents most often keep a small apartment in Haven or have assigned housing at one of the GEO's military bases on the planet. Incorporate operatives typically have a comfortable residence in their employer's company town. Resources - In the execution of their duties, the resources of such operatives are usually limited only by the resources of their employer and their operational circumstances. However, being paranoid and cautious people, such operatives typically have rather impressive personal resources as well. They either own or have general access to a jumpcraft and an effective collection of weapons and electronics. They also possess high security clearances and an extensive network of contacts. They also will have one safe house, unknown to their employer, for when the going really gets tough. Edge - Covert operatives develop a sort of sixth sense that they learn to depend on, a sense that often saves their lives. Any time during a game, when the kelp is about to hit the fan, the game moderator should make a blind Intuition roll for the operative character. If the roll succeeds the moderator should simply say to the operative player, "something is wrong," offering no further explanation or detail. If the roll fails the game moderator should say nothing. GEO Magistrale There are currently three GEO Magistrates on Poseidon, and they wield as much effective power and influence as anyone on the planet. Each Magistrate controls eight Marshals, their Districts, and all their associated Patrol resources. While not in the chain of command, the Magistrates also have considerable influence with the GEO Peacekeeping forces garrisoned on the planet. They are each responsible only to the High Commissioner for Justice, though the colony's isolation from Earth lends them a great deal of autonomy. While Marshals are the arbiters of justice on an individual level, the Magistrates mete out justice on the planetary level. They interpret GEO law on Poseidon and oversee much of the administration of the Justice Commission. Rumors abound about corruption in the lower levels of the judi-
cial system, but the Magistrates, almost as much as the Marshals, are known for their integrity and commitment. Skill Groups - Administration 60, Command 40, Commerce 60, Communications 60, Culture 20, Human Sciences 20. Skills - Computer Operation 40, Colonial Culture 40, GEO Culture 40, Incorporate Culture 40, any Fine Arts skill 40, History 40, Political Science 40, Psychology 40, Mathematics 20, any Vehicles skill 20. Standard of Living - The Magistrates on Poseidon have advanced to the highest levels of the GEO hierarchy. Most will have significant wealth over and above the salaries they command from the GEO, and they can expect to bring in 20,000cs to 30,000cs per month in discretionary income. All Magistrates have permanent quarters on Prosperity Station, as well as a comfortable estate in the most prestigious neighborhoods of Haven. Resources - Though not above the law, Magistrates effectively are the law. TheJ;e is simply very little they cannot bring to bear in the line of duty, or in their personal life. Their access to information, equipment, funds and personnel is essentially complete. Edge - Few positions provide such privilege, responsibility and power to a single individual. There is no single advantage or benefit a person gains as a Magistrate. The position defines the word advantage. "Absolute power corrupts, absolutely. It's a good thing I cannot yet control the weather. " LAW ENFORCEMENI Law enforcement on Poseidon is the responsibility of the GEO Patrol, the GEO Marshals, and the Native Patrol. Chronic shortages of human and financial resources give Poseidon its reputation for rampant lawlessness, but in reality, law enforcement on the colony world is not generally ineffective, rather it is prioritized. Outlying settlements may have very little contact with official GEO law enforcement personnel. After reporting a crime in an isolated settlement, it may take several days, or even weeks, for Patrol personnel to show up to investigate the incident. On the other hand, response times in major settlements, such as Haven, are typical of normal urban centers, and law enforcement in these towns is relatively reliable and efficient. And, while Marshals are usually given high priority assignments, they are unrestricted GEO agents that have the authority to respond to any incident that draws their attention. Thus, the murder of a native in an isolated settlement like Nomad may go entirely uninvestigated, or it may result in the perpetrator being hunted by a determined Marshal who just happened to have friends in the town. GEG Marshal Called "Dillons'~ by the more dubious elements of Poseidon society, the Marshal is a modern synthesis of law enforcement officers from an earlier time. Empowered GAM E M E C HAN I C S by GEO authority, the twenty-four GEO Marshals assigned to Poseidon are never out of their jurisdiction, combining enforcement, investigative, and judicial powers into a single elite officer. Few can make the cut and fewer still complete the training. Those that do are competent and skilled, depended upon by government and citizens alike. Charged with protecting civil rights and enforcing environmental regulations, these officers are given free reign and often serve as the only justice on Poseidon's frontier. Skill Groups - Administration 60, Athletics 40, Command 40, Commerce 20, Communications 40, Computers 20, Culture 40, Firearms 60, Human Sciences 20, Subterfuge 60, Survival 40, Vehicles 40. Skills - Physical Training 20, Leadership 20, Tactics 20, Persuasion 20, Computer Operation 20, Demolitions 40, Colonial Culture 20, GEO Culture 20, Street Culture 20, Photography 20, Martial Arts 60, Political Science 20, First Aid 60, Forensic Medicine 40, Psychology 40, Heavy Weapons 40, any Vehicles skill 20. Standard of Living - Rookie Marshals earn about 2,500cs per month, while experienced veterans can make as much as 5,000cs per month. Marshals most often maintain a small, comfortable residence wherever they are stationed, and also have semi-permanent accommodations on Prosperity Station. Resources - There is no such thing as an off duty Marshal, and in the line of duty, if a Marshal wants it he gets it. Vehicles, weapons, information, personnel, state-of-the-art electronics, and cutting edge. prototypes, these lawmen always have access to the right tool for the job. Edge - Marshals embody the frontier mythos, and their exploits are the stuff of modern legend. As a result, their reputation always precedes them. If non-Marshal characters are aware they are involved with a Marshal, any rolls they make involving the Marshal are modified. If the character is allied with the Marshal, he receives a 1 level bonus. If he is opposing the Marshal, he receives a 1 level penalty. The appropriate application of these modifiers is at the discretion of the game moderator. "Marshal Church, you allege that the defendant was smuggling weapons-grade fissionable material into the Serpentis System and selling it on the black market. You allege that during your attempt to arrest him the defendant shot you twice, and that you broke his neck as you subsequently tried to subdue him. You also allege that your patrol jumpcraft, all your evidence for the above said crimes, as well as the defendant's body, were lost when you were forced to ditch in the ocean. Do you swear to the truth of your statement?" "Yes, Deputy Magistrate, I do. " "Very well then...case closed. " GEG Palrol These are the common precinct officers and beat-patrols responsible for routine law enforcement in 006.277
B L U E P LAN E T Poseidon's major settlements. While not as well supported by GEO resources and authority as the Marshals, Patrol Officers are nevertheless the most numerous law enforcement officials on Poseidon. The Patrol doesn't get the media attention of either the Marshals or the Native Patrol, but their officers know their jurisdictions better than anyone. Patrol stations are organized by regional districts, each of which is supervised by a Marshal and a Magistrate. Skill Groups - Administration 40, Athletics 20, Communications 20, Culture 20, Firearms 40, Subterfuge 40, Survival 20, Vehicles 20. Skills - Aquatics 20, Physical Training 40, Leadership 40, Tactics 40, Negotiation 40, Persuasion 20, Computer Operation 40, Colonial Culture 40, GEO Culture 20, Street Culture 40, Handguns 20, Martial Arts 40, First Aid 40, Forensic Medicine 20, Psychology 20, any Vehicles skill 20. Standard of Living - Patrol Officers typically earn about 2,SOOcs per month, though ranking officers can make considerably more. Patrol Officers usually have a small residence or apartment near their precinct offices. Resources - Vehicles, weapons and backup are all part of the job. On duty, the average Patrol Officer typically carries a heavy sidearm and wears some personal body armor. Even off duty an officer can gain limited access to various databases, and can always call on a little private backup from his fellow officers. Edge - Part of being a good cop is knowing when someone is lying, and sometimes survival counts on it. As a result, Patrol Officers are very good at sensing if they are getting the truth or being fed a line. In such circumstances, a Patrol player may make an Intuition roll. If he succeeds, the game moderator should give him a sense of the veracity of what he is being told. If he fails, then he should be left to his own guesses. ~~Yeah, right...and 1 bet your sister's a Marshal. Now, let's try it again, this time without the...improvisation... " Native Patrol The Justice Commission established the Native Patrol in an effort to address the critical shortage of law enforcement personnel on Poseidon, and to encourage cooperation from the native population. The objective of the Native Patrol is to establish a legitimate law enforcement presence among those native controlled regions that have resisted both Incorporate and GEO intervention. Members of the Native Patrol are trained in GEO law enforcement procedures and have been authorized to call on GEO assistance when needed. Conversely, the Native Patrol has its own way of dealing with problems, and is careful to protect its own. Loyalties are often torn between the communities the officers call home and the alien government that gives their orders and signs their paychecks. Skill Groups - Administration 20, Agriculture 20, Athletics 40, Firearms 20, Subterfuge 40, Survival 40, Vehicles 20. 006.278 Skills - Aquaculture 20, Aquatics 20, Negotiation 40, Persuasion 40, Writing 20, Computer Operation 20, Colonial Culture 40, GEO Culture 20, Native Culture 60, Street Culture 20, Artisan 20, any Firearms skill 20, Martial Arts 40, Botany 40, Zoology 40, First Aid 40, Psychology 20, Geology 20, Meteorology 20, Stealth 20, Sailing 40. Standard of Living - Native Patrol officers earn 1,SOOcs to 2,SOOcs per month, depending upon rank and seniority. Many officers still have homes in their native villages, and usually keep a small apartment near their station house as well. Resources - Native Patrol officers have essentially the same access to physical resources that members of the GEO Patrol enjoy, though that access is often problematic. A unique resource enjoyed by the Native Patrol is the trust and confidence of the native population. As a result, Native Patrol officers have additional and often superior sources of information. Edge - The natives of Poseidon assign great value to community relationships, and because of their heritage, it often seems like they are all related to each other. Therefore, as long as a Native Patrol officer is operating in their own district, they are almost never far from family and friends. In any encounter with regional natives, a Native Patrol player can make a luck roll. If he succeeds, then he is related to or is close to someone in the encountered group. As obscure as the relationship may be, one of the two will be aware of it, and both will respect it. The relationship may afford the character food, shelter and assistance, or it may simply spare his life. The exact nature of the relationship and benefits is at the discretion of the game moderator. "1 could sense their approach by the shape of the waves, the calls of the birds and their scent on the wind. The Oguchi Systems Sky Alert early warning radar gave me a hint too... " Private Investigator On Poseidon, private investigators straddle a thin line between legitimate investigation or security professionals, and criminals for hire. The fact is, most people turn to private investigators for services that law enforcement officials can't provide. In many cases, this is simply due to the lack of available resources, but sometimes, it's because the job can't be done without bending a few laws in the process. Nevertheless, many private investigators run legitimate operations, and even Marshals have been known to contract their services when conducting a particularly demanding investigation. Skill Groups - Administration 40, Athletics 20, Commerce 40, Culture 20, Firearms 20, Subterfuge 60, Survival 20, Vehicles 20. Skills - Persuasion 40, Writing 20, Computer Operation 40, Colonial Culture 40, Street Culture 40, Photography 40, Handguns 40, Brawling 40, First Aid 20, Psychology 20, Driving 40. Standard of Living - Private investigators on Poseidon can hope to earn between 2,000cs and 3,000cs per month, though
income can be unpredictable in this profession. The going rate for 'most jobs is around SOOcs per day, plus expenses, and a private investigator's income is limited only by the number of clients he or she can line up. Most private investigators live in a small, inexpensive flat behind or above their offices in one of Poseidon's major settlements. Resources - A tiny office, some medium grade surveillance electronics, and an army of informants are the primary resources of a private investigator on Poseidon. Their success and livelihood instead depends mostly on their insight and experience. Edge - Information is really the heart of a private investigator's business, and CommCore is a primary source of information. The modern private investigator therefore has to be expert in plying CommCore's twisted and often confusing ways. For identifying the purchases a target made last week, or generating a fake work order to gain access to a secure compound, investigators depend on CommCore. To this end, any time a private investigator uses CommCore he does so at a 3 level bonus to the relevant skills. "Information is simply a matter ofmoney...how much do you what to know?" Warden From poaching to the dumping of industrial wastes, Poseidon is beginning to suffer from the same exploitation that ravaged Earth's ecology. The GEO has strict laws meant to maintain the planet's environmental integrity, but it has too few resources to adequately patrol Poseidon's vast oceans. To help combat this wholesale exploitation, the GEO offers bounties for information leading to the arrest and conviction of individuals charged with ecological crimes of any kind. This policy has given rise to a sort of freelance bounty hunter commonly referred to as a Warden. Wardens collect evidence against, and sometimes even apprehend, individuals suspected of ecological crimes. A diverse lot, some Wardens operate out of urban centers using online investigation and cutting-edge surveillance technology. Most Wardens, however, are heavily armed frontiersmen who patrol the wilderness for poachers and other eco-criminals. Skill Groups - Agriculture 20, Athletics 40, Commerce 40, Computers 40, Culture 20, Electronics 40, Firearms 40, Subterfuge 40, Survival 40, Vehicles 40. Skills - Tactics 40, Colonial Culture 20, Native Culture 20, Street Culture 40, Photography 40, any Firearms skill 20, Martial Arts 40, Botany 40, Zoology 40, First Aid 40, Meteorology 20, Stealth 20, Tracking 20. Standard of Living - A straight bounty of SOOcs is offered for information adequate to indict any individual or organization for a felony within the Justice Commission's environmental protection statutes. An additional SOOcs is offered if there is an eventual conviction. The Justice Commission has also begun offering variable rew~rds fot'the arrest of certain suspects. Unfortunately, Wardens are vulnerable to both criminal and civil charges in the event ofa false arrest or assault. GAM E M E C HAN I C S Resources - A Warden typically has a vehicle of some sort, a boat, hydroplane, or jumpcraft. They also have a hunting rifle for protection in the bush, and a heavy sidearm for protection from human animals. Most Wardens also have at least one well informed contact in some major urban center, one that can keep them informed of potential bounties. Such contacts are usually within the offices of the Justice Commission. Edge - Wardens spend most of their lives in the wilds, and depend on their sensitivity to their environment for survival. As a result they receive a 2 level bonus to all Awareness rolls while out in the bush. "Hey Bonehead~ you~re charged with poaching sunbursts~ and I~m here ta bring you in...don~t even think about reachin~ for that...I don~t get paid extra ta kill ya~~ and I really don~t want to have to drag your fat~ dead ass back to my jumpcraft. ~~ MEDICINE The razor's edge is always a dangerous place to live, and Poseidoners can expect to get their share of nicks and cuts. Lawless mining towns, Incorporate conflict, military training accidents, industrial mishaps, and the planet's savage environment all offer ample opportunities for colonists to get themselves hurt. Doctors, nurses, EMTs, ERT medics, and military corpsmen are essential to life on the waterworld. Doctor Medical doctors are found in the employ of the GEO, Incorporate, private hospitals in Poseidon's major settlements and independent clinics all over the waterworld. Most physicians are highly educated and operate in well-equipped, quality facilities. Of course, on the edges of the frontier, "wellequipped" and "quality" are relative terms. Skill Groups - Administration 20, Commerce 20, Communications 40, Life Sciences 40, Medicine 60, Physical Sciences 20, Scientific Method 40. Skills - Bureaucracy 20, Management 20, Computer Operation 40, Colonial Culture 40, Electronics Operation 40, Anthropology 20, Archaeology 20, Driving 20. Standard of Living - Physicians have always commanded healthy salaries, and those on Poseidon are no exception.Doctors can expect to earn between S,OOOcs and 10,000cs per month. Most physicians will own a modest residence, in addition to their office or clinic. Resources - Doctors will own a clinic or work in a hospital. Most will also have one or more medical technicians in their employ, or otherwise at their disposal. They will also have quality equipment specific to the branch of medicine they practice - surgery, field trauma, etc. Edge - Doctors on the Poseidon frontier are faced with daily challenges - new diseases, supply shortages, violent trauma, etc. As a result, even the hacks learn to improvise, make due and follow hunches. As a result, once per game session, doctor characters may reroll a single failed skill roll. The roll must relate directly to the care of a patient, and is made at the dis006.279
B L U E P LAN E T cretion of the game moderator. "Turn your head, flare your gills and cough. " Medic On Poseidon, EMTs, ERT medics, and Peacekeeper corpsmen all receive extensive training focusing on emergency medical care under dangerous conditions and in hostile environments. With such training, most medics are reasonably competent in combat and are well-trained in the basics of wilderness survival. However, few medics have any significant experience with long-term treatment and care. Skill Groups - Athletics 20, Command 20, Firearms 20, Life Sciences 20, Medicine 20, Survival 20. Skills - Aquatics 20, Persuasion 20, Computer Operation 40, Colonial Culture 40, GEO or Military Culture 40, Electronics Operation 40, any Firearms skill 20, Military Hand-to-Hand 40, First Aid 40, Pharmacology 20, Driving 20. Standard of Living - Regardless of their service branch, medics will typically earn about 2,000cs per month. Ranking medical corpsmen and ERT medics can earn a bit more, and the latter often have access to hazardous-duty benefits. With the exception of military corpsmen, who will usually live on base, medics often rent an inexpensive apartment or residence near their hospital or search-and-rescue base. Resources - In the line of duty, a medic will have quality medical gear specifically designed and packed for use in the field. He will likely also have use of an emergency response vehicle of some sort, or be part of a team that does. He will also have a connection, often in the black market, that can usually score hard-to-get medical supplies in exchange for occasional no-questions-asked medical treatments for select "clients". Edge - A medic's typically intensive training and professionalism often overcomes physical limitations in a crisis. If acting in any way to care for a trauma victim, medics do not have to roll Initiative, automatically making any such required rolls. "Walk it off!~~ MILITARY Recontact brought with it a host of tangled and complex political issues, and outbursts of armed conflict are becoming all too common on Poseidon. Hostile natives, political insurgents, terrorists, and the increasingly tense relations between Incorporate states, have driven the GEO and the Incorporate to increase their military forces on the planet. Incorporate Security In the harsh political and economic war-zones of the 22nd Century, most Incorporate states maintain at least a small cadre of professional soldiers. These troops are loyal and paid to stay that way. For the most part they are quite competent, specializing in facility security, temporary reinforcement, small actions, and the oa:asional, and distinctly deniable, covert operation. Incorporate security personnel are typically well trained, well equipped fighters, and their technology is state-of-the-art. They are often bio-modified, and 006.280 they understand tactics and hardware like their lives depend on it, which, of course, they do As in any profession, incompetence is common, but assuming an Incorporate soldier is incompetent is an excellent way to very quickly end up very dead. Skill Groups - Athletics 40, Command 20, Firearms 40, Military Weapons 20, Survival 20. Skills - Bureaucracy 20, any Command skill 20, Computer Operation 20, Demolitions 20, Colonial Culture 40, Incorporate Culture 60, Electronics Operation 20, any Firearms skill 20, Military Hand-to-Hand 60, First Aid 40, any Military Weapons skill 20, Stealth 20, Driving 20. Standard of Living - Incorporate soldiers will earn between 2,000cs and 5,000cs per month, depending upon rank and security. Most will have assigned quarters in the military and security facilities of their employer's company town. Resources - Corporate security is serious business and the Incorporate are usually willing to pay for every precaution. Within the Incorporates holdings, most security personnel have access to state-of-the-art equipment, cutting edge electronics, and high level clearance. They also have considerable intelligence resources both through internal and outside sources. Individually, such personnel also have significant privileges as Incorporate citizens. Edge - Incorporate security personnel have a confidence born of familiarity with the facility they guard. Constant training within the same compound gives security personnel a 1 level bonus to all relevant professional skills while on the job. ~~Screw the regulations. I know these are pressure bearing bulkheads, but do you think the op will have read the regs. If the bullets start flyin~ I want the stopping power." Military Pilot By land and air, on and below the surface of the oceans, warfare in 2199 is highly mobile. The GEO and Incorporate alike rely on high-tech machines and skilled pilots to deliver military forces planet-wide at a moment's notice, and to provide dominating air support. Military pilots are in command of some of the most sophisticated technology in the world of Blue Planet. Would-be cyborgs aside, these elite soldiers are the true synthesis of human and machine, tricked to the actual gills and wired into their craft like integrated circuits. Skill Groups - Athletics 20, Command 20, Computers 40, Firearms 20, Survival 20, Vehicles 40. Skills - Aquatics 20, Parachuting 40, Physical Training 20, Computer Operation 20, Colonial Culture 40, GEO or Incorporate Culture 40, Military Culture 60, Electronics Operation 40, any Firearms skill 20, Military Hand-to-Hand 40, First Aid 40, Gunnery 60, Meteorology 40, Physics 20, Stealth 20, any Survival skill 20, any Vehicles skill 20. Standard of Living - Pilots in the militaries of the GEO, In-
corporate states, or national governments usually have a rank of at least Captain, and their specialized training comma~ds salaries of 4,000cs to 5,OOOcs per month. Most will have assigned quarters on a major military base. Resources - Any soldier, pilot or otherwise, always has the buddies in his unit to back him up. However, the only resource a pilot truly cares about is his craft. Obviously, a pilot's access to his vehicle is typically restricted to official use, but that does not seem to matter. These war machines are unmatched in speed, power and armaments and most pilots are hopelessly addicted, caring little about anything else. Edge - Even the most conservative military pilots are hot shots at heart, and it is the flair and style with which they fly their machines that make them who they are. As a result, once per game session, a pilot character may make one single, spectacular maneuver, executing it perfectly, without having to make a skill roll. The maneuver must be within the performance capabilities of the craft, and should at least verge on the realistic. The nature of any such maneuver is always at the discretion of the game moderator. "There I was, on his six" she said, speaking with her hands as was wont with pilots everywhere, "when I got tone and pickled a missile. 'Fox 2' I called and it flew right up his fans!" Mercenary The decentralized balance-of-power and escalating conflict throughout Earth and the Colonies has resulted in an expanded role for soldiers of fortune. Constrained by scarce resources, many of the remaining nation-states of Earth employ professional mercenary soldiers to provide some semblance of defense and security. On Poseidon, itinerant professionals as well as soldiers retiring from service to the GEO and Incorporate are hiring on with isolated communities and independent organizations throughout the colony. While they may lack the resources of GEO or Incorporate troops, mercenaries are nonetheless dangerous and formidable troopers. Skill Groups - Administration 20, Athletics 40, Command 20, Commerce 40, Firearms 40, Military Weapons 20, Survival 20, Vehicles 20. Skills - Any Command skill 20, Computer Operation 20, Demolitions 20, Colonial Culture 40, Military Culture 60, Electronics Operation 20, any Firearms skill 20, Military Handto-Hand 60, First Aid 40, any Military Weapons skill 20, Stealth 20, any Vehicles skill 20. Standard of Living - For freelance mercenaries, paydays are often few and far between, but when they come, they are usually pretty profitable. Mercenaries typically command between 1,000cs and 5,000cs per day for "hot" operations. Mercenaries in the employ of major "military consultancies" and security companies can expect to earn a regular salary of 3,000cs to 6,000cs per month. When not in the field, most mercenaries keep a small, secure residence in one of Poseidon's outlying settlements. Many of the largest security corporations have built state-of-the-art training and operations facilities on Poseidon that provide GAM E M E C HAN I C S comfortable lodging for their employees. Resources - Mercenaries, by the very nature of their profession, are a transient lot. Often they own their own personal battle kits, but little else. They are therefore almost always well armed, with worn combat armor, rugged electronics, and a formidable array of firearms. Edge - Mercenaries survive on their wits and experience alone. Therefore, whenever a mercenary character enters a combat situation they may make an Experience roll. If that roll succeeds the character receives a 1 level bonus on all relevant attribute and skill rolls for the duration of the encounter. "We want you," read the poster, "See exotic locations," said the recruiter, "Drop and give me fifty!" screamed the DI. My buddy just tried to yell something too, something about incoming, but he didn't finish 'cause his face got blown off. In the fiscal budget, this little firefight might be just another account owed, but right now, down here in the mud, I'm planning on making someone pay. " GEO Peacekeeper The GEO Peacekeeping Force was the governmental response to the lawlessness and military crisis of the Blight Years. Once the strictly defensive force of the United Nations, the Peacekeepers now dominate the military landscape, both on the ground and in space. Though not always equipped with state-of-the-art hardware,. the Peacekeepers make up the difference with numbers, training, and an unsurpassed intelligence network. Special public safety divisions also serve in law enforcement, criminal investigation, and emergency response. In addition, it is from the top Peacekeeper recruits that the GEO draws candidates for the Marshal Academy. Skill Groups - Athletics 40, Command 20, Firearms 40, Military Weapons 40, Survival 40, Vehicles 20. Skills - Any Command skill 20, Computer Operation 20, Demolitions 20, Colonial Culture 40, GEO Culture 40, Military Culture 60, Electronics Operation 20, any Firearms skill 20, Military Hand-to-Hand 60, First Aid 40, Stealth 40, any Vehicles skill 20. Standard of Living - Peacekeepers earn between 1,000cs and 5,000cs per month, depending upon rank and experience. The GEO provides troopers with room and board on base, as well as full medical benefits and other characteristic perks of military service. Resources - Every trooper is issued a high end bodycomp with integrated, military grade communications equipment, keeping them in almost constant contact with their chain of command, even when off duty. They are also issued a heavy sidearm and custom-fit combat armor, and other gear is provided on a mission needs basis. Troopers also have a rather formidable source of backup in their unit buddies, as soldiers loyally look after their own. Edge - The Peackeeper motto is "Nunquam Non Paratus"; 006.281
B L U E P LAN E T Never Not Prepared, and on the exceptionally dangerous Poseidon frontier this motto takes on a whole new meanihg. Unfortunately the GEO's physical resources are spread rather thin. As a result, the typical trooper has become a consummate scrounger, networker, and improviser. Once per game session, a trooper player may ask the game moderator for access to a "special" piece of military gear, equipment, weaponry, transport, intelligence, etc. If the request is even vaguely realistic, and the player wins a luck roll, the request may be granted. Game moderators are encouraged to modify the roll as they see fit, and to consider such requests only if they are in keeping with the circumstances. "Excuse me, sir, is this a stand-up fight, or just another bug hunt?" GEO Shock Trooper In an effort to get the most bang for their military buck, the GEO created the Shock Troopers. Included in the Peacekeeper chain of command as the Marine Corps Heavy Cavalry, and commonly known as Supertroopers, they are divided into squad-sized units and deployed as rapidresponse teams. Supertroopers are elite commandos able to execute their missions with minimum effort, in minimum time, and with maximum force. Supertroopers are heavily modified, and only the finest Peacekeepers can ever hope to make the grade. Shock Troopers are intense, extreme, skilled and without fear. They have superior training, the latest equipment and a proven reputation for being the best. Skill Groups - Athletics 40, Command 20, Firearms 60, Military Weapons 60, Survival 40, Vehicles 20. Skills - Aquatics 20, Parachuting 20, Physical Training 20, Computer Operation 20, Demolitions 40, Colonial Culture 40, GEO Culture 40, Military Culture 60, Electronics Operation 20, Military Hand-to-Hand 60, First Aid 40, Stealth 40, any Vehicles skill 20. Standard of Living - As the elite soldiers of the GEO Armed Forces, the Shock Troopers are well compensated for their service. Shock Troopers typically earn between 4,000cs and 6,000cs per month, in addition to the standard benefits of GEO military service. The Marine Corps Heavy Cav have specially designed permanent quarters on Prosperity Station and at a few dirtside bases. Resources - Super Troopers are the elite, and there is an entire infrastructure to support them. They have the best techs, trainers and doctors, and their personal needs are entirely provided for. In the line of duty, there is little they do not have access to, and they are on duty almost all the time. A trooper's most valuable resource is the rest of his platoon. Troopers are rabidly loyal to their fellows and a platoon of Super Troopers is more than match for an entire company of standard Peacekeepers. Edge - Only Shock Trooper characters are eligible to take the Shock Trooper biomod package as part of character generation. See page 234 for a complete description. With such extreme physical modifications, Super Troopers hardly need fur006.282 ther advantage. '"'"Aw LT, I took the names last time." MINING Before the discovery of Long John, Poseidon offered little economic promise considering the feasibility of interstellar commerce. The cost of intersystem space travel was prohibitive, and most resources could be more easily and less expensively exploited within the Solar System. The discovery of Long John and its biomedical applications, however, changed everything. The ensuing rush to exploit this precious resource has transformed Poseidon from an isolated, sparsely populated frontier into a rabid, booming colony, drawing millions of fortune hunters to the planet every year. The Long John industry is one of the most dangerous and speculative on Poseidon, but the lure of mythical wealth is strong, and there is no vaccine for Long John fever. Miner Every Incorporate state involved in the mining industryon Poseidon employs hundreds of professional miners to work the Long John beds. Incorporate miners earn competitive salaries, but the risks they take and the shares they receive are usually quite disproportionate. The contracts that bring most Incorporate miners to Poseidon effectively indenture them for years, and for many, buying out their contracts becomes their only goal. Many Incorporate miners who finally complete their contracts eventually return to the Long John fields as independent prospectors. Such a life is hard and seldom profitable, but at least they take the risks for themselves. Skill Groups - Administration 20, Athletics 20, Commerce 20, Computers 20, Construction 40, Electronics 20, Mechanics 40, Vehicles 20. Skills - Bureaucracy 20, Hydroponics 40, Aquatics 40, Computer Operation 20, Colonial Culture 40, Incorporate Culture 60, Electronics Operation 20, Longarms 40, Brawling 40, Biochemistry 20, Mechanics Operation 20, First Aid 40, Geology 40, any Vehicles skill 20. Standard of Living - Miners in Poseidon's Long John fields most often earn about 5,000cs per month, with bonuses offered for exceeding standard productivity quotas. Miners typically spend three weeks at a time in an Incorporate deep-sea mining base for everyone week on Rand R in some local company town. Resources - Most miners own, or are making payments on, a high pressure industrial hard suit. Typically custom fit, this suit is all that stands between a miner and the crushing depths. Though they may appear worn and ragged, only the reckless and the stupid fail to carefully follow the maintenance schedule. Edge - Mining is a hard life, and it makes people even harder. As a result, miner characters receive an 5 point bonus on their Constitution damage resistance modifier. This tends to make miners the odds on favorites in their sport of choice, barroom brawling.
"Hell, the drill got away from 'em, kicked up and teared loose. The cutter popped his suit like a balloon and that were all'she wrote. Funny thing, the look on his dead face after weren~t even surprised. Well, here~s ta Bill...gulp... ~~ Mining Engineer The professionals who -supervise and manage the Incorporate mining operations are typically educated and experienced geologists or engineers. They are often a unique hybrid that straddles the line between management and labor. They answer directly to the Incorporate executives in the company towns and orbitals, but they spend most of their time on the deep-ocean floor with their crews. The most successful mining engineers manage to reconcile the best interests of their superiors with those of the miners who work for them. Theirs is a tough job that requires as much politics and knowhow as it does engineering skill. Skill Groups - Administration 40, Commerce 40, Computers 40, Construction 60, Electronics 40, Mechanics 40, Physical Sciences 20, Vehicles 20. Skills - Management 20, Hydroponics 40, Aquatics 60, Colonial Culture 40, Incorporate Culture 60, Longarms 40, Brawling 40, Biochemistry 40, Mechanics Operation 20, First Aid 40, Geology 40, any Vehicles skill 20. Standard of Living - Mining engineers are among the most highly compensated professionals on Poseidon. They typically command a salary of about 8,000cs per month, and receive substantial productivity bonuses, as well. Though they face the same cramped living spaces and lack of privacy as those they supervise, mining engineers usually receive the most spacious cabins and best food available in the Incorporate deepocean habitats. Resources - Like miners, engineers own their own custom hard suits, though typically a bit more state-of-the-art, and with far fewer operational hours on the counter. Engineers also have unlimited access to a versatile submersible, various machine and electronics shops and various computer hardware and database resources. Edge - The demands of being an underwater mining engineer make such characters uniquely adept at figuring out how to accomplish challenging technical tasks. As a result, when faced with such a task or challenge, engineer characters may make a special Intellect roll. If they succeed, the game moderator has the option to provide them with a leading suggestion about how the task may be accomplished. "Yeah, I~m serious, this new silt dredge design will cut the average lag time in halfand local visibility will be at least 123% ofthe average. I~ve run the simulations and they all indicate a 90% plus feasibility. This translates into serious production savings..U Prospector Like the gold hunters of Earth history, Long John prospectors are an obsessed and desperate lot. Slowly plying the deep-ocean floor in worn and dangerously ragged diving systems, they stake their lives on aging equipment and GAM E M E C HAN I C S a lethal environment for the chance to strike it rich. Brutal conditions, brutal job, brutal people, deep-ocean diggers are the absolute orneriest individuals one is likely to meet. Skill Groups - Athletics 40, Commerce 40, Computers 20, Construction 40, Electronics 20, Firearms 20, Mechanics 40, Vehicles 20. Skills - Aquatics 20, Computer Operation 20, Colonial Culture 60, Electronics Operation 20, any Firearms skill 20, Brawling 40, Biochemistry 20, Mechanics Operation 20, First Aid 40, Geology 40, any Vehicles skill 40. Standard of Living - As valuable as Long John is, it's even harder to find and harvest efficiently. Though all hope to strike it rich, the vast majority of Long John prospectors risk their lives to scratch just enough ore out of the planet's crust to keep their subs running and their bellies fed. One gram of unrefined ore brings about 1,000cs on the open market, so at least a prospector doesn't have to find a whole lot to get by. Most prospectors sleep in their hovercraft or submersible, but they'll occasionally spend a night or two in a cheap hotel in their favorite mining town. Resources - Prospectors own, or are in debt because of, some sort of surface craft, and either a towed sensor array or a dubious submersible, either of which is used to slowly scan the sea floor for the tell-tale signature of a Long John deposit. Beyond this, any resources a prospector has depends entirely on his skill and luck as a prospector. Edge - Prospectors, by their very nature, are devotees of Luck and therefore have a special relationship with luck rolls. When making a luck roll, prospector players can opt to make a second roll to modify the first. If the second roll is an even number its value is subtracted from the first, and if an odd number, it is added. This modified score is then compared to the game moderator's roll as per a normal luck roll. Prospector players must decide to make the second roll prior to the game moderator's roll. "Keep scanning, it~s only a little leak... " POSEIDON NATIVES The original colonists, those sent to Poseidon before the Blight, are known commonly as the planet's natives. Theirs has been a story of frontier struggle, hardship and perseverance. Abandoned during the Blight Years and left to fend for themselves, the natives survived, thriving on their own ingenuity, hard work and genetically altered bodies. Since Recontact, they have been an enigmatic people, some welcoming the newcomers, some cautiously indifferent. Still others have begun actively resisting continued colonization and Incorporate exploitation. Though Poseidon's natives remain a diverse people, they share a fierce sense of independence, a justified pride in their heritage, and an almost mystical kinship with their adopted planet. Note that all native characters should incorporate either of the aquaform biomods during character generation. 006.283
B L U E P LAN E T Elcler Most natives are deeply respectful of their leaders, and in native settlements, leadership is generally the responsibility of the older members of the community. In some villages, the elders are still first generation colonists, well into their hundreds, but respected resources for their knowledge and experience. Anthropologists point to many of Earth's past cultures, explaining that long life under harsh conditions creates experienced and able leaders. Skill Groups - Administration 40, Agriculture 40, Commerce 40, Communications 60, Survival 40. Skills - Any Agriculture skill 20, Aquatics 60, Leadership 60, GEO Culture 20, Incorporate Culture 20, Native Culture 60, Artisan 40, any Firearms skill 20, Brawling 20, History 60, Botany 40, Zoology 40, Psychology 20, Geology 20, Meteorology 40, Fast Talk 40, Sailing 40. Standard of Living - Most native elders are well past the age when they could offer much assistance in the day-to-day labors and chores of life in their villages. Like all natives, however, elders are valued for what they can contribute, and are always well provided for. Most elders live in one oftheir village's largest dwellings, usually attended by a multitude of grandchildren and great-grandchildren. Resources - Whatever resources are available to the village at large are generally available to the discretion of an elder, and everyone in the village is usually more than willing to do an elders bidding. Edge - An elder could not have lived so long on the dangerous frontier without having learned from his experiences, and he could not have learned so much without having had many of them. When making Experience rolls, elders may roll twi<;,e and use the best roll, virtually assuring success even when cl~ cumstance calls for penalty task levels. "We don~t need fusion reactors or electric lights on Poseidon. Serpentis is our reactor and it gives us enough light to get our work done every day. We have the wind to fill our sails, and with nets and spears~ we feed our families. You use machines that pollute the air and the seas, just so you can get your work done a little faster. Then you use the precious time you~ve saved to hunt, fish, or dive for 'sport. Either that, or you plug a cable into your head and pretend you~re doing it. And you call us backward?" Healer As the original colonists' medical supplies ran out, they were forced to find new ways to treat injury and disease. In the early years, researchers learned a great deal about the planet's ecology and biochemistry. Even before the Abandonment, scientists were researching promising medical applications of many indigenous species of flora and fauna. In 2199, native healers are a unique synthesis of traditional herbalists and medical professionals with surprisingly modern education and training. Their treatments and medicines are even being investigated by Incorporate pharmaceutical and biotech labs for possible commercial applications. 006.284 Skill Groups - Agriculture 40, Human Sciences 20, Life Sciences 40, Medicine 40, Physical Sciences 20, ScientificMethod 20, Survival 40. Skills - Aquatics 60, Persuasion 40, Native Culture 60, Artisan 40, Brawling 20, History 20, Botany 20, Zoology 20, First Aid 20, General Medicine 20, Pharmacology 20, Geology 20, Meteorology 20, Sailing 40. Standard of Living - Like elders,. native healers seldom take part in the fishing, agriculture, and commerce of their village. When not actively caring for the sick or injured, healers will be out in the wilderness, foraging for useful medicinal ingredients' or conducting experiments or manufacturing new curatives. Resources - Healers typically have a useful enough collection of modern medical tools and native medicines to make them vital to the health of a village. Such characters also have a small clinic and lab, typically as part of their dwelling. Healers are valued by their community and as a result are well cared for themselves. It is a belief among natives that "caring for the healer is caring for the village." Edge - Native healers have had to make do for almost a century without the diagnostic software depended on by modern physicians. As a result they have naturally become more skilled at diagnosing conditions and diseases. Therefore, when a healer character makes a General Medicine roll to make a diagnosis, they may roll twice and choose the better roll. "Yeah, thafs fast fungus. Its a good thing you came in when you did. If you waited much longer the best you could have hoped for would have been amputation. As it is, just smear this stuff on it twice a day until that purple color goes away. What is it? Trust me...you do not want to know. ~~ Warrior Not all natives have -lreacted peacefully to Recontact. Many groups now considered "hostile" by the GEO have even developed an active warrior class. These soldiers are typically younger natives with strong philosophical opposition to government, and especially Incorporate, activities on Poseidon. While native warriors have suffered due to inadequate training and weaponry, certain newcomers, such as arms smugglers and ecoterrorists, are beginning to change things. Many: observers believe that, if unified under a common leadership;· hostile native peoples could become a considerable threat to the post-Recontact colonial effort. Skill Groups - Agriculture 40, Athletics 40, Firearms 40, Survival60. Skills - Aquatics 60, Archery 60, Physical Training 20, Native Culture 60, Artisan 40, Martial Arts 60, Botany 40, Zoology 40, First Aid 40, Meteorology 40, Stealth 60, Sailing 60. Standard of Living - Native warriors usually spend a great deal more time fishing, harvesting kelp, and tending nets than they do fighting the injustices of Incorporate excess. Native warriors are often the most driven of their people, following a
day of routine labor with planning and training. Most warriors are single men and women, and share a dwelling with their extended families. Resources - In addition to their normal share of the village resources and equipment, most native warriors have also managed to acquire a personal assault weapon and a small reserve of propellant and ammunition. Some of these radicals may also have managed to acquire various mismatched bits of body armor. Edge - Being so attuned to their environment, and in fighting for a heartfelt cause, native warriors are most effective when fighting on the islands and in the waters of Poseidon's wilds. When engaging the enemy in the bush, native soldiers receive a one level bonus to their attribute rolls. "Here~s the plan: plant the charge~ set the timer, pull the safety and swim like hell. ~~ Sell-Out Some natives have welcomed Recontact and abandoned the traditional lifestyle of their parents and grandparents. These natives, considered sell-outs by their own people, usually inhabit the slums and ghettos of the major settlements in vain attempts to get a share of the pie. Many work for hire, doing almost anything to get by. Often doing dirty work for the Incorporate, or even turning to petty crime, sell-outs are non-citizens, looked down on by the newcomers, and considered traitors by their own. Skill Groups - Agriculture 20, Athletics 20, Commerce 40, Firearms 20, Subterfuge 40, Survival 40. Skills - Aquatics 40, Persuasion 40, Colonial Culture 40, Native Culture 60, Acting 40, Artisan 40, Handguns 20, Brawling 40, Botany 20, Zoology 20, Meteorology 20, Fast Talk 20, Pick Pocket 20, Stealth 20, Sailing 40. Standard of Living - Native sell-outs are often among the poorest colonists on Poseidon. Their part-time jobs and petty crime rarely pay for anything more than a decrepit hotel room or ghetto flat, irregular meals, and enough liquor or drugs to temporarily take their minds off their misery. Resources - Unfortunately, having abandoned their native ': communities and with the odds against them in the modern settlements, such characters have very little in the way of resources. Edge - The fishing usually sucks in the city, so sellouts are lucky to scrape together enough scrip each day to keep from starving. The only thing that might be considered an edge, at least when compared with newcomers, is their aquaform heritage and experience in the wilds. "Yeah~ and to think I could still be one o~ those backward primates~ still out in the islands. What a crappy life; diggin~ in the dirt and haulin~ in slimy fish all day. Sitting around a fire all night with a bunch of savages~ gnawing on a burnt pig~ drinkin~ hootch and watchin~ half naked dancers ma - aah GAM E M E C HAN I C S yeah...they don~t know what they~re missing. Ahh...hey fishhead~ don~t hog the bottle eh... " SCIENCE AND TECHNOLOGY Life on post-Recontact Poseidon is driven by science and technology. The planet is a wonderland for researchers in all disciplines and a daily challenge for technicians and engineers trying to build and maintain the colony's technological infrastructure. On a world of such scientific mystery and technological need, scientists, engineers and technicians have become some of the most valued and prosperous professionals. Sclentl.t Hardly geeks in lab coats, most scientists with the clout to be posted on Poseidon are intelligent, ambitious professionals. Whether motivated by the potential fame and fortune to be had in uncovering the planet's secrets or driven by honest curiosity, such men and women are always uniquely qualified in their fields. Specialists are most common, but multidisciplinary researchers are valuable assets to small companies and many government divisions. Chemists, biologists, and ecologists, they all find the new planet fascinating, formidable and enigmatic. Skill Groups - Administration 40, Commerce 40, Communications 60, Computers 20, Electronics 20, Life Sciences 40, Medicine 20, Physical Sciences 40, Scientific Method 60. Skills - Bureaucracy 20, Computer Operation 20, Colonial Culture 40, GEO Culture 40, Incorporate Culture 40, Electronics Operation 20, Anthropology 20, Archaeology 20, any Life Sciences or Physical Sciences skill 20, any Vehicles skill 20. Standard of Living - The scientists .fortunate enough to be posted to Poseidon are usually either the leaders in their field, or the favorite graduate students and colleagues of those who are. In addition to the private and public grants that finance their work and provide for a comfortable, if not extravagant lifestyle, scientists in the employ of the GEO, Incorporate, or a private institution can expect to earn 5,000cs per month, or more. Most GEO scientists on Poseidon keep a small apartment on the HIST campus, while the rest have a modest residence near their places of employment. Resources - Most scientists able and serious enough to be working on Poseidon are well supplied, and can usually obtain whatever they need to further their research. Vehicles, security personnel, equipment, data, almost anything in the pursuit ofthe answers. Since this breed ofscientist cares little about anything but their work, they have little need for any significant personal resources. Edge - Any scientist, once each gaming session, will be able to muster some bit of arcane knowledge that is of key importance in the plot. Thisinformation must be within the scientist's field of study and fit into the story. Whether about geomagnetism or fish breeding habits, this bit of info is always at the discretion of the game moderator and should never disrupt the scientific foundations of-the setting or the story. 006.285
8 L U E P LAN E T CCDarwin would wet himself if he saw this place!" Technician While most of Poseidon's natives are happy snatching their living from the sea with wooden spears and woven nets, most modern colonists are very attached to the technology they have brought with them. The modern colony depends on its equipment, and even more on the professionals trained to operate, maintain and repair it. Nominally specialists, most real technicians are such gearheads that they usually have skills and training in a variety of related disciplines. Skill Groups - Commerce 40, Computers 40, Construction 40, Electronics 40, Mechanics 40, Vehicles 40. Skills - Aquatics 40, Persuasion 40, Computer Operation 20, Carpentry 20, Colonial Culture 60, Electronics Operation 20, any Firearms skill 20, Brawling 40, Mechanics Operation 20, Physics 20, Mathematics 20. Standard of Living - Independent technicians and machinists can expect to earn 2,000cs to 4,000cs per month running their private repair and machine shops. Technicians in the employ of the Incorporate will earn between 3,000cs and 5,000cs, depending upon their qualifications and seniority. Incorporate engineers can earn upwards of 8,000cs per month. Independent techs, like most small business owners on Poseidon, keep a small apartment in or near their place of business. Incorporate technicians and engineers will have apartments matching their station in their employer's company town. Resources - Tools, lots of tools. Technicians love their tools more than they love most of the people they know. Technicians always own or have access to the right tools for the job, and on the Poseidon frontier this is no small thing. Edge - Once each game session, a technician can offer some bit of technical wizardry or technobabble that has some key relevance to the action. This edge can range from some obscure fact about magnetic locks to jury-rigging a device with ax normally incompatible power cell. A player's use of this edge, of course, is always subject to the game moderator's approval and should be consistent with the technological parameters of the setting. "Yeah yeah, trust me. The desk jockeys that designed this thing saaaay it is only rated to a 10% overpowereage, but I know how to get more out ofit. Trust me... " 006.286
GAM E M E C HAN I C S OllRI8UlfS The character template gives the basic attribute scores for each Species option (see page 251). A brief description of each ofthe character attributesfollows. Included in some are modifiers and rules unique to the attribute being described. MENIAL AnRlBunS Mental attributes are those based primarily on the cognitive and perceptual capabilities of a character's brain. Mental attributes determine a character's ability to think, remember, associate, and assess circumstances. Awareness This describes a character's ability to corpprehend his immediate situation. It measures how conscious a character is of his surroundings and the events taking place around him. Awareness rolls are made when a character needs information about his immediate circumstances, or when he is trying to identify subtle details about a situation. Awareness also determines the base values of each of a character's senses (see page 253). Charisma This is a measure of the innate appeal of a character's personality. It plays a major role in how well a character may be liked or respected. Charisma rolls can be made to determine a nonplayer character's initial reaction to a player character. Eelucation Education measures a character's formal, academic learning. Like Experience, Education is not determined by the same method used for the other attributes. It is primarily determined by the Education component ofthe Profile. Education rolls can be made whenever a character attempts to recall or use information which may have been learned in the process of his formal education. Experience Experience represents a character's common sense or practical learning. This score indicates how much a character has learned from his past and how well he is able to apply that knowledge. Experience rolls are made whenever a character's common sense is called into play, or whenever he wants to compare his current situation to one from his past. Experience is not determined by the same method as other attributes. Instead it is equal to a character's age, modified by various elements of the Character Profile. This is intended to model the typical inexperience of the young, and the unique wisdom of the old. In addition, Experience is improved directly as a result of each successful adventure completed by a character. For every 100 ChIPs a character is awarded, his Experience score is increased by one point. Thisis intended to model a character's own growth in wisdom as he learns from his life experiences. For more information on ChIPs and Experience, see page 297. Initiative This describes the mental speed and appropriateness with which a character responds to sudden changes in his circumstances. The score implies nothing about the physicalspeed or quality of that response, only how fast it is initiated and how well it fits the situation. Initiative rolls are called for whenever the timing and quality of a character's response to a situation is critical. 006.287
B L U E P LAN E T Intellect.This is a character's ability to reason and comprehend, regardless of how much he knows. Intellectrolls are made whenever a character tries to make sense of information or observations. Will Will is a character's determination, courage, and overall mentalstability and fortitude. Will rolls are made when a character must force himselfto do something physically or emotionally demanding, something beyond an everyday effort. PHYSICAL ATlRlBUnS Physical attributes determine the basic abilities of a character's body - how coordinated, how fast, and how durable the character is. Physical attributes define the character'sresponse to athletic demands, injury, and physical stress. Agility Thisis a measure of a character's ability to move his whole body gracefully and effectively. Agility rolls are often made when a character is attempting athletic or acrobatic actions that require no particular training. Appe....nce Appearance is a measure ofthe aesthetic appeal of a character's physical characteristics. It includes not only facial and body features, but bearing and apparent health as well. ConstItution Thisindicates an individual's physical health, durability and resilience. It describes his resistance to disease and injury, as well as the body's ability to heal. Constitution rolls are made to determine a character's susceptibility to sickness, or the effects of various types of injury. Constitution affects the ability of a character to withstand physical damage. Below is a table that gives the damage resistance bonuses and penalties associated with various Constitution scores. If a character's Constitution merits a modifiet; any damage roll against that character is adjusted by the specified number of points. After determining a character's Constitution, consult the table below and place the given value in the Injury modifier space on the character sheet. Be sure to add this value to any damage rolls made against the character. 006~288 Dexterity This is a measure of how capable a character is with his hands. This attribute describes a character's hand-eye coordination and how well he is able to manipulate objects with precision. Dexterity rolls are made when a character's basic manual ability is being tested. E.uranee Thisis a character's overall physical conditioning and stamina. This attribute implies nothing about health or strength, it simply indicates how fit the character is. Endurance rolls are made whenever a character's stamina is tested. Speed Speed describes a character's raw physical quickness. This attribute does not describe how well a character does things, only how fast. Speed rolls are made whenever a charactertriesto act with unusual or special quickness. Speed also determines how many action rounds a character must wait before resolving a declared action. After the player has determined his character's Speed, he should consult the following table to determine the number ofrounds he must wait to resolve each simple action. This number should be entered in the Rounds space on the character sheet. For more information on Speed and action rounds, see page 306. Strength Strength indicates the raw physical power of a charactet; the force he is able to apply in any muscle-powered effort. Strength rolls are made whenever a character attempts some feat of strength or physical power. In addition, Strength affects the damage a character can inflict in hand-to-hand or melee weapon combat. After determining a character's Strength, consult the table below and place the given value in the Damage modifier space on the character sheet. Be sure to add that modifier to any damage roll resulting from either handto-hand or melee combat (see page 315).
Strength also determines how much weight an individual can lift, and more importantly, how much he can carry without being encumbered. Find your character's Strength in the table below and record the values, in kilograms, given for minimal, moderate, and maximum encumbrance in the appropriate spaces on the character sheet. These weights affect a character's movement rates as described below. Score Minimal Moderate Maximum 1-15 0-2 3-15 16-20 16-20 0-3 4-20 21-35 21-25 0-3 4-25 26-45 26-30 0-3 4-30 31-60 31-35 0-4 5-35 36-70 36-40 0-4 5-40 41-80 41-45 0-5 6-45 46-90 46-55 0-5 6-50 51-100 56-60 0-6 7-55 56-110 61-65 0-7 8-60 61-120 66-70 0-8 9-65 66-130 71-75 0-9 10-70 71-140 76-80 0-10 11-80 81-160 81-85 0-10 11-90 91-180 86-90 0-10 11-100 101-200 91-95 0-12 13-115 116-220 96-100+ 0-14 15-125 126-235 Note: These values are doubled for each level of scale beyond five and halved for each level of scale belo~ five (see below). For the purposes ofplayability, the ~ffeets ofencumbrance are simple. A character with minimal encumbrance may move at normal movement rates. A character with moderate encumbrance is unable to sprint. A character under maximum encumbrance can only move at the crawl rate. GAM E M E C HAN I C S SCALED AnRIBUTES Poseidon is a planet of incredible biological diversity, and with advanced genetic engineering, there is considerable biodiversity even among humans. As such, it is sometimes unreasonable to compare attributes, especially physical ones, between different species. An orca isfar stronger than even the most heavily modified human, and to use the same attribute scale for both would be inappropriate. Instead, in cases where such comparisons are part ofthe game, Blue Planet uses Scaled Attributes. All attributes in Blue Planet are scaled from one to ten. As a reference point, all human attributes are scale five. The most commonly scaled attributes are those related to a creature's size - the larger the creature, the higher its Endurance and Strengthwill be. For example, a dolphin has scale seven Endurance and scale six Strength, while an orca has scale eight Endurance and scale seven Strength. Within each scale, attributes run from 0-100 as normal, and comparisons within the scale are also made normally. Between scales, however, comparisons are almost always moot. For example, a creature with scale seven Strength is so much more powerful than a creature of scale five or six Strength that any challenge or contest will almost always go to the creature with scale seven Strength. Ibis determination is always at the discretion of the game moderator. For convenience, attributes of a scale other than human level (scale 5) are designated by a simple notation. For example, a dolphin has scale seven Endurance. Assuming the dolphin's actual Endurance score is a 63, the value is recorded as 63/7, indicating the scale ofthe attribute. SHillS nno SHlll6ROUPS Each skill available to characters in Blue Planet falls within a specific skill group. Skill groups represent broad categories or sets of related skills, and skills represent specialized or focused training in narrowly defined disciplines. A character's skill level in a given skill is determined by adding the value of the relevant skill group to the individual skill. A character with Computers 40 would have a base skill level of40 in each ofthe corresponding skills; Computer Engineering~ Computer Operation~ Computer Repair, and Hacking. If the character also has Hacking 20~ then his skill level for Hacking is 60~ while his skill level for all other Computers skills remains 40. CONTROLLING AnRIBUTES AND AnRIBUTE MODIFIERS Each of a character's attribute scores offers a corresponding attribute modifier. An attribute modifier is simply a bonus or penalty to a character's chances of succeeding at a particular 006.289
B L U E P LAN E T task based on the value of the attribute that is most relevant to that task. When a character's attributes are determined in the course of character creation, the player should record the attribute modifier for each of them in the spaces provided on the ch-aracter sheet. Each skill in Blue Planet is listed with a standard controlling attribute which indicates the attribute that is most commonly associated with that skill. For example, if a character were attempting to fire a pistol, the controlling attribute for Handguns would be Dexterity. However, different tasks based on the same skill will often call for different controlling attributes. If a character were attempting to recall the muzzle velocity of a particular pistol, the controlling attribute for Handguns would be Education. The descriptions of both the attributes and skills in Blue Planet offer some helpful tips and guidelines for choosing the appropriate controlling attribute for any given situation. Game moderators are- encouraged to use different combinations of controlling attributes and skills to accurately model each character's unique capabilities. Which controlling attribute is appropriate to a given situation is always at the discretion of the game moderator. Game moderators and players who do not care for the idea of checking a skill level and adding an attribute modifier each time a task is performed can simply use the standard controlling attribute listed for each skill. In this case, once a character's skill level has been determined, the player can add the appropriate attribute modifier and record the total on his character sheet. EXTENDED TASKS Characters will often be called upon to perform activities that will require a considerable length of time to complete. In these cases, the game moderator can use Will as the controlling attribute for mental tasks, testing the character's determination and concentration. For physical tasks, the game moderator may use Endurance to test the character's stamina and physi006.290 cal perseverance. DEFAULT TASKS In the course of play, a character may not have points in either the appropriate skill or skill group for a specific task. In this case, he can use the attribute modifier for the needed skill's controlling attribute as a default value for the untrained task. This rule is only suggested as a formal guideline, as the game moderator is always free to use common sense and a careful consideration of the relevant circumstances in deciding upon a method for resolving untrained tasks. In some cases, it may be appropriate to allow a player to roll against Experience or Education, though this option should typically only be used in situations that are not adequately covered by an existing skill. SCALED AnRIBUTES AND SKILLS Sometimes an attribute of a scale that is higher or lower than the human norm will be used as the controlling attribute for a skill. For example, just like a human, an orca would use Endurance as the controlling attribute for Aquatics when undertaking a long swim. However, since an attribute's scale has no effect on the corresponding attribute modifier, we need some way of representing the effects of scaled attributes on appropriate tasks. In Blue Planet's task system, when the controlling attribute for a task is scale five, as it always is with humans, the task's result will range from critical failure (the worst possible result) to critical success (the best possible result). In between these best and worst cases, marginal, moderate, and total successes or failures are also possible results (see page 303). When the controlling attribute for a task is less than scale five, simply eliminate one level of success for each point of scale below five. For example, if the controlling attribute for a task is scale four, the best possible result is a total success. Any roll that would normally indicate a critical success would be interpreted as only a total success, instead. Likewise, neither total or critical successes are possible for a task controlled by a scale three attribute. The best possible result for a task controlled by a scale three attribute is a moderate success. Bataku is an orca, and as such lacks manipulable appendages. For Bataku, Dexterity is a scale zero attribute. Any task Bataku attempts that requires Dexterity as the controlling attribute will have a best possible result ofmoderate failure. When the controlling attribute for a task is greater than five, simply eliminate one level of failure for each point of scale beyond five. For example, if the controlling attribute for a task is scale six, the worst possible result is a total failure. Any roll that would normally indicate a critical failure would be interpreted as only a total failure, instead. At scale seven, the worst possible result is a moderate failure, and so on. For Bataku, Endurance is a scale eight attribute. Thus, any task he performs that requires Endurance as the controlling attribute will have a worst possible result ofmarginal failure. Note that, in addition to the appropriate limitation on level of
success or failure, attribute modifiers for a scaled controlling attribute still apply to the task. Any task Bataku performs based on Endurance has a worst possible result ofmarginal failure. In addition, because Bataku has Endurance 70, he receives the normal attribute modifier of +15 to any such task. SHill DfSCRIPIIOnS -ADMINISTRATION These skills cover the organization and coordination of the activities of any social, political, or commercial institution. Bureaucracy [CHA] A character with this skill is familiar with the organization and procedures of bureaucratic institutions and can often find ways to improve their service and performance, or otherwise obtain their services more efficiently. Game moderators may use Experience as the controlling attribute in certain situations in which a character's familiarity with an organization or set of procedures is more crucial than his ability to interact with faceless bureaucrats. Law [INT] The study and practice of the body of rules and principles governing the affairs of a community and enforced by a political authority. Managelllent [CHA] This skill covers the control of an institution's physical, economic, and human resources, including the ways in which they can be used most effectively. AGRICULTURE The art and science of producing food crops and raising livestock. Anilllal Husbandry [INT] This skill covers the breeding and care of domesticated livestock in both terrestrial and aquatic environments. Aquaculture [INT] The science of cultivating crops on or under the water. Farllling [INT] This skill covers the cultivation of food crops in standard terrestrial environments. Hydroponics [INT] The science of cultivating plants in nutrient solution rather than in soil. This process is especially useful for environments in which available space is an important consideration, such as orbital stations or underwater complexes. GAM E M E C HAN I C S ATHLETICS These skills represent training in activities, such as sports, exercises, and games, that require physical skill and stamina. Aquatics (END] This skill covers movement and activity in aquatic environments. Note that as with many physical skills, Endurance will be the most common controlling attribute for extended tasks, while Agility will be used more for brief efforts and specific actions or maneuvers. Archery [DEX] This skill covers the use and construction of many styles of muscle-powered missile weapons, ranging from longbows to modern compound bows. Freefall [AGI] This skill represents a character's ability to function in low- and zero-G environments. Freefall skill may be used to avoid task level penalties to physical actions in these environments. Parachuting [AGI] The skill of jumping out of aircraft with a parachute or other device designed to slow atmospheric freefall. This skill includes training in the proper packing and maintenance of a parachute, the selection of a landing zone, and the evaluation of local weather conditions. Physical training [AGI] This skill represents formal training in a variety of physical activities. Many of these activities are also covered by specific abilities such as running and jumping. In general, these abilities are largely governed by a character's natural talents, which are represented in Blue Planet by attributes. Athletes train long and hard to gain only a slight improvement over their natural abilities. In Blue Planet, a character may elect to use his skill level in Physical Training (along with the appropriate attribute modifier) instead of the attribute that ordinarily governs physical abilities. In many cases, a character with high attribute scores will be better off using his natural attributes rather than this skill when performing physical activities until he has improved the skill to the point that it exceeds the value of his attribute. A character with Endurance 80 can run at 15 kilometers per hour for eighty minutes. Ifthe character also has Physical Training 50, he will still want to use the base attribute for determining how long he can run. His base skill in Physical Training is 50, plus 15 for his Endurance attribute modifier, so he can run only 65 minutes using Physical Training in place of Endurance. However, once the character reaches a base skill level in Physical Training of 66 or more, he will be better off using Physical Training to perform this task. Throwing [DEX] All human characters are able to throw as a natural ability, as described on page 252. While the distance a character is capable of throwing an object is based on his arm strength, it is usually more important to determine how accurately a character throws an object. Throwing with consistent accuracy depends on use of Throwing skill. Making an accurate throw requires a dramatic roll, adjusted for range by the same task level modifiers that are used for ranged attacks. 006.291
8 L U E P LAN E T If the roll to throw succeeds, assume the character has thrown the object essentially where he intended. If it fails, the game moderator should determine the amount of deviation based on the degree of failure. The circumstances that determine the potential deviation are diverse and the moderator should use logic and the details of the location and action to describe an appropriate result. In any case, barring a critical failure, the thrown object will not typically deviate by more than half the distance of the throw. To determine the direction of deviation from the intended target, roll a d10 and consult the following compass directions, with north as the direction of the throw: 1-2 N, 3 NE, 4 E, 5 SE, 6-7 S, 8 SW, 9 W, 10 NW. COMMAND These skills represent a character's ability to manage resources and conduct operations in a military or crisis situation. leadership [CHAl The art of inspiring and motivating others to perform prescribed tasks and duties. In Blue Planet, this skill will often be used to influence the willingness and enthusiasm of non-player characters to follow the direction and guidance of a player characters. As always, good roleplaying is crucial to the proper functioning of social skills. In addition, the game moderator should typically not use dice rolls against skills like Leadership to force the player characters to make certain decisions. Allowing the players to make their own decisions and choices for their characters is what roleplaying is all about. Logistics [INTl This skill represents a character's ability to plan and coordinate the material supply of a military operation. Logistics covers the procurement, transport, and issue of materiel to units in the field. Strategy [INTl This skill involves planning and coordinating the operational elements of an offensive or defensive military campaign, including the maneuver of land, air, and sea forces, deployment of orbital assets, etc. Tactics [AWAl This skill involves the deployment and maneuver of individual craft or small units. COMMERCE These skills represent a character's familiarity with the principles and practice of commercial enterprises and transactions. Econo_lcs [INTl This skill deals with the principles governing the production, distribution, and consumption of goods and services and with the theory and management of econo006.292 mies or economic systems. Characters with ihis skill will be able to judge the value of specific goods and services in various markets, as well as analyze current and future economic trends. Negotiation [CHAl The art of subtle manipulation and calculated compromise in an effort to reach an agreement or consensus. Negotiation is distinguished from Persuasion in that it is most often concerned with commercial transactions between two or more persons or groups. An understanding of Economics and the local Culture will often improve a character's ability to use this skill successfully. COMMUNICATIONS These skills represent a character's ability to interact and communicate with other people. Language [EDUl This skill represents the ability to communicate, in both written and verbal form, in a specific language other than a character's native tongue. This skill would also be used for Interspec (Interspecies), the combination of verbal and sign language used for unaided cetacean-human communication. Oration [CHAl The art of speaking powerfully and eloquently before a group of people with the intent to alter their attitudes or behavior. Persuasion [CHAl The art of inducing another person or persons to modify their actions or beliefs through reasoned argument or emotional and psychological appeal. As with any social skills, the game moderator should feel free to modify task levels quite liberally according the manner in which such an interaction is roleplayed. Writing [EDUl The art of constructing entertaining and meaningful written accounts and narratives. Depending upon the nature of the work, Experience, or Education might be appropriate controlling attributes for a given task. COMPUTERS These skills represent a character's familiarity with the operation, maintenance, and repair of computer hardware and software. Computer Engineering [INTl The design and construction of computer systems and components. This skill is also necessary to make major modifications to existing systems. Computer Operation [INTl This skill covers the basic operation, functions, and programming of computer systems and software applications. In addition, many sophisticated electronic and mechanical devices, such as sensor systems, are computer controlled and using. them effectively will also require this skill. This skill will also allow a character to make minor modifications to an existing system, such as the installation of new components or accessories. Computer Repair [INTl This skill covers the repair of computer systems and components. It may also be used to make
moderate modifications to existing systems. Hacking [INT] While Computer Operation covers routine programming, this skill involves the unauthorized and illegal access of a secure computer system, network, or database. In Blue Planet, computer hacking is most often accomplished by simply inputting an illicitly acquired access code. However, high-security systems and networks often require specialized code breaker programs and intrusion viruses. Most tasks covered by this skill will test a character's ability to run the appropriate program. or application quickly and effectively in response to the security routine's countermeasures. CO STRUenON These skills cover the trades and sciences of building structures in a variety of environments. Carpentry [AWA] The art of building and repairing wooden and prefabricated objects and structures. Civil Engineering [INT] The planning, design, construction, and supervision of architectural structures, including buildings, bridges, industrial and mining facilities, rail systems, and other infrastructure. De.olitions [AWA] This skill allows a character to set explosive charges and deploy land and sea mines. The character may also be able to create home-made explosives and construct mines or booby traps. In many situations, such as when a character is placing a delicate charge, Dexterity will be an appropriate controlling attribute for this skill. Note that a basic familiarity with Civil Engineering is often useful for using this skill most effectively. CULTURE These skills represent familiarity with the mores, customs, ethics, and rules of conduct of specific social and cultural communities and institutions. Each Culture skill is specific, and the following options are available. Colonial [CHA] Post-Recontact colonial society and culture of Poseidon. Earth [CHA] The diverse social and cultural traditions found on contemporary Earth. GEO [CHA] The activities, policies, and traditions of the Global Ecology Organization. Incorporate [CHA] The customs and conventions of the Incorporated City States. Military [CHA] The codes and traditions of the armed forces. Native [CHA] The culture and traditions of the original colonists of Poseidon. Spacer [CHA] The culture and society of organized human communities in orbit and planetary colonies other than Earth GAM E M E C HAN I C S or Poseidon such as the Lunars, Martians, Belters, and Proteans. Street [CHA] The codes and customs of the darker side of life in any sprawling urban area. ELECTRONICS These skills represent a character's familiarity with the operation' repair, and design of electronic equipment and technology, including communications and sensor equipment, cybernetics, and security systems. Electrical Engineering [INT] The design and construction of electrical and electronic systems and equipment, including cybernetics. This skill also enables characters to make major modifications to existing systems. Electronics Operation [INT] This skill allows a character to operate and make basic modifications to an electronic system. For example, this skill could be used to bypass or disable a security system. It would not allow the character to reprogram or make other sophisticated modifications to the system. Electronics Repair [INT] This skill allows a character to repair and make moderate modifications to electronic equipment. FINE ARTS This skill group represents talent or training in a variety of art forms which emphasize beauty and aesthetic appeal. Acting [CHA] Training in and performance of traditional dramatic techniques, including the careful manipulation of voice and physical mannerisms in support of language. Artisan [DEX] The arts of handcrafting items of practical value and good quality. Dance [AGI] Characters with this skill are able to perform a wide variety of traditional dances, both professionally and for personal enjoyment. In 2199, dancing continues to play an important role in human culture and social relations. In appropriate situations, this skill can often be used to enhance the effectiveness of many other social skills. In some cases, Appearance or Charisma might serve as particularly relevant controlling attributes. Music [AWA] The art of arranging sounds so as to create a coherent and evocative composition. Painting [DEX] The art of creating pictures or abstract representations in various textile mediums. Photography [AWA] Training in the use of photographic equipment, including video and holographic recorders. Sculpture [DEX] 'The art of shaping a three-dimensional object, figure, or design from a variety of physical media. 006.293
B L U E P LAN E T FIREARMS This skill group represents training in various classes of firearms. This includes loading and unloading, aiming and firing, sighting, mounting accessories, routine care and maintenance, and immediate actions necessary in the case of a misfire or jam. Auto'ire [SIRl This skill is used to wield unmounted personal firearms in full-automatic fire mode. Handguns [DEXl This skill covers pistols and sidearms. Longarlns [DEXl This skill covers traditional longarms such as rifles and shotguns, as well as specialized or obscure weapons such as spearguns and crossbows. HAND-10-HAND COMBAI This skill group represents several arts and disciplines of armed and unarmed combat and self-defense. See page 310 for more information on hand-to-hand combat. Brawling [AGll This skill can be considered an undisciplined form of hand-to-hand combat in which the objective is always to incapacitate or escape the opponent as quickly as possible. This skill usually emphasizes punches as the primary method of unarmed attack. Aimed kicks above the waist should not typically be allowed. Brawling also includes the use of common or improvised weapons, such as knives, chains, bottles, chairs, or clubs. Martial Arts [AGll This skill encompasses many schools of hand-to-hand combat training, including karate, judo, and tae kwon do. It can also be used to cover more unusual training in melee combat, such as fencing or other arts primarily used in athletic competition. Most martial arts schools include training in traditional weapons, such as swords or nunchaku. Any combination of attacks and defenses should typically be allowed with this skill. Players are encouraged to work with the game moderator to tailor more specific combat maneuvers to their chosen style or tradition. Military Hand-to-Hand [AGll This skill emphasizes the delivery of accurate, lethal blows, and includes training in knife and bayonet combat. Offensive techniques include a variety of punches and kicks directed at the target's vital organs and vulnerable areas. Defensive techniques emphasize blocking and evasion. HUMAN SCIENCES These skills represent the systematic, academic study of human behavior and society. In a time of uplifted cetaceans and recent speculations on the sentience of the aborigines, many scholars are beginning to consider how the human sciences might be applied to other thinking species. A variety of controlling attributes can be used appropriately in conjunction with these skills. Awareness might be used to determine a character's chances of recognizing or identifying a crucial detail at the most opportune moment. An archeologist reconstructing a delicate piece of ancient pottery might use Dexterity. As always, game moderators and players are encouraged 006.294 to use their imagination and common sense in combining these skills with controlling attributes to most accurately model a character's capabilities. Anthropology [INll The scientific study of the origin, the behavior, and the physical, social, and cultural development of human beings. Archeology [INll The systematic recovery and study of material evidence, such as graves, buildings, tools, and pottery remaining from past civilizations and cultures. History [INll The scholarly discipline concerned with the recall, recording, and analysis of past events. Political Science [INll The study of the processes, principles, and structure of government and political institutions. Iheology [INll The study of the nature of the divine, religious truth, and belief systems. LIFE SCIENCES These skills cover the branches of science that deal with living organisms and their organization, life processes, and relationships to each other and the environment. Blochelnlstry [INll The study of the chemical substances and vital processes occurring in living organisms. This skill is also used extensively in the research of Long John and its applications in medicine and genetic engineering. Botany [INll The scientific study of plants, including their taxonomy, ecology, and morphology. Envlronlnental Engineering [INll The science and manipulation of the relationships between organisms and their habitats. Genetics [INll The branch of biology that deals with heredity, especially mechanisms of hereditary transmission and variation of characteristics between similar organisms. Zoology [INll The branch of biology that deals with animal life, including their structure, physiology, development, and classification. MECHANICS These skills cover the operation, repair, and design of mechanical equipment and technology. Mechanical Engineering [INll The design and construction of mechanical systems and machines, from industrial drills to hardsuits. This skill also allows a character to make major modifications to existing equipment. Mechanics Operation [INll This skill covers the operation and routine maintenance of mechanical equipment, including machine tools and industrial equipment. This skill allows a character to make minor modifications to existing machinery.
Mechanics Repair [INT] This skill covers the repair of mechanical equipment. It also allows a character to make moderate modifications to existing machinery. MEDICINE This skill group encompasses the sciences of diagnosing, treating, or preventing disease and damage to the body or mind. First Aid [AWA] A character with this skill is able to administer emergency medical treatment to an injured or sick person before professional medical care is available. First Aid is used to stop bleeding, set fractured bones, stabilize a patient suffering from shock, and temporarily relieve pain. Assuming a first-aid kit or other adequate medical supplies are available, a successful roll will eliminate the effects of trauma (see page 325). Forensic Medicine [INT] The branch of medicine concerned with identifying the details surrounding a death, usually in the context of a criminal investigation or trial. General Medicine [INT] This skill covers the extended medical care a patient receives following first-aid treatment and excluding any surgical procedures. Genetic Engineering [INT] The scientific alteration of the structure of genetic material in a living organism. Practical applications of this skill in the gene labs are always supported by Biochemistry, Genetics, and Experimental Research. Pharlllacology [INT] The science of drugs, including their composition, applications, and effects. Psychology [INT] The science of mental processes and behavior, including the diagnosis and treatment of mental illnesses. Surgery [INT] The branch of medicine that deals with the diagnosis and treatment of injury, deformity, and disease by manual and instrumental means, often involving the replacement or removal of damaged or diseased tissue or organs. With Electrical Engineering, this skill can be used to implant cybernetic interface technology in a human patient. Veterinary Medicine [INT] The medical care and treatment of animals. MILITARY WEAPONS This skill group includes the operation and maintenance of weapon systems most commonly learned in the course of formal military training and service. Artillery [AWA] This skill allows a character to load, fire, and maintain indirect-fire heavy weapons. All members of a gun crew must have some training with the weapon. The better the crew's training, the faster and more accurately the weapon can be fired. Heavy Weapons [DEX] This skill covers direct-fire weapons larger than longarms, including vehicle-mounted weapons. GAM E M E C HAN I C S Gunnery [DEX] This skill covers the operation of integral vehicle weapon systems. PHYSICAL SCIENCES The scientific disciplines which deal with the observation, identification, description, experimental investigation, and theoretical explanation of energy and inorganic matter. Astronollly [INT] The scientific study of matter in outer space, especially the positions, dimensions, distribution, motion, composition, energy, and evolution of celestial bodies and phenomena. Chelllistry [INT] The science of the composition, structure, properties, and reactions of matter, especially of atomic and molecular systems. Geology [INT] The scientific study of the origin, history, and structure of planets. Geologists are often employed to locate and coordinate the exploitation of natural resources such as petroleum, uranium, and Long John. Meteorology [INT] The science that deals with the phenomena of the atmosphere, especially weather and weather conditions. Physics [INT] The science of matter and energy and of interactions between the two, grouped in traditional fields such as acoustics, optics, mechanics, thermodynamics, and electromagnetism, as well as in modern extensions including atomic and nuclear physics, cryogenics, solid-state physics, particle physics, and plasma physics. SCIENTIFIC METHOD These skills represent a character's training in the tools and procedures of scientific analysis and investigation. Experilllenial Research [INT] Training in the appropriate techniques and methodology of scientific research and experiment. To conduct scientific research in Blue Planet, a character must have the appropriate scientific skill as well as Experimental Research. Appropriate equipment and research facilities are also required. Mathelllatics [INT] The study of the measurement, properties, and relationships of quantities, using numbers and symbols. A solid background in mathematics is crucial to scientific investigation and research, as well as most technical and engineering fields. SUBTERFUGE This skill group represents training in covert or criminal activities. These skills are often as important to law enforcement, counter-intelligence, and other security personnel as they are to covert operatives and criminals. BRIBERY [CHA] A character with this skill is versed in subtle techniques of offe.ring money or favors to a person in a position -of trust-·or authority with the intent to influence that person's views or actions. 006.295