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The Is Yours!

Now updated for GURPS Fourth Edition, this is the ultimate toolkit for any campaign between the stars. Explore options for space travel and technology, from the realistic to the miraculous. Design alien races and monsters. Create cam- paigns of every style, from science to space to near-future realism. Build worlds, from asteroids to Dyson spheres.

With this book, you can create anything from a single alien beast to a whole galaxy of civiliza- tions and star systems . . . quickly and random- ly, or with a detailed step-by-step process that’s true to biology and astrophysics as we under- stand them today.

• Whether you’re creating a single alien or an entire race, a single planet or a dozen systems, GURPS Space gives you the information you need! • Based on modern astrophysical knowledge, you can build a setting as “hard science” as you want – or just choose details that work for your story, and skip the rocket science. • GURPS Space is written by two experienced GURPS creators: Jon Zeigler (author of GURPS Traveller: Interstellar Wars and GURPS Traveller: First In), and James Cambias (author of GURPS Mars and GURPS Planet of Adventure).

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Incorporated. Pyramid and the names of all products published by Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Space is copyright © 1988, 1990, 1999, 2002, 2006 by Steve Jackson Games Incorporated. Some public-domain images used in this book were taken from NASA and the STScl Hubble image collection. All rights reserved. Printed in the USA.

The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

Stock #31-1002 Version 1.0 July 21, 2006

Written by JON F. ZEIGLER and JAMES L. CAMBIAS Edited by WIL UPCHURCH Cover Art by ALAN GUTIERREZ, CHRIS QUILLIAMS, and BOB STEVLIC Illustrated by JESSE DEGRAFF, ALAN GUTIERREZ, CHRIS QUILLIAMS, and BOB STEVLIC

ISBN 1-55634-245-4 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES ONTENTS C Life Support...... 43 Step 14: Bases and Installations . . . . . 96 INTRODUCTION ...... 4 Gravity ...... 43 PUBLICATION HISTORY ...... 4 Weapons...... 44 About the Authors ...... 4 5. ADVANCED Defenses ...... 45 ...... 99 Sensors ...... 46 PACE 1. S ...... 5 Communications...... 46 GENERATING STAR SYSTEMS ...... 100 SPACE AND SPACE FICTION ...... 6 Power ...... 47 Stellar Classification ...... 100 Why Space Travel? ...... 6 Laboratories...... 47 Step 15: Number of Stars...... 100 What’s Not in This Book ...... 6 Infrastructure ...... 48 Step 16: Star Masses...... 101 Designing the Space Campaign...... 7 Small Craft...... 48 Step 17: Star System Age ...... 101 Hard and Soft ...... 7 Step 18: Stellar Characteristics . . . . . 102 Scale and Scope ...... 8 3. TECHNOLOGY...... 49 Step 19: Companion Star Orbits . . . . 105 Ships and Outposts ...... 8 Step 20: Locate Orbital Zones ...... 106 ADDING MIRACLES ...... 50 CAMPAIGN TYPES ...... 11 Step 21: Placing First Planets ...... 107 ECHNOLOGY REAS ...... 51 Realism...... 11 T A Step 22: Place Planetary Orbits . . . . . 108 Biotechnology ...... 51 Strange New Worlds ...... 11 Step 23: Place Worlds ...... 109 Suspended ...... 53 The High Frontier ...... 12 Step 24: Place Moons ...... 111 Bioships ...... 53 Alien Archaeology...... 12 GENERATING WORLD DETAILS . . . . . 113 Computers and Communications . . . . 55 Military Campaigns ...... 14 Step 25: World Types ...... 113 The Transparent Society...... 56 Stop in the Name of the Law...... 16 Step 26: Atmosphere...... 114 Nanotechnology ...... 58 Media and Politics ...... 17 Step 27: Hydrographics ...... 114 Transportation...... 60 Working Stiffs ...... 19 Step 28: Climate ...... 114 Weapons and Defenses...... 61 Heroic Engineering ...... 20 Step 29: World Sizes...... 114 The Swashbuckler Option ...... 61 The Absurdist Campaign ...... 20 Step 30: Dynamic Parameters ...... 115 Who Needs Starships? ...... 21 Step 31: Geologic Activity ...... 119 4. BASIC WORLDBUILDING . . 62 ALIENS ...... 21 Step 32: Resources and USING WORLDS ...... 63 Habitability ...... 121 SOCIETIES ...... 22 Dramatic Roles ...... 63 Step 33: Settlement Type ...... 121 INTERSTELLAR ORGANIZATIONS . . . . . 24 Depth of Detail ...... 66 Step 34: Technology Level ...... 122 PLANETS AND PLACES ...... 27 MAPPING THE GALAXY ...... 67 Step 35: Population...... 122 Astronomical Features ...... 68 Step 36: Society Type ...... 123 2. SPACE TRAVEL...... 28 Distances and Scales ...... 68 Step 37: Control Rating ...... 123 A TAXONOMY OF MIRACLES ...... 29 The Frequency of Worlds...... 70 Step 38: Economics ...... 123 Step 39: Bases and Installations . . . . 123 SPACE FLIGHT AND STORY Choosing a Preferred Scale ...... 72 SPECIAL CASES ...... 124 REQUIREMENTS ...... 30 WORLD DESIGN SEQUENCE ...... 73 Step 1: Concept ...... 74 Gas Giant Moons ...... 124 MANEUVER DRIVES ...... 31 Step 2: World Type ...... 74 Tide-Locked Worlds ...... 125 Reaction Drives ...... 31 Why World Types? ...... 77 Massive Stars...... 126 The Rocket Equation ...... 31 Step 3: Atmosphere...... 78 Red Dwarf Stars ...... 127 Sample Delta-V Requirements ...... 32 Toxicity Rules ...... 78 Brown Dwarf Stars ...... 128 Sails ...... 33 Step 4: Hydrographic Coverage...... 81 Rogue Worlds ...... 128 Catapults and Tethers...... 34 Step 5: Climate ...... 83 Terraformed Worlds ...... 129 Reactionless Drives ...... 36 Step 6: World Size...... 84 OTHER OBJECTS ...... 130 Relativity Effects...... 36 Step 7: Resources and Habitability. . . 87 Asteroids and Comets...... 130 Generation Ships...... 37 Habitability for Aliens ...... 89 Artificial Structures ...... 132 STAR DRIVES ...... 37 SOCIAL PARAMETERS ...... 89 Who Needs Planets, Anyway? ...... 132 Hyperdrive ...... 37 Step 8: Settlement Type ...... 89 ...... 133 Jump Drive ...... 38 Step 9: Technology Level ...... 90 ...... 40 Step 10: Population...... 91 6. ALIEN LIFE AND Designing a Stardrive ...... 41 Altering the Colony Population Table . . . 93 ALIEN MINDS ...... 134 Navigation Errors ...... 42 Step 11: Society Type ...... 93 SHIPBOARD SYSTEMS ...... 43 ALIENS IN THE CAMPAIGN ...... 135 Step 12: Control Rating ...... 94 Some Common Aliens ...... 136 Control Systems ...... 43 Step 13: Economics ...... 95

GURPS System Design ❚ STEVE JACKSON Production Artist ❚ ALEX FERNANDEZ Sales Manager ❚ ROSS JEPSON GURPS Line Editor ❚ SEAN PUNCH Page Design ❚ PHILIP REED Errata Coordinator ❚ ANDY VETROMILE Managing Editor ❚ CHRIS AYLOTT Print Buyer ❚ MONIQUE CHAPMAN GURPS FAQ Maintainer ❚ ❍❍❍❍❍ Production Manager ❚ MONICA STEPHENS Marketing Director ❚ PAUL CHAPMAN STÉPHANE THÉRIAULT

Lead Playtester: Jeff Wilson Playtesters: Doug Berry, Frederick Brackin, Daniel Boese, Darcy Casselman, Paul Chapman, James Cloos, Douglas Cole, Peter Dell’Orto, Paul Drye, Shawn Fisher, Chris Goodin, Martin Heidemann, Leonardo M. Holschuh, Anthony Jackson, Stefan Jones, Robert Kim, Susan Koziel, Michael Lloyd, Paraj Mandrekar, Phil Masters, David Morgan-Mar, Fabio Milito Pagliara, Robert Prior, Sean Punch, Luis M. Rebollar, Emily Smirle, Michael Smith, William H. Stoddard, Paul Tevis, George Valaitis, Bryan Weaver, and Roger Burton West GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Space is copyright © 1988, 1990, 1999, 2002, 2006 by Steve Jackson Games Incorporated. Some public-domain images used in this book were taken from NASA and the STScl Hubble image collection. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2CONTENTS LIFE ...... 136 Metabolism ...... 156 Corruptibility ...... 174 Life as We Know It ...... 136 Alien Creation VI ...... 157 SOCIETY AND BIOLOGY ...... 175 Reproduction...... 158 Clashing Definitions ...... 137 SOCIETY AND TECHNOLOGY ...... 177 Other Chemistries ...... 138 Lifespan ...... 159 CONOMICS ...... 180 Non-Chemical Life ...... 140 Alien Creation VII ...... 161 E Unobtainium ...... 181 Alien Creation I ...... 140 Senses...... 161 Money ...... 182 Artificial Life...... 141 Communication ...... 163 The Leisure Society ...... 182 ECOLOGIES AND NICHES ...... 141 Alien Creation VIII...... 164 AW AND USTICE ...... 184 Energy Flow ...... 141 Special Abilities...... 165 L J Alien Creation II...... 143 ALIEN MINDS ...... 166 MILITARY FORCES ...... 187 Autotrophs and Decomposers ...... 143 Brains ...... 166 Alternate Armies...... 189 Herbivores ...... 144 Nature: The Influence of Biology . . . 167 How Much Military Rank? ...... 189 Carnivores ...... 144 Nurture: The Influence of Society. . . 167 INTERSTELLAR GOVERNMENTS . . . . 190 Parasites and Symbionts ...... 146 Alien Creation IX ...... 168 Anarchy ...... 190 ALIEN ANATOMY ...... 146 Alien Creation X ...... 169 Alliance...... 191 Mobility ...... 146 Federation ...... 193 Size ...... 148 7. FUTURE AND ALIEN Corporate State ...... 195 Alien Creation III ...... 149 CIVILIZATIONS...... 171 Empire ...... 197 Why People Support Body Plan...... 150 STORY CONCERNS ...... 172 Rotten Empires Alien Creation IV ...... 151 Control and Intrusiveness ...... 173 ...... 197 Alternate Empires Alien Creation V ...... 154 Avenues to Power ...... 174 ...... 199 Skin, Hide, and Alternatives ...... 155 Alien Governments ...... 199 Planetary Governments ...... 201 History and Government...... 201 ORGANIZATIONS ...... 202

8. ADVENTURES ...... 207 About GURPS THE HOOK ...... 208 Steve Jackson Games is committed to full support of GURPS The Default Adventure ...... 208 players. Our address is SJ Games, Box 18957, Austin, TX 78760. Please Metaplot ...... 209 include a self-addressed, stamped envelope (SASE) any time you write GOALS ...... 210 us! We can also be reached by e-mail: [email protected]. Resources OBSTACLES ...... 210 include: Puzzles and Mysteries ...... 210 Alien Psychology...... 211 Pyramid (www.sjgames.com/pyramid/). Our online magazine Adversaries...... 211 Adventure Seeds ...... 212 includes new GURPS rules and articles. It also covers the , , BESM, Call of Cthulhu, and many more top games – and 9. CHARACTERS ...... 214 other Steve Jackson Games releases like Illuminati, , GROUP STRUCTURES ...... 214 , and more. Pyramid subscribers also get opportu- CHARACTER CONCEPTS ...... 215 nities to playtest new GURPS books! Astronauts ...... 215 New supplements and adventures. GURPS continues to grow, and Space Knights ...... 215 Niche Protection ...... 215 we’ll be happy to let you know what’s new. For a current catalog, send Tramp Freighters and us a legal-sized SASE, or just visit www.warehouse23.com. Merchant Princes ...... 216 e23. Our e-publishing division offers GURPS adventures, play aids, Modified Humans...... 216 and support not available anywhere else! Just head over to Uplifted Animals ...... 217 Psionic Mutants...... 217 www.sjgames.com/e23/. and AIs...... 218 Errata. Everyone makes mistakes, including us – but we do our best Aliens ...... 218 to fix our errors. Up-to-date errata sheets for all GURPS releases, ADVANTAGES, DISADVANTAGES, including this book, are available on our website – see below. AND SKILLS ...... 219 Internet. Visit us on the World Wide Web at www.sjgames.com CHARACTER TEMPLATES ...... 226 for errata, updates, Q&A, free webforums, and much more. To Astronaut ...... 226 discuss GURPS with SJ Games staff and fellow gamers, come to our Bounty Hunter ...... 227 Colonist ...... 227 forums at forums.sjgames.com. The GURPS Space web page is Con Man ...... 228 www.sjgames.com/gurps/books/space/. Detective...... 228 Bibliographies. Many of our books have extensive bibliographies, and Doctor...... 229 we’re putting them online – with links to let you buy the books that Explorer ...... 230 Scientist ...... 231 interest you! Go to the book’s web page and look for the “Bibliography” Secret Agent...... 231 link. Security Officer ...... 232 GURPSnet. This e-mail list hosts much of the online discussion of Soldier ...... 233 GURPS. To join, point your web browser to www.sjgames.com/ Space Knight ...... 234 Space Worker ...... 234 mailman/listinfo/gurpsnet-l/. Technician ...... 235 Thief ...... 235 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth Edition. Page references that begin with B refer to BIBLIOGRAPHY ...... 236 that book, not this one. INDEX ...... 238

CONTENTS 3 INTRODUCTION Why do we dream of voyages to space? Why do we make up tales of distant worlds and other stars? Isn’t Earth enough? Well, no. Earth is a with plenty of weird stuff on it, but it’s get- ting too well-known. Human civiliza- tion is increasingly close-knit, so even in the most exotic lands one sees familiar brand names and hears famil- iar pop music. We want wonders. We want to climb 26 miles to the top of Mons Olympus on Mars, see the rings of Saturn filling half the sky, watch the double sunset on Alpha Centauri IV, see stars being born in the Orion Nebula, and watch them spiral in to die in the central black hole of the galaxy. Space exploration brings a adventures are achievable. Anyone revised their text for the third edition. whole universe of wonders within can join in, no royal birth or ancient The current edition includes a great reach. prophecy required. Those odd soci- deal of text from these earlier versions. We want to play with ideas. What eties? They’re real, too – or can be. If This book also incorporates mate- would life be like on a planet of a flare this book has a message, it’s: we can do rial from several other GURPS books. star? What are some other ways to run this. Humans are capable of great The concepts of tone, scale, and scope a society, or distribute wealth? How things. Sure, Earth is a great place, used in Chapter 1 were pioneered by does travel affect interstel- but if we limit ourselves to a single Ken Hite in the third edition of lar military strategy? Space travel and planet, it’s an admission of defeat. GURPS Horror. The world design colonization lets us create new soci- sequences in Chapters 4 and 5 are eties and examine different ways of PUBLICATION descended from the one designed by doing things. Jon F. Zeigler for GURPS Traveller: We also want someone to talk to. HISTORY First In; a simpler version of the cur- An alien perspective would tell us rent system also appears in GURPS This is the fourth edition of GURPS Traveller: Interstellar Wars. The many things about the universe, and Space. Steve Jackson and William about ourselves. Alien music and alien alien design sequence in Chapter 6 Barton collaborated on the first and was inspired by the one Stefan Jones art might revitalize our jaded tastes second editions, and David Pulver and inbred styles. Civilizations older created for GURPS . than our own might know the answers to some of our questions – and ask some questions we haven’t even About the Authors thought of. James L. Cambias is a designer and science fiction writer, cur- Finally, as gamers we want adven- rently resident in Massachusetts. He is putting the finishing tures. We want to chase our foes touches on his plan to gain a complete monopoly on science fiction role- across the icy plains of Pluto, or hide playing sourcebooks. Earlier stages in the project include GURPS from them in the clouds of Neptune. Planet Krishna, GURPS Mars, GURPS Planet of Adventure; Star We want to make a killing doing busi- and Terran Empire from ; and several science fiction ness with intelligent fungi from Altair, short stories. With the appearance of this book, total science fiction or lead troops into battle against domination is within his grasp! hordes. Space is fun. Jon F. Zeigler has been a science fiction fan since the cradle What makes space different is that (literally). He and his wife and two children live in Maryland, where it’s real. The wonders are really out he works for the federal government as a network security analyst. there, along with others we haven’t He has written several books for GURPS, especially for the GURPS seen. There are real alien civilizations Traveller and Transhuman Space product lines. out there somewhere, probably more strange than we’ve imagined. Space

4INTRODUCTION CHAPTER ONE SPACE

I dodged the thing’s deadly beam-blasts and leaped over one of the tumbled stone slabs to find cover. Captain Panatic was hunkered down behind the same slab, his proton gun ready. “I’m wondering why I’m here, Dr. Wallace. I could have stayed back in the Patrol and fought pirates.” The slab cracked as a beam-blast struck it. Panatic popped up and fired off a couple of bursts at the giant glittering menace slowly approaching us.

“Or I could have taken my brother’s offer and gone into “But I didn’t do those things. I heard you were looking for a business as a merchant. I think I’d make a pretty good pilot, so I took the job. Do you know why, Dr. Wallace?” merchant, don’t you?” Panatic took out a couple of spare power cells and began I ducked as a blast shattered the wall above me, showering prying at the casings. He got them open, used a strip of foil to us both with fragments of blackened stone. connect them somehow, counted under his breath, and tossed Captain Panatic took my rucksack and began rummaging them over the slab at the machine. A second later, there was a through it. “I might even have bought some land on a colony tremendous explosion. world, maybe raise dairy cattle and make cheese. Do you like When the dust had cleared and we could stop coughing, cheese, Dr. Wallace?” Panatic and I peeked over the slab. The ancient alien machine I risked a look. The huge golden machine that I’d mistaken was toppled over and still. for an alien idol was now only five meters away, shoving aside “I signed on with you because I figured an archaeology slabs bigger than the one we were hiding behind. voyage would be nice and safe. What could possibly happen?” I decided not to tell him about the psi-worms yet.

SPACE 5 SPACE AND SPACE FICTION “superscience” methods of negating things up, SF writers began a long A LITTLE gravity to allow their heroes to visit tradition of coming up with ways to other worlds. cheat Einstein. E.E. “Doc” Smith’s LITERARY At the start of the 20th century, pio- “Lensman” series used the “inertia- ISTORY neering scientists like Konstantin less” drive to let spaceships crack the H Tsiolkovsky and Robert Goddard lightspeed barrier; others postulated Space travel has always been the began to investigate the possibilities of short cuts through hyperspace, most important trope in science fic- rockets as a practical means of space instantaneous “jump” drives, space- tion. To many people, it’s “all that exploration, and space travel moved bending warp drives, and a long list outer space stuff.” And certainly SF solidly into the realm of hard SF, of methods ranging from barely writers have been interested in the where it has remained ever since. possible to ridiculous. subject for a very long time. Johannes Science-fiction writers (and fans) In modern science fiction, space Kepler wrote about a voyage to the were soon bandying about technical voyages and interstellar faster-than- Moon in 1634, and although his hero concepts like specific impulse, delta-V, light travel are part of the “furniture” gets there by means of magic, ullage, and gyrostabilization. Some of of the . Authors no longer have Kepler’s description of conditions on them, like Arthur C. Clarke, mixed SF to explain how the spaceships work or the Moon was pure “hard” science writing with research and theoretical waste much time describing the thun- fiction. work on space exploration. der of the mighty rocket engines, Early accounts of space voyages Unfortunately for science-fiction because those are all so familiar to the were often , either explicitly writers, astronomers during the same readers from movies and televised like Kepler’s, or with a wink at the era were discovering some uncomfort- space missions. reader, as when Francis Godwin used able facts about the solar system. As migratory geese to carry his hero to early as the 1890s, it was known that the Moon in or Mars was too cold and dry to support WHY SPACE Edgar Allan Poe used a balloon to any advanced life, and in the 1960s carry Hans Pfaal there in “The RAVEL scientists learned that Venus was T ? Unparalleled Adventure of one Hans equally inhospitable. A few writers Given that science fiction covers all Pfaal.” But by the middle of the 19th tried handwaving about asteroids with possible , alternate pasts, other century, authors began speculating Earthlike conditions or speculation realities, and transformations of the about ways by which people might about the moons of the outer giant human body and mind, it may seem really be able to leave the Earth. planets, but the majority of SF writers odd that so much energy in the field is Edward Everett Hale proposed a giant began looking to the stars. devoted to stories about voyages in catapult powered by spinning fly- Tales of space exploration outer space. Some see this as a contin- wheels to launch an artificial satellite remained limited to the Solar system uation of the American idea of the fron- in “The Brick Moon,” and Jules Verne until about World War II, when writ- tier, with space fiction as nothing more envisioned a titanic cannon in From ers began working on a larger scale. than Westerns with ray guns. Others the Earth to the Moon. Later authors Because of Albert Einstein’s theory of speculate archly about the sexual like H.G. Wells and George Griffiths relativity, the readers were also aware imagery of rockets. Certainly there is a realized the problems with those that journeys to other stars were like- lot of powerful symbolism involved in methods and concocted imaginary ly to take a very long time. To speed the idea of rising up away from Earth and mundane concerns to soar among the stars. In just about all mythologies the sky is where the gods live. But there is more to space travel What’s Not in This Book than just the symbols. The simple fact Though GURPS Space is intended as the chief sourcebook for sci- is that space travel (and interstellar ence fiction roleplaying using the GURPS system, the main focus of travel) are the most plausible ways to this book is adventures in space and on other worlds. There are whole have stories about humans in settings subgenres of SF that aren’t covered here, because they’re important that are not Earthly locales and inter- enough to get their own sourcebooks. Descriptions of specific game acting with beings who are not other universes are covered in GURPS worldbooks. GURPS Infinite people like themselves. This is not Worlds covers , interdimensional travel, and alternate very different from descriptions of histories – and presents a campaign framework that links all the fantasy settings – Narnia and Middle- GURPS worldbooks. GURPS Powers describes psionics and other Earth are not Earthly locales and super-powers. Forthcoming “tech books” will provide shopping lists have nonhuman inhabitants – but of futuristic gadgets. there is an important difference. Alien worlds in outer space are fairylands

6SPACE that could be real, and that don’t extraordinary voyages to Africa or the require special magic to visit. Even ocean deeps let his readers visit those DESIGNING THE the other worlds of the Solar system exotic places, space fiction lets turn out to be strange and interesting Earthbound readers “play tourist” SPACE CAMPAIGN in ways unlike anything on Earth. among the wonders of the Universe. Much of the excitement of a star- Just as Jules Verne’s stories of spanning campaign comes from hav- ing a detailed, believable background, and this section provides an overview of how to create one. These rules are not tied to any single vision of the Hard and future. This book is not intended to impose a background on the game; rather, it gives creative GMs the tools In discussions of science fiction, “hard SF” refers to stories in which to develop any type of outer-space the science is as accurate as possible, and usually the focus of the story campaign. as well. “Soft SF” has shifted slightly in meaning over the years. Designing a complete space cam- Originally it referred to stories focusing on the “soft sciences” – psychol- paign involves several decisions. ogy, sociology, history, etc. Those are the sciences concerned with human behavior, and in time soft SF began to refer to stories that de- emphasized the science in favor of closer attention to the characters and Type their emotions. This is the big one: what kind of What started simply as a matter of classification turned into a mine- campaign will it be? What will the PCs field when some fans and authors tried to insist that only hard SF was do? Are they military officers, explor- “real” science fiction, and that any stories that subordinated the science ers, or traders? Would they rather to the characters were somehow inferior or pretentiously imitating engage in combat or diplomacy? mainstream fiction. In an interesting boomerang effect, many critics Game Masters may wish to poll their outside the field have taken much the same line, insisting that all SF is potential players to see what type of “just about gadgets,” and any stories that portray human emotions and campaign most of them like best. relationships aren’t science fiction because they’re too good for the field. In this book we’re going to avoid any judgments about what sort of Scope and fiction is best. Hard SF refers to stories with a strong emphasis on sci- entific accuracy, while soft SF here means stories or campaigns that do Interstellar Travel not. Which is best depends on what the players and GM do. How much space does the cam- paign universe cover? Will it be set within a single star system, around a One might expect the least realistic form of SF to be what’s often few dozen nearby stars, or in a whole called “science fantasy,” in which scientific and magical elements are spiral arm of the galaxy? This deci- blended. Examples include Heinlein’s story “Waldo” and Christopher sion is tied to the choice of faster- than-light drives available: the faster Stasheff’s Warlock series. the drive, the more territory that can But in point of fact science fantasy can have its own varying degrees be covered. Are habitable worlds of realism. If the magic is tightly defined and the interactions between rare, common, or innumerable? And magic and science are carefully thought out, then it can be just as real- how close are they in terms of travel istic as any moderately hard SF with one or two bits of imaginary sci- time? The more quickly the PCs can ence. The magic just fills the niche of “.” A great example travel between worlds, the likelier GURPS Technomancer of highly realistic science fantasy is the setting, they are to interact on a large scale – which blends “technothriller” technology with rigorously explored sharing governments, trading, extra- magic, and addresses all the social and political implications of indus- diting criminals, or fighting wars. trial-scale magic in a scientific and rational society. By contrast, most superhero settings include both magic and super- science, and treat neither one with much realism at all. Wizards, sen- Interstellar Societies tient machines, aliens, avatars of powerful gods, and mutants with and Organizations strange powers all coexist, yet the society in which they operate shows Do the characters live in a mas- no effect at all. Nothing is realistic, but it’s all a lot of fun and allows cool sive empire or a loose-knit alliance? adventures in capes and spandex. Is the government restrictive? Are Game Masters can certainly combine fantasy and SF in a GURPS the police and military effective? Are Space campaign; treat the magic as just another area of “rubber sci- there many societies, or just one ence” and set the realism level as needed for the desired style of cam- large super-civilization? Note that paign. Obviously, a full discussion of fantasy is beyond the scope of the number and size of societies in this book, but GURPS Fantasy and other sourcebooks can supply the the campaign are tied to the scope. missing ingredients. What interstellar organizations are important? And what is the history of interstellar civilization?

SPACE 7 General Technology What are the campaign’s average and maximum tech levels? What sort of FTL communication, weaponry, Ships and Outposts medicine, and personal gear will be A common and very useful situation in science fiction is to chronicle available? The technology in a cam- the adventures of a daring spaceship crew as they voyage through the paign affects what type of adventures galaxy. Undoubtedly ’s U.S.S. Enterprise is the most famous are possible, so Game Masters must example, but there are scores of others. All of them can trace their be sure that the available tech fits the ancestry back to sea stories, from the Horatio Hornblower novels clear desired campaign type. back to the Odyssey or the story of Jason and the Argonauts. A tremendous strength of the ship-based dramatic framework is its flexibility. The characters are in a familiar setting, but that setting is Drawing the Map mobile, letting them interact with new antagonists and encounter new Where are things in the campaign situations. This applies to roleplaying campaigns as well as fiction. The relative to each other? What are ship itself becomes a natural “home base” for the characters. Players important places and why? may get quite attached to their in-game starship, drawing up deck Traditionally science-fiction universes plans, poring through the ship-design rules for upgrades to drool over, feature a “core” of advanced, heavily or designing insignia. But since the ship moves around, the GM can eas- populated worlds and a frontier zone ily introduce the characters to new adventures. The relative cost of a or “rim” where colonies are young and spacecraft is very important: if only governments can afford them, the the government’s power is weak. If setting will have a very different feel than if a group of startup entrepre- rival empires are cheek-by-jowl the neurs can get a used ship and start trading. political situation will be very different Probably the most important bit of preparation for any ship-based than if they are separated by wide campaign is to create the starship itself. If one or more of the players expanses of unclaimed space. have a “gearhead” bent and are interested in delving into technical minutiae, it may be a good idea to let them do the design work, within the limits of budgetary and technological restrictions imposed by the Aliens and Other Game Master (and possibly the ). The ship they create Nonhumans can be a great guide for the GM in creating adventures. Players who In the campaign are the “good stuff their ships with weapons obviously want to be able to point those guys” all human? What exactly consti- weapons at something. Let them chase space pirates or fight off an alien tutes “human” anyway if , invasion. If they pack the sensor suite with planetary-survey instru- mutants, and uplifted animals are part ments and give the ship enough onboard fuel purifiers and repair shops of the setting? Are there allied species? to keep it running for years away from civilization, they’re probably Are there “bad guy” civilizations? going to want to explore the great beyond. What about vanished races? What is the role of artificial intelligences? The Outpost A variant campaign idea is that of the outpost or space station. Like a ship, an outpost framework provides a cozy “home base” for the char- Local Societies acters. Unlike ships, outposts are stationary; adventure has to come to What are the specific worlds and them. Important outposts in SF include the titular space stations of the places the characters will spend time and Deep Space 9 television series, and the giant space hospi- in like? How do they interact with tal of ’s “” stories. interstellar society? What are the local Outpost campaigns have many of the same concerns as those built laws and customs, what starship around a starship. Typically a station is larger and more self-sufficient repair facilities are available, and than a ship, but this just means its enemies get to be more powerful. what’s the best place to get a plate of Visitors to the outpost are the obvious adventure hooks, but occasional- Rigelian chili? ly the crew does get to go off on missions within the station’s area of responsibility. Because of the more static nature of an outpost cam- CALE paign, adventures are likely to be less action-oriented and involve more S roleplaying and politicking. AND SCOPE The scope of the campaign is the size of the environment in which the The crew of a small merchant starship level of complexity and size before characters operate, and the scale is the that voyages among distant galaxies introducing the next. As the charac- level at which they can affect that envi- has a colossal scope but a limited ters improve in personal abilities and ronment. Characters who are the scale. gain wealth and power from their commanders of a space station in a The two are linked. A gradually actions in the game, their scale game confined to that station have increasing physical scope gives the naturally tends to increase as well. limited scope but relatively high scale. players a chance to get used to each An increase in scope can provide

8SPACE increasingly powerful characters with instance, even a trip to Mars takes a travel times. A game spanning the appropriate challenges by bringing year, and voyages to the outer planets whole galaxy would feel compact if a them into contact with new and can take decades. In that case, the personal spaceship can get from the mightier opponents. So what if they scope feels large because of the long rim to the core in an afternoon. are masters of a whole star system when there is a whole vast galaxy out there? Ship-based campaigns necessarily have a large physical scope. Colony campaigns and post-apocalyptic set- tings may be relatively limited, but since a theme in both subgenres is “pushing back the frontier,” the scope will likely expand. Physical scope is linked closely to technology, especially transportation. A large scope means little if rapid transport makes everyplace effectively “next door.” For a campaign to feel big, there must be some effect of distance. Some places must be “far away” and take a long time to reach. In a hard-SF game set in the real Solar system, for

Tone The tone is the “feel” of a campaign – the mood the suitable in exploration (focusing on alien or cosmic GM wants to invoke in the setting. There is a vast range menaces), law enforcement (concentrating on sadistic of possible tones. To some extent, every author and every killers and social horrors), or military (exploring story or film has a slightly different one. In classic sci- ). ence fiction, however, several tones predominate. Romance Action-Adventure For a long time science fiction avoided “mushy stuff” Common in all types of SF, especially film and mili- like relationships between characters. That began to tary SF, action-adventure science fiction emphasizes change in the 1960s, and recent decades have seen the danger, motion, and physical conflict. Problems are rise of a whole romantic subgenre of science fiction, solved with fisticuffs or blaster fire, usually while hang- written by authors like and Lois ing off the edge of an orbital elevator capsule or speed- McMaster Bujold. In romantic SF the focus is on inter- ing hovercraft. There is usually a sense that the heroes actions and relationships among the characters, though will triumph despite all the danger and opposition. there is still plenty of room for exploding spaceships and Campaigns especially suitable for action-adventure are alien menaces. military, law-enforcement, criminal, and . However, just about any roleplaying campaign is likely to have at least some action-adventure moments. Sometimes considered a subgenre of its own, space opera is SF with the dials all cranked to 11. The scale is Horror titanic; seldom are characters concerned with the fate of Horror and SF are Siamese twin , born at anything less than a whole planet. The range is usually about the same time from Gothic fiction and maturing vast. Psychological realism takes a back seat to battles of together in the pulp magazines. Horror is all about fear: Ultimate Good against blackest Evil. Scientific realism is what the characters fear, what the players fear, and what back there, too, cowering helplessly as physical laws everyone fears. Fear works best when the opposition are broken with contemptuous ease. Spaceships are seems unbeatable and implacably hostile. Science fic- huge and baroque, doing battle with brightly colored tion can provide a scientific rationale for “conventional” beam weapons. Aliens are many and exotic. Settings horror about monsters or psycho killers, but it also emphasize wonder (see below) and plots emphasize lends itself well to “cosmic” horror, in which the true action (see above). fear comes from realizing just how tiny and unimpor- tant humans are in of a vast universe. Horror Continued on next page . . . can creep into most SF campaigns, but is especially

SPACE 9 Tone (Continued) Surreal Travelogue Surreal SF questions our very notions of reality. If One of the oldest styles of SF story, the travelogue computer-generated “virtual reality” can simulate the subordinates characters and action to descriptions of real world, how do we know the world is real? If exotic settings. In Utopian societies it can degenerate telepaths or brainwashing can alter our memories, into particularly boring “tours of the balloon factory,” how do we know who we are? If alien shapechangers accompanied by lectures on the merits of the Social or sophisticated androids can take the place of other Credits movement, but skilled writers from Jules Verne people, how do we know who is who? Philip K. Dick to have made the fantastic voyage a mainstay was probably SF’s greatest surrealist, and he explored of the genre. In a roleplaying campaign, explorers and all these questions. A surreal SF game can be as light merchants are good frameworks for a travelogue, and a as any silly universe, or as terrifying as any cosmic hor- planetary romance is nothing but a travelogue with ror campaign. Any campaign can get weird, but it swordplay. Hitting this tone requires a GM who is very works best with the paranoia of espionage or the good at creating new places and describing them in an strange new worlds of exploration. entertaining fashion. Thriller Wonder Thrillers emphasize suspense. They sit somewhere The “sense of wonder” is one of the characteristic between horror and action-adventure. In a thriller the emotions evoked by science fiction. When a reader heroes are outclassed by the opposition, and the possi- cracks a book and is confronted with time travel, alien bility of failure is very real and worrisome. Instead of beings, or future worlds, that feeling of wonder and fear or pumping adrenaline the dominant emotion is excitement is what hooks them on SF. In a roleplaying suspense. Much of SF adopts a thriller tone, campaign, evoking a sense of wonder calls for new and and it goes with espionage or criminal games like different things. Because it is such a standard part of SF, chrome on a blaster. A subset of thrillers is the quasi- wonder should turn up in just about every campaign. It SF “technothrillers,” which are typically near-future is especially appropriate for games of exploration and SF emphasizing loving descriptions of cool gadgets discovery, large-scale military games, and any setting and detailed plans. with room for amazing things. This is where a game’s “infinite budget” comes in handy, as the GM can make up things as huge or impressive as needed.

Escalating Scale It’s usually a good idea to start the campaign at a relatively small scale and work up. This way the campaign scale reflects the growing understanding and involvement of the players. Get them used to the way things work in one sector of the galaxy, then let them operate on a suc- cessively larger scale. The “Lensman” series by E.E. “Doc” Smith is a good example of this process in fiction: the scale is initially confined to the Solar System, but by the end the heroes are fighting a war whose outcome will determine the fate of two galaxies. Exactly what constitutes “small” and “large” scale depend on the campaign itself and what the Game Master sees as the ultimate end of things. If the campaign takes the leaders of the United Earth govern- ment to their ultimate conquest over all intelligent life, then “small” scale means they start out as merely the rulers of six billion people, with a paltry few trillion dollars at their disposal. On the other hand, if the GM imagines the players as rising from starport scum to the ranks of successful merchant captains, then small means owning nothing but some rags and a dead rat, and large means the dizzying heights of middle-class small business ownership.

10 SPACE CAMPAIGN TYPES What will your campaign be about? Will the characters be planet- bound or spacefaring? Good citizens or nefarious pirates? Are they after Realism money, adventure, knowledge . . . or “Realism” has two meanings in a GURPS Space game. The first is something else? There are several the level of physical realism – how “hard” the science is and how plau- types that recur in science-fiction sto- sible the technology. The second is the social or psychological realism – ries and games. how realistically people behave. Scientific realism, surprisingly, is not the ultimate goal of every sci- STRANGE ence-fiction campaign. Certainly SF literature has plenty of “rubber sci- ence,” and in SF films it’s a noteworthy event if they get the science NEW WORLDS right. Internal consistency is more important than strict accuracy. Game The theme of the campaign is the Masters are free to set the level of scientific realism at whatever level search for new worlds – with the thrill supports the games they wish to run. Different realism levels have dif- of discovery and the adventure that it ferent advantages and disadvantages. brings. Strict adherence to “hard science” gives the campaign the advantage Character Roles: Characters can be of plausibility. It makes the suspension of disbelief very easy. The obvi- private explorers or members of a gov- ous disadvantage is that there are lots of things that are impossible in ernment Scout Service making con- the real world but are nevertheless a big part of SF, such as faster-than- tact with strange worlds. Scout crews light travel. A step up from pure hard science is “mostly hard” SF, which include scientists and rangers (p. 16), allows one or two bits of imaginary science (like faster-than-light drives) and diplomats or merchant represen- but rigorously works out all the implications and effects on the world. tatives might be present if the world is More removed from realism is “handwaving” SF, best exemplified by inhabited. Even pirates sometimes go television and film. We’re assured that this is all science (rather than exploring. magic), but the exact mechanisms are never explained, and capabilities Things to Do: Scouts are not only are devised on the basis of plot demands rather than strict science. expected to discover and survey There is usually a reasonable amount of internal consistency, but it’s worlds from orbit, but to land on the very much fictional consistency. At the far end of the realism scale is planet to discover any potential dan- purely “cinematic” reality. Spaceships look cool and make impressive gers to the colonists who may follow. whooshing noises in deep space. People carry hand weapons like “ener- There are dozens of things to find on gy swords” or plasma-firing crossbows, and never mind how they work. an unfamiliar planet – strange, threat- By contrast with scientific realism, determines how ening animals or aliens, mysterious realistically the characters in the setting behave. It can also be called the ruins, lost colonies, unsuspected “rigor” of the game world. In a realistic setting, all actions have conse- pirate or rebel hideouts, and bizarre quences, villains are not motivated simply by villainy, and people think natural phenomena. their actions through. Campaign Advantages: PCs who Somewhat less realistic is the tone adopted by most films. For the work for a government or private sur- sake of narrative convenience, the heroes don’t suffer consequences as vey organization will have a powerful long as they win and their actions were done for a good cause. Shooting Patron who supplies equipment and a up the mall is okay as long as no innocents got hurt and the bad guys ship. But they will often be in remote needed shooting. Least realistic is what might be called “mythic” sci- space – away from daily control by ence fiction, which adopts an almost fairy-tale attitude of absolute good their superiors. The variety of new and evil. Consequences are not based on reason, but on karma or “cos- worlds provides campaign diversity. mic justice.” This campaign can be ideal for small Think of social and scientific realism as the different axes on a graph. groups – a scout crew can be as small Stories can be very realistic in one sense and completely unrealistic in as one person. the other. Much early SF strove for solid hard science realism but then Campaign Disadvantages: If the used characters and plots of fairy-tale simplicity. Much of the “New PCs work for an interstellar survey Wave” of the 1960s and 1970s took the opposite approach, using psy- service, space navy’s exploration chological realism and completely imaginary science. Set both realism branch, or a private (probably mer- levels to support the kind of adventures the players and GM want: high cantile) organization, they will likely science realism and moderate social realism for Indiana Jones-style explore worlds by assignment. On exploits on a near-future Mars mission, low science and high social real- the other hand, they might be explor- ism for gritty political drama in the . Outer-space ing on their own – in which case swashbuckling adventure gets a low setting for both, and so on. their ability to keep a starship fueled and supplied depends on finding

SPACE 11 profitable worlds. For the GM, a scout in the new environment – making are they “stranded,” arriving by gener- campaign means constantly generat- them almost aliens to the rest of ation ship? Are they the first colonists ing new systems (and new surprises). humanity. or the follow-up team? (If they are the References: Rendezvous with Rama Character Roles: The PCs should all follow-up team, are the original by Arthur C. Clarke; Ringworld by be rugged survivors. Those with good colonists still there when they arrive?) ; the Tschai books by Jack outdoorsman and low-tech craft skills Are there hidden surprises, such as a Vance; the various Star Trek television will do best. However, colonists may bizarre ecosystem, unknown aliens, series. also include political or religious Precursor relics, or a smuggler base? refugees, criminals, and minorities – Are the colonists unified or is there and not all of these will be survival strife between factions? Is this a Space Tourists types. Some specialists may be needed peaceful colony or an outpost in dis- A slightly different kind of explo- to operate equipment, exploration puted territory? Are there menacing ration is that done by individuals vehicles, or weapons. There might be pirates, aliens, or hostile governments using commercial transport to visit a government representative. back home? exotic places. Just as tourism has Things to Do: The basic idea is to Campaign Advantages: Colonists become a major industry in many tame and settle a hostile environment. won’t need a starship. The GM needs places here on Earth, SF writers have Many twists can be added – do the to design just one star system, imagined feckless earthlings or colonists have access to FTL drive, or although great detail will be required. obnoxious aliens taking package tours of other planets. Douglas Adams’ The Hitchhiker’s Guide to the Galaxy is a classic of comic SF, and many of L. Sprague De Camp’s Alien Archaeology “Viagens Interplanetarias” stories Whole civilizations could be born, spread across the galaxy, and involve tourists. Since few people finally go extinct before humans ever venture off Earth. Alien archaeol- spend their lives being tourists, this is ogy offers the scientific puzzle of figuring out an alien civilization from best used for a mini-campaign or an potsherds and inscriptions, the Indiana Jones thrills of evading traps arc within a larger ongoing game. and defenses in tombs and temples, and the classic RPG experience of A tourist campaign provides a exploring vast underground complexes full of danger and treasure. plausible way to throw together peo- If the ancient aliens were more advanced than humans, then their ple from radically different back- ruins are potential treasure-troves of ultra-tech items – which is likely to ground; it means the heroes don’t have attract rival archaeologists, looters, and sinister government agents. access to much in the way of firepow- Finding out just what made the aliens go extinct can add some urgency er or super-technology; and they prob- to the pure science, especially if it turns out to still be lurking around ably don’t have their own starship to somewhere. And there’s always the chance that some of the ancient use as an instant getaway. Tourists are aliens aren’t extinct . . . we just don’t see them right now. This can be probably best used for a light or semi- good or very bad indeed, depending on how powerful the aliens are and comic scenario, although there are what they want. interesting possibilities in throwing H. Beam Piper’s classic story “Omnilingual” involves space archaeol- unprepared ordinary people into a ogy, as do more recent works like ’ Revelation Space. deadly drama of spies and doomsday weapons. Big Dumb Objects One type of alien environment often seen in recent science fiction is the gigantic artificial habitat. Inspired by the theoretical speculations of THE HIGH scientists like Freeman Dyson and Gerard K. O’Neill, writers began imagining bigger and bigger artificial worlds. From Arthur C. Clarke’s FRONTIER giant starship Rama to Larry Niven’s Ringworld, they became progres- The idea of the frontier is a very sively vaster. Book reviewers and critics coined the term “Big Dumb powerful one in science fiction. A Object” to describe stories about exploring them. Usually the huge habi- frontier zone is where civilization tat is abandoned, or its inhabitants have regressed to barbarism; other- meets the unexplored wilderness. wise there is no mystery and the heroes are likely to be outclassed by They are typically places of freedom, their technology. Sometimes (as with Rama), there are automatic sys- opportunity, and danger – all tems still working. One interesting variant is the living, sentient space key ingredients for a roleplaying habitat described by John Varley in his “Titan” series – it’s a Big Smart campaign. Object, and turns out to be a Big Crazy Object as well. Big Dumb Objects are a great source of the “sense of wonder” so important to science fiction, and their tremendous size allows for a Colony Alpha wide variety of environments, cultures, and adventures. A whole cam- The characters are colonists set- paign could be set on a single Object as the heroes wander about seek- tling a newly discovered world. They ing clues to the origin and purpose of it, or look for a way home. may be humans, a mix of races, or beings genetically engineered to exist

12 SPACE Many players enjoy the challenge of the “Lagrange points” where the grav- players to help with the task if their organizing settlements and exploring itational attraction of the Earth and characters are part of the colony con- the frontier. This campaign can work the Moon create stable positions. A struction team. The scale can be any- at TL8 or even lower, especially if the major space advocacy organization, thing from a small space station to a PCs arrived on a sublight “sleeper” the L-5 Society, took its name from Big Dumb Object (see p. 12). ship. one of those colony sites. Campaign Disadvantages: The Campaign Disadvantages: If the A slower-than-light starship can be essentially stationary nature of a space colony is isolated, there will be a limit a space habitat in its own right, and colony may put off players who want on available equipment – and its use the inhabitants of a lost ship might to go roving, and even a big habitat may be controlled by the colony’s forget their origins and regress to bar- may get to be “too small” for the administrators. The GM also has the barism. There is a whole subgenre of heroes. burden of keeping the campaign more SF stories about weird cultures References: The Babylon 5 and interesting than “build another hut, aboard generation ships. Star Trek: Deep Space 9 television explore another valley.” Character Roles: Player characters series; the Mobile Suit References: The Seedling Stars by can be asteroid miners, zero-g work- series; Colonies in Space by T.A. James Blish; Hestia and Forty ers, colony administrators, military Heppenheimer. Thousand in Gehenna by C.J. Cherryh; personnel, or just citizens looking for ’s “Deathworld” series; a new start. On a generation ship they Farmer in the Sky and The Rolling may be warriors, priests, thieves, or Survivors and Refugees Stones by Robert A. Heinlein; The techno-wizards. Sometimes instead of people going World At The End Of Time by Frederik Things to Do: Help build the colony to the frontier, the frontier comes to Pohl; the Alpha Centauri computer itself, cope with disasters like meteor them. In a space campaign this usual- game from Electronic Arts. strikes, create a new society, defend ly means that the Galactic Empire or the station against enemies or crimi- other interstellar society has fallen nals, enforce the law, or simply apart, leaving individual colonies to Space Colonies make money. Colonists may have to fend for themselves in a time of anar- The colonists may not have a world fight for independence, either from chy. Sometimes the best course is to at all – they may be on a giant space Earth or from a home-grown tyrant. flee, and shiploads of refugees may habitat in orbit. The physicist Gerard Generation ship barbarians can dis- wander through space looking for a K. O’Neill realized that for an cover the true nature of their world, safe haven from war or invasion. advanced spacefaring society, planets and perhaps steer it to its destination. Survivor campaigns are the dark flip are an awful bother. The solution he Campaign Advantages: The Game side of the dream of the frontier: anar- proposed is to build large artificial Master really needs to design just the chy, chaos, and domination of the habitats in space. O’Neill even chose a space habitat or ship, and can even get weak by the strong. likely location for space colonies, at

SPACE 13 Character Roles: Nearly anybody on a colony world can get caught up in the collapse of civilization, but the Mercenaries burden will be heaviest on military A great many science-fiction military stories involve the exploits of personnel (who might be part-time mercenaries – professional soldiers selling their services to various gov- militia), lawmen, and administrators. ernments and corporations to fight wars on distant worlds. Technicians become vitally important Mercenaries don’t earn any money when they aren’t fighting, so in keeping civilization running. there will be plenty of action. Often their employers can’t quite afford Among refugees, anyone who can fly a overwhelming force to throw against the foe, so the heroes face diffi- ship or keep it running suddenly cult challenges. They get to operate in a wide variety of settings and becomes a key individual. environments. Things to Do: Fending off raiders Mercenary campaigns tend to be very episodic: the heroes get and warlords seeking to take advan- hired, do the job, and go on to the next contract. It’s hard to build up tage of the chaos, trading for vital sup- any kind of ongoing “metaplot” under those circumstances. If the plies with other worlds, salvaging enemy are “more numerous than we thought” or “surprisingly well- important installations or ships, and equipped” too often, the players will start to suspect the GM is stack- rebuilding civilization. Space refugees ing the deck. Mercs may get suckered into illegal or covert operations may wind up explorers, looking for a where betrayal is part of the mission. new home – or fighting to get a foothold on an inhabited world. Some characters may embrace the chaos, deciding to turn raider themselves. aircraft, , etc.), or the crew of Campaign Advantages: Characters MILITARY a warship or space station. They can be people of importance and have AMPAIGNS may be employed by a government, a lasting impact on the game universe. C or they may work for a mercenary Regression limits the effect of power- It’s probably no surprise that the organization. ful technology. Even nearby worlds most popular SF movie franchise ever Character Roles: Characters should suddenly are “unexplored territory.” was called . Military-orient- be part of the same organization – and Campaign Disadvantages: Players ed science fiction makes up a large usually the same unit. They should may not like the reduced level of tech- chunk of the genre today and shows have the skills within their group to nology or the more limited scope. If no sign of slowing. perform their unit’s duties. They the PCs can’t cope with a situation, might be on the fighting end (in which there’s nobody to turn to for help. case they will probably be enlisted men and junior officers), or they References: Both Battlestar Characters in a military cam- might be in command (senior officers Galactica television series; Isaac paign might be infantry, battlesuit and staff officers, with commands of Asimov’s Foundation books; The Long troopers, mechanized troops (tanks, Night by . their own). Things to Do: In wartime, marines will be “bug hunting” in their battle- suits, while spacers are repelling Planetary Romance boarding parties on their starships. Fighter pilots will scramble when they Planetary romance is a very durable subtype of science fiction that are given the signal, and officers will focuses on a single world, typically a large Earthlike planet (or a Big make life-or-death decisions. If the Dumb Object, as on p. 12) with lots of exotic alien cultures on it. campaign is on the frontier, or if the Notable examples include ’ “Martian” novels, L. interstellar government is weak, fight- Sprague De Camp’s “Krishna” stories, Jack Vance’s “Tschai” novels, and ing can continue in peacetime – espe- ’s “Skaith” series. Planetary romance typically involves a cially for mercenaries. low-technology setting, to allow for swordplay, pirate ships, gladiatorial Campaign Advantages: Government battles, and similar swashbuckling. troops don’t have to buy their own The emphasis is not on the biology or sociology of the alien planet, equipment. Since the PCs must answer but rather on perils and adventures. The planet usually has human or to a higher command, the GM can nearly human inhabitants, to allow for beautiful maidens in need of more easily direct the campaign. rescue. Campaign Disadvantages: Military Running a planetary romance campaign is relatively simple – just PCs have a Duty to their organization drop the heroes onto an exotic world and then throw bandits and and its officers. Military regulations pirates and beautiful maidens and lost treasures at them while they might be enforced. Unless the PCs search for a way to get home again. It does require substantial prepara- include the captain of a crucial ship or tion, as the world has to be worked out in some detail before the heroes starbase, or the elite squad that always arrive. performs the crucial assault, their

14 SPACE individual actions will seldom influ- ence entire battles and wars. If the GM isn’t careful, all the battles may start to The Marines seem the same. Space navies can only control space. It still takes soldiers to conquer References: Lois McMaster Bujold’s a planet: the space Marines. “Miles Vorkosigan” books; the Faded Marines are assault troops, the ground arm of the navy. Their most Sun series by C.J. Cherryh; Hammer’s dangerous jobs come in wartime – boarding enemy vessels (if technol- Slammers by David Drake; The Forever ogy permits) and securing beachheads on hostile worlds. Marine con- War by Joe Haldeman; Starship tingents are assigned to all warships as security forces. Troopers by Robert A. Heinlein; Space During peacetime Marines conduct war games, guard naval bases, Viking by H. Beam Piper; the Cobra train planetary militias, and perform “police actions” – commando raids and Blackcollar books by Timothy against pirate and criminal bases – in cooperation with the space patrol. Zahn. In repressive societies, they also crush unrest and rebellion. The toughest of the tough, Marines live up to their reputation in Ace Pilots combat and off duty. They get the dirty jobs, and that’s the way they like The fighter jock is the closest mod- it. It isn’t smart to mess with Marines. ern equivalent to the knight of fiction Adventuring Possibilities: The most likely place to encounter Marines and legend: an elite warrior who bat- outside of battle is in a starport town on leave. Former Marines make tles others like him in almost ritual- well-prepared adventurers, and may know secrets from their military ized combats. brought days. the space ace to the big screen in Star Wars, drawing parallels between hot pilots of the future and samurai war- First, just because naval vessels in riors of the past. The Big Chair The exploits of heroic starship Earth’s history had a single com- Character Roles: Pilot campaigns manding officer doesn’t mean star- usually center on a single squadron, captains have a respectable history in science fiction, dating back well ships a thousand years in the future either stationed at a base or flying off must do the same. Conversely, the a carrier. If fighter craft can cover before Star Trek’s Captain Kirk became an icon for the whole genre. captain could be a non-player interstellar distances on their own, the character, with each of the heroes a pilots could even be mercenaries or Character Roles: Military vessels have a strict chain of command, with subordinate officer. This gives the freelancers offering their services at Game Master the ability to “give hot spots all over the galaxy. the captain exercising ultimate authority and responsibility. There orders” from the Captain, but Things to Do: Adventures for space leaves the players with the task of pilots naturally center on space com- are several ways to give the other players more to do, rather than finding ways to carry out those bat (though if they’re flying trans- instructions. formable mecha, the battles can just focusing entirely on the captain. as easily be on the ground). They can also have “shore leave” adventures in port, survive crash landings on dan- gerous planets, uncover enemy spies, break out of prison camps, do hostage rescues, infiltrate pirate crews, and other interesting things that don’t require a fast fighter ship. Campaign Advantages: PCs can have super-hot fighting machines without being multi-billionaires. Pilots can see action in many different environments. Individual pilots can actually affect the outcome of a battle. Campaign Disadvantages: Getting the pilots out of their fighter craft may be like pulling teeth. Characters may be overshadowed by their high-tech vehicles. Space battles may all start sounding alike after a while. References: The Star Wars films; ; just about every World War II air-battle movie ever made.

SPACE 15 Things to Do: A campaign center- ing on a starship captain and officers need not be limited to just military The Rangers operations. In peacetime the ship can The Rangers (or Star Rangers) are a paramilitary force trained in go exploring, assist colony projects, survival, rescue, and combat on hazardous or untamed planets. They and carry diplomats on first-contact are practiced outdoorsmen and survival experts. Rangers may also act voyages. During war they join in fleet as “marshals” on new colonies, keeping law and order until the society actions, conduct raids against com- becomes self-governing. mercial or military outposts, and They are often called upon to guard (or rescue) scout expeditions, intercept enemy ships doing the same and sometimes to join space patrol missions. There is grudging mutual thing. respect between the tough, free-swinging rangers and the spit-and-pol- Campaign Advantages: A military ish patrolmen. In some settings the ranger service may be an arm of the starship can be ordered into adven- patrol. ture scenarios by the high command Adventuring Possibilities: On the frontier, rangers are the only law (i.e. the GM). The characters have a enforcers. PCs might find themselves deputized by the local ranger in fair degree of independence within the an emergency. Ranger PCs can be a lot of fun if the campaign sticks to limits of their duty. the ranger’s assigned territory, and an all-ranger campaign is possible. Campaign Disadvantages: It may be hard to come up with enemies who can threaten a powerful starship. As already noted, the captain character invasion to be blunted, a mystery to Campaign Disadvantages: Patrol may wind up hogging the spotlight. unlock, or a distress call to answer, the PCs have a Duty to their organization References: The Star Trek films, patrol gets the call. In times of war, the and its officers – and, depending on series, and novels; ’s patrol and the rangers are called to the campaign, they might operate “Honor Harrington” novels; David duty – whether on covert missions under tight supervision. The patrol Drake’s “Lieutenant Leary, RCN” behind enemy lines, escorting con- represents interstellar law; it can’t go series. voys, or serving as light combat forces. around shooting indiscriminately. Campaign Advantages: The patrol is Patrolmen often have the privilege of STOP IN a powerful Patron, providing equip- dying in the line of duty. ment and a ship. Patrolmen also have References: Archetypal patrols can THE NAME a great range of adventures. This be found in the “Lensman” series by makes a wonderful “space opera” E.E. Smith and in Andre Norton’s SF OF THE LAW background. novels. A more recent example is the A law enforcement campaign has many similarities to a military one, but offers more opportunities for small groups and players who prefer investigation to broadsides. The Rebellion For a different sort of military campaign, the players can run char- acters who are fighting a war of rebellion against a (presumably) tyran- Space Patrol nical regime. The most famous rebels in SF are the Rebel Alliance of A space patrol campaign puts the Star Wars, but there are many others, often based on the patriots of PCs in a small starship, patrolling the American Revolution or the Resistance during World War II. spacelanes, enforcing interstellar law, Rebellion campaigns offer considerably more flexibility and and protecting civilians from human independence of action than a conventional military campaign. and alien menaces alike. Rebels seldom have a very tight chain of command, and can’t be Character Roles: Patrolmen (p. 25) sticklers for discipline and regulations. or rangers, probably assigned to a ship A rebellion campaign also has a nice progression in scale. As the or frontier space station. They should heroes score more victories, the rebel side grows in power and the bat- have the skills to perform their duties; tles can be for higher stakes. Heroes can start out fighting to survive, one may be the leader. Alternatively, then take down some small or isolated government outposts, graduate the PCs could work for a peacekeeping to major offensives, and finally carry the war to the tyrant’s stronghold force or an interstellar diplomatic itself! agency. The biggest problem faced by rebel characters is supplies. Unless Things to Do: Aside from patrolling there is a friendly government beyond the border furnishing ships and interstellar borders and spacelanes, ammunition, the rebels must steal what they need, and carefully hoard patrolmen are interstellar policemen, what they have. investigators, rescuers, and the all- References: The Moon Is a Harsh Mistress, by Robert A. Heinlein; around do-gooders of the galaxy. If later seasons of Babylon 5; ’s The Uplift War. there are pirates to be fought, smug- glers to be tracked down, an alien

16 SPACE characters in Neuromancer and other works by are crooks Bounty Hunters of one kind or another. No disintegrations! – Darth Vader, MEDIA AND If the players don’t enjoy the regimentation and rigidity of running POLITICS space patrol characters but still want to chase galactic bad guys, they Humans are social animals. We can be bounty hunters, freelance law enforcement agents tracking bad naturally form groups. Who gets to guys for money. Mike Resnick chronicled the exploits of space bounty run those groups, how those groups hunters in his novel Santiago, as well as the “Widowmaker” series. interact with each other, and how the For the GM, a bounty hunter campaign has much to recommend it. groups make decisions are always The heroes don’t have a vast organization to help them, but they are ulti- interesting subjects, as are the people mately on the side of law and order. Bounty offers are perfect adventure who report on them. hooks, and fugitive crooks can lead their hunters into all sorts of exotic worlds and bizarre situations. There’s a satisfying action level, but boun- ty hunters who bring in smoldering piles of ash too often will suffer con- Political SF sequences. Science fiction has always had a political component. Many writers have used alien or future civilizations to comment on contemporary Earth. rangers of Babylon 5. A “peacetime” and GMs alike may find distasteful. Others have explored different ideas space navy may find itself performing After a really big score, the characters about political power and govern- patrol-type functions, even if not may wish to retire and enjoy their ment. Some authors have focused on specifically a law-enforcement body. spoils. those involved in the political process, References: Science-fiction super- while others simply show their effect crooks include Harry Harrison’s on the lives of ordinary people. Criminals Slippery Jim DiGriz and the narrator Politics between large states is the Instead of enforcing the law, the of Samuel R. DeLany’s “Time process of diplomacy, which can player characters may be in the Considered as a Helix of Semi- shade into exploration and first- business of breaking it. They may be Precious Stones.” Pretty much all the contact stories. freelancers, or part of a criminal organization. They may even be “deniable assets” of a spy agency or megacorporation. Character Roles: Space opera Space Pirates crooks were typically smugglers or In science fiction, space pirates are a venerable tradition dating back space pirates, cyberpunk criminals are to the pulp era. Unless the players like to run characters who are greedy typically data thieves or assassins-for- psychopaths, a campaign should probably make use of the hire, and there have always been high- romantic “rogue with a heart of gold” image familiar from swashbuck- tech thieves, clever con men, and sin- ling fiction. The pirates only rob ships belonging to bad guys – the ister gangsters in science fiction. Galactic Tyrant, the , or the nasty aliens. Things to Do: Plan and execute Space piracy is usually restricted to highly cinematic space opera elaborate heist capers, evade the campaigns. But if everyone can agree to suspend their disbelief, space forces of the law, battle rival crooks, or pirate adventures can use all the brightly colored trappings of pirate fic- maybe even try to do something tion: buried treasures, revenge, duels, rescues, walking the plank out the decent once in a while. airlock, and lots of swinging around on ropes. To give it the real Errol Campaign Advantages: Players with Flynn feel, make “energy swords” or “vibroblades” the weapon of choice a lot of initiative can come up with and limit the plasma cannons to point-blank range. their own criminal schemes, reducing Where piracy, military campaigns, and trading meet is the privateer the Game Master’s workload. There campaign, in which the adventurers are not part of a military force, but can be plenty of action and opportuni- have been given a license (traditionally known as a “letter of marque”) ties for roleplaying in a criminal caper. to attack enemy shipping. Essentially, they are allowed to act like pirates Campaign Disadvantages: The as long as they confine their piracy to a specific enemy. They can use characters face very formidable oppo- friendly ports quite openly, and sometimes even get some help from reg- sition, not only from the police but ular military forces. However, they have to be very careful about choos- from rival crooks as well, and they ing legal targets, and their license only lasts as long as the war. have nobody to rely on but them- Privateers are basically self-employed mercenaries, and so privateer selves. A life of crime involves a lot of adventures can be worked into an ongoing mercenary campaign. frankly ugly behavior, which players

SPACE 17 Character Roles: Characters The Pen Is Mightier present the truth. Travel writers involved in politics can be profes- combine journalism and exploration. sional bureaucrats, aristocrats, elect- Than the Blaster Campaign Advantages: The charac- ed legislators, or regular folks who With the computer revolution of ters are investigating and exploring – are “mad as hell” about some issue. the 1980s and the birth of the “infor- getting into adventures, in other They can also be members of an mation age,” the power of the media words. They don’t have official status opposition group or even a secret and the importance of how informa- or heavy firepower, so getting out of conspiracy. tion is presented became a major those adventures requires cleverness Things to Do: Bureaucrats can theme in science fiction. Cyberpunk and courage. Breaking an important engage in office empire building, or fiction is all about information and story can give the PCs real influence. get sent out to act as troubleshooters virtual reality, and even the most rivet- Campaign Disadvantages: The GM when crises loom. Elected officials studded hard SF now must at least has to dangle lots of adventure hooks can run political campaigns, outma- acknowledge the importance of infor- for his PCs to follow, and they may go neuver opponents in debate, and cut mation networks. The Traveller role- chasing after red herrings. Characters deals. Diplomats may try to prevent playing game uses the “Traveller News may not be well prepared for danger. wars or establish relations with alien Service” as a way to disseminate References: John Barnes’ novel civilizations. Activists struggle to adventure hooks, red herrings, and Mother of Storms; ’s expose corruption and fight oppres- information about the setting. Bug Jack Barron; William Gibson’s sion. Aristocrats may wind up doing Character Roles: Freelance journal- Pattern Recognition. all those things in between lavish ists have the flexibility to chase court balls and assassination obscure leads, but reporters for a attempts. major news service have better Agents of Terra Campaign Advantages: Players resources. The people behind the cam- The espionage campaign focuses who enjoy lots of roleplaying will era – cameramen, producers, techni- on intrigue, covert operations, and take to political games, but there’s cians, fixers, and bodyguards – are double-dealing among the stars. still plenty of action opportunities in almost as important as the reporters Character Roles: The PCs must be the form of assassinations, “black themselves. deadly and capable. They may be bag jobs” and election-day brawls. Characters can really affect the game world with their decisions. The cam- paign doesn’t move around much, so the GM can develop one setting in depth. Campaign Disadvantages: The Game Master has to keep track of a lot of NPCs and factions. Political differences among the players may surface in the game and cause end- less arguments. Some players may be frustrated by the need for restraint. The very importance of the charac- ters means that their mistakes can be catastrophic. References: Robert Heinlein wrote several novels involving political maneuverings, including The Moon Is a Harsh Mistress, Double Star, and Revolt in 2100. Norman Spinrad, Kim Stanley Robinson, and Bruce Sterling are also interested in politi- cal themes. Alastair Reynolds’ Revelation Space and its sequels combine space opera and political maneuvering. George Orwell’s depic- tion of a communist dictatorship in Things to Do: Journalism naturally suave and sophisticated, or they may Britain in 1984 is probably the most lends itself to a game of investigation, look and act like interstellar scum – it famous SF dystopia. Utopias include so the Game Master can come up with doesn’t matter as long as they can L. Neil Smith’s libertarian alternate some sinister conspiracy or govern- work undercover and kill efficiently universe of The Probability Broach, ment cover-up and then let the PCs when necessary. They might also be and Iain M. Banks’ “Culture” setting. uncover it. In oppressive societies, “specialists,” brought in when needed reporters may risk their lives to for specific assignments.

18 SPACE Campaign Advantages: If a mer- chant makes money, he may feel that the ends justify the means – players Heroic Bureaucrats? who can’t do things “by the book” may Not every hero packs a blaster or flies a starship. Campaigns can be enjoy this campaign. Free traders have built around characters in some fairly unlikely jobs. Low-level corporate many options on where to go and managers or government bureaucrats may get sent to a remote frontier what to do, while company men may world to deal with a problem, only to find it’s a much bigger and dead- be allowed to break regulations if they lier problem than they were led to expect. Officials within seemingly turn a profit. Company men have a mundane agencies like the Interstellar Trade Commission (p. 24) or the Patron in their employer. Postal Authority (p. 25) can get involved in scams, conspiracies, or plots Campaign Disadvantages: Free by hostile powers. If the essence of drama is characters under stress, traders are on their own when it then a very dramatic campaign can result when the characters aren’t comes to equipment and a starship. heroic warriors or skilled agents, but unprepared desk jockeys forced to They will constantly have to keep an rise to the occasion. Isn’t that what being a hero really means? eye on their finances and will be in big trouble if they run out of money. (Impoverished traders may try to skip out on their payments and go criminal PCs don’t have to be traditional Laumer’s “Retief” stories; and Eric . . . becoming pirates.) Company “secret agents” – they might work for Frank Russell’s Wasp. Cyberpunk SF men may be restricted by regulations, naval intelligence, the Patrol’s covert turned spies into corporate agents in specified trade runs, and other forms office, a corporation’s industrial intel- stories like William Gibson’s Count of corporate control. ligence bureau, or an obscure regula- Zero. References: Poul Anderson’s “Van tory or law-enforcement agency. They Rijn/Falkayn” stories; A. Bertram might even work for the Other Side. Chandler’s “Commodore Grimes” Or they may be private operatives. WORKING STIFFS series; C.J. Cherryh’s “Chanur” and Things to Do: Spies work to pre- The future won’t be devoted “Merchanter” series; Robert A. serve their organization and to cripple entirely to covert operations, gunplay, Heinlein’s Citizen of the Galaxy; Andre or destroy hostile spy networks. They and larceny. Just earning an honest Norton’s “Solar Queen” novels; infiltrate criminal or enemy organiza- living can be exciting enough if the Cascade Point by . tions while eliminating moles and job takes you to new worlds. double agents in their own outfit. Campaigns designed around ordi- Important people and vital secrets nary careers can provide ample Prospecting opportunity for adventure. must often be rescued, kidnapped or Independent-minded asteroid min- stolen. Most importantly, spies must ers began showing up in SF in the discover and stop the latest insidious Selling the Moon – 1940s, and soon became a staple. The plot to take over the universe – and the Belt is another potential “new fron- galactic Illuminati are everywhere. Wholesale tier” where people can make a fresh Campaign Advantages: Spy agen- The characters are merchants – start. SF prospectors tend to seek exot- cies are often Patrons, providing spe- free traders or employees of a mer- ic things: radioactives, magnetic cialized and expensive equipment. chant company. Profit is the name of monopoles, alien artifacts, quantum Friendly law-enforcement organiza- the game. black holes, helium III, or chunks of tions may be cooperative (or jealous, Character Roles: PCs are merchant antimatter. or traitorous). Except when on assign- ship crew members. Some should Character Roles: Other than ment, PCs will usually be free to do have mercantile and shipboard skills; prospectors, likely characters for an what they wish. Many agents are paid a few ex-military types might be asteroid-mining campaign include well. This campaign works well for a handy. explorers (to locate resource-rich small group. Things to Do: This campaign is rocks), pilots, technicians, scientists Campaign Disadvantages: Spies about getting cargo from origin to (especially when the prospectors are have a Duty to their Patron, and will destination – despite the hazards of digging up artifacts or black holes), often be sent on dangerous missions. travel, competitors, and alien men- merchants (to sell the stuff), and pos- Both the individual PC and his Patron aces. An added dimension comes if sibly some well-armed guards to ward will have Enemies. There is also a lot the merchants must develop their off claim-jumpers. of double-dealing – PCs might be sent own markets: evaluating new worlds Things to Do: Actually finding stuff on suicide missions, fingered by for profit potential, making deals with and digging it up isn’t especially inter- informers, or targeted by opposing alien civilizations, finding new cargo esting, even if the job is difficult and assassins. and ways to sell it. They can ride the dangerous. Adventures come when References: The “Flandry of Terra” coattails of survey vessels – or even the prospectors find something novels by Poul Anderson; ’ explore on their own. Variety can unusual, or face claim-jumpers, or “Culture” novels; the “Stainless Steel come from special charter runs or stumble across a hidden rebel base. Rat” series by Harry Harrison; Keith unusual passengers.

SPACE 19 Campaign Advantages: Prospectors of it too seriously. Boring if have a lot of autonomy, and the cam- drawn out, so best used as light relief paign can have lots of gritty hard-SF between episodes of a serious details. Dangerous work and rough campaign. company can provide action, but it’s References: Douglas Adams’ The likely to be small-scale conflict suit- Hitchhiker’s Guide to the Galaxy; Harry able for a group of PCs. Harrison’s Bill, The Galactic Hero; Campaign Disadvantages: The Terry Pratchett’s Discworld books, The Game Master needs to work up a star Dark Side of the Sun, and Strata; system in some detail if the characters almost anything by Robert Sheckley are going to spend time searching for or Jack Vance; Lost in Space; Red wealth. Characters without their own Dwarf; the campiest episodes of Star ship will be at the mercy of whatever Trek and Dr Who. mining company controls the best rocks. Game Masters have to make sure the characters can make a living, by adjusting the chance of finding something of value and setting the market price accordingly. Heroic Engineering References: Larry Niven’s “Known Science fiction is defined as stories about or involving science and Space” stories; Poul Anderson’s Tales technology, and so it’s natural that a very old subgenre concentrates on of the Flying Mountains. stories about people engaged in large technology projects. This was once a central part of SF, but was gradually shoved aside by more adventure-oriented fiction. But it never died out completely. Stories of THE ABSURDIST heroic engineering include Arthur C. Clarke’s The Fountains of Paradise, about the construction of a space elevator, and parts of Kim Stanley CAMPAIGN Robinson’s “Green Mars” series about Mars. In heroic If life on Earth is incomprehensible engineering stories, the actual process of doing the job and overcoming and sometimes blackly comic, how the technical challenges are major themes rather than just background much worse might a galactic empire for drama. be? Absurdist SF is often satirical, but In a GURPS Space adventure, heroic engineering can be an inter- an absurdist space campaign is usual- esting alternative to blaster fights and space marketing. Tasks like ly an excuse for straightforward designing a new starship or completing a space colony can be quite humor, from simple silliness to more fascinating, even if they don’t involve as much adrenaline. subtly bizarre. Engineering adventures do require players who are interested in com- Character Roles: Innocents abroad ing up with their own equipment designs, using the rules for New – possibly highly capable on their own Inventions (p. B473) or Gadgeteering (p. B475). world, but in galactic society they are The Game Master can complicate matters with hidden flaws, indus- but motes caught up in chaos, not trial spies among the labor crew, sinister forces intent on stopping the even able to go to the male mam- project, and unforeseen expenses. Those problems can generate blaster malian biped’s room without a guide- fights and hovercraft chases to keep the non-engineer characters busy. book. The being with an angle – some- However, it may be necessary for the Game Master and some players to one who (thinks it) sees a profit to be do the actual design evaluation and skill rolls via e-mail rather than dur- made from the situation. Characters ing game sessions, if other players are easily bored. from other campaign types, twisted to suit. Construction Things to Do: Get home; rebuild You don’t get much more blue-collar than construction work, even home; buy a nice quiet planet; find out if it’s a thousand miles up in orbit. All those orbital stations, star- who’s behind it all; make a documen- ships, space colonies, and whatnot don’t build themselves (unless it’s tary; become emperor; find a decent a game setting with advanced biotech and living spaceships, of cup of coffee; try to avoid trouble. course). The crews who do the work of building them can get into all Campaign Advantages: Can go any- kinds of interesting trouble. where and take inspiration from any- As with prospecting, the work itself may be only a backdrop. The real thing (following classic clichés to fun comes when the workers face labor racketeers or corporate thugs, absurd conclusions). The GM can or when the colony they’re working on suddenly declares itself inde- rewrite galactic history and assign TLs pendent and gets into a shooting war, or when it turns out someone on to suit himself. Characters rarely die, the shift is part of a smuggling ring. If the project includes asteroid min- except absurdly. ing for raw materials, then the work crews may spend part of their time Campaign Disadvantages: Can go as prospectors, which adds all those adventure possibilities. anywhere. Needs players and GM willing to improvise and not take any

20 SPACE Who Needs Starships? While flying from world to world aboard a sleek star- doesn’t completely eliminate the need for brave pilots, ship is the most common image in science fiction, some since many settings require somebody to go out and find settings use other means of traveling from planet to places to put gates. (The Heinlein novel avoids this by planet. Robert Heinlein’s Tunnel in the Sky shows explor- letting the gate projectors probe out for new locations, ers venturing to other worlds through teleport gates. and assumes a pre-existing network.) series makes it even easier – Interstellar gates are quick and easy to use. How people can have houses with rooms on different planets! expensive they are depends on how much energy they The Stargate film and television series used a similar consume and how hard they are to build. If the cost is idea. low, then every place in the galaxy is “next door” and civ- Getting rid of spaceships makes the setting much ilization will function as a single giant city. A high cost more convenient for heroes who aren’t rich enough to limits private trade and travel, but military forces can afford their own ship, or to buy passage frequently. This still deploy instantly to meet threats.

ALIENS Nothing affects the flavor of a sci- that the GM can develop each alien Common ence-fiction campaign as much as the species in some depth, and the players A race that is older, fast-breeding, presence (or absence) of alien races. won’t have any trouble remembering or aggressive in exploration may be There can be one alien species in a which is which. Larry Niven’s “Known encountered often. Such races are also campaign, a handful, or a great many, Space” series has only about ten alien well-known in their localities, regard- and their roles can range from subju- species. less of dominance. The opposite is gated to overlords. Chapter 6 contains rare; such races may be new to inter- detailed rules for creating alien ALIENS stellar civilization, secretive, or slow- beings. breeding. In James Blish’s Cities in EVERYWHERE! Flight series, humans are common but ALONE IN There are many intelligent species don’t dominate other species. in the universe. Unless one is domi- THE COSMOS nant or exotic, only those with Area Exotic There is only one sentient species, Knowledge of its region of space will Races may be well-known because and all characters must belong to it. recognize it on sight. The various they have odd customs, bizarre repu- Widely variant forms are still possible, aliens mingle, and there may be true tations, unusual biology, or control of however. A human-only cosmos can interspecies civilizations. David Brin’s a particular technology. In Dr.Who the still be diverse and exciting – especial- “Uplift” series has many aliens, and Gallifreyan Time Lords are known ly if bioengineering is common! Many the Star Wars universe suggests a great throughout the galaxy for their mas- stories of galactic sweep, such as variety of intelligent beings. Alien tery of time, even though they seldom Herbert’s books and Asimov’s species in a multispecies setting can leave their citadel. Foundation series, have included no be categorized as: aliens. In Iain M. Banks’ “Culture” series, humanoids from different Advanced worlds have merged into a single Dominant Some races might have a higher TL “race” through bioengineering and One or more species may dominate than the rest of the campaign – possi- cultural assimilation. others; their power may be military bly even so advanced as to seem like (conquerors or peace keepers) or eco- gods compared to everyone else. They nomic (manufacturers, traders, or may use their power to help “lesser” THE GALACTIC explorers). Dominant alien civiliza- civilizations, or to conquer and CLUB tions are well known near their oppress them! The opposite is primi- regions of space. The opposite is sub- tive, a race that is technologically There are only a handful of star- ordinate species that are dominated by backward. In the Babylon 5 television traveling life forms. Almost anyone others. Humans are often a dominant series, the Vorlons are known to be will recognize each type of alien and species in fiction, as in the Star Wars vastly more advanced than other know the important facts about it. films. civilizations. This arrangement has the advantage

SPACE 21 Precursor caste system. Separate societies of Human Empire). The decadent Many SF novels have been written subspecies might also exist; perhaps Martians of Edgar Rice Burroughs’ around the mysterious “Precursor” or they separated millennia ago. In Jack books are an example. “Forerunner” races: once-great civi- Vance’s “Tschai” series there are Blue lizations that have disappeared, leav- Chasch, Green Chasch, and Old Chasch, all different branches of the Unknown ing only puzzling ruins and artifacts The GM may create one or more behind. In the Traveller universe, the same original species and all mutually hostile. alien species – potentially friendly or mysterious “Ancients” even trans- hostile – that are unknown to interstel- planted Earth life across a vast region lar society at the start of the cam- of space, so that hundreds of planets Descendant paign. Usually unknown aliens live have native humans. A popular theme in SF literature is beyond the edge of explored space, but the “fallen race” descended from a in Niven and Pournelle’s The Mote in Subrace once-mighty civilization. Or space God’s Eye the Motie home system is A race may include several sub- might contain several subraces, all within the human empire, isolated by species or offshoots. These may exist descended from the original a quirk of interstellar geography. within a single society, perhaps with a Precursors (or the splintered First SOCIETIES Having decided what kind of cam- worlds with no interstellar organiza- Citizens have no direct influence on paign it is, the Game Master needs to tion at all. This mimics the situation in an alliance, but they can influence pick a society that supports that kind the modern world, just on a vastly their world government, which is rep- of adventure. SF literature describes larger scale. “Failed states” are the resented on the Alliance Council. dozens of different kinds of interstel- result of a catastrophic collapse of the There may be a small allied navy or lar societies. The most important interstellar government, leaving a space patrol. things about an interstellar civiliza- power vacuum that attracts warlords, H. Beam Piper’s Sword-Worlds tion are size and political type. bandits, and extremists. The third type formed an alliance (the individual Size is largely determined by the is “anarchist utopias” – stable anar- worlds had feudal governments). The speed of FTL travel and communica- chies deliberately set up as states with- human worlds of Larry Niven’s tions, which will be discussed in detail out a government. These can be quite “” series might be con- in Chapter 2. In general, the faster the large, even galactic in scale, but recog- sidered a very loose alliance, at least in ships can travel, the larger a coherent nize no sovereignty above the level of wartime. interstellar nation can be. Central con- individual beings. Iain M. Banks’ trol is difficult when the borders are “Culture” is an anarchist utopia. more than a month’s travel from the Effects on the Campaign capital. Citizens of an alliance are free to The most common political types Effects on the Campaign do almost anything – even exploration are the alliance, federation, corporate Anarchies allow the maximum of is unregulated. Unless they violate one state, and empire, as outlined below freedom for PCs – and for villains as of the few alliance laws, they have lit- and explored in more detail in Chapter well. In a patchwork situation, the tle to fear from the patrol. Another 7. These can vary greatly. Look at the characters may be merchants or trav- benefit of adventuring in an alliance is differences between the empire in elers who have to cope with very dif- its potential variety. Any sort of gov- ’s Foundation series and ferent social conditions on each plan- ernment or society can exist on a that in Star Wars, or the federations in et. In a failed state, they may be work- member world, as long as the world is Star Trek and Andre Norton’s “Solar ing to restore order (or carve out their reasonably stable in its dealings with Queen” books. own empires). Anarchist utopias are other planets. However, this allows Designing your interstellar govern- often “good guy” societies that must more chances for PCs to run into ment(s) is a great creative exercise, be protected. unexpected laws and taboos. And if and shapes your whole campaign. they get in trouble on a member world, they can expect little help – the THE ALLIANCE patrol has no jurisdiction (if it even ANARCHY An alliance is a group of exists). Anarchy is a state that isn’t a state autonomous worlds. Its key feature is Resourceful types who are wary at all. There is no government, at least that its members are genuinely self- around repressive societies and who not in the sense we know it today. governing. The alliance controls only aren’t averse to world hopping when Interstellar anarchies come in three interstellar policy – primarily defense it’s time to run may do quite well in an main types. “Patchwork states” are policy and foreign relations – and not alliance. simply a large number of independent any member’s domestic affairs.

22 SPACE Patrol office, unless the laws they and their noses to the grindstone – THE FEDERATION broke meet Federation standards, in while watching their backs. Federations and alliances share which case they may be turned over to many features, but they differ in local authorities. basic philosophy. In an alliance, the THE EMPIRE individual member worlds dominate An autocracy is a state in which the central government. In a federa- THE CORPORATE one person is the final authority. Such tion, the opposite is true – the central states usually clothe themselves in the government takes precedence over its STATE trappings of religion, feudalism, mili- component worlds. Federations usu- This is a society run by big business tarism . . . or all three. Fifty years of ally take the form of republican – a huge corporation that controls science fiction have popularized the democracies – that is, citizens elect entire worlds, with a monopoly on term “empire” for this sort of struc- the Federation President and local commerce among them. Leadership is ture, and we’ll follow suit (but see representatives to a Federation vested in a Board of Directors and a Empire, p. 197). Congress. The typical federation is Chief Executive Officer (CEO). Theoretically, all power comes free but bureaucratic. Dictatorial corporate states are from the autocrat, or emperor – only Federations are the ruling depicted in F.M. Busby’s “Star Rebel” by his grace does any lesser authority bodies in the Star Trek universe and stories and (on one world) in Sten, exist within the domain. Empires are ’s Humanx by Allan Cole and Chris Bunch. Poul not necessarily evil, or even totalitari- Commonwealth. Anderson’s Polesotechnic League an. An empire may be ruled by wise, is an alliance of (usually) fair and well- fair people. managed corporate states. Empires are so common in science Effects on the Campaign fiction that they’re trite. Most (that of Campaigns set in a federation offer Star Wars, for instance) are dictatorial. less freedom for those who play fast Effects on the Campaign Jerry Pournelle’s CoDominium is Corporate societies can be danger- and loose with the law. Law-abiding heartless and bureaucratic. But the ous; corporate security is watching all types may find it the safest place of all in The Mote in God’s the time. The PCs might be security – if they are federation citizens. PCs Eye and the Imperium of Traveller are staff . . . or “evil” unionists! Good who run afoul of extremist planetary basically benevolent. societies might find aid at the nearest employees will keep their eyes on business, their shoulders to the wheel,

SPACE 23 Effects on the Campaign If the empire is perceived as cor- Adventures rupt, players will enjoy getting away with whatever they can. If the empire Beyond Society is firm but fair (it can certainly hap- Not all adventures require much of a social context. Characters who pen!) there will be honor to be won in are completely isolated or who are far beyond the reach of civilization its service. are effectively their own society. The astronauts in Alien or the crash survivors in Pitch Black have no contact with their home societies any- way. In settings like those, the GM can just sketch in the social back- ALIEN ground very roughly (“you’re a thousand light years beyond the Imperial border”). It is useful to know a little about the civilization the GOVERNMENTS PCs are currently isolated from, if only to avoid players spending points Alien civilizations may have gov- on noble titles when is egalitarian. ernments unlike any ever tried by humans. They could have a vast hive-mind, or be ruled by super- computers. Government and power Effects on the Campaign out who’s in charge in order to start relations might be based on instinct, An alien government type often negotiations. Humans living under the or on ruthlessly logical principles. presents a mystery to explorers or rule of aliens may find their laws Chapter 7 includes several ideas diplomats attempting to establish nonsensical or just plain weird; aliens for completely alien systems of peaceful contact. A whole mini-cam- visiting human space may be equally government. paign could be built on simply figuring perplexed. INTERSTELLAR ORGANIZATIONS Any society will contain a number Diplomats in fiction are often more and cooperate with the Patrol (p. 25) of important interstellar organiza- dedicated to the “process” of diploma- against interstellar smuggling. tions, which make good building cy than actual results, because goals Adventuring possibilities: Indepen- blocks for a campaign. Some organi- change with every shift in government dent traders hate the ITC for its red- zations will be restricted to a single but protocol is eternal. All govern- tape regulations and love it for the nation; others may extend through all ments use diplomats as information- way it keeps big merchant outfits from of space. Organizations will include gatherers, and as agents of social and putting them out of business. lots of NPCs – bosses, hirelings, foes, political influence. Corporations simply hate it. Everyone and spear-carriers. Most organizations Adventuring possibilities: Diplomatic will suffer the indignities of going make appropriate Patrons (or at least missions provide cover for spies. through customs. A shipful of ITC employers) for PCs, but membership Diplomats may resolve an interstellar inspectors can poke their noses almost may also carry responsibilities – Duty, crisis peacefully – or be duped into anywhere, making for a free-swinging Sense of Duty, or both. ignoring enemy aggression until it’s campaign. almost too late. PCs can be diplomats stationed in an alien capital, or roving GOVERNMENT “firefighters” moving from one crisis Mercenary RGANIZATIONS point to the next. Regulatory Agency O If mercenaries are a big part of Interstellar governments have interstellar society, an organization many branches. Their official names Interstellar Trade like this may exist to set policies and should suit the society; for instance, Commission directives for mercenary companies. the patrol might be known as the The ITC sets tariffs, duties, taxes, Those that comply will receive licens- Alliance Patrol, the Imperial Patrol, rules, and regulations for all merchant es. Those that refuse must disband or the Interstellar Police, or something ships, both corporate and independ- leave – or face the Marines. completely different like “the ent. All traders must be licensed by the Regulatory agencies determine Federation Bureau of Investigation.” ITC in order to conduct commerce which weapons mercenary armies can within the nation. The commission use – typically banning biological and Diplomatic Corps may be charged with preventing nuclear arms, at least on inhabited Diplomats negotiate with other monopolies in trade, especially by larg- worlds. Unfair technological advan- planets or interstellar governments. er corporations, sometimes allying tages are sometimes outlawed as well They may also act as first-contact spe- with the Special Justice Group (p. 204) – merc companies may have to use cialists, either in partnership with the for this purpose. ITC agents operate weapons of the same TL as the world scouts (see p. 26) or as rivals to them. the customs stations at all starports, on which battle occurs. Some latitude

24 SPACE may be allowed; outnumbered forces Patrol communications. A misrouted mes- may be allowed a technological edge, The primary responsibility of the sage or parcel could be the trigger for for instance. See Andre Norton’s patrol is to police space. Peacetime just about any adventure scenario. “Star Guard” and Jerry Pournelle’s duties include rescue work, escort for “CoDominium” stories. colony ships, routine space patrols, Security and Adventuring possibilities: The MRA anti-piracy and anti-smuggling opera- is a natural opponent for merc outfits, tions, starbase regulation and inspec- Intelligence Agency whether on the trail of lawbreaking tion, blockading restricted worlds, and This shadowy, covert group is the companies or acting as a nuisance for perhaps mundane police duties on national espionage and counterespi- law-abiding ones. In a non-merc cam- small colonies or space stations that onage arm. Agents are trained in intel- paign, adventurers may contact the lack their own local police force. ligence gathering, overt and covert, as MRA to demand action after being Patrol forces operate under naval well as the “tricks of the trade,” includ- harassed by mercs – or the MRA may command during wartime. In a young ing infiltration, misinformation, code contact them if they tried to hire or loosely knit society, or one with no breaking, social manipulation, and mercs for a questionable job. known foreign enemies, there may be assassination. Counterespionage no navy – in this case, the patrol per- agents are responsible for identifying forms both military defense and law and neutralizing agents of foreign gov- Navy ernments. There will usually be sever- The space navy is the primary enforcement. Adventuring possibilities: Everyone al different agencies, often with mis- interstellar military force, defending leading names, who spend a great deal against (or attacking) rival nations. encounters the patrol, whether they run to it or from it when they’re in of their time spying on each other! During wartime, the navy’s job is to Under a repressive society, intelli- defend the borders and vital inner sys- trouble. Patrol PCs will never lack for adventure. gence agencies will spy on citizens tems while depriving the enemy of his while sending agents provocateurs to ability to wage war. Between wars, the foment unrest in rival nations. Loosely navy maintains readiness. The fleet Postal Authority knit societies may have no intelligence may also pay “goodwill” visits to The Postal Authority is responsible arm, but their member states might. neighboring stellar states to stave off for interstellar communications, In some societies, this may merge war by impressing potential foes. which means its role varies depending with the survey service and be respon- Adventuring possibilities: In most on available technology. If faster-than- sible for covertly infiltrating alien or non-military campaigns the navy is light radio is possible, the Postal foreign societies, either to learn more the background threat – the interven- Authority operates interstellar trans- about them or to alter their societies tion so awful no one risks it. Pirates mitters. If only ships can travel to make them ripe for assimilation or and criminals avoid fighting the navy. between the stars, then the Authority conquest. On the other hand, in a turbulent fron- runs couriers or farms out mail con- Adventuring possibilities: Characters tier region, the navy is often the only tracts to merchants. However they do might find themselves on an intelli- authority for light years around. it, the Postal Authority’s people know gence mission – as unsuspecting Playing the captain and command that communication is civilization. dupes or working with agents. If they officers of a major warship or starbase Adventuring possibilities: Characters are part of an important organization, assigned to an interesting sector of could be courier-ship pilots or private they may be infiltrated by agents of an space can give great scope for players traders with a mail contract. Con enemy nation. An entire espionage who want to make a difference. games and conspiracies might center campaign is also possible (see p. 18). around interfering with interstellar Office of Colonial Affairs The Office of Colonial Affairs over- sees colony ventures and regulates the construction of colony ships. It may control new colonies until they are self-sustaining, appointing all admin- istrators and governors. It may also work with the Ministry of Prisons to get involuntary colonists for harsh, mineral-rich worlds. Adventuring possibilities: For colonist PCs, a friendly OCA may be their greatest ally . . . and a corrupt one will be their worst enemy. An OCA inspection team will encounter inter- esting situations.

SPACE 25 Special Justice Group voices heard. The League may even be may be a close-knit “brotherhood of Formed as a watchdog agency over mostly human in membership. The spacers” or a bland professional multistellar corporations, the SJG Alien Rights League can be an altruis- organization. oversees corporate expansion and tic group dedicated to the rights of all Adventuring possibilities: The diversification, regulates free trade beings, or it can be the cover for violent league is the home organization for and stock sales, collects taxes and extremists. Similar groups may exist to most trader PCs. Other nonmilitary other government fees, inspects exist- promote the rights of robots, uplifted PCs are likely to encounter independ- ing corporate facilities, and approves animals, or genetically modified ent traders, especially on the frontier – all new facilities. Its mission is to pre- humans; in an alien-dominated setting, passenger rates are low, voyages are serve society from domination by it may be humans who need the ARL’s slow, and there’s always a chance of powerful business groups, while protection! adventure before journey’s end. maintaining their financial health – Adventuring possibilities: Nonhuman realizing that the economy of the state characters may need the ARL’s help when faced with prejudice. Mercenary Companies is tied to corporate success. A mercenary company is a military Adventuring possibilities: Characters Characters of any species might be hired or persuaded to help with an outfit – usually ground troops, often hired as corporate employees or securi- with supporting ground vehicles and ty forces might meet SJG agents – for investigation aimed at exposing abuses. Colonists may find pesky aircraft – that works for hire. good or bad. Obnoxious SJG officials Regulations and discipline remain make perfect opponents for ambitious ARL activists trying to stop them from settling on an inhabited world. under the control of the unit com- corporate executives. Another possibil- mander, not the employer. Companies ity is a corporation-busting Special can be contracted for specific mis- Justice campaign. Corporations sions or hired by the month. A multistellar corporation is a vast “Honorable” merc outfits will fulfill Survey Service conglomerate of companies in hun- their contracts so long as their The survey service has two primary dreds of fields on dozens of worlds. employer deals honorably with them; duties: To explore and chart the fron- Some multistellars control entire other outfits may desert their employ- tier, and to maintain accurate records worlds and support vast armies of er for sufficient reward, sometimes of all worlds. employees – corporate security forces even changing sides! The exploration division of the sur- can outnumber the local planetary Adventuring possibilities: PCs who vey service, frequently known as the defense forces (and may be better sign on with a merc outfit may see a Scout Service, works to fulfill the first trained). variety of adventures in far places. goal. There are often two branches: In many businesses, profits out- Mercs also make good antagonists. first-in scouts and survey scouts. After weigh ethics. Some corporations use the first-in scouts discover a new dummy companies and trusts to dodge government supervision, con- News Services world, the survey scouts are sent in. A Space is big enough to hold a lot of survey team may be a single ship or a sidering such high-profit, high-risk activities part of the corporate “game.” news, and dozens of interstellar news full expedition. Survey scouts certify services compete to get that news, worlds as suitable for colonization, When not cooperating against the Special Justice Group, the companies explain it in an interesting fashion, and make recommendations about and shoot it to the waiting tri-V watch- relations with new alien societies. are spying on their competitors. Sometimes industrial espionage is a ers. Of course, they can also be send- Adventuring possibilities: Anyone ing out government propaganda, sin- on the frontier is likely to encounter gentlemanly game; often, it’s deadly. Adventuring possibilities: Working ister mind-control, or military secrets scouts, especially traders or corporate vital to defense. types interested in exploiting a newly for a corporation lets PCs be nasty without feeling responsible – they’re Adventuring possibilities: PCs can discovered society or Precursor site. A be a reporting team. Characters bat- dedicated scout campaign is also pos- only following “company orders.” Corporations also make good Patrons. tling an evil conspiracy may need a sible (see p. 11). During wartime, way to get the truth out. A news serv- scouts may get put under Navy com- They make excellent bad guys, too – exploiters of defenseless aliens, rav- ice can also provide a meddlesome mand as intelligence gatherers, or as “third force” interfering in any patrol units in quiet sectors. agers of priceless Precursor sites, slave lords on remote company planets, and adventure. remorseless steamrollers in commerce PRIVATE and industry. Independent traders The Organization hate them. ORGANIZATIONS The shadowy syndicate known as “the Organization” is the largest Free Trade League criminal empire ever to exist. Its Alien Rights League Independent traders may band influence stretches through nearly all In any human-dominated society, together to form a lobbying group and interstellar nations. The Patrol is only nonhumans are likely to need a mutual-assistance society. The league beginning to realize that a single lobbying organization to make their organization is behind centuries of

26 SPACE crime. The “Big O” dominates inter- the normals and establish a rule by people. The political interplay within a stellar drug trafficking, gunrunning, superminds. university (over promotion, favorite prostitution, the black market, and Adventuring possibilities: An evil theories, grant money, or just person- murder for hire. Institute might take advantage of a PC alities) can be fierce, and rivalry Adventuring possibilities: The PCs with developing talents; a good between institutions can be bitter. may be surprised to discover that the Institute can help a psionic PC against Outsiders, expecting peaceful cloisters crime they just foiled was part of a persecution. Or PSI might be a red and ivory towers, are often numbed by Big O operation . . . and now the herring, staffed by crackpots – espe- the size of scholastic budgets and the Organization is on their trail. Or the cially if psionics don’t work in this fierceness of scholastic politics! PCs themselves could be interstellar campaign. And the GM doesn’t have to Adventuring possibilities: The PCs criminals. tell the players whether psi powers are can be hired as part of a scholarly real or not! expedition; depending on skills, they may be guards, crew, or researchers. Psionic Studies Institute Unusual planetary conditions, strange On the surface, PSI is a research Universities and and dangerous life forms, and foundation dedicated to psionics. In Scientific Foundations Precursor artifacts are all obvious tar- reality, it is a secret psionic society Scholarly organizations can be gets of scientific curiosity. And no that offers aid and training to psis. huge and influential; they can domi- pirate can match the disregard for It could be training them to use their nate whole planets. Such groups can danger shown by a dedicated powers for good – or to subjugate contain brilliant (and very peculiar) researcher! PLANETS AND PLACES In Chapters 4-5, this book gives facilities, long travel times between which means a strong military pres- detailed rules for creating planets and worlds, and shortages of key items. ence along the border. Other empires mapping the galaxy. But when starting Game Masters can use all those fac- may maintain a “neutral zone” out, the Game Master should have tors to drive adventure plots. Mike between their territorial claims. The some general ideas about places and Resnick’s Santiago and his sinister planet Zha’ha’dum on Babylon where they are in relation to one “Widowmaker” series take place on 5 was hostile space. another. What general type of place the frontier, as does the television will the game take place in? series Firefly.

The Core The Unknown Campaigns that take place in the Past the frontier lies unexplored heart of civilization usually center space. By definition it is unknown ter- around political maneuverings, espi- ritory, which means it is the perfect onage, and intrigue. Laws are venue for exploration. In the enforced efficiently, advanced med- unknown, dangers are often hostile ical care is close at hand, and charac- local life forms or mysterious phe- ters can quickly summon up vast nomena that haven’t been charted. amounts of information over the local But the unknown can also be a refuge datanet. Game Masters can use core for rebels or fugitives, since the patrol settings to show off the wealth and can’t follow them there. Star Trek: super-technology of the setting. Earth Voyager takes place entirely in the is often the core of a human empire, unknown. though in Isaac Asimov’s Foundation series, Earth is a backwater and glit- Hostile Space Home Base tering Trantor is the center of power This is where the heroes can find and civilization. Areas controlled by some enemy power – aggressive aliens, a rival sanctuary, help, and a chance to relax human state, or the empire the heroes between adventures. It may be a The Frontier are trying to overthrow – all count as patrol base, an uncharted pirate hide- Out on the frontier, things are hostile space. This is likely the scene out, a space station, or the capital of much rougher. Characters must rely for military or espionage missions. the galaxy. In relatively stationary on their own resources, but they also Characters seldom want to stay in hos- campaigns, the home base is one town have greater freedom. Combat is more tile space; the goal is to get in, do the or city on the planet. Even completely likely, and there may still be secrets job, and get home again. If empires mobile characters like explorers or and mysteries to discover. Drawbacks are close together, vital core regions footloose merchants may want to have include a lack of things like repair may be right next to hostile ones, some place they can think of as “home.”

SPACE 27 CHAPTER TWO SPACE TRAVEL

“Interesting ship you found for us, Doctor.” Captain Panatic was running his hands over the control panel, almost stroking it. “Interesting? It was the cheapest one in the yard and it still cost too much. We should never have abandoned the Golden Venture.” “The whole time you were aboard the Venture, you kept complaining about that in the gravitics, and why could we only use two liters a day for wash- ing, and how come the drive was taking so long to recharge. I thought you’d be glad to leave her.” Actually I had been, but this new ship was definitely not an improvement. “This one doesn’t even have a shower.” “No, but she’s a lot faster than she looks. There’s a whole “This is not a privateering voyage, Captain. We’re looking hidden set of thrust coils in the wings. She’ll pull four gees for a particular artifact, and the ship is nothing but the means easy.” to get us there.” “That dealer must not have known what he had.” We’d “Oh, sure. Still, at our next stop, I’d like to see about traded him salvage rights to the wreck of the Venture, plus all weapon prices.” that remained of my savings. “Are you expecting trouble?” “Or he was trying to unload something he didn’t want to “No, but if this artifact business doesn’t pan out . . . who have to explain to anyone. Did you notice the forward cargo knows? Hoist the Jolly Roger and prepare to board!” bay?” “It was a cargo bay, in the front of the ship. Beyond that, When designing any science-fiction universe, one of the no.” most important choices the GM must make has to do with “Big conduits for coolant and power lines. A big port open- the technology that will be available. This chapter discusses ing forward. Direct data links to the bridge and the sensor technologies related to space travel, and the next describes suite. If you wanted to, hypothetically, mount a laser there, advances in other fields. everything’s already set up.” There will not be much discussion of GURPS game “Do you mean this is a warship?” mechanics here. The in-game rules for specific technolo- “Not exactly. Too small for that, and her lines are strictly gies will be discussed in other GURPS sourcebooks. civilian. No, Doctor, what we’ve got here is a lovely little pirate Instead, this book will focus on the consequences of ship, just right for ambushing merchants, claim-jumping belt advanced technology for setting and adventure design – miners, and outrunning the Patrol. All she needs is some with particular attention to science-fiction settings that guns.” He looked so wolfish it was hard to believe he had ever involve space travel! been a Patrol officer himself.

28 SPACE TRAVEL A TAXONOMY OF MIRACLES One way to classify SF worlds is to fairly common in American SF, Einstein could throw open the entire consider what technological miracles notably in novels such as ’s galaxy. are inherent to the setting or story. In Privateers, or Michael Flynn’s Firestar this context, we can think of a “mira- and its sequels. cle” as some area of technology that has a significant effect on the environ- If the GM is assuming a single mir- ment in which adventures take place. The Technothriller acle in space-flight technology, there’s A technological miracle defines a sig- Another no-miracles approach is no reason that he has to place his story nificant difference between the fiction- the technothriller. In fiction, the tech- in the future! Writers have been imag- al setting and the real world familiar nothriller genre is normally set in the ining space travel since the to the reader or player. present day or in the very near future. Renaissance – Cyrano de Bergerac It’s useful to think about what mir- The technology in the story may be and Voltaire each wrote about travel acles will be present in a new setting, slightly in advance of real-world capa- between worlds. More recently, early because the GM doesn’t have to work bilities, but by definition it’s not a mir- genre-SF writers such as Jules Verne nearly as hard on features of the set- acle. Technology’s world-changing and H. G. Wells set stories in space. To ting that aren’t miraculous! Where potential is ignored or evaded – it recapture the flavor of these early sto- there are no miracles, the GM and exists purely to provide the heroes ries, assume that space travel might players can assume that things work (and villains) with cool gear! have become possible at some point in in familiar ways. When the GM Technothriller stories are usually the past, but leave most other aspects decides to incorporate a miracle, he political thrillers, in which the plot is of the historical technology and socie- has to think about what effect it will driven by international competition or ty unchanged. have on the setting and on his adven- world-threatening crisis. The scenario Such an alternate history campaign tures, and he may have to find or doesn’t have to be carefully detailed; shares many of the features of a pure- develop new game rules to cover it. in fact, the more shallow and one- ly historical setting. Players who are sided the villains are, the better. already well-versed in the chosen his- Technothriller fiction often embodies torical period will find most aspects of NO MIRACLES the social paranoias of the time. In the the world familiar. Sourcebooks cov- It’s possible to have a space-ori- 1970s, the Soviet Union provided ering the politics, social customs, and ented campaign with no miracles at most technothriller antagonists. equipment of the period will be useful. all. Human beings have been visiting Today, the menu of villainous options The politics of the time can be extend- space for about 40 years. With pres- is a bit wider: Chinese, militant ed into deep space, as existing Earth- ent-day technology, human space Islamists, Western nationalists, organ- based nations explore and colonize exploration and colonization are ized criminals . . . other worlds. very difficult and expensive, but not Strangely, most early SF ignored impossible. the possibilities of interstellar flight; ONE MIRACLE: much of it was written before PACE LIGHT astronomers discovered the nature of First Steps to Space S F the stars or the structure of the galaxy. One possible no-miracles cam- At its most conservative, science Instead, most authors concentrated paign can focus on the early develop- fiction invokes as few miracles as pos- on the worlds of our own solar system, ment of space flight. The campaign sible. Stories that involve only one assuming that they would be inhabit- may be historical, focusing on the real technological miracle have the advan- ed by aliens – or by humanlike races, astronaut programs of the 1960s and tage that most of the setting will be complete with savage native warriors 1970s. Or it may be set in the near familiar. Naturally, in a space-oriented and beautiful princesses! future, projecting a “second space setting the first miracle is likely to be Many classic SF stories can today age” in which frequent human explo- in the area of space travel! be treated as the basis for an alternate ration resumes. In space travel, we can define a history setting with space flight. These A variant on the “first steps” cam- “miracle” as a technology that makes include Jules Verne’s From the Earth to paign is a setting in which state-run space flight easy. There are two great the Moon, H. G. Wells’ The First Men in space programs have failed to estab- obstacles to humanity’s future in the Moon, and Edgar Rice Burroughs’ lish a viable human presence in space. The first is Earth’s powerful “John Carter” and “Carson Napier” space. The slack is taken up by major gravity well; the second is the speed- novels. Among roleplaying games, corporations or individual entrepre- of-light limit. Any miracle that makes GURPS and GDW’s neurs. The plot involves heroes who it easy and cheap to launch into Space: 1889 are both good examples must struggle against both the dan- Earth orbit will make the whole Solar of the genre. gers of space travel and the interfer- System easily accessible. A second ence of government. This theme is miracle that somehow sidesteps

SPACE TRAVEL 29 Emergent Superscience Other one-miracle settings are placed in the future. A miraculous More Miracles? breakthrough in physics or engineer- There’s no reason why a space-oriented setting must apply miracu- ing might make space flight much eas- lous technology only to the business of space flight. As more technolo- ier, without affecting most other gies advance beyond what is currently possible, society (and the back- aspects of society. This lets the GM drop for adventure) will become increasingly unfamiliar. At its extreme, construct a society that resembles our the addition of miracles gives rise to settings in which nothing is famil- own, then explore the new break- iar to the GM or players! Such settings can be interesting, but very dif- through’s implications. ficult to sustain for a lengthy campaign. A common variation on this theme The next chapter discusses settings in which miracles appear in involves a starfaring society in which areas other than space travel. advanced space drives exist, but other technology has not advanced much beyond the early TL8 level. Some of the best military SF has used this automatic rifles, traveling to the John Varley’s Red Thunder. Jerry approach: ordinary infantrymen, battlefield aboard a starship. Pournelle’s “Mercenary” stories are a armed with simple body armor and In space SF, the best recent emer- classic example of military SF using gent-superscience novel is probably emergent-superscience assumptions. SPACE FLIGHT AND STORY REQUIREMENTS The Earth is the cradle of mankind, since adventurers will rarely venture In other settings, the adventurers but mankind cannot stay in the cradle far from their ships. don’t have their own ship, or they forever. is especial- frequently use different ships as need- – Konstantin Tsiolkovsky ly likely to focus on starship life, with ed. Their home base is a world or an space battles and tactics forming a immovable space station. Most adven- Like other facets of a setting, the major part of the story. David Weber’s tures come to the adventurers. When prevalent space flight technologies “Honor Harrington” novels are an the cast of characters needs to travel, a should be chosen to support the story example of this kind of story. ship may be available, but most of the (or the kind of story) that the GM time they don’t need to concern them- wants to present. Another item the selves with shipboard life or the details GM should consider is how important Ships as Major of space travel. Examples of this kind the details of space flight will be to his of story include the Babylon 5 and Star campaign. Despite being set in a Plot Elements Trek: Deep Space Nine television series. space-faring future, many stories may In many (perhaps most) space set- have no need to consider the details of tings, space travel is an important space travel. activity and a common plot point, but many adventures will take place off Ships as Trivial the ship. Ship crewmen and passen- Plot Elements Ships as Settings gers are still the most common char- In some science fiction, spaceships Some settings are dominated by acter types, since such people are the are little more than part of the back- spaceships – indeed, the ship becomes most likely to spend time around drop. Adventurers simply arrive at the the setting or a major portion of it. In ships, but some characters may be ori- location of the adventure, with no this case, the adventurers will almost ented entirely toward other activities. time spent establishing how they get always be starship crewmen, passen- In some settings, the characters there. When it’s time for them to move gers, or other people who spend most have a ship of their own, which serves on to another world, they do so with- of their time between worlds rather as a mobile home base. The ship is a out needing to spend significant “on- than on them. Most character devel- familiar place where adventurers can camera” time on board a spaceship. opment is in the context of crew or (usually) relax, and where most char- ’s “Dune” novels use passenger interactions. Many plots acter interaction takes place. Some this kind of structure (although the center on the technical details of run- adventures take place on board ship, assumptions of space travel in that ning or commanding a starship. while others take place on the worlds universe are crucially important to the In contrast, the worlds visited by that the ship visits. Examples of this story). Dan Simmons’ Hyperion and its the ship are sketchily drawn. Most kind of story include the Firefly televi- sequels almost entirely ignore space- worlds will apparently stop at the edge sion series, as well as Star Trek and ships, and in fact vehicle-less instanta- of the spaceport or the capital city, most of its spin-offs. neous from world to world is an important plot element.

30 SPACE TRAVEL MANEUVER DRIVES Nesterov hovered a few moments instruments, drive machinery, cargo, Since every rocket works by dis- longer, then began a slow descent. the hull structure of the ship itself, and carding reaction mass, rocket drives Mariesa held her breath. Every second so on. are limited by the amount of reaction was a lifetime; but the ship slid smooth- The second portion is the reaction mass that can be carried, and by the ly down a pole of invisible fire. When mass, material that’s carried along efficiency of the rocket engine. the fire touched the ground, it became a only to be thrown away! The rocket Reaction mass that hasn’t been ejected flaring pedestal that bloomed under- engine works by accelerating reaction yet has to be accelerated along with neath the ship like a cushioning pillow mass and ejecting it into space, usual- the payload! As a result, it’s important of light . . . ly as a fast-moving gas or plasma. The to minimize the amount of reaction Mariesa stared at the craft until the total momentum of the system mass that’s needed to complete a given ball of light beneath it winked out and remains constant, but since the reac- mission. the darkness of night returned. A man tion mass is being accelerated, the law For a fixed amount of reaction had sneaked aboard that thing, that of conservation of momentum means mass, the best way to get a more effi- untested, untried experimental craft; that the payload is also accelerated in cient rocket is to increase its exhaust and bet his life against it. It might have the opposite direction. The velocity velocity. Of course, a rocket is also lim- exploded; it might have smashed into that the reaction mass has when it is ited by the energy it needs to accelerate rubble on the pavement. And Krasnarov ejected is called the exhaust velocity. reaction mass into space. The thrust had lied his way aboard. The force that the rocket engine that the engine generates is propor- – Michael Flynn, Firestar applies to the payload is called thrust. tional to the exhaust velocity – but the A maneuver drive is used to propel a ship through “normal” space, chang- ing its velocity in space as needed, more or less subject to the known laws The Rocket Equation of force and motion. Such drives The science of astronautics was pioneered by the Russian mathe- range from realistic propulsion sys- matician (and science fiction writer!) Konstantin Tsiolkovsky. Around tems like rockets, to superscience the beginning of the 20th century, Tsiolkovsky developed a great deal of drives that appear to break some phys- basic astronautical theory; he was one of the first visionaries to predict ical laws but are still limited by the artificial satellites, space colonies, and asteroid mining. speed of light. One of Tsiolkovsky’s basic contributions was the rocket equation that has since been named for him. The Tsiolkovsky equation is: REACTION ∆V = E ¥ natural logarithm of (T/P) Here, E is the effective exhaust velocity of the rocket engine (a quan- DRIVES tity also called the specific impulse), T is the total mass of the rocket- A reaction drive is a drive that obeys driven spaceship (including both payload and its initial reaction mass) (and takes advantage of) Newton’s and P is the mass of the payload alone. third law of motion. This law implies The quantity ∆V is called the delta-V. Delta-V is the amount of veloc- that the momentum of a system is ity change the ship can carry out with its available reaction mass. Every always conserved, unless an external deep-space maneuver requires that the ship “spend” some of its delta-V force is applied to it. budget: escaping from orbit around a home world, changing course in Some reaction drives work by tak- deep space, entering the orbit of a destination world, changing the ing advantage of external forces that parameters of an existing orbit, and so on. Maneuvers that are carried act on the spaceship, changing its out against gravity (such as planetary launch or landing) can also be momentum (see Sails, p. 33, or measured in terms of delta-V. Catapults and Tethers, p. 34). However, Low-TL rocket drives are usually very limited in the amount of delta- most reaction drives use the rocket V that’s available to them. Mission planners spend a lot of time search- principle. ing for trajectories that can get a ship to its destination with the use of minimal delta-V. It’s sometimes possible for a ship to change course without spending delta-V. For example, a ship can “fly by” a world, Principles of Rocketry using its gravity to accelerate and change heading. In its simplest form, a spaceship By manipulating the Tsiolkovsky equation, it’s possible to derive a using a rocket drive is composed of formula describing how much of a ship’s initial mass needs to be taken two portions. up by reaction mass. To summarize, if the required delta-V is much The first portion is the payload. smaller than the exhaust velocity, very little reaction mass will be need- This consists of all the parts that are ed. Once the required delta-V rises above the exhaust velocity, reaction to be conveyed to the ship’s destina- mass soon dominates the ship’s size! tion: crew, passengers, life support equipment, computers and other

SPACE TRAVEL 31 energy required to operate the exhaust velocity is high. Ion drives Speculative engine is proportional to the square are therefore fuel-efficient, and can of the exhaust velocity! In order to be used for long periods of constant Rocket Types generate the same amount of thrust, acceleration. This makes them good Nuclear pulse drive: This drive a rocket with lower exhaust velocity candidates for interplanetary travel, works by setting off nuclear explo- needs more reaction mass. A rocket taking months rather than years sions behind the ship; the energy of with higher exhaust velocity needs to cross interplanetary distances. An each nuclear explosion produces a less reaction mass, but it may ion drive will need a continuous very fast exhaust of hot plasma. A need much more energy in order to power supply, usually a bank of large-scale version (such as the “Orion operate. solar cells or an on-board nuclear drive”) uses full-size nuclear bombs, reactor. requiring a huge shock-absorbing Fission rocket: A fission rocket uses “pusher plate” behind the vessel. More Known Rocket Types a built-in fission or radiothermal reac- sophisticated versions create micro- The following rocket types are tor to heat reaction mass, and then explosions, triggering small fusion currently feasible, using known engi- expels the hot gases as a high-energy fuel pellets with a ring of powerful neering principles. exhaust. Fission rockets are a compro- lasers or ion beams. Another approach Chemical rocket: A chemical rocket mise between chemical rockets and triggers fissionable pellets using is the first reaction drive likely to be ion drives; they can provide more antiproton beams; this version uses so used by any space-faring civilization. thrust than an ion drive, but have little antimatter that it could be pro- Chemical rockets get their energy lower exhaust velocity and so are less duced using present-day technology. by burning flammable reaction mass fuel-efficient. They are also useful A nuclear pulse drive can provide a or “fuel,” expelling the resulting because they provide both onboard lot of thrust, and also has high exhaust hot gases out the back of the rocket power and motive thrust. They may be velocity and fuel efficiency. It may be chamber. suitable for interplanetary warships or the best candidate for a fast interplan- Most chemical rockets will use courier craft. etary drive. Although building such a liquid fuels, such as liquid hydrogen drive is currently out of reach, the or a slurry of powdered metals like aluminum. Solid-fuel rockets are pos- sible, but are hard to shut down or control once ignited. A chemical rock- et that will operate in space must also Sample Delta-V be provided with an oxidizer to Requirements support combustion. The most likely Every low-TL space mission is planned around its delta-V budget. A oxidizer is liquid oxygen, which can be high delta-V requirement means that the spacecraft will need more carried in onboard tanks and used as reaction mass, possibly crowding out needed payload. Lower delta-V part of the reaction mass. requirements make a mission cheaper and more feasible, or permit Chemical rockets can deliver a lot more payload mass to be delivered. of thrust very quickly, and are useful Here are some typical delta-V requirements for early space missions. for launching from a planetary surface All of these figures assume high-thrust chemical rockets – low-thrust or maneuvering in orbit. On the other engines such as ion drives will need more delta-V due to the drag of hand, they have relatively low exhaust gravity (usually 2-3 times as much). velocity, and so they use tremendous Earth Launch: To reach low Earth orbit requires about 5.9 miles per quantities of fuel and oxidizer. An second of delta-V. A low-thrust engine will not be able to perform this interplanetary journey using chemical mission at all! rockets normally involves a short Earth Orbital Maneuvers: To move from a low Earth orbit to a geo- “burn” at the beginning of the trip, fol- synchronous orbit requires two maneuvers, with a total delta-V require- lowed by months or years of coasting, ment of about 2.5 miles per second. To move from a low Earth orbit to with the delivery of only a small pay- an escape trajectory actually requires less delta-V, about 2.0 miles per load at the end. second in all (assuming the escape burn is performed at perigee, the Ion Drive: An ion drive converts point on the orbit closest to Earth where the spacecraft is already mov- reaction mass into ions (charged ing fastest). atoms or molecules) and then uses Interplanetary Travel: To move from a low Earth orbit to low orbit electric power to accelerate the ions around various other bodies takes varying amounts of delta-V. A jour- into a fast exhaust stream. The most ney to low lunar orbit would take about 2.4 miles per second. Reaching likely substances for reaction mass some near-Earth asteroids (see p. 131) would require about the same include the noble gases argon or amount of delta-V as a lunar expedition. A journey to low Martian orbit xenon, or the poisonous metal would take about 3.5 miles per second. Reaching solar escape velocity cadmium. from low Earth orbit requires about 5.4 miles per second; this is an An ion drive provides very low upper bound on the delta-V needed for most interplanetary journeys. thrust, and is useless for taking off from a planet. On the other hand, its

32 SPACE TRAVEL payload capsule by a network of light- weight cables. Close to a star, the sail can provide slow but steady accelera- tion due to the pressure of starlight. On its own, a light sail is only effec- tive close to a star, such as between the orbits of Mercury and Mars in our own solar system. More than a few AU from Sol, the light pressure drops below useful levels. This would seem to make the light sail useless for inter- stellar travel. However, a powerful laser (or a battery of lasers) could be used to impart steady thrust to a light sail. Laser light doesn’t lose its force as quickly with distance as non-direc- tional starlight, so it can provide thrust for months or years, accelerat- ing the sail to a significant fraction of lightspeed. This provides limited maneuverability, but if the sail is given an electric charge, interactions with the galactic magnetic field can be used for deceleration or a slow turn. A laser-driven light sail seems almost perfect for interstellar travel. There is no fuel to worry about, and the “engine” can be left at home. On the other hand, the laser batteries main obstacle in its way is political exhaust velocity makes it extremely would need to be enormously power- rather than technological. Many fuel-efficient. It is among the most ful. Even a tiny probe massing a few people object to a drive that involves realistic candidates for STL interstel- kilograms would need gigawatt-out- setting off nuclear explosions! lar travel. put lasers. A sizable manned ship Fusion rocket: As with a fission Total conversion drive: This theoret- would need lasers with lenses many rocket, the fusion rocket involves heat- ical drive converts reaction mass miles across, powered by solar collec- ing reaction mass with a controlled directly into energy, perhaps in the tors thousands of miles wide, using nuclear reaction, then expelling it as form of photons or gravity waves. thousands of times as much power as hot exhaust. A fusion rocket might There is no known way to produce is currently generated all over Earth! offer performance nearly as good as a this conversion, but the concept is Ignoring the question of whether it nuclear pulse drive, without the (barely) “hard” SF. It doesn’t violate would be feasible to build lasers that expense of specialized fuel pellets or the laws of conservation of energy or big, it’s likely that a society capable of the danger of carrying around hun- momentum, and it also requires the it would find other uses for the power- dreds of A-bombs. ship to refuel once in a while. generating capacity. Antimatter thermal rocket: This Meanwhile, the political questions drive uses a small quantity of antimat- AILS are significant. An interstellar journey ter to heat up a much larger amount S would still take decades, and the crew of conventional reaction mass, creat- Given the limitations imposed by would need to be able to trust its home ing plasma to be ejected for thrust. It carrying reaction mass, any method of base to keep the lasers on for that can provide high thrust, and is more interplanetary or interstellar travel whole time. For that matter, the lasers efficient than most fusion drives. It that doesn’t involve rockets might have themselves could serve as a terribly requires the technology to produce, an advantage. There are several reac- powerful weapon, which could itself distribute, and contain useful quanti- tion-drive concepts that don’t require be the cause of conflict. ties of antimatter. large quantities of reaction mass. For a superb treatment of interstel- Antimatter pion drive: This drive is lar light-sail travel, see the classic a “pure” antimatter rocket. It mixes novel The Mote in God’s Eye, by Larry matter and antimatter in equal (very Light Sails One drive that has been proposed Niven and Jerry Pournelle. Robert small) quantities, producing an is the light sail. A light sail is a huge Forward’s novel Flight of the Dragonfly exhaust composed of very fast sub- sheet of very thin, light, reflective also relies on light sails as a plot atomic particles. The rocket doesn’t material, possibly hundreds of square device, and some printings include an provide much thrust, but its high miles in area. The sail is attached to a extensive technical appendix.

SPACE TRAVEL 33 Magnetic and would be very good at decelerating a way out to the “heliopause,” the ship moving at a large fraction of boundary where the solar wind fades Plasma Sails lightspeed; it might be the most likely into the interstellar medium. This Another concept that might be use- method for stopping a hard-science makes it a good candidate for travel in ful for interplanetary travel is the mag- interstellar spacecraft. the outer solar system, where light netic sail. Stars like Sol don’t just emit Of course, one disadvantage of the sails and fixed-size magnetic sails lose light; they also give off a powerful magnetic sail is the material of the sail their effectiveness. solar “wind” of charged particles. itself – it may be difficult to produce These fast protons and electrons fly long loops of superconductive wire through the inner solar system at hun- that can stand up to the rigors of space CATAPULTS dreds of miles per second. If they enter flight. Magnetic sails, like light sails, AND ETHERS a magnetic field, they change direc- lose effectiveness with distance from T tion and speed, exerting a force on the star. Space engineers have invented sev- whatever is generating the field. A A related concept is the plasma sail, eral other potential techniques for spaceship might use a large loop of in which the magnetic field is con- reaching space, or for maneuvering in superconductive wire as a sail, passing ducted within a thin, superheated space. These are not necessarily useful current through the wire to generate a cloud of plasma rather than a loop of for very long-range travel, but they can powerful magnetic field, interact with wire. A plasma sail would require assist in maneuvering without need- the solar wind, and produce thrust. “fuel,” since the thin cloud of plasma ing reaction mass or expensive Magnetic sails have several advan- would tend to disperse and would onboard systems. tages over light sails. Calculations need to be replenished. Even so, early have shown that the magnetic sail can research indicates that the plasma sail Catapults yield a higher thrust-to-mass ratio system would be very fuel-efficient, than a light sail. A magnetic sail can Low-TL space travel often involves and would require relatively little a burst of acceleration at the begin- “tack” against the solar wind, and so is power. more maneuverable than a light sail. A ning of a journey, followed by a long One advantage of the plasma sail is period of “coasting” along a ballistic magnetic sail can also interact with that the sail expands automatically as the magnetic fields of planets, provid- trajectory, with another burst of accel- the density of the solar wind decreas- eration at the destination. A rocket- ing even more maneuverability in cer- es. The plasma sail should provide tain situations. Finally, a magnetic sail driven ship normally needs to supply nearly constant acceleration all the reaction mass for both periods of sharp acceleration. If another way can be found to provide the first burst of acceleration, this can cut reaction- Bussard Ramjets mass requirements by 50% or more. The Bussard ramjet was first proposed in the 1960s, and for a time One approach to this problem is was regarded as the definitive answer to the problems of STL interstel- the launch catapult. A launch catapult lar travel. A Bussard ramjet starship carries almost no reaction mass. is an electromagnetic system or “mass Instead, it uses a big magnetic field, a “ramscoop,” to gather interstellar driver,” similar to some particle-accel- hydrogen. The hydrogen is funneled in, used as fuel for the ship’s fusion erator devices but built on a much reactor, and expelled as reaction mass. Once a ramjet ship reaches larger scale. Many powerful electro- speeds high enough to gather plenty of hydrogen, it can theoretically magnets are arranged in a long line, accelerate indefinitely, approaching lightspeed as closely as desired. wrapped around a hollow channel in In the 1970s, a great deal of science fiction was written in which which a payload can move freely. The Bussard ramjet drives, combined with relativistic time dilation, payload is either made with ferrous allowed humanity to explore and colonize the galaxy. Unfortunately, metal components or wrapped in a the concept appears to have insurmountable technical problems. The conductive sheath. Once the payload interstellar medium turns out not to be as dense as was originally is placed at the start of the channel, believed – especially in the vicinity of our solar system, which is in the the electromagnets are activated in middle of a parsecs-wide “bubble” of thinner gas. This means that the series, each magnet pulling the pay- necessary ramscoop sizes would be prohibitively large. Meanwhile, load forward and accelerating it. A once a ramjet ship reaches very high speeds, much of the energy of the launch catapult may be many miles fusion reaction goes to accelerate the incoming reaction mass rather long, accelerating a payload to very than the ship. Finally, the proton-proton fusion reaction that would be high velocities. needed to drive the ship turns out to be difficult to achieve. A launch catapult built on the sur- A science fiction setting could still use the Bussard ramjet as its pri- face of a world can be used to acceler- mary stardrive, especially if it was set in a region of the galaxy where ate a payload to orbital velocity. In interstellar matter was denser. A ramscoop could also be used to supple- space, a launch catapult can give a ment a conventional fusion drive, gathering extra reaction mass while payload the initial acceleration needed the ship coasts through interstellar space. for an interplanetary journey. In either case, the payload needs no rocket

34 SPACE TRAVEL engines – the power needed for the acceleration comes from a power plant built into the catapult. Cycler Stations It’s even possible for a launch cata- One alternative to conventional spaceship transportation is the cycler pult to operate in reverse. A payload or station. The station is a space habitat that follows a trajectory passing ship that enters the “launch” end of near two or more interesting places. Over a long period the cycler fol- the catapult can be decelerated by the lows a loop, with passengers embarking and disembarking at each des- electromagnets firing in series, bring- tination. At each port of call the cycler uses a planet or star’s gravity (and ing the payload to rest relative to the some minor assistance from a propulsion system) to change course for catapult. If launch catapults are pres- the next without stopping. ent at both ends of an interplanetary On an interplanetary scale, cycler stations follow low-energy transfer journey, a ship may make the trip with orbits between worlds. On an interstellar scale a station could travel a a very small onboard supply of reac- substantial fraction of the speed of light, changing course at each star tion mass! to follow a wide loop through interstellar space. The major drawback of a launch Cycler stations are designed primarily to provide a livable habitat for catapult is that it may be unsafe for passengers during a long passage. An Earth-Mars cycler would need human passengers. In space a launch about three years to make one round trip. An interstellar cycler would catapult can be very long, providing need decades. Since the delta-V requirements for a cycle are the same useful velocities while applying only (indeed because of the course change, slightly larger) than for the same moderate acceleration. On a planet or trip without the cycler, there is no advantage in carrying space-worthy large moon, building a launch cata- cargo this way. pult more than a few miles long might The benefit of a cycler station is that equipment needed only on the be a serious engineering challenge. voyage between worlds (life support, heavy radiation shielding, and so Such a short launch catapult can still on) does not need to be repeatedly accelerated. Passengers boarding or provide the needed velocities, but it leaving the cycler will still need to bring along the same delta-V that that must apply very high acceleration over they would need to make the trip without it. On the other hand, they a short time. Human “cargo” may won’t need to bring along their own (possibly very heavy and expensive) need to use other means of reaching life support systems with capacity for the whole trip. orbit . . .

Tethers station’s orbital velocity at the bottom momentum, and will tend to fall into a Another sophisticated maneuver of its swing. At this speed, it can inter- lower orbit. However, the tether itself system involves tethers. A tether sys- cept payloads that have been launched can be used to restore the station’s tem can be used to assist payloads into into a suborbital trajectory, one that orbital velocity. An onboard power high planetary orbit, reducing the requires much less reaction mass than plant can drive electrical current along amount of reaction mass needed for a a true orbital path. The payload is the tether cable. Since the tether is rocket drive. attached to the tether with a grapple. moving through a planet’s magnetic A tether station is placed in orbit When the tether swings upward, it can field, the current provides thrust, around a planet with a strong magnet- throw the payload into a higher orbit. exactly like the operation of an electric ic field. It lowers a tether cable, and Every time a payload is transferred motor. The station rises to its standard begins to rotate so that the tether is into high orbit with this system, the orbit once again, and is ready to deal moving much more slowly than the tether station is robbed of some with the next payload to come along.

SPACE TRAVEL 35 Tether systems are useful only for scientists, and was almost certainly a A bias drive or gravity drive is a diamet- orbital transfer, but since such situa- hoax. In fact, the Dean drive violates ric drive that alters the force of gravity tions are extremely common they are several known laws of physics. “Dean ahead of and behind the ship. In effect, likely to be find frequent application. drive” can be used as a generic term the ship exists inside a bubble of space- Although they require a planetary for any that works time with its own arbitrary gravity. The magnetic field to operate efficiently, by breaking the laws of motion as we ship is in free fall and doesn’t feel accel- this isn’t a major limitation. Most currently understand them. eration, so it can safely pull hundreds of Earthlike worlds will have sufficient Gs (the speed of light is still an absolute magnetic fields. Gas giant worlds also limit). have powerful magnetic fields, so Diametric Drives Diametric drives are completely operations in the close vicinity of a Another form of reactionless drive speculative; at present, we have no gas giant may also find tether systems is the diametric drive. Such a drive cre- idea how to create the kind of force useful. ates an asymmetrical field of force fields they require. They are similar in around itself. The side of the force function to warp drives (p. 40) and field that exerts more force on the ship may be a spinoff of that technology if REACTIONLESS will “push” the ship forward without it exists in the setting. Meanwhile, bias RIVES any need for reaction mass. drives depend on fine control of gravi- D Most diametric drive concepts ty; they may be associated with artifi- A reactionless drive is one that pro- involve manipulating gravity, since that cial gravity (p. 44) or contragravity duces acceleration without discarding force operates equally on all matter and (p. 44) technologies. reaction mass. A reactionless drive can provide smooth acceleration. requires power, and fuel for the power plant, but is not limited by needing to carry around vast amounts of reaction mass. A reactionless drive starship can be extremely efficient, carrying a large payload. Unless the physical princi- Relativity Effects ples behind the drive stop working at Einstein’s laws of motion have several surprising effects, especially high velocity, a reactionless drive ship as an object (such as a starship) accelerates close to the speed of light. can easily approach lightspeed. As seen by an unaccelerated outside observer, the starship becomes All reactionless drives are super- shorter and more massive. From the starship’s viewpoint, images of the science, since they violate the known outside universe become compressed toward the axis of motion. Light laws of physics. If reactionless drives from ahead becomes “blue-shifted” toward more energetic frequencies, are available in a setting, the GM while light from behind becomes “red-shifted” down the spectrum. should define their performance. The One of the most important effects of relativistic velocity, especially most important factor to consider is from the point of view of the interstellar traveler, is time dilation. the thrust-to-mass ratio. If one ton of Someone on board a ship will experience the passage of time different- reactionless drives can deliver only ly than someone in an unaccelerated frame of reference (say, on a plan- one-tenth of a ton of thrust, then star- et). In effect, his clocks will run more slowly than those in the outside ships will only be able to manage universe, so that the trip seems to take less time. STL starships can use acceleration up to about 0.1 G (with time dilation to make manned interstellar travel more practical; crew- almost no payload). If one ton of men and passengers won’t need to spend so much of their lifespan to drives can deliver two to five tons of make a journey. thrust, then accelerations of two to To compute the degree of time dilation, use the following formula: five Gs can be obtained. R = Square root of [1 - (V/C)2] Here, R is the time rate experienced on board ship, V is the ship’s Dean Drives velocity, and C is lightspeed. Some representative values: A Dean drive is a class of reaction- less drive that (somehow) converts rotary movement into linear move- Time Dilation Table ment. The ship’s onboard engine Velocity (¥ c) Time Rate includes a big flywheel that is driven 0.25 0.968 by a power plant; the angular momen- 0.50 0.866 tum of the flywheel can be tapped to 0.75 0.661 accelerate the ship forward. 0.90 0.436 The Dean drive was “invented” in 0.95 0.312 the 1950s, and was taken seriously by 0.99 0.141 a few people in the SF community. 0.999 0.045 Unfortunately, it was never demon- 0.9999 0.014 strated for or duplicated by reputable

36 SPACE TRAVEL GENERATION SHIPS One “realistic” approach to inter- stellar travel is to accept that it will take a long time, and plan for it. A gen- eration ship is a starship that uses nothing but a maneuver drive to cross interstellar distances, requiring decades or centuries to make the trip and providing a livable habitat for crew and passengers along the way. A generation ship isn’t so much a ship as it is a mobile world, with its own internal society. Adventures aboard such a ship will be almost entirely dominated by character interaction, as crew and passengers while away the years before reaching their destination. In fact, children are likely to be born, grow up, and have children of their own during the journey, yielding several generations of passengers (hence the name for in “cold sleep,” a form of artificial very compactly, the ship carrying it this kind of ship). hibernation. can be much smaller and cheaper A variant on the generation-ship Some current science fiction sug- than one carrying the living people. idea is the “sleeper ship,” the slow gests that human crew and passengers The ship might even provide a rich vir- starship that carries its crew and pas- might travel in digital storage. tual environment in which the passen- sengers in some form of suspended Nanotechnology and advanced com- gers can “live” while in storage. Of animation. Science fiction from the puters might make it possible to trans- course, if this kind of ghost-life is pos- 1960s and 1970s often assumed that port a human’s body and mind as pure sible in the first place, why would the interstellar journeys would be taken data. If the data describing a ship’s ship’s passengers have bothered to with most of the crew and passengers crew and passengers can be stored travel anywhere? STAR DRIVES In my time there were four ways objects with mass must travel at lower justification in cutting-edge physics. known to cheat Einstein, and two ways speeds, unable to accelerate to light- Most science-fiction universes only to flat-out fool him. On our journey speed no matter how much energy permit one form of FTL, although a Pelenor used all of them. Our route they apply. This means that starships few use multiple forms, each with its was circuitous, from wormhole to will always take years to travel even own advantages and problems. Some quantumpoint to collapsar. By the time between neighboring stars. of the most common forms are as we arrived, I wondered how the deep- Ever since it became obvious that follows. probe had ever gotten so far, let alone there are no other habitable worlds (or back, with its news. alien civilizations) within our own – David Brin, “The Crystal Spheres” solar system, science fiction writers HYPERDRIVE have turned to other stars as settings Einstein’s model applies to the Interplanetary travel is not only for adventure. This almost demands physical universe that we live in. But possible, but practical, given technolo- that the heroes of the story to have what if there’s another universe where gy that we already know how to build. different laws apply, a universe that Interstellar travel is a very different some method for traveling faster than light! Thus, many writers who are oth- can be reached from ours? A starship matter. could drop into that “hyperspace,” The fundamental problem faced by erwise quite rigorous with their scien- tific content have invented some form travel there according to its own laws, anyone planning interstellar travel is and then shift back into our own uni- Einstein’s theory of relativity. of “FTL” travel. Scientific speculation and science verse at a new location – reaching its Einstein’s model of the physical uni- destination much faster than Einstein verse – one of the most successful sci- fiction have considered a bewildering variety of FTL drives. All of them would normally allow. entific theories of all time – assumes When thinking about a hyperdrive that the speed of light is an absolute should be considered superscience, although a few might have some for a space setting, some of the things limit (see Relativity Effects, p. 36). All to consider are:

SPACE TRAVEL 37 How fast is the drive? Does a star- everything, including each other and particularly critical if ships can fight ship take weeks or months to travel the normal universe. A trip through battles in hyperspace . . . through hyperspace between two hyperspace would be a good time to stars? Or does the trip take a fraction do shipboard maintenance, and have of a second? The GM will want to con- locked-room adventures in which Hypersails sider how quickly a ship can cross none of the characters can get away What if hyperspace is like an known space. from each other. Perhaps ships in ocean, with energy currents (and How quickly can the drive be used? hyperspace can communicate with reefs, and storms) on which a starship This is important for dramatic reasons each other or with planetary facilities. can ride? Such a starship might need – if a hyperdrive can be used quickly Or perhaps hyperspace is a real place, hypersails – more likely to be energy and easily, a starship can always with its own geography and even its fields rather than physical sails – to escape from trouble. Perhaps the drive own natives – ships can explore it take advantage of the ether’s flow. requires a great deal of energy to make using special sensors, hover or change David Weber’s “Honor Harrington” the shift into hyperspace, requiring directions in hyperspace, or even fight novels use this model for hyperspace, long periods of charging the ship’s battles there! deliberately mimicking the flavor of engines from its power plant. Perhaps Can a ship in hyperspace be detect- sea-adventure fiction set in the planning a trip through hyperspace ed? If a ship can’t interact with the Napoleonic era. requires a lot of computer power and normal universe, then nothing in nor- time. Or perhaps hyperspace needs to mal space can detect them until they Tachyon Drive “relax” after the stress of being crossed, emerge. That means that battle “lines” Physics predicts the existence of ensuring that a new hyperspace transi- won’t exist in a universe with hyper- tachyons, fundamental particles that tion can’t be made too quickly after space – invasion fleets won’t be detect- can’t travel at less than the speed of emerging into normal space. ed until they emerge, already close to light. A tachyon drive turns the star- How finely can the drive be con- their targets. On the other hand, if spe- ship into a beam of tachyons that then trolled? Unless a hyperdrive ship can cial sensors can reach into hyper- hurtles across space. A ship that is choose any point of emergence it space, invaders will be detected in converted into tachyons might require wants, it will still need a maneuver advance, and can possibly be met in a receiving station to restore it to its drive to reach nearby planets or hyperspace itself. original condition. engage in space battles. Maybe hyper- What happens if the hyperdrive drives can’t be used within a certain fails? If a ship in hyperspace is dam- distance of a large mass, requiring a aged, does it return to its starting JUMP DRIVE starship to travel out to “flat space” point? Does it drop back into normal It’s not possible for a physical before entering hyperspace. space at an unpredictable point? Or is object to accelerate to speeds faster What is hyperspace like? Perhaps it stranded in hyperspace until the than that of light. But what if it’s pos- ships in hyperspace are cut off from drives can be repaired? This can be sible for a ship to move from point A

38 SPACE TRAVEL to point B in space, without accelerat- special computer programs, psionic dangerous. If the wormhole collapses ing and without crossing the space in powers, or other rare items? Those while the ship is in transit, the result is between? A jump drive permits a star- who control the ability to trigger a likely to be catastrophic destruction! ship to teleport from one location to jump will control interstellar travel! Some serious suggestions have another, usually in no more than a tiny What happens if a jump fails? A been made for manufacturing and fraction of a second. The ship never jump ship may be stranded if it using wormholes, falling into the leaves the normal universe or enters appears in a place without jump realm of fairly rigorous SF. One pro- any form of hyperspace. points, or if some jumplines are only posal requires each end to be held Some of the things to consider one-way. Perhaps planning a jump open by a ring of superdense matter, when choosing a jump drive include: requires a great deal of computation, massing about as much as the solar Where can the drive be used? Many and bad aim can send a ship system, and spinning at nearly the jump drives can only be used at “jump anywhere. speed of light. These requirements points,” specific locations in space. Do jump points only cross space, or would seem to be beyond any but the Jump points may occur naturally, they do they permit time travel? Some jump- most powerful and advanced civiliza- may be relics of a prior civilization, or drive schemes permit travel through tions – but perhaps as-yet-unknown it may be necessary to build them in time as well as space. Starships can science will find shortcuts that make order to use FTL travel. If jump points visit the distant past or the distant the idea feasible. are necessary, they may be located far future of the universe. A ship that away from planets or other interesting curves back through time can end up places, requiring long trips through changing its own past, or dropping Probability Drive normal space to reach them. A jump into an alternate universe where This variant on the jump drive drive that can be used anywhere can events turned out differently. Jump relies on the inherent uncertainty of be a plot-breaking convenience, mak- navigation errors can be even more quantum mechanics. Even an object ing travel or escape too easy for dangerous in such a setting . . . as massive as a starship can be treated drama. as a quantum-level entity, its location If there are jump points, how are and velocity uncertain. When the they arranged? Perhaps a starship can Wormhole or probability drive is engaged, the ship jump to any number of different Keyhole Drive is no longer likely to be at its origin places, so long as it starts at a jump Wormhole-based drives are effec- point, and instead becomes very likely point. If a starship jumps to a region tively jump drives, in which the “jump to be located at the destination . . . of space with no jump points, it may points” are artificial. Wormholes are The drive may be controlled by be stranded! Or possibly jump points predicted by modern physics; they are psionic talents, using the “observer are always connected in pairs, so that “tunnels” through space that connect effect” of quantum physics to trigger when a ship triggers its drive at one distant points. Some quantum- the drive. Probability drives in fiction end, it always moves to the other end. mechanical models of space claim tend to be very dangerous, especially Paired jump points can create a net- that tiny wormholes are constantly since they can’t always be controlled. work of “jumplines” in known space, appearing and disappearing at the A ship suffering a drive mishap may in which the real distances between smallest scales. With a great deal of end up anywhere, nowhere, or every- stars are less important than the con- power, it might be possible to catch a where at once ... venience of their jump-point links. wormhole that would connect to a Stars without jump points are inacces- desired destination, and then force it Interstellar sible, while jumplines without stars at to open widely enough to accommo- each end are not useful. Stars with date a starship. Teleport Gates several jump points become impor- Current theory suggests that If teleportation is available (see tant crossroads, even if they don’t have wormholes are likely to collapse cata- Teleporters, p. 46) and has interplane- habitable or useful planets. strophically when an object tries to tary or interstellar range, then it can How are jump points created? If enter them. It might take a great deal be used to move people and cargo jump points are a natural phenome- of power to hold one open. Perhaps a through space. non, or were built by a prior civiliza- stargate installation is needed at one The details of the teleportation sys- tion, then starships will need to search or both ends, both to create and to tem have a profound effect on the fla- for them – and the first trip through hold open a wormhole. In this case, a vor of the setting. If teleportation one will be a major voyage of discov- starship doesn’t need any special requires massive facilities, and can’t ery! If a jump point must be created drives at all – it can use a maneuver be used near a star or world, then it with special equipment, then that drive to reach and then pass through becomes a stargate system and space- equipment might be located on a sta- the wormhole. ships are still necessary. Cheaper and tionary facility, a stargate that can send Alternatively, a starship may have more flexible teleportation makes starships to their destination without the equipment and power needed to spaceships less likely. At its extreme, itself moving. find, expand, and hold open a worm- teleportation “portals” can be part of How is the jump drive triggered? hole as needed. Such a “keyhole drive” everyday life – a single house can have Does it simply take the application of is likely to be very expensive and rooms on different planets! energy? Or does it require the use of

SPACE TRAVEL 39 When choosing a warp drive for a except in uncrowded space. A warp WARP DRIVE space setting, some of the things to drive ship that can’t use its drive close Another way to get around consider are: to a planet or star will need a maneu- Einstein is to warp the geometry of How fast is the drive? As with a ver drive as well. normal space, so that two points that hyperdrive, the GM should consider How well can a warp drive ship are usually vast distances apart are (at how long it will take a warp drive ship interact with normal space? Some vari- least temporarily) much closer togeth- to make a typical journey between ations on the warp drive permit full er. A ship can then move from origin stars. interaction: sensors can scan nearby to destination through normal space, Where can the drive be used? space, ships can maneuver at will, and and still reach the destination without Perhaps a warp drive can only reach battles can be fought in warp. Other ever approaching the speed of light. In FTL speeds in deep space; close to a variations (including at least one pro- practice, this means that the starship world or other large mass, the warp posed in real-world physics) call for surrounds itself with some kind of drive drops to STL speeds or stops the ship in warp to be almost com- energy field that lets it move at FTL working altogether. Perhaps the ship pletely cut off from the rest of the uni- speeds with respect to unwarped must accelerate to close to lightspeed verse. Such a warp drive means that space. If the drive malfunctions, the using normal-space drives before the ship can’t see out of its warp bub- ship loses its FTL speed, but it keeps engaging the warp engines. Or possi- ble, can’t steer, and may not even be the normal-space velocity it had bly the warp drive is dangerous to use able to turn off the drive without aid! before the warp drive was activated. A warp drive like this may be much like a hyperdrive that permits sensors in normal space to detect the moving ship, but in which the ship is other- wise out of contact until it leaves the warp state.

Inertialess Drive This variation on the warp drive was first invented by E. E. “Doc” Smith. A device negates the inertia of the ship’s matter, thereby abolishing Newton’s laws of motion. The ship’s speed is now limited only by the strength of its maneuver drive and the friction of the medium it’s flying through. Ships are highly streamlined in order to reduce friction. In a plan- et’s atmosphere, the ship is extremely fast. In the high vacuum of interstellar space, speeds many times that of light are possible (assuming, of course, that an inertialess ship isn’t subject to Einstein’s laws either). The ship can instantly stop or change direction, “turning on a dime” in the manner some UFOs reportedly can. Inertialess ships are also immune to collision or explosion damage; a collision stops the ship dead at the point of impact, and an explosion sim- ply bats the ship aside like a piece of thistledown. In reality, there’s no reason to believe that an inertialess object could break Einstein’s laws. An inertialess object may be equivalent to a massless object, required to move at exactly the speed of light like other objects with no rest mass.

40 SPACE TRAVEL Blink-Warp Drive Drive Reliability The scale of the campaign setting is This variation on the hyperdrive or Decide how much attention the determined by the assumptions the jump drive permits a starship to make drives need. They may be so reliable GM wishes to make about his cam- instantaneous leaps, but only over rel- that a yacht owner only needs to order paign map. See Mapping the Galaxy (p. atively short distances. To cross inter- a checkup every few years. Or they 67) for some suggestions. stellar space, the ship makes a lot of may be so finicky that a specialist has jumps very quickly. The effect is like a to roll against Engineer (Starships) at Comparative Speed warp drive, in that the ship remains in -4 after every use just to get them Starships may have different normal space, may be detectable at a working again! Decide what skills are speeds, especially when using hyper- distance, and may be able to interact needed to maintain the FTL drive in drives or warp drives. Alternatively, a with other normal-space objects. good condition, how often the skill ship always moves at the same speed, If blink-warping is possible, a ship’s rolls are needed, and how difficult the and the drive simply either is or is not ability to interact with other ships task of maintenance normally is. powerful enough to boost the ship’s may depend on its ability to synchro- mass into an FTL state. With jump nize its “blinking.” A ship wanting to drives, the instantaneous jump is like- attack another may have to struggle to FTL Astrogation Decide how difficult it is to control ly to be the same for every ship, coordinate jumps – if the two ships the FTL drive. It may be as simple although some ships may have better aren’t in phase, a normal-space as “point the ship and turn on maneuver drives than others. weapon fired by one will always miss the engines.” Or astrogators may the other by microseconds in either need high levels of Navigation direction! This may be a situation in Maximum Range (Hyperspace) skill and lots of comput- How far can a ship go at a time? which human intuition and guess- er power. Astrogators might also need work are as powerful as computer pre- Ships that have to refuel often, or that unusual advantages – psionic powers, need lengthy calculations before diction, giving human pilots a chance special mental abilities, or access to a to be effective. entering FTL travel, may have limits rare and addictive drug. Decide what on the distance they can go before skills are needed, what modifiers needing more fuel or new computa- Space Highways might apply to skill in different cir- tions. Decide what limits may exist on cumstances, and any special abilities Some real-world science suggests a ship’s range. If ships can travel long astrogators will need. that warp drives may actually be pos- distances in FTL, then interstellar bor- sible, although the power require- ders become harder to defend – espe- ments would be extremely high. One Drive Speed cially if ships are undetectable while proposal suggests that specific paths Decide how fast the drive will go. in hyperspace or in some other FTL through space could be treated to This will depend on how large a region state! If ships can travel only short dis- permit FTL travel. While staying on the campaign covers, and how fast tances without a stop, or if jump this “space highway,” a ship can you want the ships to get where points are required and are easy to move at FTL speeds in the normal they’re going. defend, then interstellar borders universe; the drawback is that it can’t Hyperdrives and warp drives can become possible. reverse course or leave the highway be given a speed in parsecs per day (or until it reaches its destination. A hour, or second, or some other con- space-highway system is rather like a Fuel Consumption venient unit). For hyperdrives, there If an FTL drive makes use of some jumpline system, in which the ships may also be a limit to the time or dis- consumable material, then ships will take measurable time to complete tance a ship can travel in hyperspace need to stop and restock from time to each jump. without emerging into normal space. time. Even a ship whose FTL drives Ships on a highway may or may Each separate trip is called a “skip,” run on internal power may need fuel not be able to detect one another and the ship must wait a GM-set time to run the power plant. Or the drive or to interact. If a highway is very between skips. For instance, if the may need some unusual material to narrow, then the probability of maximum skip is one parsec, and the work: a rare crystal, expensive collision may be high enough to skip is almost instantaneous, but the transuranic elements, or antimatter. worry about . . . ship must wait a day before making In general, if fuel is expensive or rare, another skip, then the effective speed then exploration and travel will focus ESIGNING A is one parsec per day. on fuel sources. Ships that refuel often D For jump drives, “speed” depends will need to stop frequently, and may entirely on how far a ship usually be dependent on civilized ports to STARDRIVE needs to travel to reach a chosen jump travel far. Ships that are fuel-efficient, Once the GM has chosen a general point. The important factors are the or can scavenge fuel as they travel, will type for his FTL drive, he can cus- endurance of the drive (how often a be able to travel longer distances with- tomize it with a variety of options. ship can jump, with respect to refuel- out stopping. The availability of fuel These decisions are important; they ing or maintenance) and normal- will help control how cheap and com- provide much of the campaign’s flavor. space time from one jump exit to the monplace interstellar travel will be. destination world or the next jump entrance.

SPACE TRAVEL 41 Side Effects Any FTL drive may have undesir- able side effects. These can be an Navigation Errors interesting balancing factor in a set- What happens when a starship goes off-course? STL starships, and ting with multiple FTL drives; the those using a warp drive, are unlikely to get lost since they can always faster drive may be more unpleasant see where they are going. Jump drive and hyperdrive ships can go wild- or more risky. These effects may vary ly off course, especially if a power plant or stardrive malfunctions in from one civilization to the next – mid-journey. some races may make excellent In general, an astrogator should roll against the appropriate space navigators, or use certain Navigation specialty, modified as the GM sees fit to reflect the difficul- drives that no one else can use. ty of interstellar astrogation. A hurriedly set course, relative to the Mechanical effects: The use of an time usually required, gives a penalty to the roll (according to Time FTL drive may affect mechanical Spent, p. B346). A successful roll means that there was no error. The devices, plaguing engineers. Perhaps consequences of a failure depend on its magnitude. the activation of the star drive is The GM should custom-build his own failure table, appropriate for equivalent to violent maneuvers in the drive he has designed. Players should not be allowed to see this normal space, forcing equipment table, although they may know what the general results of a minor and people to be secured to avoid error will be. If the penalties for miscalculating are low, then starships damage. More subtly, FTL travel escaping from danger will always use quick-and-dirty computations. may cause certain devices (electron- As consequences become more severe, “snap astrogation” becomes ics, computers, even astrogational more of an emergency measure. equipment) to fail or to function Some possibilities include: unreliably. Nothing happens: Literally. If your calculations are wrong, you use Physical effects: FTL may do harm up a lot of energy – and go nowhere. This is especially appropriate for to living creatures on board a star- jump drives. ship! Perhaps everyone must roll vs. Off-position: This is more appropriate for hyperdrives than for jump HT when the ship enters FTL (or at drives. Deviation from the intended destination depends on the amount intervals while it is in FTL) to avoid by which the skill roll was missed, and may be minor (AUs) or major nausea and spacesickness. Crew and (parsecs). A ship might go in the correct direction but the wrong dis- passengers may suffer pain or disori- tance, or it could go the correct distance in the wrong direction. entation, taking a penalty to DX or Lost: The ship is sent to a wholly unexpected location – the worse the IQ. Or they may suffer illness or roll, the more lost it is. The actual destination may be a reasonable num- death in FTL, requiring that they ber of parsecs from the departure or destination point, or it might be take drugs or go into suspended random on a galactic or intergalactic scale. Astronomy or Navigation animation! rolls will be required just to figure out where the ship is. Mental effects: Crew and passen- Time-Lost: Along with one of the previous results, the ship also gers may suffer psychic distress, moves a random distance forward or backward in time. Small time- delusions or manic impulses that movements are an interesting nuisance. Big ones can be catastrophic, require medication or suspended and may be appropriate only if the GM is ready to start a new cam- animation to avoid. If psionics exist, paign. If ships can become “time-lost” predictably, the GM may find FTL travel may interfere with their himself running a time-travel campaign. use (or may boost psionic talents). Damage: The ship (or the drive) takes a certain amount of damage. Or possibly FTL travel is psychically For example, the drive may burn out, or the ship may lose a percentage pleasurable, inviting an Addiction of total hit points. among frequent passengers or navi- Total Disaster: The ship is destroyed, or thrown into another universe gators! If drugs are required to navi- with no possibility of return. Not a good result for play balance, gate FTL space or to avoid physical although as a final consequence for very stupid escape plans it may have harm, this may represent addiction some merit. to those drugs instead.

42 SPACE TRAVEL SHIPBOARD SYSTEMS Cargill took a deep breath, then One variation on the central bridge Supporting the biological needs of started over. “The ship can fight,” he might be a virtual control center, used any passengers – breathable air, said in what amounted to baby talk, on spaceships where computers and potable water, and edible food – “until somebody makes a hole in her. communications gear are ubiquitous. requires more elaborate technology. Then she has to be fixed. Now suppose If crewmen can confer with each other The GM should consider the level I had to repair this,” he said, laying a at will, and control ship’s systems of life support technology that is hand on something Rod was almost from anywhere on board, then there’s available. sure was an air absorber-converter. little need for centralized controls. “The . . . thing looks half-melted now. Perhaps they work from their quarters How would I know what was dam- much of the time, conferring with Limited Life Support aged? Or if it were damaged at all?” each other over ship’s communica- Limited life support provides air, – Larry Niven and Jerry Pournelle, tions (or even meeting in a VR space). food, and water so long as onboard The Mote in God’s Eye supplies last. It has no recycling capability, so once the supplies run Aside from the drives, every space- Computers out, crew and passengers are in trou- ship has other systems intended to Every spaceship is likely to have ble. Limited life support is of little keep its crewmen alive and support at least one onboard computer; in value for space travel since it’s diffi- their work. These secondary technolo- settings where computing is common- cult to carry enough supplies to sup- gies can have a profound effect on the place there may be hundreds net- port crewmen for more than a few flavor of a space setting. worked together. days. Space shuttles or other ground- The GM should consider how to-orbit craft may use limited life ONTROL adventurers will interact with a ship’s support. C computer systems. In order to solve a SYSTEMS new problem, does the crew have to reprogram the computers in an arcane Full Life Support A spaceship will have a variety of machine language? Or can an officer Full life support can recycle air and component systems. Most of the time, describe the problem in vague terms water, vastly extending the endurance of crewmen will interact with their ship and expect the computers to come up the life support system. The system still by way of its control systems. with independent answers? Does the can’t provide food, or recycle most bio- computer show initiative, volunteer- logical wastes. A ship with full life sup- Cockpits and Bridges ing information and solutions on its port will need to carry provisions, stop- ping at port occasionally to resupply. Almost every fictional spaceship own? Does it have a personality? In has a centralized control room. A particular, can the computer run the very small ship, like a TL7 space ship by itself – and if it can, who needs Total Life Support human crewmen? probe or a fighter craft, may have a Total life support can provide all of The GM may be tempted to use a cockpit, a cramped space just large the passengers’ needs, recycling bio- ship’s computer systems as an “ora- enough for the crew to sit and work. logical wastes and producing edible cle,” presenting information as needed A larger spaceship will probably food indefinitely. A ship with total life to drive the plot. However, if a com- have a bridge, with extra space support can travel for very long peri- puter is that widely useful, it may start permitting the crew to get up and ods without stopping at a port. move around. to replace human adventurers . . . In either case, the control center is the place where the ship’s com- IFE UPPORT GRAVITY manding officers meet, work, man- L S Gravity is one of the fundamental Spaceships can be robotic, carry- age the ship’s systems, and plan for forces of the universe – and it has also ing nonliving cargo or scientific upcoming adventures. The “look and turned out to be the hardest force to instruments. A ship that carries crew feel” of the control center can be manipulate. Today, the only known or passengers will need to provide important. Is it cramped or roomy? way to produce gravity is to pile up life support, keeping everyone alive Are the controls composed of toggle lots of mass. There is no known way to even in a hostile environment. switches and dials, brightly colored screen against it, reducing an object’s Any ship capable of space travel buttons, or sophisticated virtual- weight or making it weightless. Still can be assumed to be sealed against reality interfaces? Which crewmen less is there any known way to reverse temperature extremes, vacuum, are likely to be found in the control gravity. Gravity control (“gravitics” or meteoroid impacts, and so on. In center, and which ones visit only “gravitonics”) is still a dream, and particular, every long-range space- rarely? Does the bridge crew observe should be considered a superscience craft will need shielding against radi- careful military protocol, or are they technology. relaxed and informal? ation, which is ubiquitous in space (see Radiation Hazards, p. B435).

SPACE TRAVEL 43 Spin Gravity Contragravity and fly. Of course, the contragravity A space habitat can be rotated to Contragravity is a means of may be unreliable, and may fail at just provide artificial gravity through cen- “screening out” gravity – in effect, the the wrong moment . . . but it can trifugal force. A spaceship can do the reverse of artificial gravity. The main become tiresome if the GM develops a same, either by rotating as a unit, or effect of contragravity is to allow habit of depriving the adventurers of by spinning a specific section. things to fly without regard for aero- crucial technology. Spin gravity is available even at very dynamics, and without noisy engines. low TLs, but it has a number of disad- Instead of being light and fragile like WEAPONS vantages. The rotation gives rise to a helicopters or jet planes, vehicles can If space travel ever becomes com- Coriolis effect, which seems to push be quite heavy, like “grav tanks,” or mon, spaceships will sooner or later objects to the side as they fall; this can even flying houses or cities. If contra- begin shooting at each other. The be difficult for travelers to adjust to. gravity generators can be made small choice of what shipboard weapons are Coriolis effects can cause severe disori- enough, they can allow personal flying most common will do a lot to deter- entation if the radius of the spin is too belts – or flying carpets! mine the flavor of a space setting. small, so the ship (or the rotating sec- Contragravity can be dramatic and tion) needs to be fairly large. futuristic. On the other hand, if it Meanwhile, there may be reasons becomes too easy to fly, there’s not Projectile Weapons why the whole ship can’t rotate – say, much point to driving, sailing, or One of the oldest ways to damage in order to hold the aim of a shipboard walking. The simpler and more any vehicle is to throw physical pro- weapon. Unfortunately, conservation portable flight technology is, the more jectiles at it. A missile that simply col- of angular momentum means that if adventurers will use it. This can short- lides with an enemy ship uses the one section of the ship begins to circuit a lot of adventures – it’s hard to kinetic kill technique. A missile can rotate, the rest of the ship will normal- get excited about a “man against carry a warhead: high explosives, a ly rotate in the opposite direction. nature” adventure in which the heroes nuclear device, bomb-pumped lasers, This can be avoided, but it adds to the must cross a thousand miles of bar- nanotechnological “goo” . . . any- complexity of the system. ren, monster-infested wilderness, if thing that can damage an enemy ship they can just strap on their flight-belts at a short distance. Artificial Gravity An artificial gravity generator is a device that (somehow) produces a gravitational field without lots of mass. This violates physical laws as they are currently understood, and must be considered superscience. If a setting has artificial gravity, this has a number of effects on the campaign. Spaceships and space sta- tions will no longer need to be built with rotating sections to generate spin gravity. They can be given any shape desired, and in particular will no longer need to be shaped like rings or cylinders. Settlement on asteroids, comets, or other bits of space debris will become easy. The presence of vari- ant human races, adapted to micro- gravity or to unusual gravity fields, will be much less likely. A variation on artificial gravity is the gravitic or inertial compensator, a device that renders the force of high gravity (or high acceleration) harm- less. Compensators can make space travel much more comfortable, even on spaceships with very powerful maneuver drives. Manned ships, espe- cially fighter craft, will be able to make sharp turns at high velocity, let- ting them “dogfight” as seen in many SF films.

44 SPACE TRAVEL One of the fundamental problems psionics to trigger an interstellar ships that approach the speed of light with projectile weapons is how to aim jump, then it may be vulnerable to may use a very thick coat of cheap them. This problem is particularly bad telepathic or telekinetic attack. armor to cover their forward sections. for an unguided projectile, which can’t The main drawback of armor is alter its course to follow the enemy. that it can be very heavy. Civilizations Unguided projectiles (such as those Designing Weapons that routinely use armored spacecraft fired by a cannon or railgun) will need Some of the things to consider will look for ways to make it as tough to be very fast or very short-range. when designing weapons systems are: as possible, or as reflective as possible Guided missiles will need to be faster Range: At what distance can the if beam weapons are a likely threat, so than the ships they target, and will weapon be relied on to do significant that its mass can be reduced. need to be smart to outguess the damage? Some projectile weapons enemy pilot. have effectively unlimited range. Beam weapons tend to do less damage Force Fields with distance – even laser beams Many science-fiction universes Beam Weapons spread. include some kind of , an High-energy lasers, particle beams, Aiming: At what distance can the energy barrier that can protect a ship gravity beams, or bolts of energetic weapon be reliably aimed to hit the (or some other target) from incoming plasma are all good candidates for target? Can ships evade effectively projectiles or beams. Force fields can beam weapons. even at short distances, or do they be a useful technology when establish- Beam weapons can help with the have to be thousands or millions of ing a setting’s flavor. aiming problem in space combat. miles away? Are there ways to evade First, force fields can allow individ- Lasers, gravity pulses, and particle damage even if the attack can’t be seen uals or vehicles to look unprotected beams all move at lightspeed or just coming? but in fact be well shielded against under it. These speeds mean that the Gunnery: Who operates the enemy fire or hostile environments. A enemy ship won’t have time to evade weapons? Can human gunners aim tiny shield belt is so much more ele- while the beam crosses space, even if and fire with some chance of hitting gant than a bulky armored suit . . . it can predict when the attack is com- the target? Or does fire control have Second, force fields allow the GM ing. On the other hand, if a beam has to be left in the hands of computers, to control what weaponry is likely to to be held on its target to do significant with humans making general tactical be in use. For a “swords and starships” damage, this helps the defense. A ship decisions? campaign, the GM can rule that force being targeted can simply rotate in Damage: What kind of damage fields block explosions and fast-mov- place, or make small evasive maneu- does the weapon do? Does it simply ing projectiles, but are ineffective vers, spreading the beam’s attack tear up the hull and any systems it against slow hand weapons. For a point across the hull. hits? Does it heat the target to the campaign in which nuclear weapons Remember that a ship’s drives can point of breakdown, or inflict radia- are rare, rule that force screens pro- sometimes be used as a weapon. Most tion damage? Does it deliver some vide thousands of times their normal reaction drives generate hot plasma or exotic form of injury, harming drives resistance against nuclear explosions. other dangerous exhaust, which could or other ship’s systems? To limit teleportation technology, rule be directed at an enemy vessel. The that a teleporter can’t reach through a faster and more efficient the drive, the force field. more energetic the exhaust – all the DEFENSES way up to the output from antimatter If spaceships go into battle, they pion drives, which can be deadly at will be built with defensive systems to Stealth and Cloaking distances of millions of miles. avoid or minimize damage. Camouflage is a long-standing part of the art of warfare. In many hard-SF settings, the ability to deceive enemy Exotic Weapons Armor sensors and smart weapons may be a Superscience technologies that One of the simplest defenses any much better defense than armor. drive a ship can also lead to super- ship can mount is armor – plating on Of course, there is considerable science methods for attacking (or the hull, made of tough metal or more debate as to just how easy it will be to defending) it. Any bad effect that exotic materials, designed to deflect or conceal a spaceship from sensors. might occur as a side effect of a drive absorb damage. Space is big, so spotting something as might also be deliberately inflicted on Almost all spaceships will carry small as a ship may be tricky. On the an enemy vessel. Perhaps a gravity some armor, if only to deflect mete- other hand, space is also dark and drive can also be used to project oroid impacts and lend some protec- cold. The laws of thermodynamics gravitic fields at an enemy ship, burn- tion against radiation. This kind of mean that the energy used to operate ing out enemy drives or damaging the armor can be quite simple; a layer of a ship has to go somewhere. This enemy ship’s hull. A different applica- rock, slag, or even ice can serve the means that every ship will radiate tion of hyperdrive technology might purpose. Many primitive interplane- heat, standing out nicely in infrared make it impossible for enemy ships to tary craft and space stations will use against the dark background. escape into hyperspace. If a ship uses found materials for armor. Interstellar

SPACE TRAVEL 45 Meanwhile, the flare of a rocket drive basic passive sensors used in space will act as a beacon to everyone with- will be telescopes. Telescopes don’t COMMUNICATIONS in line of sight – and there’s rarely any- have to use visible light; radio, Spaceships always have communi- thing to hide behind in space . . . infrared, ultraviolet, X-rays, and even cations equipment. Radios, lasers, and Still, advances in electronic counter- gamma rays can all be detected by var- similar devices send information by measures (ECM) and stealth technolo- ious telescopes. Particle radiation modulating electromagnetic informa- gy may mean that battles must be (alpha particles, beta particles, neutri- tion. Advanced societies may manipu- fought at or near visual range. nos, and so on) can also be detected by late gravity waves or neutrino bursts Cloaking technology goes beyond specialized instruments; this can be to communicate. obscuring a ship’s image or deceiving useful when trying to detect nuclear However, all of those methods are enemy sensors, rendering a ship power plants or other high-energy limited to lightspeed. Adequate for entirely invisible. “Invisibility fields” phenomena. More exotic passive sen- communication across interplanetary are superscience, but they can give sors may sense mass, gravity, “proba- distances, they become very slow and space combat a unique flavor. bility waves” given off by unusual real- cumbersome at the interstellar level. If Spaceships can be like submarines: ity-altering technology, the operation FTL travel exists, then FTL communi- maneuvering for position, hunting for of FTL drives, or even psionic effects. cation may exist – but the GM will a fleeting contact, almost impossible Active sensors don’t wait to receive want to carefully consider how such to detect until they give their position the emanations of other objects. communications work. away by firing their weapons. Instead, they broadcast electromagnet- Note that almost any superscience ic radiation and interpret the reflec- technology may have an effect on how tions. The simplest active sensor is a No FTL Radio easy ships are to detect. Perhaps reac- searchlight, illuminating otherwise If no FTL communication is possi- tionless drives produce a lot of waste dark objects. In space, high-powered ble, then the speed of communication heat. Perhaps an installed hyperdrive lasers or bright rocket drives can be becomes that of the fastest starship. will let a ship dump its heat and other used as searchlights at very long range. Fast courier ships will maintain con- radiations into hyperspace, reducing Other active sensors include long-wave tact between worlds, carrying mail, its “signature.” Or perhaps a ship that or microwave radar, or exotic sensors news, and government dispatches. uses a psionic drive can be detected by using other forms of radiation. Slower ships, possibly independently psionic powers at very long range . . . In a setting with FTL travel, the owned, will contract for mail service GM may want to consider permitting to less important worlds. Without FTL superscience sensors that themselves communications, invading fleets, SENSORS work at FTL speeds. Ships that can escaping criminals, and similar men- Every spaceship needs equipment communicate or even fight in FTL will aces may be able to outrun the warn- to gather and interpret data about its need sensors capable of guiding these ing that they’re coming. surroundings. interactions. A starship might be able Without FTL communication, Passive sensors receive the natural to detect other ships even at light-year interstellar trade is risky; a merchant radiations given off by objects at a dis- distances, moving to intercept them or won’t be able to determine in advance tance, and use those to build an image simply preventing them from sneak- what the target market needs. A trader of the ship’s surroundings. The most ing by unnoticed. who guesses right can get rich, while one who guesses wrong will go broke. If the interstellar state is large enough that it takes months or years to cross by starship, then the capital will seem Teleporters remote and people will tend to be If teleportation is possible, then a spaceship might have teleportation more loyal to their world or province equipment on board for crew and passengers. This might simply pro- than to the state as a whole. Military vide a quick way to get around the ship itself – or it can provide an easy forces will need to be large and scat- way to move onto a nearby world and back! tered, so that there is always enough Teleportation can sometimes be a plot convenience, permitting the force at any point of danger. Military GM to easily put characters in the middle of an adventure. On the other commanders will have great leeway hand, if teleportation is too easy, it can help the adventurers get back when they are far from superior out of a difficult situation at any time. This can short-circuit many authority; bravado and strategic skill plots, forcing the GM to make the system break down too often for will be very important. credibility. Limited teleportation systems may be a useful compromise. Perhaps the system requires heavy equipment to be in place at both ends. In this Slow FTL Radio case, a ship’s crew could use it to easily visit a civilized world, but would Slow FTL communication – say, have to do without when exploring the frontier. Or perhaps inanimate three or four times as fast as the cargo can be moved but the system is far too unsafe for passengers, fastest starship – helps tie an interstel- forcing adventurers to use more conventional methods to get around. lar state together. However, FTL “radio” may be expensive; perhaps it

46 SPACE TRAVEL takes up too much space or requires too much energy to be installed on a starship. In this case, FTL communi- Bandwidth cation may take place only between Another factor to consider when designing FTL communication the most important worlds, methods is bandwidth. Bandwidth is a technical term, describing how while ships and minor worlds still much information can be sent through a channel in a given time. A have to rely on couriers. Access to FTL communication method can be extremely fast and almost impossible to communications will be a great jam – but if it takes many hours to transmit a message even a few words advantage for merchants, or for long, it won’t be as useful! military commanders. A fast but low-bandwidth communications method can have inter- esting effects on the campaign setting. It may be easy for a spaceship to maintain contact with its home base, but not to send detailed messages Fast FTL Radio or ask for extensive information. If the transmitter is too bulky for a Fast, cheap FTL communication spaceship to carry, then it can receive orders or bulletins from home makes it easy to hold an interstellar base without being able to respond. Interstellar communications will be state together. Trade becomes relative- expensive, and may be metered by the word (or the byte) like old-style ly safe, as merchants can easily check telegrams. the market at their destinations before they even load cargo. Military fleets can be smaller but still used efficient- ly, since they can quickly be called Meanwhile, if spaceships routinely temporarily when it’s needed. Only a together in an emergency. On the have massive power plants with a ship that is likely to take on an other hand, merchants and military great deal of output, it’s likely that exploratory role at any time will be officers alike will find their freedom of space habitats and planet-based com- designed to carry scientific facilities action limited, with superior authority munities will also have access to plen- all the time. always an FTL call away. Captains will tiful energy. A society that flies power- For example, the warships in David rarely take action without referring to ful starships is probably very wealthy Weber’s “Honor Harrington” novels HQ for orders! at home! carry only minimal scientific facilities, If FTL communication is this easy, since they never take on an explorato- the GM may want to impose limits on ABORATORIES ry role and rarely leave well-known it to make sure that it can’t ruin a dra- L space. On the other hand, Federation matic situation. FTL “radio” may have It’s very common in SF for space- starships in Star Trek are likely to a limited range, forcing the state to set ships to carry scientific equipment, receive exploration or survey duty at up “repeater” beacons and ensuring and even whole laboratory facilities. any time; even heavily armed cruisers that a ship out on the frontiers can’t This is often true even of ships that carry extensive laboratory facilities call home. Communications may be aren’t designed to serve as exploration and crews trained to use them. unreliable, with “static” or some other or scientific vessels. One exception to this general rule blockage appearing at appropriate In fact, the need for scientific is the presence of medical facilities. moments. Or perhaps messages are equipment and crewmen trained in Every spaceship will need to carry still delayed enough in transmission the sciences depends on how much medical equipment and the necessary that a call for help can’t be answered time a spaceship will spend in crew. A small ship may carry basic immediately! unknown space. A ship that never drugs and surgical tools, with one or leaves well-known regions won’t need two crewmen cross-trained in medi- scientific gear – present-day cargo cine. A larger ship, no matter what its POWER ships and military vessels don’t carry overall purpose, will carry a sickbay Most practical maneuver drives extensive laboratory facilities! If a and trained physicians to protect the either require a great deal of power, or warship or merchant vessel sometimes health of the crew. Such facilities may are direct modifications of power visits unexplored worlds, then it may be useful in biological investigations. plants. Star drives are also very likely take on equipment and trained crew to require a great deal of power. Power plant technology is therefore critical to space travel. “Well, Bones, do the new medical facilities meet Any spaceship power plant needs to be able to operate without air; this with your approval?” rules out fossil fuels. Power plant “They do not. It’s like working in a damn designers will look for fuel efficiency, safety, a high power-to-mass ratio, and computer center.” very long endurance. The GM should consider what power plants will be – Kirk and McCoy, available to support the existing ship’s Star Trek: The Motion Picture systems.

SPACE TRAVEL 47 An interesting game can be on-board supplies: tools, replacement to avoid government interference. designed around an exploratory or parts, clothing, linens . . . even enter- Perhaps a piece of cargo turns out not survey vessel, although if the GM and tainment or luxury items for the to be what’s expected, posing a danger players aren’t themselves familiar with passengers! to the ship or its crew. Or perhaps car- the sciences it may be difficult to If a campaign focuses on ship- rying the cargo is easy enough, but maintain interest in such a campaign. board activities, the GM may want to delivering it (and getting paid for it) An alternative might be to throw a make sure that the ship’s stores are poses challenges at the destination. spaceship that isn’t designed for explo- well defined. A spaceship in flight is ration into a situation where scientific extremely isolated; if anything goes discovery is crucial! wrong the crew will have nothing but SMALL CRAFT what’s in storage to use to fix the Many spaceships in science fiction problem. Requiring adventurers to carry small craft, smaller vehicles that INFRASTRUCTURE improvise with inadequate equip- are used for specialized purposes. A number of miscellaneous “sys- ment is often a good way to ratchet Depending on a setting’s technological tems” don’t depend on advanced tech- up the tension . . . assumptions, a small ship may have nology, but might be useful for the GM advantages over a large one in certain to consider as he develops the flavor of circumstances. A small ship may be a ship-based campaign. Cargo faster or stealthier – or it may simply Many spaceships will have some be able to go places (like planetary capacity to carry cargo. If permanent surfaces) that the typical starship Tools and Workshops space habitats or colonies exist, they can’t. Spaceships are complex machines, will be supported by spaceships carry- If small ships are the only ones that and are likely to need a great deal of ing supplies and new equipment. can conveniently land on worlds, then maintenance. Low-TL spacecraft Eventually trade will spring up large ships will carry one or more sometimes get around this limitation between worlds, and some spaceships “shuttlecraft” to ferry people and by being “one-shot” machines. They will specialize in cargo transport. cargo. Even ships that can easily land are used for a single short mission, Ships that carry a lot of cargo will on a world may carry a small cutter or and designed so that none of their also have crewmen who specialize in gig for jobs that require a few crew- components can be expected to fail handling it – loading it, unloading it, men to travel away from their home before the mission is over. The first and taking care of it in transit. If ship. Similar small craft may serve as “reusable” spacecraft often need spaceship crews can engage in trade lifeboats to carry people and valuable extensive maintenance and even on their own behalf, some crewmen equipment away from a wrecked ship rebuilding between launches. will be expert in finding worthwhile (see Man the Life Pods! below). Once a spacecraft is likely to spend cargoes, buying them at a bargain Small craft that are much faster or months or years in flight, its crew will price, and selling them for a profit. stealthier may have military uses. need to be able to perform mainte- The minutiae of buying and selling Space-opera universes sometimes nance and repairs. The spaceship will cargo don’t usually make for com- have large “carriers” or “motherships,” need to carry tool and replacement pelling adventures. If a cargo-carrying carrying squadrons of small fighter parts. For very large ships (or very ship is the focus of a campaign, the craft that take on some or all of the long missions) it might even be rea- GM should consider other ways to use space-combat tasks. Small craft can sonable to carry whole workshops, the cargo to drive interesting stories. also be stealthy speedsters that carry complete with fabrication facilities so Perhaps the ship carries legitimate small teams of adventurers into and that new parts can be made out of raw cargo, but also engages in smuggling out of dangerous situations. materials. Consumables Man the Life Pods! and Storage When a starship runs into trouble, the crew may or may not have a Every spaceship will need storage chance of surviving. Antimatter explosions and similar disasters are not space to carry things that the crew and likely to leave survivors! If anyone from the crew can survive, they may passengers will need. Fuel must be be stranded for hours, days, or even years before help can arrive. Many stored for the power plant and space ships will be built with systems designed to help the crew escape, reach drives. Food, water, air, and other con- sanctuary, and survive until help arrives. sumables must be carried to stock the The typical survival system is a “lifeboat” or “life pod,” a small craft life-support system. The crew may capable at least of brief maneuvering to get away from a dangerous sit- need various pieces of equipment that uation. It will provide some life support, although it may rely on sus- will be used when the ship reaches its pended-animation techniques to support stranded crewmen for long destination. periods. A lifeboat may or may not be able to land. If it can, it will prob- Even a low-TL space “capsule” will ably be stocked with survival gear and other resources useful for crew- be full of these items, stuffed into every men who must live in the wilderness for long periods of time. available nook and cranny. A large, high-TL spaceship may have extensive

48 SPACE TRAVEL CHAPTER THREE TECHNOLOGY

“You really want to try it again?” asked Captain Panatic as we circled high above the alien city, looking down through the scanscope. “Of course! It can’t fail this time! We drop down out of the sky with the holobelts on to give us a nice effect, and demand that they hand over all the nice shiny crystals or the mighty Sky Demons will be angered.” “When we tried that before, they threw spears at us.” “That’s because I used the wrong mythological referent. I said Star Demons instead of Sky Demons. This time I know better. And we’re a thousand klicks from the last place. It’ll work just fine!” We left the airboat parked at 1,200 meters, put on the holobelts over our flight harnesses, and dropped down toward the city. It was the stan- dard local setup: low cone-shaped houses lining radial streets around a tall spiral zig- gurat tower topped with the usual big shiny copper sun disk. A crowd of locals gathered around us in the main plaza. They were typical lowtechs: no metals harder than copper, no wheeled vehicles, and no wind or water power. They’d be pushovers for the mighty Sky Demons. I stepped forward and touched my translator necklace. “We are the mighty . . .” “Impostors!” shouted an old native, pushing through the crowd. “They are impostors! Beings from a distant place come to steal our crystals!” Panatic looked at me, his hand straying to the butt of his blaster. I tried to salvage the situation. “Why do you say this?” I asked the old green guy. “Why do you say we are impostors?” He stabbed his staff angrily at the ziggurat. “The talking mirror brought word of your scheme!” I shook my head at Panatic and slapped the BOOST button on my harness. As the city dropped away beneath us, I let out a growl of frustration. Not even Bronze Age and they’ve already got lightspeed communications! Sometimes the world just isn’t fair. Sometimes in science fiction it’s all about the gadgets. Science fiction would hardly be the same without the products of futuristic science. The available tools and their dramatic implications will be one of the most important things for any GM to consider when designing a new science-fiction setting.

TECHNOLOGY 49 ADDING MIRACLES After a setting’s space-flight tech- historical trends, not spectacular universe is a safetech setting for most nology is set, the GM will want to con- social transformation. Some retrotech of its future-history timeline. sider whether any miracles (as defined universes involve elaborate “future Meanwhile, several authors are cur- on p. 29) will be present in other areas histories,” tracing out how the soci- rently trying to recapture the classic of technology. Miracles in astronautics eties of the future evolved from those space-opera flavor by using safetech are useful if the GM wants to set his of the present. Retrotech universes assumptions – ’ stories in space; miracles in other often support adventures driven “Dread Empire’s Fall” series is a industries can have a profound effect by romance and drama rather than recent example. on what those stories will be about. scientific rigor. Classic examples of retrotech fic- tion include Poul Anderson’s High Biotech SEVERAL “Polesotechnic League” and “Terran In some SF universes, the most IRACLES Empire” stories, E. E. “Doc” Smith’s miraculous technologies are those M “Lensman” novels, and even the Star involving medical science and bio- Science fiction authors rarely Trek television series. engineering. Genetic modifications, assign technological miracles arbitrar- Some more recent SF mimics the tissue engineering, biochemical ily. Each story usually has a coherent retrotech feel by using safetech weapons, living computers, and simi- set of technological assumptions, cho- assumptions. In a safetech setting, it’s lar items all become commonplace. sen to support the plot (or to fit a con- possible to develop technologies that Miraculous biotechnology can pro- sistent setting for which the author drastically alter human nature or duce a variety of interesting effects in has written other stories). Some of the replace humans with machines. a science fiction setting. With it, a more common assumption sets are However, all such technologies are sapient race can vary its own form, listed here. avoided or suppressed, usually adapt itself to unusual conditions, through social controls. This is most acquire wonderful powers, and even High Industrial often for ethical reasons, or because of gain immortality. On the other hand, past wars or disasters that involved biotechnology involves the manipula- A high industrial setting is one in tion of living things, possibly without which advanced technology produces the technology. Under safetech assumptions, their consent or to their detriment. a world much like our own, but more: Techniques that benefit some people more available resources, more useful human society will extend into space and will probably be more prosper- may have terrible consequences for gadgets, more powerful weapons, and others. A setting with extensive so on. Technological miracles have ous, but it won’t otherwise be very dif- ferent from the societies of today. biotechnology may need to address given human beings better tools, but important moral themes. they haven’t significantly changed Safetech universes support a space- operatic approach, and are fairly A variation on the high-biotech set- human nature. ting is the high psionics setting. Here, One form of high industrial setting common in SF. For example, Larry Niven’s famous “Known Space” improvements in human performance uses retrotech assumptions. Retrotech come from the development of exotic is characteristic of Golden Age SF, which was written before the society- altering possibilities of certain tech- nologies became obvious. Many of the best stories of the period featured highly advanced physics, but very inferior electronics, and no hint of advanced biotechnology or nanotech- nology. This isn’t necessarily a bad set of assumptions; it can give rise to a very exciting space-opera campaign. Without the realistic crutch of smart computers and advanced cybernetics, adventurers have to rely on their own skills rather than those of their machines! Since retrotech campaigns are set in the future, they usually involve political change: present-day nations will have vanished; new cultures and empires will have appeared. However, these changes result from ordinary

50 TECHNOLOGY mental powers. These can, in turn, that is both commonplace and power- Greg Bear’s novels Blood Music, Queen come from the manipulation of ful. Meanwhile, some classic “cyber- of Angels, and Slant; Kathleen Ann human biology – but they can be punk” stories were set in space as well Goonan’s “Nanotech Quartet” novels; derived from other sources entirely. In as on Earth – notably William and Karl Schroeder’s Ventus. any case, many of the same ethical Gibson’s Neuromancer. and social issues apply! EVERYTHING The Transhuman Space setting High Nanotech can be considered a high biotech uni- A IRACLE verse, since miraculous biotechnology Nanotechnology is a broad range of M is one of its main areas of advance. technologies and products, all of The GM may want to incorporate Other space-oriented stories with a which require the manipulation of many miraculous technologies into high biotech flavor include Bruce matter at small scales. Nanotech tech- his setting. Indeed, a realistic assess- Sterling’s “Shaper/Mechanist” stories niques handle individual atoms and ment suggests that (assuming no dis- and John Varley’s “Titan” novels. molecules, producing machines on asters) the world may come to resem- the same scale as viruses or complex ble all of the above setting types with- proteins. The biological comparison is in the next century! High Cybertech apt; a living cell is a nanotechnological The more technological miracles A high cybertech world is one in factory! A high nanotech setting is one are assumed, the more effort the GM which computer technology and in which miraculous nanotechnology will have to put forth to work out their cybernetics have transformed society. exists and has transformed society. implications, and the less familiar the Computers are extremely intelligent, A great deal of recent science fic- world will be to the players. The and may be self-aware and self-moti- tion treats nanotechnology almost as “many miracles” approach may be vated as well. Robots of all shapes and magic. It’s portrayed as cheap and effi- best suited for an campaign, one sizes are common. Even human cient, able to produce any desired that will last a long time and involves beings can become part machine, product with no undesirable side a lot of world-building work on the with cybernetic implants and neural effects. A society with advanced nan- part of the GM. interfaces. otechnology may be both wealthy and The many-miracles approach can A high cybertech world can be one ecologically friendly; even waste prod- permit extreme realism, as in Poul of great convenience, as smart ucts can be “rebuilt” into useful items Anderson’s Harvest of Stars and its machines take over many ordinary rather than being discarded into the sequels. On the other hand, it can also tasks and leave humans free for more environment. On the other hand, if work well with a strongly space-oper- difficult work (or for pure leisure). On nanotech tools escape from control atic tone. If human characters are to the other hand, such a world is often they can pose a terrible threat to soci- stand out against a background of one in which machines have sur- ety. Nanotech weapons may be espe- technological wonders, they may need passed their creators. Perhaps the cially horrific, penetrating even the to be larger-than-life individuals in the machines are benevolent, or perhaps tightest defenses and taking soldiers midst of an epic drama. Examples of they have an agenda of their own . . . apart one molecule at a time . . . this approach include Walter Jon The Transhuman Space setting is Nanotechnology is a common Williams’ Aristoi, or John C. Wright’s high cybertech as well as high biotech theme in some of the best recent “The Golden Age” trilogy. in nature, with artificial intelligence science fiction. Examples include: TECHNOLOGY AREAS

The following are some of the said Mark, and held the box out toward Miles leaned forward again, to peer most likely areas in which technolog- his brother, “is a butter bug.” in revolted fascination. “It looks like a ical miracles will occur in modern Miles glanced down in to the box, cross between a cockroach, a termite, SF. The GM should consider which and recoiled. “Yuk! That is the most and a . . . and a . . . and a pustule.” of these to emphasize in his setting; disgusting thing I’ve seen in my life!” “We have to admit, its physical books such as GURPS Bio-Tech or Inside the box, the thumb-sized appearance is not its main selling GURPS Ultra-Tech will cover rules worker butter bug scrabbled about on point.” mechanics for specific items of its six stubby legs, waved its antennae – Lois McMaster Bujold, equipment. frantically, and tried to escape. Mark A Civil Campaign gently pushed its tiny claws back from In recent years, science fiction the edges. It chattered its dull brown has assimilated the possibilities of BIOTECHNOLOGY vestigial wing carapaces, and crouched biological technology: the creation or Mark pulled out the little box from to drag its white, soft, squishy-looking manipulation of living organisms. his jacket pocket, and carefully lifted the abdomen to the safety of one corner. lid. Enrique sat up expectantly. “This,” GURPS Bio-Tech will cover this sub- ject in detail.

TECHNOLOGY 51 Genetic Engineering Every organism on Earth is built to a specific genetic blueprint, encoded in the DNA molecules in its compo- nent cells. That blueprint controls the production of proteins at the cellular level, and indirectly controls the shape, structure, and innate behavior of the organism. Alter the blueprint, and the shape and behavior of the organism change. Change it enough, and a wholly new life form might be created. This kind of genetic manipulation Pantropic genetic engineering seeks to A successful clone is much like an is never straightforward; the DNA is adapt humans or other organisms to identical twin of the donor organism. only the first step in determining live in unusual environments – under A newborn human clone would be a which genes are expressed, and in the sea, or on worlds that unmodified baby, without any of the original per- turn how the living organism takes humans would find uninhabitable. An son’s memories or skills. He would shape. Genetic engineering was actu- interstellar society might use pantrop- have to grow to adulthood in the nor- ally one of the first technologies to ic techniques rather than terraforming mal time, and his environment and appear, in the form of domestication worlds. experience might lead him to form a and selective breeding of species. Miracles in genetic engineering can very different personality. Super- True genetic miracles require very help the GM design a setting in which science technologies such as forced- sophisticated understanding of superhuman characters are easy to growth tanks might permit the rapid cellular biology. justify. On the other hand, control over production of fully adult clones, while One application for these tech- the building blocks of life raises a downloading (p. 57) might permit a niques is to edit the genes of an exist- number of moral and social issues. clone to be programmed with its ing species. For example, once the What if not everyone can afford to donor’s personality. human genome is well-mapped, gene engineer their children; will genetic Human cloning might permit an combinations can be selected that engineering give rise to an aristocracy, egotistical genius to produce his own ensure the appearance of desirable in which wealth and engineered talent younger twin, bereaved parents to traits: good looks, high intelligence, reinforce each other? Gene engineer- produce the identical twin of a dead acute vision, or even the simple lack of ing might cause the human race to child, or a society ravaged by genetic inherited genetic disorders. The diverge into many related subspecies, disease to produce healthy offspring. resulting person is still human, his some of whom may be like aliens to A particularly ghoulish society genetic inheritance isn’t beyond the one another . . . might raise clones for a supply of bounds of what he could have inherit- replacement parts . . . ed naturally, but his genes are better than he could have expected from Cloning random chance. Species that reproduce sexually Miracle Medicine Eventually, genetic engineers will receive genes from their parents, and Even today, medical science has learn to impose radical changes on the exact mix of genes is usually differ- produced improvements in the length their subject organisms. This permits ent each time. An alternative to this and quality of human life. Using mira- the construction of new species, process is cloning. This is a bioengi- cles in future medicine, physicians related to existing organisms but no neering technique used to create off- will confidently be able to heal and longer able to reproduce naturally spring that are genetically identical to even improve the human body. Many with the original stock. Such new the single “parent.” of these improvements will involve forms can have capabilities beyond Cloning of plants can be done implants, artificial devices placed in anything the original genome could through low-technology methods such the body to give it new capabilities or have produced. An engineered as the cultivation of cuttings. Cloning compensate for damage. human might have superhuman of animals is much more difficult, and Simple prosthetic implants exist strength or endurance, or internal can require many failures for every today, and are useful in repairing physical structures that normal successful birth. There may also be some injuries or supporting the body humans don’t have. He might even side effects, particularly when the as it ages. At miraculous levels of tech- have superhuman mental capabili- genetic material for the clone is taken nology, implant devices begin to ties: communication skills, memory, from an adult organism. At this writ- improve on the natural human body. intelligence, or other powers beyond ing, a number of successful animal Perfectly healthy people will begin to the norm of human psychology. clones have been produced, including accept implants to expand their physi- Another application of genetic sheep, cattle, and cats – but no credi- cal or mental capabilities. Cybernetic engineering is pantropy, a term coined ble scientist has yet claimed to have limbs and organs boost physical per- by the SF author James Blish. produced a human clone. formance. Neural interfaces permit

52 TECHNOLOGY the mental control of computers or person could perceive both “virtual Some artificial tissues may be able to other devices. Implanted computers reality” and the physical universe at improve the body’s performance, bol- assist the human brain to store and the same time. Real objects (or even stering the strength or resilience of the process information. Natural senses other people) could be associated with natural structure, or secreting useful are enhanced and new senses are virtual “tags” that provide extra infor- substances that the body would nor- acquired. mation about them at a glance. mally not produce. Cybernetic implants have some of Messages could be sent across a data Finally, the possibility exists of the benefits of miraculous biotechnol- network with a thought, permitting a nanosymbiosis. Many of the cells in a ogy, without some of the drawbacks. mechanical form of telepathy. human body are not themselves It’s possible to improve human per- Of course, not all implants need to human in nature – they are bacteria, formance without needing to plan an be purely mechanical in nature. As viruses, or other microorganisms that individual’s genetic inheritance before biologists learn how living cells natu- live in a symbiotic relationship with birth. Implants can always be rally arrange themselves to form tis- their human host. Eventually it may removed or altered as needed. Of sues and biological structures, they become possible to introduce artificial course, the use of implants can be a will learn to control the process. Such symbionts into the human body: nan- very alienating practice – in a sense, tissue engineering will permit the con- otechnological devices, engineered the character is rejecting his body in struction of living, but artificial, struc- microorganisms, or a mix of both. favor of a machine! tures that can then be implanted in These “micro-implants” could Aside from the production of the body. improve human health and capability superhumans, cybernetic implants Although such living implants may at the cellular level: fighting off dis- can alter the way the human mind be limited in strength and capabilities, ease, preventing cancer, arresting the deals with the outside world. Linked they may be able to repair themselves, progress of age, and even building directly to a computer implant, a just as the natural human body can. macro-scale implants into the body without the need for complex surgery. In general, miraculous medical techniques mean that very few injuries will prove fatal. If an injured character Suspended Animation survives long enough to reach a hospi- Suspended animation is a common science fiction trope. If space tal, he’ll recover – possibly with the aid travel is very slow, then passengers and crew may sleep the years away, of mechanical, cloned, or tissue-engi- awakening only at their destination. Suspended animation can also be neered replacement parts. This kind of a crude form of time travel, letting characters sleep through the cen- technology may be useful for the GM turies in order to wake in a far-future world. who wants to concentrate on myster- In classic science fiction, suspended animation meant “cold sleep,” ies or social interaction rather than putting the human body in a hibernation state, or freezing it solid. Both the threat of character injury or death. techniques assume that there’s a way to revive the subject at the desti- Meanwhile, implant technologies nation (quite a challenge if the freezing method is used). In any case, for give characters the freedom to journeys lasting years or longer, the technique doesn’t actually work all reshape themselves at will. Any cam- that well. It’s impossible to prevent all random chemical change even in paign in which miraculous implants a frozen body, and the background radiation of deep space will still are available (not to mention upload- harm a frozen passenger. ing or other technologies that can rad- More recent science fiction assumes that advanced nanotechnology ically change a person’s nature) will can be used to keep a hibernating passenger in good repair. Nanotech tend to be very fluid in character symbionts repair damage due to radiation, flush away cells that die due design. In such a campaign, GMs are to random chemical change, and so on. With “nanostasis,” the body advised to treat GURPS character need not even be kept all that cold, saving on heavy cryonic equipment. points as a guideline measuring the Some recent science fiction suggests a third approach. If “upload- relative power of each character, not ing” is possible (p. 57) then a passenger won’t need to take his body as a rigid schedule for character devel- on the trip at all. He can travel as data in storage, either unaware of opment. Characters will tend to the passage of time or enjoying a virtual environment. He can be change drastically in power level, and downloaded into a new robot body at the far end, or (if nanotechnol- will reallocate their points with every ogy is sufficently advanced) his own body can be reassembled from “overhaul.” stored information! Naturally, if miraculous medicine No matter what the method, suspended animation can solve a num- is not available to everyone, there will ber of plot problems for the space-oriented GM. If interstellar travel be social consequences. Even today, takes a long time, don’t bother playing out the years between stars – just wealthy people tend to live somewhat pop the adventurers into cold sleep and skip to the destination. longer than poor people due to their Meanwhile, suspended animation may provide adventurers with an ability to afford medical care. If the escape hatch if things go badly wrong . . . difference becomes drastic, the result might be a badly stratified society (or a revolution of the “natural” poor).

TECHNOLOGY 53 Artificial Life nutrients. It would also provide its particularly appropriate for aliens Advanced tissue engineering tech- own “power,” needing no power input who live underwater, in a gas giant niques might permit the construction or batteries. atmosphere, on a metal-poor planet, or of wholly artificial organisms: crea- Just about any technological item anywhere else where metals and tures that were not conceived and could be defined as a biogadget, as ceramics would be difficult to produce. born, but built out of cultured cells long as it doesn’t require high power Artificial life presents a variety of and biomechanical frameworks. Such densities (like a beam weapon or a ethical questions. A bioroid is unques- bioroids might have capabilities (and long-range communicator) or very tionably alive and may be fully sapi- disadvantages) that naturally con- dense or strong materials (like ent. What are the rights of a being who ceived organisms would not. advanced combat armor or an inter- was built from scratch for a specific For example, a bioroid could have nal combustion engine). Biogadgets purpose? Of course, there may be two traits that would be mutually could, of course, be combined with strong prejudice against bioroids – exclusive in a naturally conceived nonliving gadgets or materials to like the mythical undead, they stand organism. Bioroids could be built cover a wider variety of applications. outside the normal human pattern of around frameworks of nonliving Biogadgets can also be big – big birth, life, and death. material, boosting their strength, enough to live in! A bio-building is an endurance, or other capabilities in a artificial living creature (or a symbiot- ic community of them) with plenty of Uplift way that would be difficult to produce Creideiki could imagine how the through human genetic engineering. internal space that humans can live or work in. Like a smaller biogadget, a vice-captain felt. There were times when Meanwhile, bioroids could be built even he felt oppressed by the towering with inherent controls that limit their bio-building can be self-maintaining and self-repairing, and might provide invasiveness of uplift, when he almost capabilities, such as a short lifespan or wanted to squawk in Primal, “Who a limited personality. at least some of the power for various appliances and conveniences. Bio- gave you the right?” And the sweet Of course, artificial organisms hypnosis of the Whale Dream would don’t have to resemble people in their buildings might be very ecologically friendly, needing relatively little ener- call to him to return to the embrace of shape or capabilities. Limited biogad- the Old Gods. gets could be produced, living entities gy to build and converting trash or other wastes before they’re released The moment always passed, and he that can be used as specialized tools. recalled that there was nothing in the The advantage of a biogadget is that it into the environment. Artificial-life technologies might universe he wanted more than to com- is self-maintaining and self-repairing, mand a starship, to collect tapes of the so long as it’s kept supplied with be interesting if applied by certain alien cultures. This would be songs of space, and to explore the cur- rents between the stars. – David Brin, Startide Rising “Uplift” refers to the process of applying biotechnology to modify Bioships non-sapient organisms, improving There’s nothing preventing a “bio-building” from flying through their intelligence, communications space . . . at which time it becomes a bioship, a living spaceship. skills, or tool-using abilities. The goal Bioships can be built from scratch using tissue-engineering tech- of uplift is usually to create a new niques. Alternatively, a large alien life form or a big terrestrial creature sapient (or near-sapient) race. can be subjected to extensive genetic and biomechanical engineering. A The notion of granting intelligence bioship is primarily living matter, of course, but it can have inorganic to animal species is very old in SF lit- systems grafted into it. erature, dating back at least to H. G. The original creature should be large to begin with, and tough Wells. The term uplift was coined by enough to withstand large shifts in atmospheric pressure. It can be modern author David Brin; many of adapted to life in the vacuum and cold of space, and it can be made his novels are based on the premise of much larger in a zero-gravity environment. Several possibilities include: a galactic civilization populated by Atmosphere Dwellers: Floating creatures native to the atmosphere of species who all were once uplifted, a large planet or a gas giant. and who in turn uplift new species as Giant Trees: Trees or tree-like organisms, engineered to withstand a matter of wealth and prestige. deep-space conditions and grow to enormous size, possibly feeding A setting including uplift can from the water and nutrients in comets. include “aliens” who evolved along- Marine Dwellers: Large creatures native to the deep ocean, such as side human beings from the begin- whales (or, for a different approach, coral reefs). Such creatures can ning. For example, Brin’s novels already grow to great size and are well-adapted to pressure extremes. include uplifted chimpanzees, dogs, Space Dwellers: It’s possible that large living creatures already exist dolphins, and gorillas. These uplifted in deep space, and would require little or no adaptation to serve as species will have minds different from bioships. ours, but will also be familiar enough for comfort. Aliens who are the end

54 TECHNOLOGY product of billions of years of separate technology, collecting data on their an industrial process carries a com- evolution are likely to be much citizens to use in new methods of puter with the information about stranger . . . control. exactly how the item is to be used (its Other interstellar civilizations may Computer networking is likely to own “user’s manual”) then the people also include uplifted species, as ser- become even denser and more com- doing the assembly work won’t need vants or partners of their naturally plete as it approaches miraculous lev- as much training to begin. For exam- evolved races. In a universe where els. Eventually, it will become possible ple, every piece of raw material on a uplift is common, the question of to put small computers in almost construction site could keep track of human origins may be open. Perhaps every common item: in clothing, in where it is now, where it needs to be in the UFO enthusiasts are right, and personal items, in pieces of industrial the finished building, at what point in humans themselves were helped along equipment, in packages of raw materi- the process it needs to be put in place, the road to intelligence eons ago . . . als, and even in people. All of these and how it should be handled. Then but by whom? small computers can be interconnect- the construction workers (or their ed via a dense network of short-range robots!) can always remind them- radio or infrared transmissions. selves exactly what needs to be done COMPUTERS AND The net effect of this ubiquitous next . . . OMMUNICATIONS computing will be to make a vast array In general, a society with miracu- C of information available for reference lous levels of computing and network- The role of computers in science and analysis. Any item with an ing will be one where information is fiction has changed almost as drasti- implanted computer can be designed cheap and easy to get, and where it cally as their role in real life. In Golden to keep track of its own status, to will be very rare for anyone to be out Age SF of the 1940s and 1950s, com- report when queried, and to respond of touch. This can be very convenient puters are almost invisible; when they to orders. For example, in a “wired” for GMs who want to just hand their appear at all, they are big, expensive, household the kitchen appliances can players a “data dump” and get the and used exclusively by governments track supplies of food, prepare meals adventure started. Meanwhile, when- and large corporations. By the 1990s, on a schedule, and report when they ever adventurers need more informa- imagined computers were everywhere need repair or replacement. A com- tion or assistance, it’s usually just a in science fiction and their capabilities puter implanted into a person can cell-phone call (or the equivalent) were little short of magic. track his physical condition and signal away. when he needs medical attention. Of course, there are also disadvan- The Networked World Items can even be physically tages to this kind of setting. The GM With the revolution in computer tracked with such a system, each may need to invent all the information technology comes an associated revo- implanted computer responding to the players might possibly want! lution in communications technology. nearby control units over the short- Players may give in to the temptation As computers become smaller, cheap- range radio link. This can help a great to over-research, wading through the er, and more powerful, it becomes deal with commercial inventory, mak- information stream when they should easy to put them everywhere ... and ing it difficult to lose or misplace be going into action. Adventurers may to get them to talk to each other. Along goods or equipment. Industrial plan- be overloaded with information, or the way, people find themselves able to ning becomes easier, as raw materials unable to pick out the critical facts share voice, text, images, and data can be tracked on their way through a from a flood of irrelevant data. almost at will. manufacturing process. Meanwhile, in a world where no one is Even today, the global Internet Another application of ubiquitous ever out of contact it’s difficult to keep makes it easy for many people to computing is to reduce the need for characters from calling for help at the access and work with information. skill in certain trades. If every item in first sign of trouble! Messages can be passed, would-be writers can post their work for anyone to see, and research data can be made accessible for everyone. The decentral- It’s in the computer, everything: your DMV ized nature of a data web sometimes records, your Social Security, your credit cards, undermines existing power structures, giving citizens new ways to share your medical records. Everyone is stored in there. information despite government or It’s like this little electronic shadow on each and corporate control. Decentralized data webs have also every one of us, just begging for someone to screw proven to be very hard to police. with, and you know what? They’ve done it to me, Unscrupulous users can spread false information, run scams, and steal and you know what? They’re gonna do it to you. other people’s personal data. Meanwhile, oppressive governments – Angela, The Net will find their own uses for network

TECHNOLOGY 55 Robots situations. On the other hand, human- in which human adventurers are Robots are a very common feature iform robots are hard to produce. constantly dealing with capable of science fiction. People are fascinat- Many physical functions that humans machines. If robots can perform many ed by the notion of a machine that take for granted (visual recognition, human tasks, what do human beings looks or behaves like a human being eye-hand coordination, walking, and do? Are they freed from the need to . . . and which may in some ways be so on) are actually difficult to build work for a living, or are all but the superior to a human being. into a reliable robot. most talented people living in dull, Although science fiction tends to The bush robot is a recent concept, purposeless poverty? Of course, if focus on the social relationships first proposed by Hans Moravec as the robots are that talented, some of the between robots and humans, the first ultimate in cybernetic flexibility. A adventurers may be robots! real robots don’t appear in social situ- bush robot has arms that branch into ations. Robots find their first use in multiple “fingers,” each of which branches into a set of smaller fingers, Artificial Minds industrial manufacturing, where they He said, “Had we somehow been can perform the kind of repetitive and so on – possibly down to the molecular scale. Each set of fingers is created in a universe without humans, operations that appear in assembly it is true that we would not have creat- lines. capable of independent tactile senses and operation, giving the robot ed them. We would have preferred more Of course, even at this level robots perfect forms.” immediately have an impact on socie- tremendous range and flexibility. A “bushbot” could easily manipu- She said, “But morality is time- ty. They threaten to compete with directional. Parents who would not human workers, beginning in the late objects on a variety of scales. With the proper programming, it deliberately create a crippled child can- unskilled or semi-skilled trades. They not, once the child is born, reverse that also simply bother some people, who could perform complex repairs or even microsurgery, all without spe- decision.” are disturbed by a machine that can “And humanity is not our child, but behave like a human being even in cial tools. Such tasks would require tremendous amounts of computer our parent.” limited ways. “Whom we were born to serve.” Robots that more or less resemble processing, so advanced computer hardware will be necessary. “We are the ultimate expression of human beings are a common feature human rationality.” in SF. A “humaniform” robot has sev- A setting with miraculous robots, whether sapient or not, will be one She said: “We need humans to form eral advantages, especially in social a pool of individuality and innovation from which we can draw.” He said, “And you’re funny.” She said, “And we love you.” The Transparent Society – John C. Wright, The Phoenix Exultant One drawback of ubiquitous computing is that it makes privacy almost impossible to attain. We may find it very convenient to access to Advanced computers may become all kinds of information about the world around us – but the other side intelligent, able to handle information of the coin is that other people will find it easy to gather information at least as flexibly and as well as a about us. human being. Eventually they may This failure of privacy may offer some social benefits. The SF writer even become sapient, self-aware enti- David Brin has speculated about the transparent society. This is a socie- ties with their own consciousness and ty in which even powerful people, such as corporate or government goals. Combine the sheer speed of a leaders, can’t keep any secrets for very long. Every citizen can be fully computer with the power of a self- informed about the activities of his government or the corporations aware mind, and the result could be a with which he does business. It’s therefore easy, at least in theory, to being far superior to the humans who demand accountability for any abuse of power. built it. On the other hand, ubiquitous computing may lead to ubiquitous One of the most critical steps in law enforcement. A government that controls the data network can mon- producing an intelligent computer is itor the activities of every item – and every person – in it. It may become the development of a natural language impossible to break even a minor law without immediately being interface – that is, teaching computers detected and targeted for correction. Private entities may also be a con- to use idiomatic language as it is spo- cern. A company could monitor even the smallest activities of its ken and written by human beings. employees, and malicious users could use the system to track and Once a natural language interface is harass their enemies. available, anyone can describe a prob- In short, a society that uses ubiquitous computing may be highly lem to a computer and expect it to oppressive, or it may have developed social mechanisms for dealing produce information or programs with the loss of privacy. GMs who are interested in miraculous commu- that approach a solution. The com- nications and computer technology may wish to explore the implica- puter can then respond using collo- tions of a world where information really is free! quial language of its own, presenting the information in ways that non-spe- cialists can understand.

56 TECHNOLOGY At present, natural language inter- faces can be considered nearly mirac- ulous; much progress has been made in this area, but most people still inter- act with their computers in a stilted and artificial manner. Being able to use natural language doesn’t mean that the computer is self- aware, or even that it’s all that person- able. Eventually, computers will add personal and social skills to their nat- ural-language ability, interacting with human beings on their own level. Personality simulation can work at a variety of levels. A computer that simply uses natural inflection in its speech and learns to respond to its owner’s needs can be said to have a personality, even if its responses are very simple and predictable. Indeed, many humans will tend to ascribe more personality to their computers than they actually have. More complex “personality programs” will behave like real people, altering their respons- es and possibly surprising the human beings who interact with them. Eventually a personality simulation will become indistinguishable from a machines can be interesting and use- the stored personality somehow “writ- human being, modeling its responses ful companions, but they might devel- ten” onto the structure of the brain). after a real person, a well-documented op their own motives and superhu- Uploading and downloading have fictional character, or even a wholly man capabilities. Should such profound effects on any science fiction artificial psychology. machines be treated as property, as setting or story. Uploading permits a Even an advanced computer that is servants, as partners – or as masters? character to undergo radical transfor- capable of natural language process- If they can exceed human abilities in mations, leaving his human body and ing and is familiar with everyday most or all areas, then what purpose becoming a machine entity – which human knowledge still isn’t necessari- do humans still serve? can then be transferred from one ly a self-aware, independent being. machine body to another. If both Actual consciousness seems to be uploading and downloading are possi- independent of the ability to process Uploading ble, then one can travel as data rather information. If a computer is complex enough to than in his physical body; this is often How one might design a computer imitate a living human personality, much cheaper and more efficient. to be self-aware (or how it might then it can imitate a dead one too. Uploading can also make people effec- become so on its own) is anyone’s It’s theoretically possible for a com- tively immortal, letting them keep guess. We don’t understand what con- puter to store a complete description “backup” copies of themselves in case sciousness is, or what it does, in of a human being, and then “emulate” of accident. Of course, uploading can human beings, much less how a that human being as software. This also permit someone to copy himself, machine might exhibit it. In some SF, may involve a personality model, or it especially if the initial upload doesn’t a sufficiently advanced computer may may involve the minute analysis and require the destruction of his original simply “wake up” one day. Other sto- emulation of the human subject’s brain. ries assume that self-awareness is brain and nervous system (possibly Uploading raises many of the something that can be predictably requiring the destruction of the tissue same questions as the presence of designed into a machine. Still others in the process). From that point on, any intelligent machine. Should the ignore the question entirely; they the computer believes itself to be the uploaded personality be treated as a assume that no can be sure of any- human being, his personality person? Even further, should the thing except that a machine behaves as “uploaded” into a software matrix. upload be treated as the same person if it is self-aware. If a human mind can be uploaded, as the original citizen? This can be In any case, the presence of self- it may also be possible to “download” even more complicated if the origi- aware machines (or machines that it into another body – a robot or nal citizen is still walking around in seem to be self-aware) raises a num- bioroid body with a computer brain, his own body . . . ber of social issues. Intelligent or even a fully biological body (with

TECHNOLOGY 57 Many of these new materials will into threads or cables that are far NANOTECHNOLOGY involve carbon. One of the most com- stronger than any previous material. “Mites,” he said, “or so they say mon elements, and also one of the Nanotube threads could be woven down at the Flea Circus anyway.” He most chemically active, carbon is into clothing or personal armor, mak- picked up one of the black things taken very cheap and easy to work with. ing it tough and resistant to attack. from the mask and flicked it with a fin- Carbon in its “raw” natural state is Thick nanotube cables would be rela- gertip. A cineritious cloud swirled out flaky or crumbly, very flammable, tively light but extremely strong, use- of it, like a drop of ink in a glass of and a natural insulator of electricity. ful in futuristic engineering projects. water, and hung swirling in the air, nei- However, carbon atoms can form Aside from the applications of car- ther rising nor falling. Sparkles of light very strong molecular bonds, and bon, nanotechnology could produce flashed in the midst of it like fairy dust. when they are carefully arranged the pure-iron crystals, high-temperature “See, there’s mites around, all the resulting materials can have a wide superconductors, and many other use- time. They use the sparkles to talk to array of properties. ful items. Some of these materials are each other,” Harv explained. “They’re Diamonds, for example, are pure already being produced in small quan- in the air, in food and water, every- carbon with the atoms arranged in a tities today; mass production might be where. And there’s rules that the mites three-dimensional lattice. One of the the foundation for a great deal of are supposed to follow, and those rules first applications of true nanotech- future industry. are called protocols. And there’s a pro- nology will be the production of arti- tocol from way back that says they’re ficial diamonds in large sheets, supposed to be good for your lungs. blocks, or other shaped forms. Smart Materials They’re supposed to break down into “Diamondoid” materials would make Smart materials change their phys- safe pieces if you breathe one inside of superb armor or structural material ical properties when subjected to a you.” Harv paused at this point, the- in applications where hardness and stimulus. They can be used in applica- atrically, to summon forth one more resiliency are important. Spaceship tions where a material may need to ebon loogie, which Nell guessed must hulls, perhaps . . . change its state in different circum- be swimming with safe mite bits. “But Another form of carbon is nan- stances. Smart materials can be made there are people who break those rules otubes. The carbon atoms are to respond “naturally” to different sit- sometimes . . .” arranged in tubes, each one thinner uations, or they can be controlled by – Neal Stephenson, The Diamond Age than a human hair, so that the molec- an attached computer. Some smart ular bonds provide tensile strength for material will be composed of micro- The standard GURPS TL pro- the tube. If carbon nanotubes can be electro-mechanical systems (MEMS), gression assumes that nanotechnol- made long enough, they can be woven tiny machines built into sheets or ogy will work, and that it will advance along a fairly conservative trajectory. Nanotechnology begins as engineers discover ways to manipulate matter on very small scales. TL9 is the microtech age, in which micromachines are produced by traditional industrial methods and nanotechnology continues to develop. The real potential of nan- otech doesn’t appear until TL10 or later; the most outrageous specula- tions of nanotech advocates should probably be considered super- science, or placed at TL11+.

Special Materials Nanomachines themselves are only some of the advances that nanotech- nology will make possible. Some of their first products, things that are oth- erwise almost impossible to make or find, will also transform industry. These include new materials that stretch the limits of what’s possible in nature, providing combinations of physical properties that would be extremely unlikely without technolog- ical intervention.

58 TECHNOLOGY blocks of manufactured material. “Microbots” may be as large as a maintenance, or repair tasks. They Other smart materials are natural sub- big insect, or as small as a dust mite. could also have military or security stances that can change their proper- They may be limited to crawling over applications. Cyberswarms could mon- ties in a controlled fashion. surfaces, or they may be capable of itor infrared emissions or movement in For example, smart fibers can buoyant or winged flight. Any one an area, alerting a more powerful com- adjust their length, flexibility, and microbot will have very little comput- puter to the presence of intruders. color as needed, producing clothing er power, and might run a set of sim- Microbots could also carry tiny doses that can reconfigure to assure a per- ple behavioral programs. A “cyber- of toxins or disease organisms . . . fect fit and the wearer’s desired color swarm” of hundreds or thousands of As nanotechnology advances, the pattern. Surfaces can vary their tex- microbots can cooperate in intelligent microbots are likely to become small- tures, or even incorporate microscop- behavior, just as an ant colony or bee- er and smaller, and en masse they are ic brushes that ensure that dirt or hive produces intelligent responses likely to become more capable. One paint will only stick where it is sup- from the actions of its nearly mindless application of advanced microrobot- posed to. Layers of smart material can members. ics would be the production of assem- create structures that are self-sealing, A cyberswarm could be an inte- blers, swarms of nanorobots capable or even partially self-healing. gral part of a building or other struc- of building any desired product from Eventually, nanotechnology may ture, performing routine cleaning, raw materials. begin to blur the distinctions between nonliving and living matter. Even as bioengineering produces living organisms that resemble machines, nanotechnology will begin to give inorganic machines some of Swarms and Goo the capabilities of living creatures. Of course, assemblers that can build other things can also be Living materials will begin by designed to build copies of themselves. This isn’t an unusual notion; a liv- adding self-repair capabilities. A “liv- ing cell is itself a self-replicating assembler. ing metal” tool would incorporate a Such assemblers can cut through many of the limitations of nan- supply of embedded nanomachines. otechnology. In particular, they make the supply of assemblers cheap Under normal circumstances the and easy to replenish. They can be even more effective than non-repli- nanomachines would support the cating assemblers in bringing about a post-scarcity society. On the other tool’s primary function, possibly inter- hand, self-replicating assemblers may be harder to control. If they facing with other nanomachines in escape into the environment, they may begin to replicate using whatev- smart materials or assembler swarms. er materials they can find . . . When the tool needs supplies or is A mass of self-replicating assemblers is sometimes called goo. damaged, the nanomachines can pull Futurists and SF writers sometimes refer to goo as being of different in the necessary materials and use “colors” depending on its nature and purpose. Not everyone agrees on them to perform repairs. the color terminology, but some examples are as follows. With further progress, living mate- White Goo: Well-behaved assemblers in a controlled environment, rials will be able to change shape and producing useful items as designed. function as needed. At the extreme, a Golden Goo: A mass of assemblers designed to simply gather atoms tool can be composed of nothing but or molecules of a valuable substance (such as gold). Used in mining and nanomachines that have taken a spe- similar applications. cific shape. On command, the Red Goo: A controlled mass of assemblers used as a weapon, proba- nanomachines drop their connections bly by a military organization or by terrorists. to one another, flow amorphously to Blue Goo: Assemblers designed to hunt down and destroy hostile new positions, and lock together once assemblers (such as red goo) without otherwise affecting people or again. The new shape may have a property. completely different function. Green Goo: Assemblers used to monitor and support a community of living things. Green goo can be used in agriculture, in the preservation of wild ecosystems, or even for the maintenance of human health. Microbots and Gray (or Black) Goo: An uncontrolled mass of “wild” assemblers, Assemblers devouring everything in its path and turning the material into more The line of development that leads assemblers. Gray or black goo is the ultimate terrorist weapon, or the to living materials begins with the ultimate industrial disaster. A mass of gray or black goo could destroy production of vast numbers of tiny the entire surface of a planet. machines. Any one machine may not Some wits also refer to pink goo – by which they mean human be very intelligent – but a swarm, beings! After all, humans reproduce relatively slowly, but given time cloud, or puddle of such machines they tend to fill up all available space and devour everything they can could cooperate for an intelligent find . . . purpose.

TECHNOLOGY 59 In theory, anything could be built will be related. If space flight is wealthier because they have more by sufficiently sophisticated assem- supported by cheap and powerful options in life. If ease of transport blers. Simply pour the assemblers into drives, the same technologies may be brings people into contact with for- a vat, provide raw materials in easily applicable to local transportation. eigners, they may tend to be more digestible form, and the tiny machines cosmopolitan. They will probably be will assemble the desired item one more free, since they can easily molecule at a time. Since assemblers Making the World Tiny escape an oppressive situation. work on a nanometer scale, they can If miraculous transportation is produce any of the unusual materials available, the GM (or players!) may described under Smart Materials want to design cool vehicles for use Teleportation above, and in large quantities. Very during adventures. Such vehicles can Teleportation is instant travel from robust assemblers might be able to be faster, tougher, sneakier, or place to place, without passing work with found materials, turning smarter than anything from the through the space in between. If tele- air, water, and minerals into useful familiar world. portation is possible, it may render products. If vehicles and transportation many other forms of transportation If assemblers are strongly limited aren’t going to be used as a major obsolete. Teleportation that’s cheap, in their utility, they won’t change soci- plot element, they will probably works over long ranges, and has few ety very much. Assemblers may be have no specific effects on the cam- disadvantages will quickly become the expensive or narrow of purpose, used paign background. As with advanced primary method of transport. In the only for very specialized applications. power generation and materials sci- extreme, teleportation may unify They may break down quickly, requir- ence, advanced transportation sup- interplanetary (or even interstellar) ing manufacturers to constantly ports a generally wealthy society. travel with local transport. On the acquire new supplies. Or they could be Manufacturing and commerce other hand, if teleportation is expen- too delicate to use anywhere except in become more efficient when raw sive or has many limitations, it will be a carefully controlled environment. materials and finished goods can be used only in special circumstances. Any or all of these features may lead to easily shipped to where they’re For a superb examination of the a society where assemblers are rarely needed. implications of teleportation technolo- encountered in everyday life. Meanwhile, when people are gy, refer to Larry Niven’s essay, Adventurers may use tools and gadg- able to travel wherever they please “Exercise in Speculation: The Theory ets produced by assemblers, but they quickly and conveniently, they feel and Practice of Teleportation.” will rarely use assemblers themselves. Assemblers that are cheap, robust and versatile can have a profound effect on society. If literally anything can be made cheaply and easily, espe- Power Generation cially using found materials, then One of the most important factors controlling any society is its abil- large corporate manufacturers will no ity to generate and apply energy. A society with access to cheap or longer be needed. Combine cheap unlimited energy is by definition wealthy, while one experiencing ener- assemblers with the cheap energy of gy shortages is impoverished no matter what other resources are at fusion power, and you may get a “post- hand. The technical details of power generation are rarely important to scarcity society,” one in which poverty the story; the GM can assume solar, geothermal, fossil-fuel, nuclear, and economic inequity are unknown. antimatter, or “total conversion” power as needed. Of course, assemblers can also be Of course, how power is generated is almost less important than how disassemblers. Assemblers have to get it is stored and distributed. The small gadgets beloved of adventurers their raw materials from somewhere, need power, as do vehicles, buildings, and spaceships. Unless a power and they may get them from an item generator is cheap and compact enough to carry around, energy will (or a human body!) that’s already in have to be stored – or devices will need to be connected to a remote use. Assemblers that get out of control power source. can be a serious nuisance. Assemblers Some forms of power plant technology will be dangerous if mishan- designed to take the human body dled! Nuclear fission generates radioactive waste. Some types of fusion apart, one molecule at a time, would power generate radiation in the form of fast neutrons. Antimatter be a devastating weapon. power storage can be extremely destructive if the containment fails. In general, the higher the energy density of the power technology, the more likely there are to be dangerous or destructive side effects. TRANSPORTATION The details of power technology are usually “deep background,” not The GM building a space-oriented important to the story. The GM should decide how much energy is nec- setting will certainly need to think essary to support the society (and the gadgets) he wants to include. Any about space flight technology, but disadvantages attached to the technology can be developed as potential how adventurers get around on each plot complications. After all, miraculous technology is a wonderful world will also be important! thing . . . until the power goes out! Naturally, the two setting elements

60 TECHNOLOGY gun (or even into the bullets – “smart bullets” are a possibility, able to recog- nize a target and change trajectory in The Swashbuckler Option mid-flight). With high-density power Many a “swords and spaceships” epic has assumed that skill with a sources, projectile weapons can use melee weapon – usually a sword or something similar – is important to magnetic acceleration instead of an adventurer’s life. This can be a fun assumption, but the GM who chemical propellants. Such a “Gauss” wants to apply it will need to determine how melee weapons can hold weapon can use very small, very fast their own in a universe full of ultra-tech firearms. projectiles. One approach to this problem is to assume that social factors Energy-beam weapons (“ray encourage the use of melee weapons. Perhaps government forbids pri- guns”) are a staple of SF stories. They vate ownership of advanced weaponry, but doesn’t restrict knives and include lasers, particle-beam weapons swords. Or perhaps one social class cultivates swordsmanship as a (usu- or “blasters,” plasma bolts, and “dis- ally) non-lethal way to resolve disputes. An alien race that values ruptors” that work on an unspecified ancient traditions may maintain its traditional weaponry for use away physical principle. Non-lethal from the battlefield. weapons, which inflict pain or stun- Another approach is to assume that advanced melee weapons can ning damage but no lasting harm, are somehow hold their own against firearms. This can be accomplished by another possibility. making the melee weapons more powerful, or by weakening the ranged Of course, personal beam weapons weapons. should probably be considered a “mir- For example, in the Star Wars universe, ordinary adventurers rou- acle,” and are unlikely under rigorous tinely use high-tech blaster weapons. However, the Jedi Knights and assumptions. An energy weapon capa- their foes use light-sabers (and psionic powers) to deflect blaster fire. ble of doing extreme damage or oper- They have little to fear from firearms, and use their melee weapons ating at long range will need a lot of when fighting one another. power . . . and the waste energy at In Frank Herbert’s Dune, personal “shield” technology is common, the source might turn the weapon red- producing an archaic feel in weapons and tactics. The shield automati- hot! GMs may wish to limit the more cally deflects fast-moving projectiles. If a “lasgun” or similar beam powerful energy weapons to heavy weapon contacts the shield, the result is an explosion equivalent to that support or shipboard applications, of a nuclear warhead. As a result, projectile firearms are rarely used, with personal sidearms still using a and most people actively avoid using beam weapons! Meanwhile, a projectile principle. slow-moving blade weapon can penetrate the shield, so most soldiers With advances in science (and are expert with knives and short blades. especially in superscience), weapons may be based on principles not used today. Nanotechnology may provide “red goo” disassemblers (p. 59) that EAPONS AND Of course, some space-opera uni- will dissolve an enemy into his compo- W verses have “force swords” and similar nent molecules. Working psionics may superscience melee weapons. For a lead to weapons that attack someone’s DEFENSES “swords and spaceships” feel, permit One thing is certain: people in the mind directly. personal force fields that stop fast mis- In fact, almost every technology future will still be fighting one anoth- siles or energy blasts, but which per- er on a regular basis. Weapons tech- can be turned to some destructive use. mit the slow intrusion of a melee The GM running a campaign with any nology has often led other fields, as weapon. governments invest in the develop- kind of superscience should consider ment of new defensive systems. inventing related weapons technology Slugthrowers to fit. Melee Weapons and Rayguns Melee weapons will still be useful In the future, as today, one of the Armor and Force Fields in the far future, at least under best ways to poke holes in someone Throughout history, there has some circumstances. Knives, swords, will be to throw bullets at him. Some been an “arms race” between the and similar weapons can be made military SF assumes that slugthrowers designers of weapons and the design- using ultra-tech materials, making will remain the main arm of battle ers of defenses. Indeed, even present- them difficult to blunt or break. indefinitely; this isn’t a bad assump- day personal and military weapons Nanotechnology can produce tion, given the limitations of energy are capable of ending human life “monowire,” a strand of wire one mol- weapons (see below). with great efficiency. There will be lit- ecule thick. Tough and almost infinite- Chemical slugthrowers are likely to tle point in developing miraculous ly sharp, monowire could be used as a continue to advance, bringing more future weapons, unless they need to weapon in its own right, or it could be efficient propellants. Targeting will punch through equally improved used to provide an edge for a more also continue to improve, possibly defense systems. typical blade weapon. linking computer controls into the

TECHNOLOGY 61 CHAPTER FOUR BASIC WORLDBUILDING

After decades of work, Tan’s ethnos had managed to win The shipmind projected approval for the foundation images of the new world into Tan’s of a new colony in the long-fallow vision, causing them to appear as if floating Jiadra Drift region. Finally, humanity would have a in midair in the command lounge. Tan relaxed back world of its own, a fresh start to recover from the Fall. into his chaise-longue, sipping his drink while he A place where humanity might be able to survive watched. A Varenne motet played quietly in the back- the coming doom. ground, just loud enough to be heard, not so loud as “Ser Tan?” A new voice, Marja Kashani, calling to distract. from her own workspace. “It looks like a very good candidate,” observed Tan. “Go ahead, Ser Kashani.” “Yes,” agreed the shipmind. “Ocean world. “We may have a problem,” Kashani worried. “Routing Atmosphere dominated by molecular nitrogen and oxy- some low-orbit recon imagery, your channel 32.” gen, secondary components including argon, carbon Tan opened the indicated channel. The recon drone dioxide, neon. Liquid water oceans cover four-fifths of had scanned part of the surface with visible-light sen- the surface. Large regions appear to be within the sors. A river delta, not far from one of the planet’s optimum climate range for humaniform life.” smaller seas. Plenty of vegetation, so green it made “Biochemistry?” inquired Tan. Tan’s heart leap. “Indeterminate from this distance. The most likely “What am I looking at here, Marja?” result is a type III variant of the chlorophyll- “Here.” Lines and arcs appeared on the image, enhanc- adenosine triphosphate complex.” ing some of the visible contours. They blinked slowly, Tan smiled. “Excellent.” marking out the features Kashani wanted Tan to see.

62 BASIC WORLDBUILDING Straight lines. Right angles. similar features. It seems unlikely Kashani sent an indeterminacy Sections of regular circles. that they could be the result of glyph. “There’s only one way to “Shipmind, are you getting non-sapient activity.” find out,” she said. this?” “I don’t suppose they could Once the GM knows what kind of “Yes, Ser Tan.” be renegades from civilization,” campaign he wants to run, what his “Habitation? A native low- Tan mused. “They might be interplanetary or interstellar civiliza- technology civilization?” criminals breaking the migration tion is going to be like, and what tech- “Possibly,” said the shipmind. laws. We could have them nologies are going to be available, it’s “Ser Kashani has selected a evicted and take the planet for time to draw a star map and begin cre- number of other images, showing ourselves . . .” ating worlds. USING WORLDS Every space campaign needs about. The local society is usually inhabitants will always risk the worlds – possibly dozens or hundreds utopian – possibly very free, or tightly dangers of their environment. of them! controlled in a way that doesn’t inter- Hostile worlds are useful as diffi- The GM might design these worlds fere with most people’s enjoyment of cult, but not insurmountable, chal- purely through his own inspiration, life. lenges for PCs. Visitors will want to with no random elements. Another Paradise worlds may seem an pay constant attention to their protec- approach is to generate worlds at ran- unlikely place for adventure. If life is tive gear, or they will need to be strong dom, and then develop setting ele- easy for everyone, there’s not much and smart to survive. Hostile worlds ments and story plots around whatev- room for serious conflict. The GM also make good breeding ground er the provide. The best approach might use a paradise world to make a worlds for certain kinds of tough may be a combination of the two. The point about the idea of paradise. NPCs, and they make interesting GM can design some worlds without Perhaps the world has a hidden flaw, a unique resource worlds as well. using random elements, in order to terrible price that the inhabitants pay support the plots he knows he will for their easy life. Paradise worlds also want. Then he can use random design make good targets for a star-spanning Hell World to fill in gaps (and to generate surpris- threat, of the kind that requires heroic The hell world is even harsher than ing worlds that may suggest new plot PCs for its solution. the hostile world. Humans simply arcs). The world-design sequences in can’t survive there without elaborate this book will support any desired mix technological measures, and even of the two styles. Hostile World then there’s constant danger. A space- The hostile world is much less suit may be the least that’s required pleasant. It can be lived on, but only for survival. Since living on a hell DRAMATIC ROLES with difficulty, so inhabitants and vis- world requires constant control of The most important decision the itors must struggle to survive. The the environment, a hell-world society GM must make for each world is its environment on a hostile world usu- may itself be tightly controlled or dic- role within the campaign. What kind ally has one parameter that makes tatorial. Alternatively, inhabitants of story is going to be told with the human existence difficult – if it has may enjoy plenty of social freedom, world as its backdrop? How will the many such parameters, it becomes a but everyone is carefully trained in world’s physical and social environ- hell world. Technology may make the skills needed to maintain the ment affect adventures that take place a hostile world quite livable, but environment. there? What challenges will the world pose to adventurers who visit? Worlds in space-based SF have filled a wide variety of roles. Some of the most common archetypes are described below.

Paradise World A paradise world is a very pleasant place, where environment and society combine to make life easy and agree- able. The climate is stable and congen- ial, there is plenty of water and food, and there are no environmental poi- sons or dangerous animals to worry

BASIC WORLDBUILDING 63 A hell world may be inhabited by specific kind of character. The author vacations there. No matter what the aliens who are comfortable there. If may want to portray a civilization reason, every sapient species and every humans live on a hell world, they must built around a single facet of human known interplanetary civilization is have a very good reason for putting up nature, or he may simply be making represented among the crossroads with local conditions. Maybe it has a the point that environment affects world’s residents. valuable resource or a special loca- society. In either case, the physical A crossroads world can be useful as tion. Or perhaps more pleasant worlds environment causes many of the peo- the backdrop for a campaign involv- are so rare that some human colonists ple living on the world to fit a stereo- ing a mixture of themes, such as a gen- have to choose hell worlds if they want type. A breeding ground world usually eralized “troubleshooters” game. a place of their own to live. Hell has a harsh or limited environment, Adventures beginning there can be worlds might be home to splinter forcing its inhabitants to specialize in driven by a variety of patrons, and can groups, dissidents, or exiles as well. order to survive. On the other hand, take the party to any region of the set- pleasant worlds may be breeding ting. Alternatively, adventurers visiting grounds for soft hedonists . . . the crossroads world in search of Changing World The GM can use a breeding information or work will never know Some SF is set on worlds whose ground world as a backdrop for sto- quite what to expect. environment changes drastically over ries of social adaptation: the PCs time. Perhaps a planet is at the begin- adapt to the local society while they ning (or end) of an ice age, is being experience the environment that gave Exotic World invaded by alien life, or simply hosts a rise to that society. Breeding grounds The exotic world is the one that is society that is being transformed by can also be used to provide home actually unique in known space – new technology. Or perhaps the world worlds for specific character types. some feature, or the whole environ- is subject to regular, cyclic changes in ment, is the result of strange events its environment. that haven’t happened anywhere A changing world is good for stories Crossroads World else. Perhaps it’s a world whose emphasizing adaptability in individu- A crossroads world is special physical environment breaks all the als or societies. If the changes are because everyone comes to visit. It may normal “laws” of planetary develop- exceptional, local society will be be at a major junction of jump lines, it ment. Or maybe the local society is caught off-guard, with no historical may be an economically dominant unusual, distinctive, and mysterious precedents to draw on. A cyclic world that trades across half to outsiders. change won’t be so surprising, unless the quadrant, it may be an imperial Even if the exotic world isn’t the the cycle is so long that local society capital, or it may simply be such an main focus for an adventure plot, its doesn’t retain any memory of past attractive world that everyone plans presence in the campaign can serve as cycles. In either case, understanding the coming changes is critical to the business of prospering despite them.

Doomed World One subset of the changing world is the doomed world, the planet that is soon to be destroyed, or at least ren- dered incapable of supporting life. Any person or society on the planet faces certain death. The doomed world is a good set- ting for high-pressure stories, aimed at averting or escaping from the com- ing cataclysm. The disaster imposes a fixed time limit. When facing almost- certain death, ordinary individuals can display extraordinary heroism or villainy. Some stories in the tragic mode have used catastrophes that can’t be stopped or evaded, no matter how hard the characters strive.

Breeding Ground Worlds Some science-fictional worlds are conceived as breeding grounds for a

64 BASIC WORLDBUILDING a reminder that the universe is a strange and mysterious place. Exploration or first-contact cam- paigns will find an exotic world a good Common Origins, place to visit. Common Cause When designing his campaign framework, the GM may consider Exploited World requiring that all of the PC adventurers come from the same world. This An exploited world is well connect- works best when the world in question has been developed in consider- ed to interstellar society – perhaps a able detail, supporting a broad variety of character concepts. bit too well connected. Outside forces This requirement certainly constrains character development, but it are using the world for their own ben- has several advantages. It makes it easy to build characters with shared efit, strip-mining local physical plot hooks; characters that grew up together, or have already worked resources or abusing the inhabitants. together in the past, will be easy to bring into the same adventure. It An exploited world is a natural set- also tends to give the adventurers common motivations – if their shared ting for the conflict that drives adven- home is in danger of internal conflict or an external threat, it becomes tures. If multiple factions are doing easy to involve all of them in the epic adventures to follow! the exploiting, they may hire adven- turers to take part in their competi- tion. Sympathetic outsiders may want to help the native inhabitants improve their lot, possibly by encouraging Historical World Invisible World rebellion. A world that has been over- The historical world is, simply put, The invisible world isn’t actually exploited may be subject to disaster, as a world with a great deal of history. invisible – it’s just that although the economy or even the ecology col- Perhaps it has been inhabited for a everyone knows that the world exists, lapse. Exploited worlds are a good very long time – or the ruins of lost civ- no one knows where it is. Perhaps it’s backdrop for black-and-white ethical ilizations are scattered across its sur- the long lost home of an alien (or issues . . . although they can also be face. Scholars come to study the human!) race. It’s possible that some drawn in shades of gray if everyone is ancient remains, tourists come to of the information “everyone knows” complicit in the exploitation. gawk at the ruins, and pilgrims come about the world is incorrect, so that to see the birthplace of their tradi- explorers searching for it always look tions. Local societies may be very in the wrong place. The world itself is Forbidden World wise, or very decadent, or both. probably either uninhabited or A common trope in SF is the for- The historical world is a congenial inhabited by people who take great bidden world, the planet that is cut off place for plots involving mysteries or care not to reveal their home to inter- from foreign visitors. The forbidden elaborate social intrigues. They can stellar society. world is almost unknown to the galaxy also be a playground for GMs who like An invisible world is a grand-scale at large – until a party of adventurers to develop elaborate “back story” for mystery, suitable as the end point of breaks the barrier and discovers their settings. a star-spanning quest. Just figuring what’s behind it . . . out why the invisible world can’t be There are a variety of reasons why found can be a difficult puzzle in a world might be forbidden. An inter- Home-Base World and of itself. Of course, once the stellar society might prohibit travel to The home-base world isn’t usually a invisible world is located, adventurers certain worlds to reserve them for site for adventures. Instead, it serves may need to deal with angry inhabi- future colonization, to protect back- as a place where adventurers can go tants . . . and there may be a very ward cultures from outside interfer- between exploits. It’s usually a civi- good reason why the world has kept to ence, to prevent a dangerous local lized, high-population world, where itself all this time! society from gaining access to space visitors can obtain anything from a travel, or to protect visitors from dan- relaxing night on the town to a billion- gerous local conditions. A world’s credit spaceship. It can also be the Primitive World inhabitants might set their own home home of various patrons and contacts, Even in a space-faring society, off limits out of hostility toward out- ready to give adventurers jobs, favors, some inhabited worlds will be primi- siders. In any case, a visit to a forbid- or useful information. tive. Perhaps they have just been colo- den world is likely to be dangerous, Almost any campaign setting can nized, and the colonists don’t have although unique opportunities may be use at least one home-base world, access to the full range of advanced found there. Sending the party to a unless the PCs will spend all their time technology. Perhaps the colonists forbidden world may be a good way to wandering the galaxy. A home-base don’t want to use advanced technolo- throw them on their own resources – world doesn’t have to have any other gy. Or perhaps the world is the home they won’t be able to call for help or role in the setting, although a sudden of a race that hasn’t reached parity logistical support the moment they get threat to it may be a good way to moti- with interstellar society. into trouble! vate adventures.

BASIC WORLDBUILDING 65 synthesized, is nearly impossible (but see Unobtanium, p. 181). If a unique resource world exists, it will be the natural site for high-stakes adventure, If you see a whole thing – it seems that it’s as various factions struggle to control always beautiful. Planets, lives . . . But up or profit from the resource. close, a world’s all dirt and rocks. DEPTH – Ursula K. Le Guin OF DETAIL Aside from considering the role a given world is to play, the designer should think about how much detail A primitive world is a good back- world appears ordinary and hospitable he really needs. A world that is going drop for stories of culture clash. until the characters are committed, to dominate the campaign should like- Space-faring visitors might use their and then a mystery makes itself ly be designed in greater detail than resources to carve out a kingdom evident . . . one the PCs will visit once on their among the primitive natives . . . way to a more important place. although they would do well to remember that primitive doesn’t mean Synthetic World stupid! Sophisticated natives may be Some worlds are artificial. At the Grand Stage Any planet is a world – the product able to understand advanced technol- smallest scales, space habitats (p. 132) of billions of years of history, operat- ogy, and overcome it, even if they can’t are synthetic worldlets. Science fiction ing on landscapes hundreds or thou- duplicate it themselves. On the other has also portrayed whole planets that sands of miles in extent. Even an unin- hand, visitors may be unwilling or were either built from scratch or dras- habited world can provide almost unable to bring their own tools, and tically remodeled. Some synthetic unlimited puzzles to solve and loca- will need to deal with the natives on worlds are far larger than planets (see tions to explore. An inhabited world, their own ground. Primitive worlds Megastructures, p. 133). its population in the millions or bil- are usually isolated from interstellar A synthetic world doesn’t have to lions, will have at least as much vari- society, else they don’t stay primitive present any special plot elements; ety and depth as present-day Earth. A for long. after all, the designers of such a world may be trying to mimic a natural envi- world could be considered a “grand ronment as far as possible. Of course, stage” for dozens of adventures, devel- Puzzle World even a very naturalistic habitat may oped in great detail and used over and A puzzle world is one where local need special attention to continue over again. conditions present a mystery to visi- working properly. An abandoned syn- The most detailed levels of develop- tors. Naturally, almost every alien thetic world may be a doomed world ment are useful for a world that is world is a “puzzle world” in that sense, (p. 64) as well, unless someone regains going to dominate the campaign. The but in some cases the mystery is criti- control over its environment. adventurers will spend most of their cally important – visitors will find Naturally, a synthetic world can pres- time on such a world, and some of themselves unable to survive or suc- ent a variety of mysteries. Who built it, them may claim it as their home. ceed unless they understand how the and why? What technologies were Conflicts centering on the world will world works! Perhaps the physical used in its construction? Are any use- be the most important factor driving environment or the ecology has hid- ful artifacts still there to be found? each adventure, even those that take den pitfalls. Or perhaps local society place elsewhere in the galaxy. Other has strange features that must be worlds may well exist in the setting, understood if visitors are to accom- Unique Resource World but the dominant world will be the plish their goals. A world can be critically important most fully developed. A puzzle world presents a specific if some resource is available there but The GM should use the world- kind of challenge to its visitors. nowhere else. Even a simple luxury design rules in this book as a starting Adventures on a puzzle world are not item will bring commercial and gov- point for developing such a world. usually motivated by the puzzle itself, ernment attention if it can be found Following this, he might design maps unless the adventurers are explorers or nowhere else in the galaxy. A unique for the world and for individual anthropologists whose job is to solve resource that is critical to the func- regions, work out the details of dis- puzzles! Instead, the GM should see to tioning of interstellar civilization will tinctive regional societies, design it that adventurers have something be fought over by everyone! native animal species and build local they really want to do (survive, get off Unique resources are most likely to ecologies, draw up local NPCs, and so the planet, make a fortune) and then appear in space-operatic universes. In on. The history of the world might be make their goal contingent on solving a realistic setting, a resource that worth developing in detail; see the puzzle. One way to surprise players occurs in only one place in the GURPS Infinite Worlds for tools for is to make the puzzle a subtle one. The galaxy, and that can’t be analyzed or developing historical timelines.

66 BASIC WORLDBUILDING Repeated Visits development. Television series have in the design sequence can be skipped Sometimes a campaign won’t be often conveyed the “alien world” idea if those details aren’t likely to have any dominated by any single world, but with actors on a sound stage, support- effect on the planned adventure. The contains worlds to which travelers will ed by nothing more than a few fake GM may need nothing more than a frequently return. Such worlds might boulders and an oddly colored back- general idea of the planet’s environ- be military outposts that provide drop to suggest an unearthly sky. ment, along with one or two specific bases for adventure, high-population A sound-stage world can easily be locations. Naturally, a sound-stage centers of trade, or homeworlds where developed using the world-design world can be developed further if the PCs usually begin their adventures. rules in this book. Indeed, many steps GM or players take an interest in it! A world that’s subject to repeated visits should be developed to a moder- ate level of detail. Even if the world is a home base (p. 65) where action Depth of Realism rarely takes place, space travelers will Another consideration in world design is how much realism the GM want to find employers, equip them- wants to inject into his setting. Realism in setting design isn’t an selves, seek information, or just relax absolute virtue; what’s necessary is plausibility. The audience of the there. The GM will want to be able to story, film, or roleplaying session wants to be able to suspend disbelief describe the backdrop for such activi- and enjoy immersion in the flow of events. Each audience will have its ties. The world-design rules in this own standards, and every subgenre of science fiction has its own book can be used to generate the over- requirements. A world design that fits perfectly into a space-operatic all environment for such a world. universe might be nonsensical in a high-realism “hard SF” setting, and After that, the GM can produce what- vice versa. ever local details or NPCs are neces- Very few SF authors ignore realism in their world design, but some sary to support the world’s purpose in pay more attention to it than others. A good author or GM will be con- the campaign. cerned with characters and story. Some authors (notably Poul Anderson and Hal Clement) have made a fine art of using rigorously plausible and Sound Stage distinctive settings to drive their stories – but other approaches are just A world that is only going to be vis- as effective. ited once (even as the focus of an In general, as with other discussions of real-world science and tech- adventure) can often be developed nology in this book, the world-design rules are intended as tools for you to a very low level of detail. This could to use when producing the space setting you want. Use, rewrite, or be called the “sound stage” level of ignore them to taste!

MAPPING THE GALAXY A broad and ample road, whose dust other that has been colonized by star systems are to be included, the is gold, humans. A campaign on the interstel- GM may wish to arrange them in And pavement stars, as stars to thee lar or galactic scale can easily include accordance with what’s known about appear hundreds or even thousands of the large-scale structure of the galaxy. Seen in the galaxy, that milky way worlds. Choosing a useful scale is one Which nightly as a circling zone of the fundamental decisions to make thou seest in any interstellar setting; see Drawing the Map Powder’d with stars. Choosing a Preferred Scale (p. 72) for The type of map to draw depends – John Milton, Paradise Lost, some suggestions. on the scope of your campaign, Book VII The choice will depend on the and especially on the type of interstel- available space-travel technology; if lar travel that is available in your Worlds need a context, a map of FTL is not available, no one will have universe. the overall campaign setting to which time to visit many worlds. Another If starships will move by GM and players can refer. consideration is the campaign frame- “jumplines” or a similar system, space work. If the GM plans to spend a lot of can be mapped by drawing the time with each world, he won’t need jumplines. The actual distance How Many Worlds? between two stars in space may be The GM should consider how many very many. On the other hand, a pica- irrelevant, and anything that isn’t on a distinct worlds he will need for his resque campaign will need many jumpline can be ignored. If jumpline campaign. Many space-oriented games worlds for adventurers to visit. travel is instantaneous, only the con- will use only one star system – perhaps Naturally, a campaign set in a sin- nections need to be drawn and the our own solar system, perhaps some gle star system won’t need much atten- tion to astronomical detail. If many map can be quite abstract. Otherwise,

BASIC WORLDBUILDING 67 the amount of time it takes to traverse sign, followed by its distance above universes that are visible for millions each connection must be indicated the plane in parsecs. A star “below” of parsecs in every direction. somehow. A jumpline map may also the plane would be mapped with a “-” Galaxies are much more closely include information about how long it sign and its distance from the plane. packed, relative to their size, than are takes for a ship to travel from each Thus, if Lestrade’s Star lies four par- stars within a single galaxy. Galaxies jump point to a nearby world or other secs below the reference plane, it often interact. The largest ones seem place of interest. would be noted on the map with (-4). to have formed by absorbing their If FTL travel times depend on the To find the distance between two smaller neighbors, a process that con- normal-space distance between stars, stars when using three-dimensional tinues to the present day. Meanwhile, then a scale map of the campaign area coordinates, apply the Pythagorean even full-sized galaxies sometimes will be needed. If starships move formula: pass close to (or directly through!) through normal space, then possible each other, distorting their shapes and D = Square root of (X2 + Y2 + Z2) hazards like nebulae should be affecting one another’s evolution. mapped. If starships move through Here, D is the total distance Galaxies normally come in three hyperspace, then normal-space phe- between the two stars in parsecs, different categories: elliptical, spiral, nomena between stars can probably while X, Y, and Z are the distance and irregular. Each of these has signif- be ignored. Of course, if there are “ter- between them along each of the three icantly different properties. rain features” in hyperspace that axes. Elliptical galaxies have the shape of might slow travel or make it more a more or less elongated sphere. A few dangerous, those will need to be elliptical galaxies (the lenticular galax- mapped! ASTRONOMICAL ies) show the beginnings of a central Mapping space is sometimes disk, and may represent a transitional inconvenient because paper maps are FEATURES type between elliptical and spiral flat but space isn’t. The GM may Campaign maps may include galaxies. choose to ignore this, placing all of his astronomical features at a variety of Elliptical galaxies vary tremen- star systems on the same plane. It’s different scales. dously in size. Small dwarf ellipticals more realistic to use a three-dimen- are only a few hundred parsecs across sional grid system. The map surface Galaxies and may contain only a few million then represents a convenient plane – stars. The largest elliptical galaxies are Galaxies are the building blocks of usually either the plane of the galactic hundreds of thousands of parsecs the (visible) universe. The vast majori- disk, or a plane defined by Earth’s across and contain many trillions of ty of the universe’s stars are located equator. A star “above” the reference stars. These huge elliptical galaxies, within galaxies, forming island plane would be mapped with a “+” hundreds of times as large as our own galaxy, are among the largest objects in the universe. Elliptical galaxies have an undiffer- entiated shape because they don’t Distances and Scales have a strongly preferred direction of Astronomical distances aren’t conveniently measured in miles. rotation. Component stars may orbit Although this book will refer to miles in some cases, it normally uses the galaxy’s center of mass in a wide several different units to measure distances on different scales. variety of directions and speeds. Many The Earth diameter will sometimes be used in this book to measure elliptical galaxies are relatively barren the size of worlds and the distance from worlds to their satellites. places, with little or no new star for- Astronomers normally don’t use this unit, but it will make some of the mation under way. world-building calculations more convenient. Earth’s diameter at the Spiral galaxies have a strongly flat- equator is about 7,930 miles. tened shape, with much of their visible The astronomical unit (AU) is the standard unit used in this book to matter restricted to a galactic disk. measure interplanetary distances. One AU is equal to the average dis- Spiral galaxies usually have a very tance between Earth and the sun, about 11,730 Earth diameters or 93 obvious structure, with most of the million miles. visible stars arranged in a set of spiral The light-year (ly) is equal to the distance light travels in the vacuum arms. Spiral galaxies are much less of space in the course of one Earth year. It is equal to about 63,000 AU variable in size than elliptical galaxies. or 5.9 trillion miles. This book doesn’t use the light-year often, but it is Most spiral galaxies are between 5,000 a common measure of distance in astronomy and in science fiction. and 50,000 parsecs across, and have The parsec (pc) is the standard unit used in this book to measure between a billion and a trillion stars. interstellar distances. Astronomers measure the distance to a nearby A spiral galaxy’s structure forms star by observing its parallax, its apparent angle of motion across a base- because it rotates strongly in a specif- line of 1 AU. If the parallax is equal to exactly one second of arc, then ic direction. Most of the stars of the the star is one parsec away. One parsec is equal to 3.26 light-years, or to disk revolve in the same direction, in about 206,000 AU. more-or-less circular orbits around the galaxy’s center of mass. Waves of

68 BASIC WORLDBUILDING denser structure occur within the disk, forming the spiral arms. The arms tend to concentrate interstellar gas and dust, providing a good environ- ment for the formation of new stars. As the name suggests, irregular galaxies are unbalanced in shape, although they often exhibit a few hints of spiral structure – a vague spiral arm, or a dense “bar” that is often dis- placed from the galaxy’s center of mass. Irregular galaxies vary in size, although they tend not to be very large. They are usually between 1,000 and 10,000 parsecs in diameter, and have between 100 million and 10 billion stars.

Bigger Than Galaxies Galaxies are not distributed ran- domly through the universe. Almost all galaxies are found in groups or clusters. A group of galaxies is smaller, usually with no more than 30 member galaxies, about 0.2-1.5 million parsecs across. A cluster is usually larger, con- taining up to several hundred galaxies in a space about 1.5-3 million parsecs across. Groups and clusters of galaxies are themselves organized into superclus- that will be used in this book for inter- The galactic disk is embedded in ters. On the largest scale, the universe stellar mapping. One direction perpen- the galactic halo, a spherical structure is full of galactic associations, dicular to the plane of the disk is called that takes up most of the galaxy’s vol- arranged in clumps and sheets as if on galactic north and points “above” the ume. The halo contains very little gas the surface of great “bubbles” of plane. The opposite direction is galac- or dust, and only a few percent of the empty space. These voids are almost tic south and points “below” the plane. galaxy’s stars. The stars of the halo are empty of matter, and are usually about A line on the plane of the disk passing old and dim, many of them orbiting 100-400 million parsecs across. The through the galactic core defines the the core at wide angles to the plane of voids appear to be distributed fairly directions of coreward (toward the the disk; such stars punch through the evenly through the universe. Current core) and rimward (away from the disk twice in the course of each long cosmological theory has yet to explain core). Finally, within the disk plane but orbit. Strangely, the halo appears to why the universe is arranged this way! perpendicular to the coreward- contain the majority of the galaxy’s rimward line, another line defines the mass, which must be in the form of directions of spinward (in the direction undetectable “dark matter.” Galactic Structure of galactic rotation) and trailing (oppo- The halo is densest toward the cen- Our own galaxy is a very typical site the direction of rotation). ter of the galaxy, where it shades into spiral galaxy, in shape, size, and struc- Much of the disk’s matter falls in the galactic core. This is a flattened ture. Its visible disk is about 30,000 the spiral arms, long structures that (if bulge, about 1,800 parsecs thick. The parsecs across. looking “down” on the disk from core is somewhat elongated, making The galaxy’s busiest region is the galactic north) curve counterclock- our galaxy a moderate example of a galactic disk, a flat structure in which wise as they move from the core out to “barred” spiral. The best current most of the nebulae and bright young the fringes. The spiral arms are not model of the galactic bar makes it stars are found. Since it’s the brightest smooth curves, forming a regular pat- about 1,800 parsecs wide and 4,500 stars that define the visible shape of tern. The densest parts of the arms fall parsecs long, with its long axis pointed the galaxy, the disk is its most promi- into a series of short, discontinuous in the general direction of Earth. The nent feature. The disk is about 600 arcs that piece together to form an galactic core is composed of older parsecs thick, becoming thicker overall spiral shape. There are two stars, with a few clusters of bright toward the galactic core. major spiral arms, and a number of young ones. It is extremely dense in its The galactic disk establishes a shorter arcs that could be considered inner regions, with many stars per three-dimensional system of directions partial arms. cubic parsec.

BASIC WORLDBUILDING 69 Current observations indicate that open clusters in Earth’s galactic neigh- the galactic halo, a star might be Earth is about 30 parsecs above the borhood, most notably the Ursa Major dozens of parsecs from its nearest plane of the galactic disk, about 7,700 Moving Cluster (centered about 23 neighbor. parsecs from the center of the galaxy. parsecs away) and the Hyades (cen- Most settings involving interstel- Sol is located in what astronomers call tered about 45 parsecs away). lar travel will focus on the region of the Local Arm, one of the galaxy’s two Associations are groups of stars the galaxy around Sol, or on a similar major spiral arms. This arm is about that have dispersed from their original region elsewhere in the galaxy. In this 1,800 parsecs across, and winds open clusters, but are still located region, there is about one star system halfway around the galaxy from core close together on the galactic scale, for every 10-15 cubic parsecs. About to fringes. The centerline of the Local and have similar orbits around the half of all star systems actually con- Arm passes about 100 parsecs galactic core. Like open clusters, they tain two (or more) stars, each of rimward of Sol, so Earth is fairly close are found only in the galactic disk. which has some chance of associated to the heart of the arm. This is no Associations tend to be young – after a planets. more than coincidence; Sol and Earth few orbits around the core, they dis- are simply “passing through” the perse so far as to be impossible to region on their own orbit around the identify. Many associations are tied to THE FREQUENCY galactic core. well-defined open clusters, indicating OF ORLDS a common origin; both the Ursa Major W cluster and the Hyades have their own There are about 400 billion stars in Galactic Features associations, which include many of our galaxy, and it seems likely that at A closer look at the galaxy reveals a the bright stars visible in Earth’s sky. least one-third of them (about 130 bil- variety of small-scale features. Some of the very youngest associa- lion stars) have planets. How many of Globular clusters are dense spheri- tions are still dominated by super- these are home to intelligent life? How cal clusters of stars. They are usually bright blue-white stars; these OB asso- many might be suitable for coloniza- 50-100 parsecs in diameter, and can ciations are among the galaxy’s most tion? It’s anyone’s guess. All of our esti- contain up to hundreds of thousands prominent small-scale features. The mates are based on unproven assump- of stars. Globular clusters are very old, closest OB association to Earth is cen- tions. That situation may change in 10 billion years or more. They formed tered about 160 parsecs away. the coming years, as better space tele- even before the galactic disk was well- Molecular clouds or dark nebulae scopes continue to give us more infor- established; most of them remain in are clouds of interstellar hydrogen mation about other solar systems. For the galactic halo, where they follow interspersed with heavier elements now, even a GM interested in realism very wide orbits around the galactic and dust grains. They are much is free to make useful worlds as com- core. Some of the younger ones may denser than the normal interstellar mon as he likes. have been captured from others by medium. When they are parsecs thick, It’s possible that interstellar civi- our galaxy. The stars in the core of a they can obscure most or all of the lizations will be in the habit of colo- globular cluster may be only light- light from stars behind them, giving nizing and using every star system, no weeks apart, and close encounters the appearance of dark “holes” in the matter how inhospitable or barren. among them are common. Stars in a sky. On the other hand, when they are Unless this is the case, many stars sim- globular cluster are very unlikely to illuminated by bright nearby stars, ply won’t be worth bothering with. have stable, life-bearing planets. they can shine in vast billows and trac- Even under a generous estimate, Globular clusters are rare – the near- eries by the reflected light. pleasant Earthlike worlds are out- est one to Earth is about 2,000 parsecs Molecular clouds are star nurs- numbered dozens to one by barren away. eries, places where new stars are balls of rock or ice. Open clusters are very common formed. They can be of almost any Unless a campaign map covers a star groups, smaller than globular size; the smallest ones are less than a region with only a few dozen stars in clusters and located solely in the parsec across, while great molecular- it, the GM should probably not try to galactic disk. An open cluster is usual- cloud complexes like the Orion map every star, or even every margin- ly two to 15 parsecs in diameter, and Nebula can be 50 parsecs or more in ally habitable system. There are sim- can contain up to several thousand diameter. Molecular clouds can be ply too many. The GM can concentrate stars. These stars all formed together important in a campaign if they on locating the major star systems and have since moved through the obscure stars or hinder interstellar that will play a significant role in his galaxy as one, mutually bound by travel. campaign, just as the publisher of a gravity. Open clusters can be any age, road atlas only selects the most impor- although very old ones are quite rare. tant cities to place on a national map. Most are less than 200 million years Distribution of Stars old, and almost none are older than The number of stars in a unit vol- two billion years. Stars in an open ume of the galaxy’s space varies wide- Alien Homeworlds cluster may have planets, if they are ly. In the galactic core or the heart of a Many science-fiction universes are old enough and have managed to globular cluster, stars will be packed busy, chatty places. They’re full of avoid close encounters with other so tightly that only a few thousand AU multiple alien species, all at about the cluster members. There are several separate them. In the deep fringes of same level of development, permitting

70 BASIC WORLDBUILDING Of course, the evidence is again Who are we? We find that we live on an insignificant extremely sketchy, and the GM should feel free to place this frequen- planet of a humdrum star lost in a galaxy tucked away in cy wherever he wishes. After all, some forgotten corner of a universe in which there are far complex (but stupid) living creatures more galaxies than people. are almost impossible to detect at interstellar distances. Meanwhile, – Carl Sagan planets with complex life – but with- out native intelligence – are likely to be superb places for colonization. them to talk to (and shoot at) each galaxy might be a dangerous place for other in dramatically interesting ways. young civilizations who foolishly Unfortunately, the real universe does- broadcast their existence! Interesting n’t appear to be so densely populated. Barren Worlds Most scientists agree that intelli- Given the above, 90% or more of gent, technologically advanced life Worlds Bearing all star systems will be barren, con- must be a rare phenomenon in the Complex Life taining no complex life and probably universe. There is no clear-cut evi- If intelligence seems rare, life is little else to set them apart from one dence for past visits of alien intelli- probably very common. Although another. Still, even if a star system gence to Earth. Astronomers have alien life has yet to be unambiguously has no complex life of its own, it never detected an unambiguous signal discovered, astronomers have found may be worth visiting, exploring, and from another world. We see no sign of its chemical building blocks in many colonizing. interstellar-scale engineering projects, surprising places – in the heart of If interstellar travel is expensive, such as might be mounted by meteorites, in the atmospheres of difficult, or slow, then a civilization advanced civilizations. The universe other planets, even in the vast molecu- may colonize every star system as it appears to be a quiet place. lar clouds found in deep interstellar expands. An interstellar society that The dearth of evidence for aliens space. On Earth, primitive life seems has to make a huge investment in places a limit on the frequency with to have begun almost as soon as it order to reach even a single new world which they are likely to exist in the could. Today, life can be found in some can’t afford to be choosy. Of course, universe. If a communicative, techno- of Earth’s most hostile environments. even a barren star system is coloniz- logically advanced alien species exist- Of course, for most of Earth’s histo- able with advanced technology. ed within 100 light-years of Earth, we ry, life has been very simple: bacterial Energy can be derived from fusion would have detected it by now. This mats, viruses, and algae. Scientists power or the primary star. Useful suggests that such species don’t searching for life elsewhere in our materials can be mined, minerals and appear more often than about once in own solar system expect to find simi- metals from the barren worlds, water 10,000 star systems. lar simple forms, not complex plants and other volatiles from the icy outer Still, the evidence is extremely and animals. Explorers may find com- system. If a convenient planet isn’t incomplete, and there’s little to pre- parable situations on the worlds of available, habitats can be carved out vent a GM from setting the frequency other stars – many worlds with primi- of asteroids or other pieces of space of alien intelligence at any level he tive life, few with complex species. debris (see Macro-life, p. 191). Thus wants. In some settings, intelligence is Astronomers have defined a set of even the least promising star system vanishingly rare and human explorers conditions for stars that are likely to can become a thriving colony, if the never find aliens. In others intelli- have Earthlike worlds, home to com- colonists have no choice. gence is common, appearing around plex living organisms. A star must be If interstellar travel is easy, the many (or even most) stars. stable and long-lived. It must not be most useless star systems will proba- When designing a densely-populat- too bright, as the brightest stars rarely bly be visited once and then ignored. ed universe, the GM may want to have planets. It must not be so dim Even in this case, some barren star develop reasons why the sky seems so that its planets are too cold for com- systems may be colonized by people quiet to us today. Perhaps Earth is in plex life. It must not be too old, as the who simply want to get away from civ- the midst of a reserved space in the oldest stars are metal-poor and may ilization. Dissident or refugee groups galaxy, a region where colonization is not have planets. It must not be too may set up camp in a barren star sys- forbidden. Perhaps intelligence is young, as it appears to take billions of tem in order to escape their enemies common but advanced technology is years for complex life to evolve. It and live as they please. rare, so that most species never must not be tied to a partner star Meanwhile, some barren systems progress beyond a primitive state. whose gravitational influence would will be colonized because they yield Perhaps advanced civilizations are make an Earthlike world’s orbit unsta- useful resources: unusual organic common, but the vast majority of ble. Given all these conditions, it compounds, industrial metals, them simply don’t bother exploring seems unlikely that more than 10% of radioactives, the mysterious crystals with telescopes or starships. Or per- all star systems will shelter complex used in starship power plants, and so haps there is a very good reason for life. A more realistic estimate might on. Even after the resource runs out, everyone to be keeping quiet . . . the place the number at 3% to 5%. an already-established community

BASIC WORLDBUILDING 71 may remain in place. Another possi- where interstellar travel is fast and The GM should decide how many bility is the scientific colony, estab- easy – why colonize this particular barren-but-interesting worlds will be lished as a base for the study of some star, rather than one of the 100 other in his universe for each world bearing unusual phenomenon in nearby barren systems within easy travel dis- complex life. If the ratio is high, space. tance? At the other extreme, if FTL interstellar travelers will often be vis- Finally, a star system may be colo- travel takes place along fixed worm- iting small outposts and hardscrabble nized for its location. Civilizations holes or jumplines, the map will con- colonies on barren worlds. If the ratio will establish outposts as advance tain many choke points, systems that is low, most adventures will take bases, or to control places where may have no intrinsic value but place on the garden worlds, with unusual amounts of starship traffic which are natural waypoints for their higher populations and complex pass. This is less likely in a universe travel. ecosystems.

Choosing a Preferred Scale points is about 1.12 ¥ cube root of (V/N). (This assumes The choice of scale for an interstellar setting is one of that the region of space has a simple shape, but it does- the most fundamental decisions the GM must make. Is n’t have to be a sphere – a cubic volume that can conve- the setting going to be vast, covering a significant part of niently be drawn on standard graph paper will do.) the whole galaxy? Or is it going to be a tiny chip of The first formula is useful when deciding how big explored space, including no more than a few star sys- the space a campaign map covers will need to be, tems? This choice affects not only the number of worlds assuming that stars are evenly distributed within the that might fall onto the campaign map, but also the mapped region. The second is useful for determining selection of FTL and other technology assumptions (see the average travel time between two neighboring worlds Chapters 2 and 3). on the map. The GM can get an idea of his preferred scale by For example, suppose the GM assumes that intelli- deciding how many star systems play host to intelligent gent alien life is found once in about 10,000 star sys- life, and how many have given rise to complex but unin- tems, and that he wants to have six starfaring species in telligent life. Then he can decide how many of each kind his campaign. This suggests about 60,000 star systems of world he wants to have in his setting. Along with an within the space covered by the campaign map. At assumption about the density of stars in space, this can about one star system per 12.5 cubic parsecs, the map give the volume of the campaign map. In the neighbor- will need to cover about 60,000 ¥ 12.5 = 750,000 cubic hood of Sol, there is about one star system for every 12.5 parsecs. cubic parsecs; different densities can be assumed in The GM decides that he will use a spherical shape for other regions of the galaxy. his campaign setting. Applying the formula for the Once the scale is selected, the GM can consider the sphere’s radius, he finds that the campaign map will typical speed of interstellar travel. How long can an need to cover a sphere with a radius of about 0.62 ¥ cube adventurer expect to take to travel from one world to the root of (750,000) = 56.3 parsecs. A map covering a next or from the center of the campaign map to its sphere with a radius of about 60 parsecs should be edges? Unless many adventures are likely to take place enough. on board ship, travel times between worlds should prob- The GM then decides that this sphere will include ably not be more than a few weeks. If there is regular about 200 interesting worlds, most of which won’t be contact between the core and the fringes of the cam- placed until he needs them. How far will each world be paign setting, the longest trip shouldn’t take more than from its neighbors? a year or so (unless years-long voyages are typical for Applying the formula for average distance, the GM the setting, as in many STL-based universes). computes a distance of 1.12 ¥ cube root of (750,000/200) = 17.4 parsecs. This distance should be typical for voy- Playing With Shapes ages from one world to the next in the course of the When deciding on the scale of an interstellar cam- campaign. If such a voyage is expected to take about a paign, the GM can make use of a couple of simple math- week, then the typical FTL speed for a starship will be ematical formulae. about 17.4/7 = 2.5 parsecs/day. At that speed, a voyage Given a sphere of volume V, then the radius of the from the center of the campaign map to its edge will sphere (the distance from its center to its surface) is take about 60/2.5 = 24 days. about 0.62 ¥ cube root of V. Given a cube of volume V, Meanwhile, the 60,000 stars on the map will include then the length of each face of the cube is exactly cube several thousand with life-bearing worlds, and tens of root of V. thousands of barren systems. Clearly, the GM won’t Given a region of space of volume V, and some num- need every one of these star systems – which is a good ber of points N distributed at random inside that region, thing, as he can’t even begin to draw every one on his then the average distance between two neighboring map!

72 BASIC WORLDBUILDING WORLD DESIGN SEQUENCE Gummidgy was blue on blue under (and have a place to show a color map Those steps will permit the GM to gen- a broken layer of white, with a diminu- of your world, if you wish), download erate the astronomical context for tive moon showing behind an arc of the Planetary Record Sheet for free at each world generated using the basic horizon. Very Earthlike but with none www.sjgames.com/gurps/books/space/. design system. The advanced system of the signs that mark Earth: no yellow The first 14 steps, presented in this can also be used to randomly generate glow of sprawling cities on the dark chapter, constitute a “basic” world- whole star systems from scratch. Used side, no tracery of broken freeways building system that will help the GM in full, the advanced system will pro- across the day. A nice-looking world, design one world. The astronomical vide dozens of worlds per star system from up here. Unspoiled. context for each world (its primary in realistic detail. The results will be – Larry Niven, “Grendel” star, any moons it might have, the suitable for hard-SF settings, especial- presence of other planets) is ignored. ly those in which many adventures The following material presents a The GM can design a complete cam- take place in space or in which inter- system for designing worlds, star sys- paign setting using this chapter, planetary travel is common. tems, and whole regions of the galaxy although it will be a setting in which The system uses die-roll tables to for a space-based setting. Such a sys- only one world in each star system is present various options at each step. tem depends on both the current state interesting, and the focus of any The GM should use these tables as he of scientific knowledge, and on the adventure is expected to be down on pleases He may simply choose an dramatic requirements of the setting. that world’s surface. This isn’t as option without rolling dice, in which Unfortunately for the game designer, restrictive as it sounds. Many well- case the table and any die-roll modi- both of those factors are subject to known science-fiction universes have fiers can be used simply to help decide change! paid almost no attention to astronom- what options are more likely than oth- The present day is a time of great ical context. ers. Or he can roll the dice as indicat- progress is astronomy and astro- The remaining steps (some of ed and accept the result. physics. Our understanding of how which recapitulate the first 14) are Many of the tables help to generate planets form and evolve is very differ- presented as an advanced world- various physical measurements for a ent today from what it was even a building system in the next chapter. world and its surface environment: decade ago. A decade from now it will doubtless be different again. Meanwhile, the role of scientific realism varies from setting to setting. A GM who wants a hard-SF feel may map the stars with great attention to astronomical realism. On the other hand, a GM who wants a Golden Age feel for his spaceship-and-blaster epic will want to run off a dozen worlds to suit his dramatic needs, and won’t care about meticulous realism. No fixed world-design system will fit every need, or remain in accord with the best scientific understanding for very long. The system in this book is designed to be flexible. As present- ed, the system assumes a fairly high degree of realism according to cur- rent scientific research. However, each step of the process will include explanatory material designed to help the GM alter the system to fit his needs. OVERVIEW The world design system is pre- sented in a series of concrete steps, organizing the process of designing a world in a logical progression. To record the specifics of your design

BASIC WORLDBUILDING 73 mass, surface gravity, atmospheric Example: To demonstrate the pressure, surface temperature, and so world-building rules, we will use them STEP 2: on. Real-world physical measure- to generate a world and star system ments don’t fall onto discrete values for a GURPS Space campaign. WORLD TYPE that can conveniently be put in a table! After reviewing the options in The planetographers were still puz- To add local color, the GM may want Chapter 1, the GM has decided to zling about Diomedes. It didn’t fall into to impose minor variations on these build a high-powered space-opera either of the standard types, the small measurements from one world to the universe. He decides that humans hard ball like Earth or Mars, or the gas next. To do this, it is usually accept- have had FTL travel for thousands giant with a collapsed core like Jupiter able to choose and record a value of years, and have spread throughout or 61 Cygni C. It was intermediate, with close to the one given by a table (i.e. a large region of the galaxy. a mass of 4.75 Earths; but its overall density was only half as much. This closer to that value than to the one on There are lots of alien races, some was due to the nearly total absence of either side). of them derived from humanity all elements beyond calcium. Both basic and advanced systems by way of genetic engineering. There was one sister freak, uninhab- require some computations that can The most important interstellar itable; the remaining planets were more easily be performed using a hand cal- society in the setting is an Empire or less normal giants, the sun a G8 culator. They involve nothing more (p. 197) dominated by a hereditary dwarf not very different from other stars complex than raising a number to a aristocracy. of that size and temperature . . . small exponent, or taking the square, In the example, the GM wishes to – Poul Anderson, cube, or fourth root of a number. design a frontier planet, distant from The Man Who Counts any major worlds and largely cut off from the main trade routes. After In this step, the world’s type is STEP 1: CONCEPT thinking about a concept, he decides determined. A world type is an overall To begin the process of world that the world (named Haven) will be class of worlds, all of which have a design, the GM should decide on a an invisible world (p. 65), settled by similar surface environment. The con- concept for the world. The concept various dissidents and renegades cept of world type plays a very large should be a sentence or short para- who are hiding from imperial role in the world design system. graph describing the most important authority. He further decides that In particular, a world’s type features of the world. The GM should Haven isn’t on imperial maps depends on what volatiles are avail- make a note of any dramatic role (p. because its star system is in the able on the world’s surface. Volatiles 63) that he wants the world to fill. He midst of a dense star cluster that’s are chemical compounds with low should also jot down notes about any difficult for FTL navigators to nego- melting and boiling points that make adventure plots that are likely to be tiate. He has no preferences about up the bulk of a planet’s atmosphere attached to the world. Only if the GM Haven’s surface environment, and and hydrosphere (if any). Hydrogen, intends to design the world entirely at will use the random tables and his nitrogen, oxygen, water vapor, carbon random should he skip this step. own inspiration to develop that. dioxide, and a number of other famil- iar compounds are all volatiles.

74 BASIC WORLDBUILDING A world’s type is normally solar system include Mercury and moons located on the outer fringes of described with two terms. One gives Earth’s Moon. a star system. There are no examples the general size of the world: Tiny, Tiny (Sulfur): This world type rep- of this kind of world in our solar Small, Standard, or Large. Each of resents certain gas-giant moons that system. these expands into two to six subtypes, experience a tremendous amount of Small (Ice): The world is large usually tied to local temperature, volcanic activity. Tiny (Sulfur) worlds enough to hold onto an atmosphere, which further define conditions on the undergo a great deal of tidal “flexing” usually composed primarily of nitro- world’s surface. in the course of their orbit, due to the gen with a few more complex com- gravitational influences of the gas pounds in the mix. It is cold enough to giant and its other large moons. This have a great deal of water ice and other Tiny Worlds flexing effect heats the interior of the frozen volatiles. It may even have liq- A Tiny world is so small that it can- moon, encouraging volcanism. Most uid “oceans,” although these are very not retain a significant atmosphere, of the lighter volatiles that are released unlikely to be composed of water – no matter how far from its primary this way escape to space, while sulfur they may be full of hydrocarbons or star it is located. The following Tiny and sulfur compounds are concentrat- other odd substances. Most Small (Ice) world types are available. ed on the surface. Such a world is like- worlds are very large moons orbiting Tiny (Ice): The world is too small to ly to be a very dangerous place to visit. gas giant planets. The sole example of retain significant atmosphere, but it is The sole example in our own solar sys- a Small (Ice) world in our own solar cold enough that it can have rich tem is Jupiter’s moon Io. system is Saturn’s moon Titan. deposits of water ice and similar Small (Rock): The world is large frozen volatiles. Internal heat due to enough to hold onto an atmosphere, radioactive deposits or tidal flexing Small Worlds although that atmosphere is likely to can melt some of the subsurface ice, A Small world is large enough to be very thin. It is not large enough to possibly forming a vast “ocean” of liq- retain molecular nitrogen, one of the retain water vapor, and it is too warm uid water. Most Tiny (Ice) worlds are most common volatile compounds for the bulk of its surface water to actually large moons orbiting gas and a major component of many remain frozen. As a result, any water giant planets. Examples in our own planetary atmospheres. As a result, a that the world originally had has solar system include Jupiter’s moons Small world often has a substantial escaped to space, perhaps leaving Callisto or Europa. atmosphere. However, it isn’t large behind a few buried deposits of water Tiny (Rock): The world is too small enough to retain water vapor in its ice. The sole example of a Small to retain significant atmosphere, and atmosphere, so unless all the water is (Rock) world in our own solar system it is also too warm to have much ice. frozen out on the world’s surface it is Mars. The surface is composed almost will eventually be lost to space. The entirely of naked rock pocked with following Small world types are craters. Tiny (Rock) worlds may available. Standard Worlds exhibit some volcanic activity early in Small (Hadean): This world type A Standard world is large enough their histories, but they quickly cool includes those worlds that are large to retain water vapor in its atmos- off and become geologically dead. enough to retain gaseous nitrogen, but phere, which is normally extensive. Some Tiny (Rock) worlds are large which are so cold that their nitrogen Some have liquid-water oceans, while moons, while others are planets in atmosphere is frozen on the surface! others have vast deposits of water ice. their own right. Examples in our own Such worlds are likely to be gas giant Although some Standard world types are extremely hostile, others are among the most likely homes for com- plex life forms and intelligence. The following Standard world types are World Types and Skills available. The world types given in this book map to the “planet types” Standard (Hadean): Like the Small described under Planet Types (p. B180) as follows. This affects which (Hadean) worlds, these worlds would skill specialties scientist characters will need on each world. normally have an extensive atmos- • Earthlike: Standard (Garden), Standard (Ocean), Large (Garden), phere, but they are so cold that almost and Large (Ocean) worlds. all of the likely volatile compounds • Gas Giants: Gas Giant worlds. have frozen out. They are likely to be • Hostile Terrestrial: Standard (Ammonia), Standard (Greenhouse), the largest moons of gas giants on the Large (Ammonia), and Large (Greenhouse) worlds. fringes of a star system. The sole • Ice Dwarfs: Tiny (Ice) worlds. example of a Standard (Hadean) • Ice Worlds: Small (Hadean), Small (Ice), Standard (Hadean), world in our solar system is Neptune’s Standard (Ice), and Large (Ice) worlds. moon Triton. • Rock Worlds: Asteroid Belt, Tiny (Rock), Tiny (Sulfur), Small Standard (Ammonia): This world (Rock), Standard (Chthonian), and Large (Chthonian) worlds. type world is large enough to retain a thick atmosphere, along with plenty of water and other light volatile

BASIC WORLDBUILDING 75 compounds. However, it is so cold that warm to support a habitable environ- Large (Ammonia): This class is near- pure water would be eternally frozen ment. As the oceans began to boil, the ly identical to the Standard (Ammonia) and Earthlike life could not possibly atmosphere experienced a runaway class, but is larger and is likely to have survive. Instead, the atmosphere is greenhouse effect that pushed surface a substantial amount of helium or primarily composed of ammonia and temperatures far above the level of hydrogen gas in its atmosphere. methane, and the oceans are com- human comfort. Some Greenhouse Large (Ice): This class is nearly posed of liquid ammonia mixed with a worlds (“wet greenhouses”) still have identical to the Standard (Ice) class, substantial amount of water. oceans of surface water, trapped in a but again it is larger and is likely to Ammonia-based life (p. 138) is possi- liquid state by the intense atmospher- have large amounts of helium or ble on such a world. Ammonia worlds ic pressure. Others (“dry greenhous- hydrogen gas in the atmosphere. are very unlikely except near cool red es”) have lost all of their original water Large (Ocean): As with a Standard dwarf stars; the compound breaks to the breakdown of water molecules (Ocean) world, this type has a thick atmosphere, plenty of water, and is in down quickly when exposed to the by sunlight in the upper atmosphere. the temperature range permitting liq- ultraviolet light given off by brighter In either case, the surface environ- uid-water oceans. Unlike the Standard stars like our own sun. There are no ment is extremely hostile, the air (Ocean) type, its atmosphere is very examples of such a world in our own unbreathable and furnace-hot. The thick and is dominated by helium. solar system, although the small gas only example of such a world in our Large (Garden): This world is simi- giants Uranus and Neptune are simi- own solar system is Venus, a dry lar to the Standard (Garden) type. Its lar in some respects. greenhouse planet. atmosphere is very thick, rich in noble Standard (Ice): The world is large Standard (Chthonian): The world gases such as helium or neon. Large enough to retain a thick atmosphere would normally be large enough to (Garden) worlds might be able to sup- and plenty of water. However, the retain a thick atmosphere, but it is so port human life. world is so cold that almost all of this close to its primary star that almost all Large (Greenhouse): Like the water is frozen, covering the rocky of its volatiles have been stripped Standard (Greenhouse) world, this surface with a thick coat of ice. away by the stellar wind of charged type has undergone a runaway green- Photosynthetic life is rare or com- particles. There may be a tenuous house effect that has rendered the pletely absent, so the atmosphere has atmosphere, but it is likely to be com- atmosphere extremely dense and fur- little or no free oxygen. There is no posed of vaporized metal rather than nace-hot. There may or may not be example of a Standard (Ice) world in anything convenient for human life. oceans of liquid water, trapped by the our own solar system. There is no example of this kind of intense atmospheric pressure. Standard (Ocean): The world has a world in our solar system. Large (Chthonian): The world thick atmosphere and plenty of water, would normally be large enough to and has surface temperatures that retain a thick atmosphere. However, make liquid-water oceans possible. Large Worlds either that atmosphere has already However, it lacks photosynthetic A Large world is large enough to been stripped away, or it is being lost organisms (plants), either because retain helium gas (and possibly even at a tremendous rate, forming a long such life has not yet evolved or because some hydrogen) in its atmosphere. streamer of gases that peels off into it has become extinct. As a result, the Hydrogen and helium are by far the space. most common elements in the uni- atmosphere contains little or no free verse, so a world that can hold onto oxygen. There are no examples of this them is likely to be very massive. In Special World Types kind of world in our solar system, fact, the Jupiter-like gas giant planets Aside from the size-and-subtype although Earth fell into this category a are believed to have formed in this system described above, two more billion years ago, and probably will fashion. world types will be used in the world again a billion years from now. For whatever reason, a Large design sequence. These will be placed Standard (Garden): The world is world has not accumulated the mas- and handled using special rules. large enough to retain a thick atmos- sive atmosphere typical of a gas giant. Asteroid Belt: The “world” is actual- phere, retains plenty of water to form Perhaps it was starved of material at a ly a zone or belt of small stony bodies. oceans, and has a surface climate that critical point during formation, or These asteroids (or, more precisely, humans would find relatively pleasant. some cataclysm stripped away most of planetoids) may contain useful met- It also has extensive life, including its atmosphere. Although a Large als, organic compounds, or even photosynthetic life that can maintain world may have a very thick atmos- frozen volatiles. Although the plane- free oxygen in the atmosphere. phere, its mass is dominated by rocky toids are widely separated in space, Standard (Garden) worlds are the or icy materials and it has a definite there may be many thousands of them most hospitable for human life. The surface on which visitors could land. in the belt. If the asteroid belt is set- sole example of a Standard (Garden) Large worlds of this kind may be quite tled, its inhabitants live in artificial world in our solar system is, of course, rare. habitats, floating freely in space or The following Large world types Earth. built inside the belt’s largest plane- are available. None of them exist in Standard (Greenhouse): The world toids. Inhabited asteroid belts are our own solar system, although one is large enough to retain a thick often mining or industrial centers. atmosphere and plenty of water. (the Chthonian subtype) has been detected in orbit around other stars. Our own solar system has one signifi- However, at some point it became too cant asteroid belt.

76 BASIC WORLDBUILDING Gas Giant: The world is a Jupiter- like planet, possibly far bigger than even a Large-class world, with a mas- Why World Types? sive atmosphere dominated by hydro- Planets are complex and diverse things. Consider the case of Earth gen and helium. There is no solid sur- and Venus in our own solar system. The two planets have close to the face, and life is unlikely to exist even in same mass, have very similar composition, exist as very close neighbors the highest reaches of the atmosphere. within the solar system, and presumably began their histories with a In most settings, gas giant worlds are similar budget of volatiles. Yet today they have vastly different surface rarely visited and never landed upon environments. Earth is cool, wet, and pleasant – Venus is a furnace-hot, (although their atmospheres can be a utterly dry hell. useful source of hydrogen fuel or Designing all the factors that determine how a world will evolve is a other resources). They are mostly of matter for an advanced university research team, and in fact there are interest because of their extensive sys- many facets of planetary development that are still unclear to human tems of moons, many of which are science. If we want to design a setting for a novel or a roleplaying game, viable worlds in their own right. Most we must simplify. Fortunately we have good reason to expect that most star systems are likely to include gas worlds in the galaxy will fall into a few well-defined categories, each giant worlds. Our own solar system with its own characteristic properties. We use world type to describe includes four: Jupiter, Saturn, Uranus, those categories and help organize the process of world design. and Neptune. Another advantage of using world types is that they give the GM con- trol over his setting. We could take a different approach, randomly Determining World Type selecting a world’s primary star first, then placing worlds, then generat- To begin the design process for a ing the properties of each world, only at the end getting an idea of what given world, select a world type to fit each world will be like. Many science-fiction roleplaying games take this the needs of the setting. If a random approach, and a GURPS GM has the same option when using the result is desired, roll 3d on the Overall advanced system in Chapter 5 of this book. However, if the GM has a Type Table and make note of the result. desired result, this approach makes it difficult to guide the process Then roll on the World Type Table, refer toward that result – there’s no guarantee, for example, that a randomly- to the column appropriate for the generated star system will contain a pleasant Earthlike world if the GM result from the Overall Type Table, and wants one. make a note of the result. The world It’s much easier to specify the desired properties for the “main will be of that type. world” of a star system first, and then go through the rest of the process in such a way that every result is consistent with that starting point. World types are the easiest way to define this kind of design system. Overall Type Table Roll (3d) Overall Type 7 or less Hostile 8-13 Barren 14-18 Garden

World Type Table Roll (3d) Hostile Worlds Barren Worlds Garden Worlds 3 Standard (Chthonian) Small (Hadean) Standard (Garden) 4 Standard (Chthonian) Small (Ice) Standard (Garden) 5 Standard (Greenhouse) Small (Rock) Standard (Garden) 6 Standard (Greenhouse) Small (Rock) Standard (Garden) 7 Tiny (Sulfur) Tiny (Rock) Standard (Garden) 8 Tiny (Sulfur) Tiny (Rock) Standard (Garden) 9 Tiny (Sulfur) Tiny (Ice) Standard (Garden) 10 Standard (Ammonia) Tiny (Ice) Standard (Garden) 11 Standard (Ammonia) Asteroid Belt Standard (Garden) 12 Standard (Ammonia) Asteroid Belt Standard (Garden) 13 Large (Ammonia) Standard (Ocean) Standard (Garden) 14 Large (Ammonia) Standard (Ocean) Standard (Garden) 15 Large (Greenhouse) Standard (Ice) Standard (Garden) 16 Large (Greenhouse) Standard (Hadean) Standard (Garden) 17 Large (Chthonian) Large (Ocean) Large (Garden) 18 Large (Chthonian) Large (Ice) Large (Garden) Example: Since the GM wants Haven to be a habitable world, he declines to roll on the tables and simply chooses the Standard (Garden) world type.

BASIC WORLDBUILDING 77 which an atmosphere can be Marginal (see Marginal Atmospheres, p. 80). Tweaking the Unbreathable atmospheres pres- ent varying degrees of danger to World Type Table unprotected human visitors. They can The default World Type Table given is appropriate for a moderately be Suffocating, not actively poisonous “realistic” space setting, one in which pleasant Garden worlds are but lacking in free oxygen. They can uncommon but not vanishingly rare. In most star systems, the focus of be Toxic, actively doing damage when human activity will be some uninhabitable but not actively hostile breathed directly. They can even be world: an asteroid belt, a Mars-like desert planet, or the moon of some Corrosive, attacking exposed tissues larger planet. Only in a few star systems will visitors tend to come to the and requiring full-body protective more hostile environments, such as Standard (Greenhouse) or Large gear. All three of these categories (Ammonia) worlds. are as described in Hazardous The GM can alter the distribution of world types to suit his own Atmospheres on p. B429 (but see also needs, by writing his own Overall Type Table and World Type Table. To the Toxicity Rules sidebar). increase the probability of any world type, give it a wider range of val- Use the following rules to deter- ues or move its range toward the center of the table. To make a world mine what kind of atmosphere exists type rarer, give it fewer table entries, push it toward the top or bottom on the world being generated. of the table, or even remove it from the table entirely. Determining Atmospheric Mass An atmosphere is also classified The surface pressure of a world’s STEP 3: according to its composition, which in atmosphere depends on the amount of TMOSPHERE GURPS is important for whether the gaseous volatiles present, and on the A atmosphere is breathable or not. world’s surface gravity. Surface gravity One of the most important ques- A world’s atmosphere may be con- won’t be determined until Step 6 (p. tions any visitor to a world will have sidered Marginal. A Marginal atmos- 84), but the atmospheric mass for the is, “Can I breathe the air?” This step phere is generally breathable, but world can be determined now. determines the composition and there is something subtly wrong with Atmospheric mass is a rough measure thickness of the world’s atmosphere. its composition that makes it danger- of the world’s supply of gaseous ous to breathe without a filter mask, a volatiles, relative to other worlds of Atmosphere Types compressor, or some other simple pro- the same type. tective device. There are many ways in Atmospheres are defined by their pressure. Atmospheric pressure is measured in atmospheres (atm), with 1 atm being equal to the average sea- level air pressure on Earth. GURPS Toxicity Rules also classifies atmospheres into cate- Many different atmosphere types are Toxic in the sense used on p. gories based on pressure, as described B429. However, some poisonous atmospheres are much more danger- in the following table. ous than others! Any character exposed to a Toxic atmosphere will need to make HT rolls on a periodic basis to avoid taking toxic damage. The differences Atmospheric Pressure between various Toxic atmospheres affect how often these HT rolls Categories Table must be made, what penalties are applied to the HT roll, and how much Pressure Pressure damage is taken when a HT roll is failed. The exact details will vary Range Category from atmosphere to atmosphere, but this book will use the terms Mildly Toxic, Highly Toxic, and Lethally Toxic as general categories. Less than 0.01 atm Trace Mildly Toxic: Exposure requires a HT roll no more often than once 0.01-0.5 atm Very Thin per hour. There is no penalty to the HT roll, and a failed roll inflicts only 0.51-0.8 atm Thin 1 point of toxic damage. Characters may risk brief exposure to a Mildly 0.81-1.2 atm Standard Toxic atmosphere without much danger of serious injury or death. 1.21-1.5 atm Dense Highly Toxic: Exposure requires a HT roll up to once per minute. The 1.51-10 atm Very Dense HT roll will usually be at a -2 to -6 penalty, and a failed roll inflicts 1 Over 10 atm Superdense point of toxic damage. Characters may risk very brief exposures to a If an atmosphere is otherwise Highly Toxic atmosphere, but only in dire emergencies. breathable, a Standard atmosphere Lethally Toxic: Exposure inflicts 1d or more of toxic damage every 15 has no special effect on human beings; seconds, with no possibility of resistance. Characters exposed to such the other pressure categories have an atmosphere will die in a very short time. effects as described on p. B429.

78 BASIC WORLDBUILDING Worlds of the Asteroid Belt, Tiny (Ice), Tiny (Rock), Tiny (Sulfur), Small (Hadean), Small (Rock), Standard (Hadean), Standard (Chthonian), and Large (Chthonian) types will not have any significant atmosphere. Don’t bother to generate atmospheric mass for any of them. Atmospheric mass may differ very widely from world to world, but the most likely range is from 0.5 to 1.5. Select an atmospheric mass for the world, or roll 3d and divide the result by 10 (keeping fractions). When using the dice, feel free to vary the result by up to 0.05 in either direction. Make a note of the atmospheric mass.

Determining Atmospheric Composition Refer to the following notes to determine the composition of the world’s atmosphere, and to determine whether it has any specific undesir- able features. Make a note of whether the atmosphere is Marginal, and whether it is Suffocating, Toxic (with the level of toxicity), or Corrosive. Asteroid Belt, Tiny (Ice), Tiny (Rock), Tiny (Sulfur), Small (Hadean), Small (Rock), Standard (Hadean), Standard (Chthonian), and Large (Chthonian) Worlds: None of these worlds have more than a Trace atmos- volcanic activity or other natural Standard (Greenhouse) Worlds: phere. Since any visitor will effectively processes. Roll 3d. On a 12 or less the The atmosphere of a Standard be in a vacuum, the composition of atmosphere is only Suffocating, other- (Greenhouse) world is always what little atmosphere is present wise it is Suffocating and Mildly Toxic. extremely dense and furnace-hot. A rarely matters. Standard (Ocean) Worlds: The “dry greenhouse” world will have an Small (Ice) Worlds: The atmos- atmosphere of a Standard (Ocean) atmosphere dominated by carbon phere of a Small (Ice) world is com- world will be composed of a mixture dioxide, while a “wet greenhouse” posed of nitrogen and methane. The of carbon dioxide and nitrogen. As world will have nitrogen, water atmosphere is poisonous, but is with the Standard (Ice) world, there vapor, and possibly even a small unlikely to contain any corrosives. may be other toxic substances in the amount of free oxygen in the Roll 3d. On a 15 or less the atmos- atmosphere due to volcanic activity mix. The atmosphere is always phere is Suffocating and Mildly Toxic. or other natural processes. Roll 3d. Suffocating, Lethally Toxic, and Otherwise it is Suffocating and Highly On a 12 or less the atmosphere is only Corrosive. Toxic. Suffocating, otherwise it is Large (Ammonia) Worlds: The Standard (Ammonia) Worlds: The Suffocating and Mildly Toxic. atmosphere of a Large (Ammonia) atmosphere of a Standard (Ammonia) Standard (Garden) Worlds: A world is dominated by helium gas, world is composed of nitrogen, with Standard (Garden) world has an with very large quantities of ammonia large quantities of ammonia and atmosphere dominated by nitrogen, and methane. It is always Suffocating, methane. Such an atmosphere is with a significant amount of free Lethally Toxic, and Corrosive. always Suffocating, Lethally Toxic, oxygen that can support human Large (Ice) Worlds: The atmos- and Corrosive. life. Roll 3d. On an 11 or less the phere of a Large (Ice) world is domi- Standard (Ice) Worlds: The atmos- atmosphere will have no special nated by helium and nitrogen gases, phere of a Standard (Ice) world is com- properties. On a 12 or higher and is likely to contain toxins due to posed of a mixture of carbon dioxide it will be Marginal; to generate volcanic activity or other natural and nitrogen. There may be other toxic more specific detail, see Marginal processes. The atmosphere is always substances in the atmosphere due to Atmospheres (p. 80). Suffocating and Highly Toxic.

BASIC WORLDBUILDING 79 Large (Ocean) Worlds: A Large the presence of trace amounts of similar to that of a Very Dense atmos- (Ocean) world’s atmosphere is com- chlorine in the air. Visitors who do not phere (p. 78). It is possible to accli- posed of a mixture of helium and have similar biochemistry would find mate to moderate levels of carbon nitrogen gases. As with the Large (Ice) the unfiltered air to be corrosive and dioxide. Very high levels of carbon worlds, there will usually be other very poisonous. dioxide are Mildly Toxic, and it’s not toxic substances in the atmosphere. A world with significant amounts possible to acclimate to them. The atmosphere is always Suffocating of chlorine in the air would be a very and Highly Toxic. strange place. The air would carry a Large (Garden) Worlds: These faint color, and the presence of chlo- High Oxygen unusual worlds have thick atmos- rine would slightly distort images. In moderate cases, an excess of pheres dominated by nitrogen and Since chlorine gas is heavier than air, oxygen can be a mild irritant to skin noble gases, with a significant amount it would tend to pool in caves and and mucous membranes, and can of free oxygen. The atmosphere will depressions in the land, reaching con- make it much easier for people to usually be breathable (although it may centrations that might kill even native hyperventilate when working hard. be uncomfortably dense). The atmos- animal life. On such a world, rainfall Assess ill effects as if the atmosphere phere will be Marginal on a roll of 12 and standing water would actually be is one pressure class higher (Dense for or higher on 3d. a weak hydrochloric acid solution. a Standard atmosphere with high oxy- Large (Greenhouse) Worlds: These Living things would use odd polymers gen, Very Dense for a Dense atmos- worlds have atmospheres similar to in their structure – natural plastics phere, and so on). those of Standard (Greenhouse) that would not dissolve in the chlo- Very high concentrations of worlds. The atmosphere is always rine-tainted air. oxygen are Mildly Toxic. At such Suffocating, Lethally Toxic, and The atmosphere on such a world is concentrations, the oxygen increases Corrosive. Highly Toxic, with the penalty to the fire hazards as well – all materials HT roll depending on the local con- are considered to be one flammabili- centration of chlorine. At its highest ty class higher (p. B433). MARGINAL concentrations, the chlorine would TMOSPHERES actually be Lethally Toxic and Inert Gases A Corrosive. Nitrogen and other chemically An otherwise breathable atmos- Fluorine gas is chemically similar inert compounds can cause “inert gas phere can be Marginal in a variety of to chlorine and might play a similar narcosis” when their partial pressure ways. Some of the most likely are role in a planetary atmosphere. is high enough. Symptoms include described here. However, fluorine is much less com- light-headedness, reduced dexterity, mon and is unlikely to appear any- euphoria, and impaired judgment. where in large quantities. An atmos- Chlorine or Fluorine This is normally a problem only in phere contaminated with free fluorine In a breathable atmosphere, chlo- Very Dense atmospheres, although a gas would be extremely unusual. rine would normally combine with few compounds (such as nitrous other elements to form nontoxic com- oxide, or “laughing gas”) can cause pounds. However, it’s possible for living High Carbon Dioxide these symptoms at relatively low pres- things with an odd biochemistry to The human metabolism is set to sures. release a significant amount of chlorine deal with a certain amount of carbon An atmosphere with high levels of into the atmosphere. This might give dioxide in the air. When there is too inert gases is not likely to be Toxic. rise to a biosphere full of plants and much, the human breathing reflex However, an unprotected human sub- animals that use an Earthlike carbon- malfunctions, leading to hyperventila- ject to inert gas narcosis will behave as oxygen cycle but which are adapted to tion and a sense of panic. The result is if intoxicated; he may be tipsy, drunk, or suffer from euphoria (p. B428) depending on the level of exposure.

Low Oxygen If the Almighty were to rebuild the world An otherwise breathable atmos- phere can simply have a lower concen- and asked me for advice, I would have tration of free oxygen than one might expect for its pressure. Such an atmos- English Channels round every country. And phere is unlikely to be Toxic, but it the atmosphere would be such that anything may be difficult to breathe normally. Treat such an atmosphere as being which attempted to fly would be set on fire. one pressure class lower (Thin for Standard, Standard for Dense, and so – Winston Churchill on). This can actually make a Very Dense or Dense atmosphere more comfortable for human visitors!

80 BASIC WORLDBUILDING Determining a Marginal Atmosphere What Makes the Air? Select at least one property from When a planet first forms, it is likely to have an extensive atmos- the list above, or roll 3d on the phere dominated by the most common substances in the universe – Marginal Atmospheres Table. A few hydrogen and helium. Large worlds can hold onto this primordial atmospheres may exhibit more than atmosphere. Smaller ones lose it when their primary star ignites, enter- one of the Marginal traits . . . ing the so-called “T Tauri” stage during which a massive stellar wind blasts the inner star system clean of gas and debris. Later, the last stages of planetary formation include a period of “late Marginal Atmospheres heavy bombardment.” This is an era in which young planets frequently Table collide with comets, asteroids, and even bodies as massive as moons or Roll (3d) Major Toxic small planets. The smaller collisions, especially with comets or other Component objects containing plenty of ice, can leave volatiles behind to form an 3-4 Chlorine or Fluorine atmosphere and seas. The larger collisions may blast this early atmos- 5-6 Sulfur Compounds phere away into space, possibly more than once. 7 Nitrogen Compounds Eventually, the largest collisions come to a stop and the young world 8-9 Organic Toxins can expect to keep any atmosphere it receives from comets and icy 10-11 Low Oxygen asteroids. At this stage, the primary source of atmosphere becomes the 12-13 Pollutants planet’s own volcanism. Volatile substances locked into a world’s icy or 14 High Carbon Dioxide rocky body are released along with its internal heat. The result is a thin 15-16 High Oxygen envelope of air, the world’s final atmosphere. 17-18 Inert Gases Of course, once the atmosphere is stable, chemical processes can alter its composition considerably. The most startling example of this is Example: The GM decides to found on Garden worlds, where photosynthetic life creates a substantial choose Haven’s atmospheric mass at amount of oxygen in the air. Since oxygen normally combines with random. He rolls 3d for 12, and other chemicals very quickly, any world with lots of “free” oxygen in the divides by 10 to get an atmospheric atmosphere is far out of chemical equilibrium; the situation can only be mass of 1.2. maintained by the activity of plant life or some other continuous Since Haven is a Standard process. (Garden) world, its atmosphere is All of these processes are unpredictable. The atmosphere found on a automatically breathable, but it may given world depends strongly on its initial chemical composition – but be Marginal. The GM rolls 3d for 10, the accidents of planetary evolution also play a strong role. and notes that the atmosphere has no special properties.

Nitrogen Compounds Organic Toxins STEP 4: Nitrogen oxides are very unlikely to Living things may release danger- YDROGRAPHIC appear in a breathable atmosphere, ous substances into the air – pollen, H unless they are produced by a strange spores, disease-causing microorgan- COVERAGE local biochemistry or by massive isms, toxins, and so on. Most such Worlds are often described in industrial pollution. The unfiltered air atmospheres will be Mildly Toxic, terms of their hydrographic coverage, would be somewhat toxic and any although higher levels of toxicity are the portion of the world’s surface that open water would be tainted by acid. possible. Unprotected exposure to the is covered by oceans of some liquid Such an atmosphere is Mildly Toxic, air may also count as exposure to a material. This step determines the per- and may be Highly Toxic close to a weak respiratory-agent poison (p. centage of the surface that is taken up source of the nitrogen compounds. B437) or a disease (p. B442); the GM is by oceans, seas, and lakes. encouraged to develop his own exotic On an Earthlike world the oceans Sulfur Compounds maladies to give his alien worlds flavor. will be composed of liquid water, con- Hydrogen sulfide, sulfur dioxide, taining metal salts and other impuri- and sulfur trioxide might be found in Pollutants ties. On more hostile planets the the air due to massive industrial pollu- Non-organic poisons may be in the oceans may be composed of exotic tion or volcanic activity. Visitors air as well – heavy-metal or radioac- substances. Many worlds that have no would find the air to be toxic and full tive dust, toxic smoke from volcanism liquid oceans on the surface may be of unpleasant odors. Rainfall and or industrial pollution, and so on. It rich in water or other ices; they may standing water would be weak solu- would be rare for such an atmosphere also have extensive underground sup- tions of sulfuric acid. Such an atmos- to be more than Mildly Toxic. Heavy- plies. These features do not count phere is Mildly Toxic, and may be metal poisoning can have lasting toward the hydrographic coverage, Highly Toxic close to a source of the effects, as can radioactivity. but may be of interest to visitors. sulfur compounds.

BASIC WORLDBUILDING 81 Determining Hydrographic Coverage Each world type has its own asso- ciated hydrographic properties. When dice are used, the hydrographic cover- age will be expressed as a multiple of 10% of the world’s surface area. It would be reasonable to vary the result by up to 5% in either direction, with a minimum of 0% and a maximum of 100% of the surface. Asteroid Belt, Tiny (Rock), and Small (Rock) Worlds: None of these world types will have “oceans” of liq- uid water or other common sub- stances. Their hydrographic coverage is always 0%. Those that are far enough from the primary star may too cold to have oceans of liquid water. portion of the world’s surface covered have some water ice buried under the However, they may have vast oceans by liquid water. surface or hidden in always-shadowed of liquid ammonia mixed with water Standard (Greenhouse) and Large craters. and other substances, mingled in a (Greenhouse) Worlds: Even if one of Tiny (Ice), Small (Hadean), and eutectic solution whose freezing point these worlds has surface water, it is Standard (Hadean) Worlds: These is much lower than that of pure usually in the process of losing it. worlds often have extensive water ice ammonia or water. A typical world of Most will have hydrographic coverage deposits on the surface, but they will these types will have hydrographic of 0%, and it will be quite rare for such not have permanent bodies of liquid coverage between 50% and 100%, a world to have coverage greater than surface water. Their hydrographic depending on the surface temperature 50%. Select a percentage, or roll 2d-7 coverage is always 0%. Beneath the and the amount of ammonia and and multiply by 10% (minimum 0%); surface of the ice, these worlds may water in the world’s volatiles budget. the result is the portion of the world’s have considerable liquid water if they Select a percentage, or roll 2d and surface that is still covered by oceans. experience internal heating. For multiply by 10% (maximum 100%); A world that still has oceans is a wet example, many Tiny (Ice) worlds that the result is the portion of the world’s greenhouse (p. 79), while a world with orbit gas giant planets are heated by surface covered by liquid substances. 0% hydrographics is a dry green- tidal effects, keeping the subsurface Standard (Ice) and Large (Ice) house. If oceans exist on one of these oceans warm enough to stay in a Worlds: These worlds generally have worlds, they are likely to be extremely liquid state. no permanent bodies of liquid water impure, and may be rich in dissolved Tiny (Sulfur) Worlds: These worlds on their surface, but they may have carbon or sulfur compounds, forming usually begin with extensive deposits lakes or small seas that are temporari- a more or less acidic solution. Some of water and other ices, but tidal heat- ly liquid at certain seasons. Such open extreme greenhouse oceans may be ing and volcanism mean that these water may provide hydrographic cov- composed of sulfuric acid! volatiles are quickly lost to space. erage of up to about 20%. Select a per- Standard (Chthonian) and Large Their hydrographic coverage is always centage, or roll 2d-10 and multiply by (Chthonian) Worlds: These worlds 0%. A Tiny (Sulfur) world may have 10% (minimum 0%); the result is the never have water or other volatiles in intermittent, short-lived lakes of liquid portion of the world’s surface that is the liquid state on the surface. Their sulfur and sulfur compounds. usually covered by liquid water. hydrographic coverage is always 0%. Small (Ice) Worlds: These worlds Standard (Ocean), Standard They may be so hot as to melt surface may have oceans of liquid volatiles, (Garden), Large (Ocean), and Large rock, producing seas of lava! (Garden) Worlds: These worlds will but they are likely to be composed of Example: Since Haven is a almost always have liquid-water liquid hydrocarbons rather than Standard (Garden) world, it will have oceans. A typical world of these types water. A typical Small (Ice) world will liquid-water oceans. The GM rolls will have hydrographic coverage have hydrographic coverage between 1d+4 and gets a result of 10, suggest- between 50% and 100%, depending 30% and 80%. Select a percentage, or ing hydrographic coverage of 100%. on the amount of water in the world’s roll 1d+2 and multiply by 10%; the He doesn’t want a world that’s com- volatiles budget. Large worlds are result is the portion of the world’s sur- pletely covered by water, but a world likely to have a lot of water, and may face covered by substances in a liquid dominated by vast oceans seems be covered by oceans that are tens or state. The rest of the surface is likely to appealing. He lowers the hydrograph- hundreds of miles deep! Select a per- be rich with ices, possibly including ic coverage to 98%, and makes a note centage, or roll 1d+4 (1d+6 for a water ice. that Haven’s land mass consists of a Large world) and multiply by 10% Standard (Ammonia) and Large single Australia-sized continent and a (maximum 100%); the result is the (Ammonia) Worlds: These worlds are scattering of island chains.

82 BASIC WORLDBUILDING whose fury mounted daily until words Determining STEP 5: CLIMATE like “hurricane” could no more name Now the cryosphere was dissolving. them. Hanging in space, Falkayn and Climate Type Glaciers became torrents, which Chee Lan took measurements of Each world type is associated with presently boiled away and became Ragnarök. a range of possible average surface storm-winds. Lakes and seas, melting, – Poul Anderson, Satan’s World temperatures. To determine a world’s redistributed incredible masses. average surface temperature, refer to Pressures within the globe were shifted; Planetary climate can be very the following table. Select a tempera- isostatic balance was upset; the read- complex, but the most important ture within the given range for the cor- justments of strata, the changes of question for any visitor is whether or rect world type, or roll 3d-3, multiply allotropic structure, released cata- not he will be comfortable in the the result by the Step value, and then strophic, rock-melting energy. Quakes surface environment. This step add the minimum value from the rent the land and shocked the waters. determines the average surface tem- Range. The result is the average sur- Volcanoes awoke by the thousands. perature of the world. This average face temperature in kelvins, a unit of Geysers spouted above the ice sheath doesn’t take into account daily or absolute temperature. When using the that remained. Blizzard, hail, and rain annual variations, or the details of dice, it would be reasonable to vary scourged the world, driven by tempests local climate. the final temperature by up to half the Step value in either direction.

Average Surface Temperature Table World Type Range Step Asteroid Belt 140-500 K 24 K Tiny (Ice or Sulfur) 80-140 K 4 K Tiny (Rock) 140-500 K 24 K Small (Hadean) 50-80 K 2 K Small (Ice) 80-140 K 4 K Small (Rock) 140-500 K 24 K Standard (Hadean) 50-80 K 2 K Standard (Ammonia) 140-215 K 5 K Standard (Ice) 80-230 K 10 K Standard (Ocean or Garden) 250-340 K 6 K Standard (Greenhouse or Chthonian) 500-950 K 30 K Large (Ammonia) 140-215 K 5 K Large (Ice) 80-230 K 10 K Large (Ocean or Garden) 250-340 K 6 K Large (Greenhouse or Chthonian) 500-950 K 30 K The average surface temperature determines the climate type of the world. Refer to the World Climate Table.

World Climate Table Temperature Range (K) Climate Type Temperature Range (ºF) Below 244 K Frozen Below -20º F 244 K to 255 K Very Cold -20º to 0º F 255 K to 266 K Cold 0º to 20º F 266 K to 278 K Chilly 20º to 40º F 278 K to 289 K Cool 40º to 60º F 289 K to 300 K Normal 60º to 80º F 300 K to 311 K Warm 80º to 100º F 311 K to 322 K Tropical 100º to 120º F 322 K to 333 K Hot 120º to 140º F 333 K to 344 K Very Hot 140º to 160º F Above 344 K Infernal Above 160º F

Temperature Range (K) gives a temperature from kelvins to degrees Make note of both the average sur- range of possible average surface tem- Fahrenheit, use the following formula: face temperature in kelvins (and peratures in kelvins. Climate Type is a optionally in degrees Fahrenheit) and F = (1.8 ¥ K) - 460 descriptive name for the world’s over- the corresponding climate type from all surface climate. Temperature Range Here, F is the temperature in the table. (F) gives the associated range in degrees Fahrenheit and K is the tem- degrees Fahrenheit. To convert a perature in kelvins.

BASIC WORLDBUILDING 83 Determining Blackbody correction. The blackbody correction can be determined by subtracting the is based on two different factors, each world’s albedo from one, and taking Temperature dependent on the world type and a the fourth root of the result.) Another parameter related to a few other parameters: the absorption The greenhouse factor is a measure world’s climate is its blackbody temper- factor and the greenhouse factor. of how much heat energy is trapped ature. This is the average surface tem- The absorption factor is a measure by the world’s atmosphere rather than perature the world would have if it of how much incoming energy is being radiated back into space. The were an ideal blackbody, a perfect absorbed by the world’s surface rather higher the greenhouse factor, the absorber and radiator of heat. Of than being reflected away. The higher more energy is recycled within the course, real worlds are not ideal black- the absorption factor, the more energy atmosphere, and the warmer the bodies, so the blackbody temperature is absorbed, and the warmer the world world will be with respect to its black- is usually different from the world’s will be with respect to its blackbody body temperature. average surface temperature. temperature. (For those familiar with Refer to the following table. To determine a world’s blackbody astrophysics, the absorption factor temperature, compute its blackbody Temperature Factors Table World Type Absorption Factor Greenhouse Factor Asteroid Belt 0.97 0 Tiny (Ice) 0.86 0 Tiny (Rock) 0.97 0 Tiny (Sulfur) 0.77 0 Small (Hadean) 0.67 0 Small (Ice) 0.93 0.10 Small (Rock) 0.96 0 Standard (Hadean) 0.67 0 Standard or Large (Ammonia) 0.84 0.20 Standard or Large (Ice) 0.86 0.20 Standard or Large (Ocean or Garden) (Hydrographics 20% or less) 0.95 0.16 Standard or Large (Ocean or Garden) (Hydrographics 21% to 50%) 0.92 0.16 Standard or Large (Ocean or Garden) (Hydrographics 51% to 90%) 0.88 0.16 Standard or Large (Ocean or Garden) (Hydrographics 91% or more) 0.84 0.16 Standard or Large (Greenhouse) 0.77 2.0 Standard or Large (Chthonian) 0.97 0

To determine the blackbody cor- To determine the blackbody tem- [1 + (1.2 ¥ 0.16)] = 1.00. Haven’s black- rection for a world, use the following perature, divide the average surface body temperature is almost exactly formula: temperature by the blackbody correc- equal to its average surface tempera- tion. Make a note of the blackbody ture: 295 kelvins. C = A ¥ [1 + (M ¥ G)] temperature. Here, C is the blackbody correc- Example: So far Haven is a reason- tion, A is the world’s absorption fac- STEP 6: ably pleasant world, if lacking in dry tor from the table, M is the world’s land. The GM decides that its surface ORLD IZE atmospheric mass as generated in W S climate should also be pleasant, and This step determines the world’s Step 3 (p. 78), and G is the world’s sets its average surface temperature to diameter, density, mass, and surface greenhouse factor from the table. 295 kelvins (about 70º Fahrenheit). gravity. For a world of Asteroid Belt Note that for a world with a green- Haven has a Normal climate type. type, this step can be skipped. An house factor of 0 (i.e. a world without Referring to the Temperature asteroid belt is composed of hundreds significant atmosphere) the black- Factors Table, the GM finds that or thousands of small objects, most of body correction is equal to the Haven’s blackbody correction is 0.84 ¥ them far too small to be considered absorption factor (C = A). “worlds” in their own right.

Density A world’s density is the average An asteroid belt is composed of hundreds or mass per unit volume in the world’s thousands of small objects, most of them far too body. Density depends almost entirely on the world’s composition. An small to be considered “worlds” in their own right. Earthlike world will usually have an iron core of very high density, overlaid by a thick layer of less-dense rock and

84 BASIC WORLDBUILDING small metal cores, and will normally have density between 0.6 and 1.0. Turning Up the Heat Select a density, or roll on the World The Absorption Factor and Greenhouse Factor for each world type Density Table using the Small Iron are typical values rather than universal constants. It would be reason- Core column. able to vary either slightly, to reflect changes from the normal proper- All other Standard and Large ties of the world’s type. Worlds: These worlds are primarily The Absorption Factor might vary by as much as 0.05, with a maxi- rocky and have large iron cores, with mum of 1 and a minimum of 0, to indicate a surface that is more or less density normally between 0.8 and 1.2 reflective. A dark surface, such as dark stone, ice darkened by chemical (but might have density as high as 1.4 processes, or dust in the upper atmosphere, would have a higher in extreme cases). Select a density, or Absorption Factor. A bright surface, such as snow or polished ice, would roll on the World Density Table using have a lower Absorption Factor. For example, Earth’s current the Large Iron Core column. When using the dice, it would be Absorption Factor is about 0.88, and this is taken as the typical value for reasonable to vary the density by up to a Standard (Garden) world with moderate hydrographic coverage. 0.05 in either direction. Most textbooks During the last Ice Age the vast areas of land covered by ice and snow and game sourcebooks prefer to give may have reduced the Absorption Factor to 0.86 or so, enough to lower planetary density in units of grams per the average surface temperature by several kelvins. cubic centimeter (g/cc); to get world Meanwhile, if the Greenhouse Factor for a world’s type is not 0, it density in these units, multiply the den- might also vary by up to 0.05 in either direction to reflect local differ- sity value generated here by 5.52. ences in atmospheric composition. A change in the concentration of greenhouse gases, too small even to render a breathable atmosphere Marginal, could have dramatic effects on local climate. For example, Diameter and Earth’s current Greenhouse Factor is about 0.16, but during the Cretaceous Era (145-65 million years ago) it may have been as high as Surface Gravity Once the world’s density has been 0.20 due to high levels of carbon dioxide in the atmosphere. fixed, it is possible to determine its In any case, variations in Absorption Factor and Greenhouse Factor diameter and surface gravity. These are not significant to the world-design system, but the GM should feel two parameters are closely related – if free to use them to reflect features of the local environment. you select the world’s diameter, that determines its surface gravity, and vice versa. The following rules will permit stone (the very thin layer of water and body) to 1.4 (a world that is almost a the GM to select these two parameters air is almost negligible on this scale). ball of solid iron). To determine a in either order. A planet with a smaller iron core world’s density, refer to the following would be less dense; a planet with notes. Selecting World Diameter First: more iron and less rock would be Tiny (Ice), Tiny (Sulfur), Small Refer to the Size Constraints Table for denser. Some large moons have bodies (Hadean), Small (Ice), Standard the world’s size class. Multiply square that contain a great deal of ice, which (Hadean), Standard (Ammonia), and root of (B/K) (where B is the world’s is even less dense than rock. Large (Ammonia) Worlds: All of these blackbody temperature in kelvins, and In these rules, world density is worlds will have icy cores and a densi- K is the world’s density in units of expressed as a proportion of Earth’s ty between 0.3 and 0.7. Select a densi- Earth’s density) by the appropriate density – a world with a density of 1.0 ty in the appropriate range, or roll 3d Minimum value from the table. The is exactly as dense as Earth and prob- on the World Density Table using the result is the minimum possible diam- ably has a very similar composition. Icy Core column. eter for the world, expressed in multi- Density normally ranges from 0.3 (a Tiny (Rock) and Small (Rock) ples of Earth’s diameter. Similarly, world with a great deal of ice in its Worlds: These worlds are rocky with multiply square root of (B/K) by the appropriate Maximum value from the World Density Table table to get the maximum possible Roll (3d) Icy Core Small Iron Core Large Iron Core diameter for the world. 3-6 0.3 0.6 0.8 Select any value within this range 7-10 0.4 0.7 0.9 for the diameter. To select a diameter 11-14 0.5 0.8 1.0 at random, roll 2d-2, multiply by one- 15-17 0.6 0.9 1.1 tenth of the difference between the 18 0.7 1.0 1.2 maximum and minimum diameter values, and add the result to the mini- mum value. Feel free to vary the final Size Constraints Table result by up to 5% of the difference, so World Type Minimum Maximum long as the final value is within the Large 0.065 0.091 range. To express any diameter in Standard 0.030 0.065 miles, multiply the value in Earth Small 0.024 0.030 diameters by 7,930. Tiny 0.004 0.024

BASIC WORLDBUILDING 85 Once the diameter is known, use the following formula to get the world’s surface gravity: Worlds Big and Little S = K ¥ D When designing a world, it’s important to know what volatiles will be available at the world’s surface, defining the environment visitors will Here, S is the world’s surface grav- experience. Every world begins with a wide variety of volatiles, but ity in Gs, K is the world’s density in some of these will be lost very early in the world’s history. The most units of Earth’s density, and D is the common reason for such loss is the fact that molecules of a given world’s diameter in Earth diameters. volatile that are close to the top of the world’s atmosphere might reach Selecting World Surface Gravity escape velocity and head for deep space! First: Refer to the Size Constraints Molecules in a gas move at random speeds, and the distribution of Table for the world’s size class. those speeds is determined by the molecular weight of the gas and by Multiply square root of (B ¥ K) (where the ambient temperature. Higher temperatures mean that the mole- B is the world’s blackbody tempera- cules tend to move faster – but the more massive molecules of a gas with ture in kelvins, and K is the world’s high molecular weight will move more slowly at the same temperature. density in units of Earth’s density) by In effect, every world has a minimum molecular weight retained the appropriate Minimum and (MMWR) that indicates what volatile substances can be held onto Maximum values from the table. The across billion-year time scales. Volatiles with molecular weight higher result is the minimum and maximum than the MMWR will stay in the world’s atmosphere and on its surface. possible surface gravity for the world, Volatiles with lower molecular weight will be lost to space in a relative- in Gs. ly short time after the world is formed. Select any value within this range Factors that increase a world’s escape velocity all tend to lower the for the surface gravity. To select a minimum molecular weight that can be retained. A more massive world Surface Gravity at random, roll 2d-2, will have a higher escape velocity. So will a denser world, even of the multiply by one-tenth of the difference same mass. between the maximum and minimum On the other hand, the temperature at the top of the atmosphere is values, and add the result to the mini- also critical; higher temperatures mean that more molecules will reach mum value. Feel free to vary the final escape velocity. Thus two worlds can have the same MMWR despite result by up to 5% of the difference. being of different sizes, so long as the smaller one is colder. Once the surface gravity is known, Steps 2-6 of the world design sequence are set up so that the GURPS use the following formula to get the GM doesn’t need to concern himself with the details of computing a world’s diameter: world’s MMWR. Advanced world-builders may choose to work in a D = S/K more free-form manner, selecting a world’s physical parameters as needed and then checking to make sure the result makes sense. In that Here, D is the world’s diameter in case, the following formula may be of use: Earth diameters, S is the world’s sur- 2 face gravity in Gs, and K is the world’s W = B/(60 ¥ D ¥ K) density in units of Earth’s density. Here, W is the MMWR measured in units of molecular weight, B is the world’s blackbody temperature in kelvins, D is its diameter in Earth diameters, and K is its density in units of Earth’s density. Mass A world’s physical parameters will fit its selected World Type if its To determine a world’s mass, apply MMWR is legal for its size class. A Large world must have MMWR the following formula: greater than 2, but less than or equal to 4. A Standard world must have M = K ¥ D3 MMWR greater than 4, but less than or equal to 18. A Small world must have MMWR greater than 18, but less than or equal to 28. A Tiny world Here, M is the world’s mass in mul- must have MMWR greater than 28. tiples of Earth’s mass, K is its density For comparison, some of the more important molecular weights are: in units of Earth’s density, and D is its hydrogen 2, helium 4, methane 16, ammonia 17, water vapor 18, neon diameter in multiples of Earth’s diam- 20, carbon monoxide 28, nitrogen 28, nitric oxide 30, oxygen 32, hydro- eter. Regardless of the order in which gen sulfide 34, argon 40, and carbon dioxide 44. these parameters are determined, make a note of the world’s density, diameter, surface gravity, and mass. have widely diverging atmospheric of these worlds have a significant Determining pressure values. Refer to the follow- atmosphere. A visitor on the surface ing notes to determine the world’s will be in a vacuum. Atmospheric Pressure atmospheric pressure. Small (Rock), Standard (Chthonian), Now that the world’s surface grav- Asteroid Belt, Tiny (Ice), Tiny and Large (Chthonian) Worlds: All of ity is known, its surface atmospheric (Rock), Tiny (Sulfur), Small (Hadean), these worlds automatically have a Trace pressure can finally be determined. and Standard (Hadean) Worlds: None atmosphere. The various world types are likely to

86 BASIC WORLDBUILDING All other worlds will have a sub- then given by 1.15/1.1 = 1.05 Earth- come to a world that is comfortable stantial atmosphere. To determine the diameters (8,330 miles). Finally, its for them, where they can live without surface atmospheric pressure, begin mass is given by 1.1 ¥ 1.053 = 1.27 investing in expensive artificial life by referring to the following table. Earth-masses. support. However, even if a world is Now that Haven’s surface gravity is very inhospitable, settlers may arrive available, the GM can go back and in a quest for valuable resources. Pressure Factors Table determine the planet’s surface atmos- World Pressure pheric pressure. This is given by 1.15 ¥ Type Factor 1.2 = 1.38 atm, which yields a Dense Determining Resources Small (Ice) 10 atmosphere. The GM makes a note of Every world will have some value Standard (Ammonia, Ice, this under the world’s atmospheric to human or other settlers: mineral Ocean, or Garden) 1 properties. resources, native plant or animal Standard (Greenhouse) 100 The GM also realizes that with vast species that generate useful products, Large (Ammonia, Ice, Ocean, oceans, a warm climate, and a dense or even something as simple as arable or Garden) 5 atmosphere, Haven is probably a land on which crops can be sown. Large (Greenhouse) 500 breeding ground for hurricanes and We will use the Resource Value other violent storms. Visitors to the Modifier (RVM), a number between -5 The atmospheric pressure is given planet will need to watch out for the and +5, to describe the overall by the following formula: weather! He makes a note of this item resource value of a world. An RVM of P = M ¥ F ¥ S for possible use in future adventures. 0 indicates a world of average resource wealth, likely to attract settle- Here, P is the atmospheric pres- ment only if it is reasonably habitable. sure (in atm), M is the atmospheric STEP 7: An RVM above 0 indicates an unusual mass as generated in Step 3 (p. 78), F abundance of resources, which may is the pressure factor for the appropri- RESOURCES AND attract settlers even if the local envi- ate world type from the table, and S is ronment is hostile. An RVM below 0 the world’s surface gravity in Gs. Make HABITABILITY indicates a world unlikely to offer any a note of the result, and of the pres- “Funny about Valeria, isn’t resources worth exploiting. sure category associated with that it . . .” Most worlds will have an RVM pressure from the Atmospheric There was a moment of silence, then between -2 and +2. Worlds of the Pressure Categories Table (p. 78). Kinnison went on: Asteroid Belt type will vary more wide- “But wherever diamonds are, there ly, between -5 and +5. One asteroid belt Example: The GM has no prefer- go Dutchmen. And Dutch women go ence for Haven’s density, and so rolls may be dense, with vast deposits of wherever their men do. And, in spite of useful metals, organic compounds, 3d on the World Density Table, refer- the medical advice, Dutch babies arrive. ring to the Large Iron Core column. and volatile ices; another may be a thin Although a lot of the adults died – three scattering of pebbles. Select an RVM, He rolls a 16 and records a density of Gs is no joke – practically all of the 1.1, or about 6.1 g/cc. or roll 3d on the Resource Value Table. babies keep on living. Developing mus- For a world of the Asteroid Belt type, The GM then decides to set the cles and bones to fit – walking at a year planet’s surface gravity first. This refer to the first column of die-roll and a half old – living normally – they results; for all other world types, refer parameter must be between 0.03 and say that the third generation will be per- 0.065 times square root of (295 ¥ 1.1), to the second column. The result will fectly at home there.” be a description of the world’s resource or between 0.54 and 1.17. He decides – E. E. “Doc” Smith, First Lensman to set the surface gravity to 1.15 Gs, availability, along with a Resource making Haven a relatively high- This step fixes the factors that Value Modifier (RVM) that will be used gravity world. The planet’s diameter is make a world attractive for human or in later steps of the sequence. Make a alien settlement. Colonists are likely to note of the RVM for each world.

Resource Value Table Roll (3d) Asteroid Belts Other Worlds Overall Value Resource Value Modifier 3 – Worthless -5 4 – Very Scant -4 5 2 or less Scant -3 6-7 3-4 Very Poor -2 8-9 5-7 Poor -1 10-11 8-13 Average +0 12-13 14-16 Abundant +1 14-15 17-18 Very Abundant +2 16 19 or more Rich +3 17 – Very Rich +4 18 – Motherlode +5

BASIC WORLDBUILDING 87 Determining that make the world pleasant for the target world, refer to the following humans to live on. Habitability runs table and add up every modifier that Habitability and Affinity from -2 to 8, with higher scores indi- applies. Make a note of the final habit- The habitability score for a given cating a more pleasant environment. ability score for the world. world is a summary of all the factors To determine the habitability score for Habitability Modifiers Table Condition Modifier No atmosphere or Trace atmosphere 0 Non-breathable atmosphere, Very Thin or above, Suffocating, Toxic, and Corrosive -2 Non-breathable atmosphere, Very Thin or above, Suffocating and Toxic only -1 Non-breathable atmosphere, Very Thin or above, Suffocating only 0 Breathable atmosphere (Very Thin) +1 Breathable atmosphere (Thin) +2 Breathable atmosphere (Standard or Dense) +3 Breathable atmosphere (Very Dense or Superdense) +1 Breathable atmosphere is not Marginal +1 No liquid-water oceans, or Hydrographic Coverage 0% 0 Liquid-water oceans, Hydrographic Coverage 1% to 59% +1 Liquid-water oceans, Hydrographic Coverage 60% to 90% +2 Liquid-water oceans, Hydrographic Coverage 91% to 99% +1 Liquid-water oceans, Hydrographic Coverage 100% 0 Breathable atmosphere, climate type is Frozen or Very Cold 0 Breathable atmosphere, climate type is Cold +1 Breathable atmosphere, climate type is Chilly, Cool, Normal, Warm, or Tropical +2 Breathable atmosphere, climate type is Hot +1 Breathable atmosphere, climate type is Very Hot or Infernal 0

The affinity score for a given world Modifier. To determine the affinity resource abundance (or poverty); its is a summary of all the factors that score for the target world, add the colonists have chosen to settle there might make the world attractive to Resource Value Modifier to the habit- because of its location, not because of human settlement. Affinity is a num- ability score. Make a note of the result. its natural resources. He sets the plan- ber between -5 and 10, and is closely et’s RVM at 0. Haven’s habitability Example: The GM decides that related to the Resource Value score is 7, so its affinity score is also 7. Haven doesn’t have any special

88 BASIC WORLDBUILDING Habitability for Aliens The habitability rules assume that human comfort high, since a world with nothing but a few small is the primary yardstick for whether or not a planet is islands will not offer enough land area to support a going to be attractive. An alien race that evolved under large population). Amphibious or shore-swimming different conditions may judge worlds differently! species will be happy with lots of coastlines, but won’t If the GM is designing worlds within the space care about inland space, so they can tolerate claimed by an alien race, he should design his own more land area. Deep-ocean species will want lots of Habitability Modifiers Table for that race. The following hydrographic coverage, the more the better. Of course, guidelines should be of assistance. if a world’s oceans aren’t even based on the same Overall: The range of possible habitability scores chemistry that the colonists evolved with, they will be should be the same as for human-colonized worlds: useless . . . -2 to 8. Climate: For human-colonized worlds, 25% of the Atmosphere: The planet’s atmosphere should usually maximum habitability score depends on the average be the factor with the greatest weight. For human-colo- surface temperature. Humans find a band of average nized worlds, half of the maximum habitability of 8 surface temperatures about 53 kelvins wide (or 95º depends on the quality of the atmosphere. Having Fahrenheit) to be optimal for colonization (+2 to habit- enough air to support intelligent life is important, but ability). A wider band, about 75 kelvins wide (135º an atmosphere whose composition is actively hostile to Fahrenheit), is tolerable (+1 to habitability). Note that the world’s inhabitants is likely to impose a penalty to these bands are wider than the “comfort zone” defined habitability. under the Temperature Tolerance advantage (p. B93). Hydrographic Coverage: Most forms of life will be After all, colonists can selectively settle close to the poles dependent on a liquid volatile – water for human-like on a hot world, or close to the equator on a cold one, and life, liquid ammonia for ammonia-based life, and so on. compensate for a less-than-ideal average climate. For human-colonized worlds, 25% of the maximum Aliens should have their own bands of optimal and habitability depends on the hydrographic coverage. tolerable climates. If an alien race has Temperature Land-living species will want plenty of coastlines Tolerance as a racial advantage, their bands should be and well-watered inland regions, which will occur about 6 kelvins (10º Fahrenheit) wider for every level of when the hydrographic coverage is high (but not too the advantage.

SOCIAL PARAMETERS So far, the design process has worlds before applying this step to any Science fiction settings vary widely in defined the physical parameters for of them. This is because the place- their assumptions regarding “ideal” the world under construction. The ment of outposts will tend to depend population size. Many settings of the next few steps determine the social on the placement of homeworlds and 1960s and 1970s included truly crowd- parameters for each world – how colonies, which in turn depends on ed worlds, inspired by the “population many humans (or other sapient the physical parameters determined in explosion” that many believed was beings) live there, what kind of gov- Steps 2-7. inevitable. Today, with world popula- ernment they live under, how much tion leveling off and some nations fac- trade they engage in, and so on. ing a population decline, it seems more Homeworlds likely that future civilizations will be A homeworld is the place where a able to control their numbers. STEP 8: race evolved, and where its oldest pop- Homeworlds should never be ETTLEMENT ulation centers are still in existence. A placed at random; the GM should S homeworld will usually support as deliberately place them to suit TYPE many people as can be sustained by the needs of his campaign. See The local resources, although the social Frequency of Worlds (p. 70) for This step sets the settlement type for preferences of the population will also some of the pertinent considerations. the target world. These rules classify play a part. Some societies will prefer Naturally, a homeworld should have inhabited worlds into three settlement to maintain roomy living space and high habitability for the race that lives types: homeworlds, colonies, and out- unspoiled vistas. Others like crowds, on it – although not necessarily maxi- posts. Use the following rules to decide and are likely to populate a world to the mum habitability, since natural or which category the target world falls limits of local resources (or beyond). man-made disasters can render even a into. In general, homeworld populations race’s homeworld less than ideal! You may wish to generate the phys- depend strongly on the GM’s preferences. ical parameters for a number of

BASIC WORLDBUILDING 89 Colonies eligible world that is within this dis- Example: Haven isn’t a homeworld, A colony is a permanent settlement tance of a military frontier. If space- but it is a world with an affinity on some world, a place where a com- ships can travel indefinitely without greater than 0 within human-explored munity is likely to remain for genera- stopping at a port, then military out- space. The GM notes that it is a tion after generation. Most of a colony posts may be useless – or a civilization colony. world’s population is composed of may place “listening posts” with FTL long-term immigrants or permanent sensors all through their territory. STEP 9: residents; the colony is their home. Way Station Outposts: These are Colony worlds must either have a placed to serve transient starship traf- TECHNOLOGY certain minimum population, or have fic. If starships must follow “jump continuing support from offworld. A lines,” or they may not go too far with- LEVEL out stopping in a star system, certain human colony can be established with Every world has an associated tech worlds will see a great deal of traffic only a few dozen people, but such a level (see p. B511). The TL of a world even if there’s no reason for a starship tiny settlement may need lots of off- does not normally indicate that only to begin or end its journey there. Place world support and immigration to goods at that TL are available there. In an outpost on any eligible world that remain viable. To maintain a stable a universe in which most worlds have falls into such a situation. high-technology society over a long access to off-planet commerce, citi- term, a colony will probably need to zens will be able to buy goods at other begin with at least 10,000 people and tech levels. For example, in a TL10 set- the necessary equipment. A truly mas- ting, visitors to a backwater world sive colonization effort will begin by with TL7 will still be able to buy TL10 planting up to 500,000 people on the goods (probably at a premium cost, target world. From this initial popula- since they must be imported). tion, colonies will grow due to further Unless a character grew up on a immigration and natural growth. world that is actually cut off from the Space-traveling civilizations will rest of the galaxy, he will probably be tend to colonize every world that can familiar with equipment at the maxi- support a substantial population. A mum TL available. On the other hand, world will be a colony if it is in a people from a world with low TL are region of space claimed by some likely to be poor. The tech level of a space-traveling civilization, it has an world does indicate the technology affinity score greater than 0, and it is most commonly available to local Miscellaneous Outposts: Other not already defined as a homeworld. industry, which determines the pro- worlds may have scientific research ductivity of the local economy, which stations, corporate mining towns, in turn determines the typical wage small settlements of independent- Outposts and standard of living for the local minded dissidents, and so on. How An outpost is a settlement on an population. often such outposts appear depends unattractive world, planted only Local TL depends on the standard on social conditions. A tightly con- because of the world’s strategic loca- TL for the setting as a whole. An trolled interstellar empire will have tion or other unusual properties. An industrialized world that engages in fewer “unplanned” outposts than a outpost may be in place for decades or plenty of interstellar trade will almost loose federation. The GM should place even centuries, but it never loses its invariably have the standard TL. these extra outposts on eligible worlds temporary character. Unlike a colony, Worlds that are poorly industrialized as needed, or he can fix a die-roll an outpost has relatively few perma- or that are cut off from interstellar threshold and determine their loca- nent settlers – most of the inhabitants trade may have lower TL. Select a TL tions at random. For example, a expect to go elsewhere once their work for the world according to the needs of sprawling democratic society may at the outpost is finished. the setting. place an outpost in an eligible star sys- In general, the GM may place out- To select a TL randomly, roll 3d on tem on a 12 or less on 3d, while a stay- posts on worlds that are in a region the Tech Level Table and make a note of at-home empire may only place one claimed by a space-traveling civiliza- the implied TL. tion, that have affinity scores of 0 or on a 6 or less. less, and that are not already defined Modifiers: -10 if the local settlement as homeworlds or colonies. Several is a homeworld and the world is not different kinds of outpost exist. Uninhabited Worlds within space claimed by any space- Military Outposts: These are A world that isn’t a homeworld, faring civilization; +1 if the local set- designed to serve as military bases, or colony, or outpost will be uninhabited. tlement is a homeworld or colony and to watch the frontier between hostile Most uninhabited worlds will appear the world’s habitability score is 4-6, +2 interstellar states. The GM should in unclaimed space. Of course, every if the local settlement is a homeworld decide how far military starships can space-faring empire will find its share or colony and the world’s habitability travel without needing to stop for fuel, of worlds that are entirely useless – or score is 3 or less; +3 if the local settle- supplies, navigational fixes, or some at least appear useless to the first ment is an outpost. other need. Place an outpost on any explorers who visit . . .

90 BASIC WORLDBUILDING If a world has habitability of 3 or Tech Level Table less and tech level of 7 or less, then the Roll (3d) World TL carrying capacity for the world is 3 Primitive automatically 0 (such a case should 4 Standard-3 not occur under the rules in Step 9). 5 Standard-2 Otherwise, refer to the following 6-7 Standard-1 tables. 8-11 Standard (Delayed) 12-15 Standard 16 or more Standard (Advanced) Affinity Modifiers Table Affinity Score Multiplier A Primitive world is, for whatever world’s population; increasing the PR 10 1,000 reason, cut off from interstellar trade by 1 multiplies the actual population 9 500 and unable to produce advanced by a factor of 10. For example, a world 8 250 goods on its own. Roll 3d-12 (mini- with a population between 1.0 million 7 130 mum 0) for the world’s TL. Citizens of and 9.9 million has a PR of 6; a world 660 this world are very likely to have the with a population between 1.0 billion 530 Low TL disadvantage (p. B22). and 9.9 billion has a PR of 9. 415 Worlds that are at the setting’s stan- 38 dard TL can still be known for slight 24 differences in technological accom- Determining Carrying 12 plishment. A world that is Delayed is at Capacity 01 the standard TL, but its manufactured First, determine the carrying capac- -1 0.5 goods tend to be larger, heavier, more ity of the world for its inhabitants. -2 0.25 costly (by about 10%), less reliable, or This is the maximum population that -3 0.13 less user-friendly. A world that is the world can support in reasonable -4 0.06 Advanced is at the standard TL, but its comfort for long periods of time. A -5 0.03 manufactured goods will be known world’s population can exceed its car- for beautiful styling, compactness, rying capacity, but only at the cost of Get the base carrying capacity for reliability, ease of use, or reduced cost widespread poverty or the risk of a dis- the world, based on its TL. Multiply (about 10%). An Advanced world may astrous “die-back.” this value by the appropriate multiplier also have made breakthroughs in spe- Carrying capacity depends on sev- from the Affinity Multipliers Table, cific fields, offering certain manufac- eral factors. The world’s diameter based on the world’s affinity score. tured goods at higher than the stan- controls its surface area. The world’s Finally, for any world type other than dard TL for the setting. affinity score stands for a variety of Asteroid Belt, multiply the result by the Regardless of the result on the Tech factors, all of which affect how much square of the world’s diameter (meas- Level Table, if a world is not naturally of the world’s surface area is going to ured in Earth diameters). If the world hospitable, then its population will be usable. Finally, the tech level of the is of Asteroid Belt type, multiply by 50 need advanced technology to survive. settlement controls the density of (an asteroid belt offers material broken If the world’s habitability score is 3 or population that can be supported – up into many small chunks, providing less, then the world must be at least the number of people that can live a lot of potential living surface). TL8. comfortably in the same area. Example: The GM has no prefer- ence regarding the TL of the Haven colony, so he rolls 3d on the Tech Level Carrying Capacity Table Table and gets an 11. This yields a Tech Level Base Carrying Capacity result of Standard (Delayed). The GM 0 10,000 sets the colony to TL10, since that’s 1 100,000 the standard TL for his campaign, and 2 500,000 notes that local industries aren’t quite 3 600,000 up to galactic standards for cost and 4 700,000 reliability. 5 2.5 million 6 5 million 7 7.5 million STEP 10: 8 10 million 9 15 million POPULATION 10 20 million This step sets the population for 11 or higher (or Superscience) GM option the target world. In this book, a world’s population will be given as a Note that base carrying capacity at TL8 and above is speculative – economists head-count of residents. Each world and ecologists aren’t in agreement on how many people Earth can stably support also has a Population Rating (PR). at high TL. The GM should feel free to set these figures to suit his own assump- This is the “order of magnitude” of the tions, especially at TL11+ or in settings that include a lot of superscience.

BASIC WORLDBUILDING 91 The above procedure will yield the capacity by 1.5. If they have Reduced At TL4 or below, a homeworld’s carrying capacity of the world for Consumption 2, multiply carrying population is likely to be within 50% humans or human-like aliens. Alien capacity by 3. If they have more levels of its carrying capacity. Select a popu- races with certain racial advantages or of Reduced Consumption, or the lation as needed, or roll 2d+3, divide disadvantages will need different Doesn’t Eat or Drink advantage, multi- by 10 (retaining fractions), and multi- amounts of space and resources to ply carrying capacity by 10. ply by the carrying capacity to get the survive comfortably. Once all the relevant factors have world’s population. Carnivores: Races that are unable been taken into account, make a note At TL5 and above, a homeworld’s to eat anything but meat will use land of the final carrying capacity of the population can vary widely from its much less efficiently than their herbiv- world. Then proceed to the appropri- carrying capacity. Select a population orous or omnivorous counterparts. ate section of the following rules and as needed, or roll 2d. Multiply the car- Such a race would have some level of determine the current population of rying capacity by 10, and divide the the Restricted Diet disadvantage (p. the world. Round carrying capacity result by the die roll to get the world’s B151) tied to their predatory require- and population to two significant fig- population. ments. At TL8 and below, divide carry- ures, and make a note of the world’s ing capacity by 10 for such races. PR as well. Increased Consumption: Races that Colony Populations need lots of food or water will need A colony world will begin with a more resources to survive comfort- Homeworld Populations relatively small population that will ably. For every level of the Increased In general, a homeworld will sup- grow over time until it approaches the Consumption disadvantage (p. B139) port as many people as it can – its pop- carrying capacity of the world. Select that the inhabitants have, divide carry- ulation will be about equal to its carry- a population for the world to fit the ing capacity by 2. ing capacity. This is especially true at needs of the campaign. Increased Life Support: This disad- TL4 or below, when societies have no To generate a colony’s population vantage (p. B139) applies to members reliable way to control their own birth at random, roll 3d on the Colony of a race while operating in a human- and death rates. Population Table. At TL5 and above, societies are safe environment. When in their own Modifiers: Add +3 times the world’s more likely to diverge from their environment, they will have no unusu- affinity, and add +1 for every 10 full world’s carrying capacity. By restrict- al needs. This disadvantage does not years since the colony was established. affect carrying capacity. ing birth rates, a high-tech society Reduced Consumption: Races that may fall significantly below the carry- The colony’s population should need less food or water than normal ing capacity. On the other hand, a normally not exceed the world’s carry- will be able to get by with fewer high-tech society can also exceed the ing capacity. The GM may fix the pop- resources. This is reflected by the carrying capacity, but only by using ulation below the carrying capacity to Reduced Consumption advantage (p. world resources in a way that can’t be represent a society that dislikes 80) and, at extreme levels, by the sustained indefinitely. Such a society crowding, or above the carrying Doesn’t Eat or Drink advantage (p. will be in trouble within a few genera- capacity for an unstable colony that is B50). If the inhabitants have Reduced tions, unless it can improve the carry- outpacing local resources. Consumption 1, multiply carrying ing capacity of its world.

Colony Population Table Roll (3d) Population Roll (3d) Population Roll (3d) Population 25 or less 10,000 45 1.0 million 65 100 million 26 13,000 46 1.3 million 66 130 million 27 15,000 47 1.5 million 67 150 million 28 20,000 48 2.0 million 68 200 million 29 25,000 49 2.5 million 69 250 million 30 30,000 50 3.0 million 70 300 million 31 40,000 51 4.0 million 71 400 million 32 50,000 52 5.0 million 72 500 million 33 60,000 53 6.0 million 73 600 million 34 80,000 54 8.0 million 74 800 million 35 100,000 55 10 million 75 1.0 billion 36 130,000 56 13 million 76 1.3 billion 37 150,000 57 15 million 77 1.5 billion 38 200,000 58 20 million 78 2.0 billion 39 250,000 59 25 million 79 2.5 billion 40 300,000 60 30 million 80 3.0 billion 41 400,000 61 40 million 81 4.0 billion 42 500,000 62 50 million 82 5.0 billion 43 600,000 63 60 million 83 6.0 billion 44 800,000 64 80 million Every +10 ¥10

92 BASIC WORLDBUILDING Outpost Populations TEP democracy on its member worlds. A An outpost will usually have a pop- S 11: near-future setting may have relatively ulation between 100 (for a small sta- little variety in social types, while a SOCIETY TYPE space-operatic galaxy of the distant tion) and 100,000 (for the largest mili- “What I see happening around me is tary or commercial outposts). Select a future may see every one of the types bad enough,” Sarah said. “To know that represented on hundreds of worlds. population, or roll 3d on the Outpost the trend is being encouraged by a secret Population Table below to determine The GM may want to set up his elite is worse. But to know that They are own procedure for determining the outpost’s approximate population. doing it for no more reason than to sim- Feel free to vary the result by up to what society type can be found on plify their . . . arithmetic really frosts each world in his setting. The follow- 25% for any given world. An outpost me.” will almost certainly be smaller than ing procedures are reasonably gener- – Michael Flynn, ic and can be used in a variety of the world’s carrying capacity. In any In the Country of the Blind case, the carrying capacity rule doesn’t settings. apply to outposts, which are depend- This step determines the type of ent on imported supplies. society (or societies) that exists on the World Unity target world. This book uses the socie- The degree to which a world is ty types listed on pp. B509-510, the socially unified depends strongly on Outpost overall political situations described the available technology. An ultra-tech under The Big Picture on p. B509, and Population Table world with instant communication the “special conditions” listed under Roll (3d) Population and fast transport is much more likely Variations on p. B510. 3 100 to be politically unified than a pre- This step almost demands that the 4 150 industrial civilization that still GM make a selection to fit the needs 5 250 depends on animal-drawn and water of his setting. Any world’s social situa- 6 400 transport. tion needs to fit the GM’s assumptions 7 600 Select a level of unification from about interstellar society. An Evil 8 1,000 the ones described in The Big Picture Galactic Empire won’t tolerate demo- 9 1,500 on p. B509. To get a random result, cratic world governments, but a 10 2,500 roll 1d at TL7 or less or 2d at TL8+, on Benevolent Federation may insist on 11 4,000 the following table. 12 6,000 13 10,000 14 15,000 15 25,000 16 40,000 Altering the Colony 17 60,000 18 100,000 Population Table Example: The GM computes the The Colony Population Table makes several assumptions about the carrying capacity for Haven. The base normal growth of colony worlds. Each of these assumptions can be carrying capacity for TL10 is 20 mil- changed to fit the needs of a given setting. lion, the multiplier for Haven’s affinity • A stable colony must have at least 10,000 inhabitants. This fixes the of 7 is 130, and the square of the plan- lowest possible entry on the table. The current table assumes that an et’s diameter (in Earth diameters) is average die-roll of 10, combined with a medium affinity score (5) and 1.1. Multiplying all of these together, no time-since-foundation modifier, will match the minimum popula- the GM gets a total carrying capacity tion. When rewriting the table, the GM may wish to make sure a simi- of about 2.9 billion. The colonists have lar result occurs – otherwise some new colonies will have very high pop- almost certainly not come anywhere ulations, or some very old colonies will have the minimum population. near this population . . . • A colony world’s population will grow at a rate of about 2.3% per The GM decides that the Haven year, averaged over its entire history. This assumption fixes the ratio colony was established about 200 between adjacent entries on the table, and the +1 die-roll modifier for years ago, by dissidents fleeing a civil each decade since the colony’s foundation. If populations grow faster, war in the Galactic Empire. He increase the ratio between entries or apply the +1 modifier more often decides to determine the colony’s pop- than every 10 years. If colony populations grow more slowly, decrease ulation at random, and rolls 3d on the the ratio between entries or apply the +1 modifier less often. Colony Population Table. He gets a • Each point of the affinity score will, on the average, double a colony total roll of 53 (12 on the dice, +21 for world’s Population. This assumption fixes the size of the modifier for the planet’s affinity score, and +20 for affinity. If habitable conditions and available resources are more impor- time since settlement). This suggests a tant, increase this modifier. If colonies grow at a rate independent of the population of 6.0 million. The GM environment, decrease or remove this modifier. decides to vary the final result slightly, and records a total population of 6.5 million (PR 6).

BASIC WORLDBUILDING 93 Society Type If a “special condition” was indi- Modifiers: +4 if the world’s PR is 4 Select a society type, or roll 3d on cated by the roll on the World Unity or less, +3 if the PR is 5, +2 if the PR is the Society Types Table, referring to the Table, choose one or two of the spe- 6, +1 if the PR is 7. column for the type of interstellar soci- cial conditions listed under ety in which the world is a member Variations (p. B510). To select special World Unity Table (for a summary of interstellar society conditions randomly, roll 3d on the types, see Chapter 1). If the world is Special Conditions Table, with no Roll (2d) Conditions not part of any larger society, use the modifiers. If the result has an aster- 5 or less Diffuse “Anarchy or Alliance” column. isk, record the special condition, 6 Factionalized then roll 1d. On a 1-3, roll for a 7 Coalition Modifiers: Add the world’s TL (treat- second special condition and apply 8 World Government ing TL11+ as TL10). The result is the both. (Special Condition) society type of the world (or the domi- 9 or more World Government nant type, if the world is not unified).

Society Types Table Roll (3d) Anarchy or Alliance Federation Corporate State Empire 3-6 Anarchy Anarchy Anarchy Anarchy 7-8 Clan/Tribal Clan/Tribal Clan/Tribal Clan/Tribal 9 Caste Caste Caste Caste 10 Feudal Feudal Theo Feudal 11 Feudal Theo Feudal Feudal 12 Theo Dictator Feudal Feudal 13 Dictator Dictator Dictator Theo 14 Dictator Dictator Dictator Dictator 15 Dictator RepDem Dictator Dictator 16 RepDem RepDem RepDem Dictator 17 RepDem RepDem RepDem Dictator 18 RepDem RepDem AthDem RepDem 19 AthDem RepDem Corporate RepDem 20 AthDem AthDem Corporate Corporate 21 Corporate AthDem Corporate Corporate 22 Corporate AthDem Techno Corporate 23 Techno Corporate Techno Techno 24-25 Techno Techno Techno Techno 26-27 Caste Caste Caste Caste 28 or higher Anarchy Anarchy Anarchy Anarchy Here, AthDem stands for Athenian Democracy, RepDem stands for Representative Democracy, Dictator stands for Dictatorship, Techno stands for Technocracy, Theo stands for Theocracy, and Corporate stands for Corporate State.

Special Conditions Example: Rather than roll the dice, that are not politically unified will the GM works directly from his con- have different CR in different regions, Table cept for Haven. He decides that the and a world may have a split Control Roll (3d) Special Haven colonists oppose the feudal gov- Rating as well (see p. B507). Condition ernment that rules most of the Galactic Control Rating depends strongly 3-5 Subjugated* Empire, and are experimenting with on the society type and any special 6 Sanctuary democracy instead. He gives Haven a social conditions to be found on the 7-8 Military Government World Government, sets the society world. Refer to pp. B509-510 for the 9 Socialist* type to Representative Democracy, and likely relationships between society 10 Bureaucracy places the Sanctuary special condition type and CR. The GM should select a 11-12 Colony to fit the world concept. CR to fit the needs of his setting, or 13-14 Oligarchy* choose one from the most likely range 15 Meritocracy* using any random method he prefers. 16 Matriarchy or Patriarchy STEP 12: A world with the special condition (choose which) ONTROL ATING of Colony (not to be confused with a 17 Utopia C R world with the colony settlement type) 18 Cybercracy The Control Rating (p. B506) of a is a special case. Such a world’s CR (roll again if TL7 or less) world is a measure of the most should depend on its local social type, common CR to be found there. Worlds but it is almost always lower than that

94 BASIC WORLDBUILDING of the world from which the colony is Modifiers Table and add together all Economic Volume governed. For any such world, deter- the modifiers that apply. To determine the economic volume mine the governing world’s CR first. of the world, simply multiply the per- Example: The GM decides, based Base Per-Capita capita income by the population of the on his original concept, that the world and round off to two significant inhabitants of Haven are likely to pre- Income Table figures. Make a note of the final per- fer freedom and an open society to a Tech Level Base Per-Capita capita income, the typical Wealth level lot of regulation. He sets the Control Income for local citizens, and the economic Rating for Haven to be the minimum TL12+ $130,000 volume. that would normally occur under a TL11 $97,000 Representative Democracy: CR 2. TL10 $67,000 TL9 $43,000 TL8 $31,000 STEP 13: TL7 $25,000 TL6 $19,000 ECONOMICS TL5 $13,000 This step determines the economic TL4 $9,600 parameters of the target world. It can TL3 $8,400 be skipped if the details of local eco- TL2 $8,100 nomics aren’t going to be useful to the TL1 $7,800 campaign. TL0 $7,500 The economic output of a world depends on the productivity of the world’s workers. Productivity is large- Income Modifiers Table ly determined by the local technologi- Condition Modifier cal base. Workers with access to high- Affinity score 10 +40% er-TL equipment and techniques will Affinity score 9 +20% be able to produce more economic Affinity score 7-8 +0% value in the same amount of time. Affinity score 4-6 -10% Also, the goods and services they pro- Affinity score 1-3 -20% duce will command a higher price Affinity score 0 or less -30% Estimating when sold. PR 6 or higher +0% Trade Volume Productivity also depends on the PR 5 -10% The best model known for estimat- efficiency of the local economy. This PR 4 or less -20% ing the flow of trade between two can depend on local environmental Apply the total modifier to the base points is the gravity trade model, so conditions, and on the details of local per-capita income. If the world’s carry- called because the fundamental equa- society. A world where most people ing capacity is less than its population, tion describing trade flows resembles are scrambling simply to survive is not multiply the result by the world’s car- Newton’s equation for the force of one whose local industry will be effi- rying capacity and then divide it by gravity between two masses. cient and productive. the population. The final result is the In order to estimate the trade vol- Finally, productivity depends on actual per-capita income. Round off to ume between two specific worlds, the the resources available to the work- two significant figures. GM will need to determine two force. Resource-rich worlds will natu- The per-capita income for a world parameters, which should be consis- rally be more productive than can indicate the most typical Wealth tent throughout his setting. resource-poor ones. Low-population level (p. B25) for citizens of that The simplest formula for estimat- worlds may be quite rich, but they world, relative to the average Wealth ing trade volume is: don’t support extensive industry so the level of the campaign. Divide the workforce can’t take advantage of the T = (K ¥ V1 ¥ V2)/D world’s final per-capita income by the available resources. High-population base per-capita income associated Here, T is the trade volume worlds are economically saturated, with the campaign’s standard TL, and between two worlds (in trillions of $), and many workers won’t have access refer to the following table. K is a constant on which the GM must to all the resources they could other- wise have used. Typical Wealth Table Per-Capita Income Per-Capita Income Wealth Level To begin, refer to the following 1.4 ¥ base or more Comfortable table to determine the base per-capita 0.73 ¥ base to 1.39 ¥ base Average income for inhabitants of the world. 0.32 ¥ base to 0.72 ¥ base Struggling This is dependent solely on the world’s 0.1 ¥ base to 0.31 ¥ base Poor prevalent TL. Then refer to the Income 0.09 ¥ base or less Dead Broke

BASIC WORLDBUILDING 95 decide, V1 and V2 are the economic much to reduce the trade volume interstellar society is likely to place volumes of the two worlds (in trillions between two worlds that are not part way station outposts (p. 90) in order to of $), and D is the distance between of the same society. A reasonable make trade more efficient (or to sup- the two worlds (in any convenient reduction would be to divide the trade port naval protection of the merchant unit, usually parsecs). volume by three. ships). The gravity trade model can yield If trade will be important to the some very odd results when used on campaign, compute the trade volume certain pairs of worlds; if one world’s between the target world and as many Estimating Space Traffic economic volume is much higher than of its neighbors as is convenient. To estimate the total amount of the other’s, the estimated trade vol- space traffic at any given world, total ume between them can be many times up the world’s trade volumes with its the size of the smaller world’s econo- Designing Trade Routes neighbors. Add the trade volume for my. At the GM’s option, a low-popula- If the trade volumes between vari- any other world-pairs connected by a tion world may carry on all of its ous worlds in the setting have been trade route that passes through the direct trade with the nearest high-pop- computed, the GM can lay out trade target world. The result is the total ulation world; the trade volume of the routes on his map. amount of merchant traffic that will link should be no higher than the The structure of trade routes pass by the target world each year, smaller world’s economic volume. depends strongly on the mechanisms expressed in trillions of $. The value of the constant K is very of space travel. Suppose that mer- The GM can use this figure to esti- dependent on the setting. The GM chant ships can travel freely through mate the number of merchant ships should determine it early in his setting deep space, moving from any origin to that will call at the world’s port each design process, at least if he intends to any destination, never stopping at a year. Of course, this depends on a work out trade routes or otherwise port in between no matter how long number of factors that are all up to the estimate the amount of interstellar the journey. In this case discrete “trade GM: the typical size of a merchant traffic. The best way to determine K is routes” become unlikely, since every ship, the expected value (in $) of cargo through trial and error, until the GM is merchant ship moves along its own and passengers, and so on. independent path. There will be no happy with the results as applied to Example: The base per-capita transient merchant traffic at any the most important worlds of his set- income at TL10 is $67,000. The GM world. ting. The value of K will also have an refers to the Income Modifiers Table On the other hand, if ships must effect on what kind of trade is likely to and finds that the total modifier for touch at port every few parsecs, dis- occur. Haven is +0%. Meanwhile, the popula- tinct trade routes will appear along the For example, the GM may assume tion is much less than the carrying paths used by ships carrying the high- that two worlds with high population capacity, so the per-capita income est trade volumes. Ports between the and high TL, located close to each won’t be reduced due to a too-large high-volume worlds may serve a great other in space, will have a trade vol- population. The actual per-capita deal of transient traffic, as starships ume between 5% and 10% of each income of Haven’s population is stop to refuel or perform maintenance world’s economic volume. If K is set $67,000. The total economic volume before carrying their passengers and high enough to permit these levels of of the planet is 67,000 ¥ 6.5 million = cargo onward. The GM can draw a trade, interstellar commerce may $440 billion. The most typical Wealth tree-shaped structure of trade routes, involve ordinary manufactured goods level on the planet is Average. measuring the total trade volume for or even certain raw materials. The GM has developed trade each link by summing up the trade Passenger service between worlds will routes for other worlds in his setting, volumes for each pair of worlds whose be fairly common as well. but he decides that Haven doesn’t commerce traverses that link. A smaller value for K will give rise engage in open trade. Instead, the In a setting where worlds are con- to smaller trade volumes, suggesting a inhabitants maintain self-sufficient nected by jump lines, trade routes are setting where interstellar trade is industries, and keep in contact with forced to follow the jump lines. A link- more difficult or less important. In imperial worlds solely through and-branch structure becomes easy to such settings, trade will tend to be sporadic smuggling. dominated by high-value, low-volume define in this case. goods such as luxury items and preci- Note that in either of the last two sion machinery. Even information cases, trade between high-population STEP 14: may become a worthwhile trade good, worlds may end up following a round- especially if there is no equivalent of about route because no inhabited BASES AND FTL radio. worlds exist to provide a more direct Another factor that affects trade path. If this happens, the GM may INSTALLATIONS volumes is the presence of political wish to place outposts, or even new Many worlds have interesting spe- borders. Worlds that are members of worlds, in locations that would permit cial features, bases and installations different space-faring civilizations are a more direct route for the trade. This built by the inhabitants. These may likely to trade less than those that is particularly likely in settings where be placed by the GM, or may be share the same culture and govern- only a few of the existing star systems placed randomly using the following ment. The GM should decide how are normally placed on the map. Any procedures.

96 BASIC WORLDBUILDING Spaceports repairs, even on ordinary spaceships, less. The chance of some installations A spaceport may exist on any world will require off-planet parts, techni- is affected by the world’s TL, PR, and that has space travel or that trades cians, or facilities. A Class III space- Control Rating. with space travelers. port will always be present on a world Some installations will have a PR Select the spaceport for the target that sees at least $50 billion annually of their own, indicating the number of world from the following classes. To in total trade volume or transient mer- personnel assigned to them. When choose a spaceport at random, roll 3d chant traffic. Otherwise it is present rolling for this PR, assume a mini- against the target number specified on a 3d roll of (PR+8) or less. mum PR of 1 unless the world itself for each spaceport class. Check for the Class II – Frontier Facilities: These has PR 0. No installation can have a highest applicable class first. If there is are intended only for interplanetary or PR higher than that of the world itself, no spaceport of that class, check for shuttle craft rather than starships. and there can be only one installation the next-highest class, and so on. A Only emergency repairs are available with PR equal to that of the world. If world will usually have several ports for starships, although common fuel such an installation exists, it and the of lower class than the main space- types are available. A Class II space- supporting industries probably domi- port, but this rarely affects play except port is present on a 3d roll of (PR+7) nate local society. to give visitors a choice of debarkation or less. Alien enclave: One or more races points. Class I – Emergency Facilities: This alien to the world’s major population isn’t a real spaceport, just a landing live in segregated ghettos or reserva- area. Marked by automatic buoys, it tions. This may be by own choice – to might be a cleared-off, flattened space preserve their own culture, or from or a small orbital station. It may be dislike of the other race. Or the major completely unmanned, or it may have population may dislike them. An local customs and security offices. entire world may be designated an Emergency parts and fuel are stored enclave. Present on a roll of 6 or less. nearby. If qualified technicians are Black market: Illegal goods are eas- available, there will be a way to sum- ily found on this world, either in a mon them as needed. Class I facilities fixed physical location or simply are present on a 3d roll of 14 or less. through a network of contacts. If the Class 0 – No Facilities: There isn’t black market is commonly known, the even a designated landing site. Ships Patrol is likely to raid occasionally or planning to land must look for suit- restrict trade (unless people in high Class V – Full Facilities: This class able terrain. If the world has a high places have been paid off). Interstellar of spaceport includes full construction enough TL, there will be an airport, criminal organizations have agents and repair facilities for the most parking lot, or wide roadway. here. Present on a roll of (9-CR) or advanced spacecraft in the setting. Depending on the campaign’s less. The port has berths for hundreds or space-flight technologies, spaceports Colonial office: An office of the even thousands of vessels, multiple may be located in orbit, on the colonial authority. On a high-popula- landing facilities, launch facilities, ground, or both. Ground ports service tion world, this may be a recruiting surface-to-orbit shuttle services, and shuttles and landing-capable space- center. On a colony, it will be an every amenity imaginable – from crew ships, while an orbital facility allows enforcement office, which works to union halls to high-tech training facil- non-landing ships to dock and pro- ensure compliance with government ities. A Class V spaceport will always vides shuttle service to the surface. policies. In the latter case, the general be present on a world that sees at least Other spaceports, not specifically attitude of the chief administrator can $20 trillion annually in total trade vol- included in a world’s spaceport rating, be set by a general reaction roll. ume or transient merchant traffic. include corporate, military, Patrol, Present only at PR 3 or higher, on a Otherwise it is present only on worlds and government ports. These can nor- roll of (PR+4) or less. of PR 6 or better, on a 3d roll of (PR+2) mally be used by any ship in an emer- Corporate headquarters: The nerve or less. gency, if the facility isn’t secret. center of a major interstellar corpora- Class IV – Standard Facilities: This tion is located here. Industrial opera- class includes light ship-construction Installations tions may or may not be present. In facilities, and repair yards for ordi- extreme cases, the planet is governed Each of the following facilities may by the company. Present only at PR 6 nary spacecraft. A Class IV spaceport be present on a given world. They may will always be present on a world that or higher, and local TL7 or higher, on be selected by the GM as needed. a roll of (PR+3) or less. Roll 1d-3 for sees at least $1 trillion annually in To place installations at random, total trade volume or transient mer- the PR of the headquarters itself. roll 3d for each in any convenient Criminal base: This is the “corpo- chant traffic. Otherwise it is present order. If a particular type of installa- only on worlds of PR 6 or better, on a rate HQ” for a criminal group. The tion doesn’t exist in your setting, don’t Patrol will be interested in this world, 3d roll of (PR+5) or less. roll for it. Each installation type lists a Class III – Local Facilities: This if it knows about it. Present on a roll of target number; the installation is pres- (PR+3) or less. Roll 1d-3 for the PR of class includes repair facilities for com- ent if the 3d roll yields this number or mon needs; special parts or complex the base.

BASIC WORLDBUILDING 97 Espionage facility: This may range Pirate base: This planet may house Religious center: Sacred areas – from a secret spaceport to a minor a full-fledged pirate outpost with its shrines or temples, often with office or spy cell. Civilian spy organi- own spaceport and security forces, church administrative and meeting zations may be involved in industrial possibly allied with the world’s popu- facilities. Some sites of historical espionage. Military espionage bases lation. Or, on a smaller scale, corsair significance will be guarded by the will be specifically involved in spying ships may set down secretly from time Patrol. Pilgrims are likely. The center on enemy capabilities and forces, or to time for supplies and R&R. If the may be off-limits to nonbelievers. (in rear areas) in correlating data. pirate base is public knowledge, the Present on a roll of (PR-3) or less. Espionage facilities will be present on Patrol can be expected to take an Roll 1d-3 for the PR of the religious a roll of (PR+6) or less. If a facility is interest. Present on a roll of (8-CR) or center. present, roll 1d to determine its type: less. Roll 1d-3 for the PR of the base. Special Justice Group office: A local on a 1-4 it is civilian, on a 5 it is friend- Prison: Prisons are often built on headquarters for the Special Justice ly military, and on a 6 it is enemy mil- barren, unsettled worlds (to make Group (p. 204). Present on a roll of PR itary. Roll 1d-2 for the PR of the facili- escape difficult), or in remote areas on or less. Roll 1d-4 for the office’s PR. ty if military, or 1d-4 if civilian. If one habitable planets. They are rigorously Roll 1d for the office; on a 1-2 it is espionage facility is present, there patrolled. If the prison dominates “covert,” known only to SJG opera- may be others (presumably to spy on local society, this is a “prison planet,” tives and with an innocuous “cover” the first one). Roll again for another and travel there is heavily restricted. A function. facility; if it is present, roll for a third, prison will be present only if no other Survey base: As for a naval base, and continue until a roll fails. installations exist on the world, aside but for the Survey organization. Government research station: The from naval or Patrol bases. Present on Present if there is a Class IV or Class V station may be studying any cutting- a roll of (10-PR) or less (roll last). Roll spaceport, or on a roll of (PR+3) or edge technology or scientific field. It 1d-3 for the PR of the prison. less. Roll 1d-3 for its PR. may be known to the public, gar- Private research center: Like the University: A prestigious interstel- risoned by security troops and ships. government research station, this lar center of learning, with libraries Or it may be secret, located in a installation is dedicated to scientific or and research facilities. Present on a remote area. It may even be disguised engineering research. It may be fund- roll of (PR-6) or less. Roll 1d; on a 1-2, as some other form of installation. ed by industry, by government grants, the university will have PR 3; on a 3-4, Present on a roll of 12 or less; if one is or (secretly) by criminal organiza- it will have PR 4; on a 5-6 it will have present, a second is also present on a tions. Private centers investigate a PR 5. roll of PR or less. Roll 1d-4 for the PR wider range of topics than govern- Example: The GM rolls 3d for each of each installation. Roll 1d for each ment centers, possibly including far- starport class in turn. The first roll is a research station; on a 1-2 the station is out theories. Present on a roll of 14, which is greater than Haven’s secret. (PR+4) or less; if one is present, roll PR+2=8, so there is no Class V space- Mercenary base: This is the current again for additional centers, to a max- port. The second roll is a 15, which is home planet for a mercenary compa- imum of three. Roll 1d-4 for the PR of greater than PR+5=11, so there is no ny, perhaps with a contract from a each installation. Class IV spaceport. The third roll is an local government. There are training Rebel or terrorist base: These range 11, which is less than PR+8=14, so the facilities, depots, and support person- from hidden fortresses with full space- GM places a Class III spaceport on the nel as well as fighting forces. Present port facilities to minor hideouts for planet. on a roll of (PR+3) or less. Roll 1d-3 ships “on the run.” Rebels will have The GM has no special preference for the PR of the base. contacts among the local population, regarding bases and installations for Nature preserve: Most or all of this though the world government is rarely Haven, except that there should be no planet is set aside in its unexploited, allied. Terrorists usually base them- installation operated by the govern- natural state. These preserves may be selves on friendly worlds, striking into ment (the Empire) or a major corpo- used for scientific research (off-limits foreign territory. The navy and Patrol ration. He rolls dice for every other to tourists), or for light or heavy will take an interest in these installa- item. The only roll that succeeds indi- tourism (safaris, excursions, and so tions. Present on a roll of 9 or less. cates a rebel or terrorist base; a second on). Present on a roll of (12-PR) or Roll 1d-3 for its PR. die roll yields a PR of 2 for the base. less. Refugee camp: A holding center for The GM decides that some citizens of Naval base: A support installation those who have fled their native world Haven operate a support base for for the Navy. The size and complexity due to war or another catastrophe. rebels against the Empire; the base can vary, from a main fleet base to a These are usually run-down, filled with may be associated with the smugglers small refueling station or listening squalor and crime. Refugees are usual- who sometimes bring in imperial post. Present if there is a Class V ly disliked by the natives; the impover- goods. spaceport, or on a roll of (PR+3) or ished refugees are often desperate and The design of Haven is complete, at less. Roll 1d-1 for the PR of the base. militant, scheming to regain their lost least under the basic world-building Patrol base: As above, but for the lands. Present on a roll of (PR-3) or system. In Chapter 5 the design will be Patrol. Present if there is a Class IV or less; if one is present, roll for addition- expanded with advanced options. Class V spaceport, or on a roll of al centers until a roll fails. Roll 1d-3 for (PR+4) or less. Roll 1d-2 for its PR. the PR of each camp.

98 BASIC WORLDBUILDING CHAPTER FIVE ADVANCED WORLDBUILDING

Mark struggled up the hillside, hoping to reach the shelter of the rocks he had seen from the valley’s floor. Sweat poured down his face, straining his suit’s ability to defog his faceplate. He could smell himself, rank with fear and old perspiration. Any moment, he expected to feel the searing agony of a laser burn in his back. He couldn’t imagine how the renegade had managed to miss him so far. “Arcadia Base, this is Mark Keenan. Emergency call. Emergency call.” Mark panted, climbing over a saw-toothed ridge of stone. Dust scattered in the trace atmosphere as his boots hit the surface on the other side. “Arcadia Base. Any overflight unit. Eagle’s Wing control. Anybody.” No use. His radio was dead. The light was rising as Mark reached the crest of Mark peeked back over the ridgeline; he saw the the ridge. He reflexively looked over his shoulder, and renegade tramping across the valley floor. It wouldn’t looked full in the face of the planet’s red dwarf sun as take more than an hour for him to reach Mark’s ridge. it loomed huge on the horizon. Second sunrise, as the The light grew brighter still. planet receded from its periastron. Prominences and Mark glanced up, just in time to see the star flare. starspots were scattered across the star’s face, an A brilliant white light appeared on the star’s upper unusual number of them. Mark flinched away from limb, spreading madly, throwing every element of the the sight, and then remembered the infrared filters in landscape into sharp relief. his faceplate. It was safe enough to look. Mark thought quickly, then turned to lumber down Down in the valley, a long shadow pointed back to the slope, toward the overhang he had picked out a another human figure. It wore a suit like Mark’s. It moment ago. It ought to be enough to shadow him. lifted a laser rifle. The flare would be pouring radiation across the plan- Mark ducked, just as a stone a few feet away et’s surface in a few minutes. Enough to seriously popped and flew into shards. Then he was hunkered harm anyone caught in the open. down behind the ridgeline, scattering eons-old dust The renegade was in the open, long minutes away and looking frantically for some kind of shelter. from any shelter. Mark permitted himself a wolfish There, an overhang, the space beneath still in smile. shadow.

ADVANCED WORLDBUILDING 99 GENERATING STAR SYSTEMS The rest of the world-building sys- containing a world, including other In either case, the following steps tem picks up where Chapter 4 left off. worlds that may exist orbiting the will help the GM create a single com- At this point, the GM may have worlds same star. Or he may simply wish to plete solar system. This portion of the placed on his campaign map, ready generate a whole solar system from world-building sequence uses more for adventure. He may now wish to scratch, to see what worlds appear at mathematical computation, and more generate the rest of any star system random. detail will be generated. STEP 15: Stellar Classification Stars fall into a few very well defined groups according to their phys- NUMBER ical properties. Astronomers classify stars using their spectral class, essentially a way to sort stars by color and size. OF STARS The first component of the spectral class is the star’s spectral type or This step determines how many “color,” denoted by a single letter. The most important spectral types are stars exist in the target star system. O, B, A, F, G, K, and M – remembered by astronomers using the jingle Many stars travel in pairs or larger “Oh, Be A Fine Girl, Kiss Me!” groups, bound together gravitationally The sequence of spectral types also defines the relative surface tem- so that each orbits the center of mass perature and luminosity of stars. O and B stars are hot and bright, while of the entire system. In such star sys- K and M stars are cool and dim. Spectral types are sometimes referred tems, the component stars are named to as “early” (toward the bright, hot end of the range) or “late” (toward using letters of the alphabet, with the the dim, cool end). This nomenclature comes from the early days of stel- most massive tagged A, the next most lar astronomy, when it was widely believed that all stars began their massive B, and so on. The A-compo- lives as O or B type and slowly moved down to K or M type before dying. nent is also called the primary star of This theory of stellar evolution has long since been discarded, but the the system, and the other components “early-late” jargon persists. are companions. The spectral type can be further specified by a decimal classification, About half of all star systems are using the digits 0 through 9. A subtype of 0 indicates a “standard” star composed of single stars, with most of of that spectral type, while subtypes 1 through 9 indicate progressively the rest being binary pairs. Trinary cooler, dimmer stars. Sol, for example, is of spectral type G2, and can (three-star) systems are uncommon be considered two-tenths of the way between a standard G-type and a but possible. Multiple star systems standard K-type star. with more than three members are The second component of a spectral class is the star’s luminosity fairly rare, and shouldn’t be placed at class or “size,” which is denoted by a Roman numeral. Luminosity and random. Select a number of stars, or size are related; two stars with the same spectral type (i.e. the same sur- roll 3d on the Multiple Stars Table and face temperature) will be of different brightness if one is larger and has note the result. more surface area to radiate energy with. The luminosity classes are I Modifiers: +3 if the system is locat- (for “supergiant” stars), II and III (for giant stars), IV (for a class of “sub- ed within an open cluster (p. 70). giant” stars), V (for average-sized “main sequence” stars), and VI (for a rare class of “subdwarf” stars). Sol, for example, is a G2 V star. One set of stars doesn’t fall into this classification scheme: the white Multiple Stars Table dwarf stars. In a sense, these are not stars at all. A white dwarf is the Roll (3d) Number of remnant of a star that has finished its stable lifespan, has passed Stars through a period as a giant star, and is now unable to continue fusion 3-10 1 burning. Stars that die in this fashion lose much of their mass, in 11-15 2 processes that can be quite violent. The most common remnant of such 16 or more 3 a star-death is a white dwarf, a small but extremely dense body that shines dimly due to the retained heat of its final collapse. Astronomers Example: Returning to his pre- use an elaborate classification scheme for white dwarf stars, but this designed world of Haven (see Chapter book simplifies by assigning them all the luminosity class D without 4), the GM decides to generate the rest spectral type. of the star system. Based on his earli- In the region of space around Sol, most stars are of luminosity class er concept for the world, he decides V. These are stars in the main part of their stable lifetime, burning that Haven is located within an open hydrogen fuel and evolving very slowly, most of them across billions of star cluster. He rolls 3d+3 for a result years. About 90% of nearby stars are main-sequence stars (p. 104), and of 14, and notes that the Haven star most of the rest are white dwarfs. system is composed of two stars.

100 ADVANCED WORLDBUILDING likely to appear in a space campaign, assume a first roll of 6; on a 3-4, STEP 16: have mass of 3.0 solar masses or less. assume a first roll of 7; on a 5-6, Stars larger than about 2.0 solar mass- assume a first roll of 8. STAR MASSES es don’t appear likely to have planets It’s always reasonable to vary the This step determines the mass of at all, so this world-design system final result slightly, so long as the star’s each star in the system. A star’s evolu- won’t examine such stars in great mass is closer to the rolled result than tion depends very strongly on its mass detail. Stars with life-bearing planets to the results on either side of it. If a and age, and somewhat less strongly are most likely to mass between 0.6 star has mass between two entries on on its initial composition. and 1.5 solar masses. A star’s mass is measured in solar the Stellar Mass Table, the results on masses, so that a star with mass 1.0 is several of the tables that follow will exactly as massive as our own sun. Primary Star Mass have to be interpolated. Objects smaller than about 0.08 solar Select a mass for the primary star masses can’t maintain nuclear fusion of the target star system. To generate in their cores, and so can’t be consid- the primary star’s mass at random, roll Companion Stars If there are any companion stars in ered stars (but see Brown Dwarfs, p. 3d twice on the Stellar Mass Table, the target star system, each must have 128). Some gargantuan stars seem to making a note of the mass given for a mass equal to or lower than that of have about 100 solar masses, although the first and second rolls. the primary star. Select a mass for such “hyperstars” are extremely rare. Exception: If a Garden world has each companion. For every massive star that burns already been generated for the star To generate each companion star’s briefly and brightly, there are many system, then replace the first roll with mass at random, roll 1d-1. If the result small stars that burn dimly and hoard the following procedure. Roll 1d: on a is 0, then the companion star has their nuclear fuel. The vast majority of 1, assume a first roll of 5; on a 2, almost exactly the same mass as the stars, including almost every star primary (i.e. its mass is given by the same entry in the Stellar Mass Table). If Stellar Mass Table the result is 1 or greater, then roll that First Roll (3d) Second Roll (3d) Mass (solar masses) many d6, and count down as many 3 3-10 2.00 entries as the dice indicate from the 11-18 1.90 primary star’s entry on the table. If the 4 3-8 1.80 bottom of the table is reached, then 9-11 1.70 stop. (No star may have a mass lower 12-18 1.60 than about 0.08 solar masses.) The 5 3-7 1.50 resulting entry indicates the mass for 8-10 1.45 that companion star. 11-12 1.40 Example: The GM begins by gener- 13-18 1.35 ating the mass for the Haven system’s 6 3-7 1.30 primary star. Since Haven is a Garden 8-9 1.25 world, he rolls 1d instead of 3d for the 10 1.20 first roll; he gets a result of 3, which 11-12 1.15 translates into a first 3d roll of 7. His 13-18 1.10 second 3d roll is an 11. Haven’s pri- 7 3-7 1.05 mary star has a mass of 0.90 solar 8-9 1.00 masses. 10 0.95 To generate the companion star’s 11-12 0.90 mass, the GM begins with a roll of 1d- 13-18 0.85 1, with a result of 3. He rolls 3d for a 8 3-7 0.80 result of 14, and counts down on the 8-9 0.75 Stellar Mass Table that many entries 10 0.70 from the mass of the primary star. The 11-12 0.65 companion’s mass is 0.20 solar masses. 13-18 0.60 9 3-8 0.55 9-11 0.50 STEP 17: STAR 12-18 0.45 10 3-8 0.40 SYSTEM AGE 9-11 0.35 This step determines the age of the 12-18 0.30 star system. All of the stars in the sys- 11 Any 0.25 tem (and their planets, if any) will nor- 12 Any 0.20 mally be the same age, as measured 13 Any 0.15 from the moment that the primary 14-18 Any 0.10 star ignited nuclear fusion in its core.

ADVANCED WORLDBUILDING 101 STEP 18: STELLAR CHARACTERISTICS Now that the mass of each star and the age of the star system as a whole are known, the current prop- erties of each star in the system can be determined. A star begins its life in the main sequence, a class of stars with very pre- dictable properties, characteristic of stable hydrogen fusion in their cores. A massive star will burn very brightly, spending relatively little time in the main sequence. Stars about as mas- sive as our own sun will spend a few billion years in the main sequence, while the least massive stars will At this writing, the universe itself is Example: The GM determines the remain there for many billions (even estimated to be about 14 billion years age of the Haven system by rolling trillions) of years. old, and our own galaxy is not much on the Stellar Age Table. Since Haven As a star of moderate or high mass younger than that. Stars older than 12 is a Garden world, he rolls 2d+2 for a approaches the end of its stable lifes- billion years of age are rare in the total of 8. Haven is an intermediate pan, the hydrogen in its core becomes galactic disk, and are usually ancient Population I star. The following two depleted. Stars can continue to survive stars of the galactic halo that are sim- 1d-1 rolls yield results of 2 and 0. The by fusing heavier elements – helium, ply passing through the disk at the star system’s age is 2 + (0.6 ¥ 2) + (0.1 then carbon, and so on – but each new moment. A typical range of ages ¥ 0) = 3.2 billion years. fusion process requires higher mass, would be about 4-8 billion years. Referring to the discussion of and will be much hotter than ordinary Select an age for the star system. open clusters on p. 70, the GM hydrogen fusion. The pressure of the To determine an age at random, begin notices that the Haven star system is greater heat causes the star to swell by rolling 3d on the Stellar Age Table to probably too old to be a member of and redden, causing a transition to the determine what population the stars of the open cluster in which it is cur- “red giant” stage of evolution. the target system belong to. If a rently located. The GM decides that Eventually, these later forms of Garden world has already been gener- the cluster is recently formed, still nuclear fusion run out of fuel in their ated for the star system, roll 2d+2 rich with bright young stars. Haven’s turn. The star then dies, losing part of instead. Population II stars are the presence inside the cluster is coinci- its mass and leaving behind a stellar oldest, leftovers from the formation of dence – the binary star is simply remnant. In the case of a star about the galaxy. Population I stars were passing through on its independent the mass of our sun, this process is rel- formed in the galactic disk, and can be orbit around the galactic core. atively peaceful – the outer layers of much younger. Haven’s night sky is probably very the star blow away to form a short- Once the star system’s population impressive, full of brilliant nearby lived “planetary” nebula, leaving is determined, roll 1d-1, multiply the stars! Meanwhile, the coincidence behind a white dwarf remnant. A result by the Step-A value, then roll probably helps hide Haven from the more massive star will die in a super- another 1d-1, and multiply that result imperial authorities, who don’t explosion, leaving behind a more by the Step-B value. Add both results expect to find a habitable planet in exotic remnant such as a neutron star to the Base Age to get the age of the this region of space. or black hole. star system in billions of years. Aside from a star’s mass and age, its most important characteristics are its effective temperature, its luminosity, Stellar Age Table and its radius. Roll (3d) Population Base Age Step-A Step-B The effective temperature of a star 3 Extreme Population I 0 0 0 is the temperature of its visible sur- 4-6 Young Population I 0.1 0.3 0.05 face, measured in kelvins. It is the pri- 7-10 Intermediate Population I 2 0.6 0.1 mary factor determining the “color” of 11-14 Old Population I 5.6 0.6 0.1 the star’s light (more precisely, the dis- 15-17 Intermediate Population II 8 0.6 0.1 tribution of the star’s radiant energy 18 Extreme Population II 10 0.6 0.1 across the electromagnetic spectrum). Spectral type mainly depends on

102 ADVANCED WORLDBUILDING effective temperature, although the much energy as the Sun. Note that not surface. Most stars are quite compact, star’s material composition is also a all of a star’s radiant energy will be in but some very massive or luminous factor. the form of visible light. In fact, at the stars are so large that they are likely to The luminosity of a star is a meas- extremes of the range of spectral have absorbed their innermost plan- ure of its total energy output. types, most of a star’s output may be ets. Luminosity is usually measured in outside the visible range. To determine the characteristics of solar luminosities, so that a star with The radius of a star is simply the each star in the target star system, use luminosity 1.0 radiates exactly as distance from its center to its visible the Stellar Evolution Table.

Stellar Evolution Table Mass Type Temp L-Min L-Max M-Span S-Span G-Span 0.10 M7 3,100 0.0012 – – – – 0.15 M6 3,200 0.0036 – – – – 0.20 M5 3,200 0.0079 – – – – 0.25 M4 3,300 0.015 – – – – 0.30 M4 3,300 0.024 – – – – 0.35 M3 3,400 0.037 – – – – 0.40 M2 3,500 0.054 – – – – 0.45 M1 3,600 0.07 0.08 70 – – 0.50 M0 3,800 0.09 0.11 59 – – 0.55 K8 4,000 0.11 0.15 50 – – 0.60 K6 4,200 0.13 0.20 42 – – 0.65 K5 4,400 0.15 0.25 37 – – 0.70 K4 4,600 0.19 0.35 30 – – 0.75 K2 4,900 0.23 0.48 24 – – 0.80 K0 5,200 0.28 0.65 20 – – 0.85 G8 5,400 0.36 0.84 17 – – 0.90 G6 5,500 0.45 1.0 14 – – 0.95 G4 5,700 0.56 1.3 12 1.8 1.1 1.00 G2 5,800 0.68 1.6 10 1.6 1.0 1.05 G1 5,900 0.87 1.9 8.8 1.4 0.8 1.10 G0 6,000 1.1 2.2 7.7 1.2 0.7 1.15 F9 6,100 1.4 2.6 6.7 1.0 0.6 1.20 F8 6,300 1.7 3.0 5.9 0.9 0.6 1.25 F7 6,400 2.1 3.5 5.2 0.8 0.5 1.30 F6 6,500 2.5 3.9 4.6 0.7 0.4 1.35 F5 6,600 3.1 4.5 4.1 0.6 0.4 1.40 F4 6,700 3.7 5.1 3.7 0.6 0.4 1.45 F3 6,900 4.3 5.7 3.3 0.5 0.3 1.50 F2 7,000 5.1 6.5 3.0 0.5 0.3 1.60 F0 7,300 6.7 8.2 2.5 0.4 0.2 1.70 A9 7,500 8.6 10 2.1 0.3 0.2 1.80 A7 7,800 11 13 1.8 0.3 0.2 1.90 A6 8,000 13 16 1.5 0.2 0.1 2.00 A5 8,200 16 20 1.3 0.2 0.1

Here, Mass is the star’s mass in If a star’s age is no greater than the star. Once a star has exhausted its sta- solar masses, Type is its most likely main sequence span given for its ble span, subgiant span, and giant spectral type while it is on the main mass, then it is a main sequence span, then it has ended its lifespan as sequence, Temp is its most likely (luminosity class V) star. If its age is a star. The dying star leaves behind a effective temperature (in kelvins) greater than the main sequence span, stellar remnant – which, for the stellar while it is on the main sequence, L- but no greater than the main sequence masses given on this table, is always a Min is its initial luminosity on the span plus the subgiant span for its white dwarf (luminosity class D). main sequence, L-Max is its maxi- mass, then it is a subgiant (luminosity Using the table, classify each star mum luminosity on the main class IV) star. If its age is greater than in the star system as a main sequence sequence, M-Span is its main the main sequence span plus the sub- star, subgiant star, giant star, or white sequence span in billions of years, S- giant span, but no greater than the dwarf. Refer to the appropriate sec- Span is its subgiant span in billions main sequence span plus the subgiant tion of the following text to determine of years, and G-Span is its giant span span plus the giant span for its mass, each star’s spectral type, effective tem- in billions of years. then it is a giant (luminosity class III) perature, and luminosity.

ADVANCED WORLDBUILDING 103 Main Sequence Stars The luminosity of the star is equal A white dwarf’s mass will normally While a star is a member of the to the L-Max value from the Stellar be between 0.9 and 1.4 solar masses, main sequence, its effective tempera- Evolution Table. This value can be var- and can actually be significantly ture will change very little, but it will ied by up to 10% in either direction if smaller than the mass of the original tend to grow larger and more lumi- desired. star. If a star has become a white nous as its core temperature slowly To determine the star’s current dwarf, ignore the mass originally increases. effective temperature, use the follow- rolled on the Stellar Mass Table. Select The Stellar Evolution Table gives ing formula: a mass between 0.9 and 1.4 solar masses. To generate a mass at ran- the spectral type (under Type) and T = M – [(A/S) ¥ (M - 4800)] effective temperature (under Temp) dom, roll 2d-2, multiply by 0.05 solar for a main sequence star of a given Here, T is the current effective tem- masses, and add the result to 0.9 solar mass. It would be reasonable to vary perature in kelvins, M is the star’s masses. the spectral type by one subtype in effective temperature during its main A white dwarf will have negligible either direction, or to vary the effec- sequence period (the Temp value from luminosity, rarely higher than 0.001 tive temperature by up to 100 K in the table), A is the star’s age as a sub- solar luminosities. Its radius will be either direction. giant (i.e. its total age minus its main quite small – a white dwarf star is To determine the current luminosi- sequence span), and S is the star’s sub- only a few thousand miles across, ty of a main sequence star, use the giant span (the S-Span value from the about the same size as the Earth! The following formula: table). It would be reasonable to vary effective temperature of a white the final result by up to 100 K in either dwarf can be quite high, but in this L = MIN + [(A/S) ¥ (MAX - MIN)] direction. case it is rarely of any significance in Here, L is the current luminosity in The star’s current spectral type will world-building. solar luminosities, MIN is the L-Min be that of a main sequence star with value from the Stellar Evolution Table about the same effective temperature. Determining for the star’s mass, MAX is the L-Max Refer to the table to find the most like- value from the table, A is the star’s age ly spectral type. Star Radius in billions of years, and S is the main For every luminosity class except D sequence span (M-Span) from the (white dwarfs), a star’s radius is exact- Giant Stars ly determined by its effective tempera- table. It would be reasonable to vary After its period as a subgiant, a star the final result by up to 10% in either ture and its luminosity. Use the follow- will rapidly swell to red giant status, ing formula: direction. going through several transitions as its 2 Note that for stars of 0.4 solar core settles to relatively stable helium R = (155,000 ¥ square root of L)/T masses or less, no L-Max or M-Span fusion. Its effective temperature falls Here, R is the star’s radius in AUs, values are given. Such low-mass stars further, but its radius and luminosity change in luminosity very slowly; in L is its luminosity in solar luminosi- grow tremendously. A star of 2.0 solar ties, and T is its effective temperature the lifespan of the universe, they have masses or less won’t be able to make not had time to grow significantly in kelvins. Main sequence stars will the transition to carbon-burning or almost always be a tiny fraction of an brighter. For such stars, the L-Min more exotic forms of fusion, so this value can be taken as the actual lumi- AU in radius, but giant stars may well phase of its evolution will be the last. be much larger. nosity, and may be varied by up to Once the red giant phase is over, the 10% in either direction. star will die. Example: Referring to the Stellar Meanwhile, for stars with mass If a star is in the giant phase, its Evolution Table, the GM notes that greater than 0.4 solar masses, but no effective temperature will be between Haven’s primary star is still well with- greater than 0.9 solar masses, L-Max 3,000 and 5,000 kelvins. Select a tem- in its main-sequence lifespan. He and M-Span values (but no other span perature, or roll 2d-2, multiply by 200 notes that the star is most likely to be values) are given. Such stars are auto- K, and add the result to 3,000 K. The of spectral type G6 V (G6 from the matically on the main sequence, but star’s spectral type will be the same as entry on the table, V because of the they may have had time to grow sig- that of a main sequence star with star’s status on the main sequence). nificantly brighter since their forma- about the same effective temperature. He also notes that the star’s effective tion. The procedure above can be used Its luminosity will be about 25 times temperature is 5,500 kelvins. to estimate their current luminosity. its luminosity as a subgiant star, and The GM then applies the luminosi- can be varied by up to 10% in either ty formula, using entries from the Subgiant Stars direction if desired. table and the known age of the star Once a star leaves the main system: 0.45 + [(3.2/14) ¥ (1.0 - 0.45)] sequence, it enters the subgiant branch = 0.58 solar luminosities. He records White Dwarf Stars this as the star’s current luminosity. of stellar evolution. During this peri- After it completes the giant stage of od, its luminosity changes relatively Finally, the GM applies the formula its evolution, a star with 2.0 solar for star radius: (155,000 ¥ square root little, but its effective temperature falls masses or less will die and leave 2 as it swells toward red giant status. of 0.58)/(5,500) = 0.0039 AU, or about behind a white dwarf remnant. 360,000 miles.

104 ADVANCED WORLDBUILDING Going through the same proce- dures for the companion star, the GM Orbital Separation Table determines that this star has spectral Roll (3d) Separation Radius Multiplier type M5 V, effective temperature of 6 or less Very Close 0.05 AU 3,200 kelvins, luminosity of 0.008 7-9 Close 0.5 AU (rounded up), and radius of 0.0014 AU 10-11 Moderate 2 AU or about 130,000 miles. 12-14 Wide 10 AU 15 or more Distant 50 AU STEP 19: The initial result from this table known, select an eccentricity for each COMPANION gives a general idea of how widely sep- companion’s orbit. To select eccentric- arated the primary is from its com- ity at random, roll 3d on the Stellar STAR ORBITS panion. Roll 2d and multiply by the Orbital Eccentricity Table. Stars in a multiple star system given radius multiplier to get a value Modifiers: -6 if the two stars are will follow orbital paths that circle for the average radius of the orbit for Very Close, -4 if they are Close, and -2 the center of mass of the system. The that companion. It would be reason- if they have Moderate separation. simplest way to approach their able to vary the final result by up to orbital mechanics is to assume that half of the radius multiplier in either companions will follow circular or direction. Stellar Orbital elliptical orbits centered on their pri- A distant companion may have a mary stars. The important element companion of its own, on a roll of 11 Eccentricity Table to determine here is how distant the or higher on 3d. This is the only way to Roll (3d) Eccentricity stars in the system are from each get more than three stars in a multiple 3 or less 0 other at any given time. This step system when using the random-gener- 4 0.1 determines that information. ation method. If so, the companion is 5 0.2 The relevant parameters of any treated in all respects as the primary 6 0.3 orbital path are its average radius star for its own companion. Generate 7-8 0.4 (measured in AU) and its eccentricity. stellar characteristics for the “sub- 9-11 0.5 This last is a measure of the amount companion” as in Step 15. Generate 12-13 0.6 by which the orbit deviates from a per- an average radius for the subcompan- 14-15 0.7 fect circle, and takes values between 0 ion’s orbit around its primary star, 16 0.8 and 1. An eccentricity of 0 indicates a applying a -6 modifier to the roll on 17 0.9 perfectly circular orbit, while values the Orbital Separation Table. 18 or more 0.95 approaching 1 indicate elliptical orbits Note that the orbital radius of the For each primary-companion pair, that are more and more elongated. second companion in a trinary system compute and record the minimum Stars normally have orbital paths of must be larger than that of the first separation and the maximum separa- moderate eccentricity, with values companion, and will normally be tion between the two stars: between 0.4 and 0.7 being most likely. much larger. Similarly, the orbital Members of a multiple star system radius of a subcompanion must be MIN = (1 - E) ¥ R can fall at a variety of distances from smaller than that of its primary MAX = (1 + E) ¥ R each other. At one extreme are “con- around the central star of the system. Here, MIN is the minimum separa- tact binaries,” stars whose outer Adjust the orbits if necessary to ensure tion in AU, MAX is the maximum sep- atmospheres actually mingle as they these relationships. aration in AU, E is the eccentricity of whirl about each other in hours or Once the average orbital radius for the companion’s orbit, and R is the days. At the opposite extreme are very each primary-companion pair is average orbital radius in AU. wide pairs, which may take many thousands of years to complete a sin- gle orbit. Select orbital distances and eccen- tricities to suit, or use the following procedure. Begin by rolling 3d on the Orbital Separation Table for each companion. Modifiers: +4 for each companion if a Garden world has already been generated for the star system; +6 for the second companion in a tri- nary system. These modifiers are cumulative.

ADVANCED WORLDBUILDING 105 Example: The GM rolls 3d+4 (the form in a stable orbit within a certain +4 since Haven is a Garden world) on STEP 20: LOCATE distance. Once a star moves into the the Orbital Separation Table, and gets a subgiant or giant phases of its evolu- result of 15. The red dwarf companion ORBITAL ZONES tion, existing planets that find them- in the Haven system is at distant sepa- This step prepares for the place- selves too close may be vaporized by ration. The GM rolls 2d for a 7, multi- ment of worlds in the star system. The the swollen star’s intense heat. plies by 50 AU, and notes that the two GM must determine where planets For each star in the target star sys- stars have an average separation of can be placed, and must also deter- tem, compute the inner limit radius 350 AU. mine where gas giant planets (which using both of the following formulae. Since the companion star is at dis- dominate the planetary-formation The inner limit radius that applies will tant separation, it may have its own process) will appear. Compute and be the larger of the two values. For companion. The GM rolls 3d for a 10, make a note of the inner limit radius, almost all stars on the main sequence, and makes a note that there is no sec- the outer limit radius, the snow line the first of the two formulae will be ond companion star in the system. radius, and any forbidden zones the one to apply – the second formula The GM rolls 3d on the Stellar around each star in the system. becomes dominant for extremely Orbital Eccentricity Table, and gets a luminous stars. result of 12. The eccentricity of the Inner Limit Radius I = 0.1 ¥ M companion star’s orbit is 0.6. The min- Planets will not form too close to a I = 0.01 ¥ square root of L imum separation of the two stars is star. Even while a star is on the main 140 AU, and the maximum separation sequence, a planet is very unlikely to Here, I is the inner limit radius in is 560 AU. AUs, M is the star’s mass in solar units, and L is the star’s luminosity in solar units.

Outer Limit Radius Planets will also not form too far away from a star. At a large distance, orbital movements are leisurely. Protoplanets will have much less opportunity to sweep up matter before the star ignites and the process of planetary formation is halted. For each star in the target star sys- tem, compute the outer limit radius using the following formula. O = 40 ¥ M Here, O is the outer limit radius in AUs and M is the star’s mass in solar units. Planets will be able to form anywhere between the inner and outer limit radii, so long as no other stars interfere with their gravitational influence.

Snow Line Next, compute the snow line radius for each star. This is the distance from the star at which water ice could exist during planetary formation, marking the most likely region for the forma- tion of the star’s largest gas giant plan- et. The snow line radius can be found using the following formula: R = 4.85 ¥ square root of L Here, R is the snow line radius in AUs and L is the star’s initial luminos- ity on the main sequence (the L-Min value from the Stellar Evolution Table).

106 ADVANCED WORLDBUILDING Forbidden Zones information for the red dwarf including some of pleasant tempera- If a star system includes more than companion. If the companion seems tures in the “life zone.” one star, then each component of the likely to become important to some Conventional Gas Giant: The star system may have a forbidden zone in future adventure, information about has one or more gas giant planets, all which planets can’t form even if they its planets can be generated then. beyond the snow line, following near- are otherwise at a proper distance ly circular orbits. Rocky planets are from the star. A forbidden zone is a STEP 21: very likely, including some in the life region in which no stable planetary zone. This is the situation that holds in orbit is possible. PLACING FIRST our own solar system. The inner edge of the band of for- Eccentric Gas Giant: In this situa- bidden orbits is at one-third of the PLANETS tion, one or more gas giants formed beyond the snow line and have minimum separation between a star Once all the orbital zones have migrated some distance inward. Their and its closest companion (as com- been located, the first planets can be orbits have become “scrambled” due puted in Step 18). For the third com- placed in orbit around each star in the to random close encounters among ponent in a trinary star system, the system. closest companion is the primary themselves. These orbits are now star of the system. If a distant com- eccentric (non-circular) or fail to fall panion has its own subcompanion, Arrangement in the same plane. Any rocky planets then those two stars will automati- in the inner system have probably of Gas Giants been ejected from the system after a cally be closest companions for each Traditional models of planetary close encounter with one of the gas other. formation call for the tidy arrange- giants. The inner edge of the forbidden ment of worlds we see in our own Epistellar Gas Giant: At least one zone may be closer than the inner solar system: small rocky planets gas giant planet has migrated down limit radius for that star, in which inside the snow line, large gas-giant to a very tight circular orbit around case there will be no planets between planets outside. Unfortunately, in the primary star. This gas giant may the star and its companion. recent years astronomers have detect- have absorbed some of the material Alternatively, the inner edge of the ed over 100 planets in other star sys- available for building rocky planets, forbidden zone may be beyond the tems – almost none of which follow but such planets may have been able outer limit distance for the star, in this model! to form anyway after the gas giant which case the companion will have This finding doesn’t doom the tra- finished its migration. Other gas no significant effect on the planetary ditional model entirely, since these giants may exist in the outer star system. strange “hot Jupiters” are the only system, as in the conventional The outer edge of a star’s forbidden ones we are likely to detect given cur- arrangement. zone is at three times the maximum rent methods. Astronomers using Choose an arrangement of gas separation between the star and its those methods and looking at our own giants for each star in the star system. closest companion (again, as comput- solar system from a distance wouldn’t If a star’s snow line radius falls within ed in Step 18). If this outer edge is be able to detect the presence of a forbidden zone due to the presence closer than the outer limit distance, Jupiter or Saturn (at least not yet). of a companion star, then it will have planets may form circling the pair as a Hence many star systems may follow No Gas Giant. Otherwise, choose an whole. In this case, assign these plan- the traditional model without our arrangement or roll 3d on the follow- ets to the primary and don’t generate being able to verify the fact. ing table. such planets for both stars. This can Still, it seems clear that large gas- happen even when the stars are sepa- giant worlds can be found almost any- rated fairly widely, although in such where in a star system, including the Gas Giant cases the outer edge of the forbidden infernal regions within a few million zone is likely to be beyond the outer miles of the primary star. The current Arrangement Table limit distance. leading theory is that gas giants still Roll (3d) Arrangement form in the cold outer regions of a star 10 or less No Gas Giant Example: The GM determines the 11-12 Conventional Gas Giant orbital zones for Haven’s primary star. system, but that mechanical processes cause some growing gas giants to 13-14 Eccentric Gas Giant The star’s inner limit radius is at 0.09 15-18 Epistellar Gas Giant AU, its outer limit radius is at 36 AU, migrate inward. and its snow line is at 3.3 AU. There is To reflect this possibility, deter- a forbidden zone due to the presence mine the general arrangement of gas Place First Gas Giant of the companion star, but its inner giants in orbit around each star in the Once the arrangement of gas giant edge is at 47 AU, outside the outer target star system. Several possible planets around each star in the star limit radius. The companion has no arrangements exist. system has been determined, the first significant effect on the arrangement No Gas Giant: If the protoplanetary gas giant can be placed for each star. of planets in the primary’s system. nebula had little mass, gas giants may No Gas Giant: No gas giant will be At this point, the GM decides not not have formed at all. The star may placed around this star. to bother generating any more have a few rocky planets instead,

ADVANCED WORLDBUILDING 107 Conventional Gas Giant: In this Here, R is the orbital radius in AU, and Haven’s orbit is quite large case, the star’s first gas giant planet B is the world’s blackbody tempera- (3.5/0.68 = 5.15), there’s no conflict will normally form outside, but not ture, and L is the star’s luminosity and both planets can be left where too far from, the snow line radius. in solar units. Compute this orbital they are. Select an orbital radius for it, or roll radius for each of the stars, and 2d-2, multiply by 0.05, add 1, and choose one of them to be the pre- multiply the snow-line radius by the designed world’s primary. STEP 22: PLACE result. Note that the proper distance may LANETARY Eccentric Gas Giant: In this case, fall inside the inner limit radius, out- P the star’s first gas giant planet will be side the outer limit radius, or within a ORBITS found somewhere between the star’s forbidden zone for a given star. In this Once any pre-designed world and inner limit radius and the snow line case, the world cannot be placed in the first gas giant for each star (if any) radius. Select an orbital radius for it, orbit around that star. have been placed, all of the planetary or roll 1d, multiply by 0.125, and mul- It’s also possible for the pre- orbits for each star can be determined. tiply the snow-line radius by the designed world to end up being too Early astronomers spent consider- result. close to the star’s first gas giant, if any. able time trying to discover why the Epistellar Gas Giant: In this case, Determine the ratio between the two planets’ orbits are arranged as they the star’s first gas giant planet will be worlds’ orbital radii, by dividing the are. One early effort was “Bode’s law,” found very close to the star, possibly larger radius by the smaller. If the an observed mathematical relation- even inside the inner limit radius. This ratio is less than 1.4, then the two ship among the orbital radii of the is an exception to the usual rule pro- worlds are too close together – the gas known planets. Although Bode’s law is hibiting planets from being placed giant’s gravitational influence will simple, and doesn’t clash too badly inside the inner limit; the planet did tend to make the pre-designed world’s with the existing orbital radii, it does- not form so close to its primary star, orbit unstable. The pre-designed n’t actually account for the forces that but migrated into that position. Select world cannot be placed in orbit control the distribution of planets. an orbital radius for it or roll 3d, mul- around that star. Planetary orbits tend to be spaced tiply by 0.1, and multiply the inner Given these two restrictions, it’s logarithmically – that is, the ratio of limit radius by the result. possible for a pre-designed world to one orbital radius to the next is fairly Regardless of the arrangement of have no place to go. If this happens, consistent. This is because certain gas giants, record the orbital radius consider returning to Step 15 to gener- ratios lead to unstable situations, as of the first gas giant (if any) for each ate a new star or set of stars to fit, or neighboring planets exert gravitation- star in the target system. Its other choosing a different arrangement of al attraction on each other. properties (mass, density, diameter, gas giants for one or more of the stars. Orbits are usually arranged so that number of moons, and so on) will be One more thing to consider: the the ratio of adjacent orbital radii is generated later. pre-designed world may be a moon between 1.4 and 2.0. Some ratios in Note that it’s possible for a gas rather than an independent planet. In this range encourage orbital instabili- giant to fall within a forbidden zone particular, a Tiny or Small world of ty because of a “resonance” between using the above procedures. The GM any type, or a Standard (Hadean) the two planets’ orbital periods, but should move the gas giant out of the world, is very likely to be the moon of these ratios appear to be less likely forbidden zone if possible, although a gas giant. If the pre-designed world rather than entirely forbidden. In this he may accept the situation as an is difficult to place because it appears step, planetary orbits will be placed so unstable or transient feature of the to fall too close to a star’s first gas that this relationship between adja- star system’s evolution. giant, then consider moving the gas cent radii holds. giant – altering its orbital radius For each star in the target star sys- slightly so that the pre-designed world tem, always begin with the first gas Placing a can be one of its moons! giant’s orbital radius. If no gas giant Pre-Designed World Example: The GM rolls 3d for a 12 has been placed for a star, locate the If a world has already been on the Gas Giant Arrangement Table. greatest orbital distance at which that designed for the star system using the Haven’s primary star has a star can have planets – usually the basic world-building sequence in Conventional Gas Giant arrangement. outer limit distance, or the inner edge Chapter 4, then that world should also Without bothering to roll the dice, the of a forbidden zone. The first plane- be placed at a specific distance from GM places the system’s first gas giant tary orbit to be placed will be inside, one of the stars in the system. planet just outside the snow line at 3.5 but not too far from, this outermost The exact orbital radius for the pre- AU. legal distance. Select an orbital radius designed world depends on the lumi- At this point, the GM is ready to for it, or roll 1d, multiply by 0.05, add nosity of its primary star (as generated place Haven itself within the star sys- 1, and divide the outermost legal dis- in Step 18) and the world’s blackbody tem. Applying the formula for its tance by the result. temperature (as generated in Step 5). orbital radius, he gets (77,300/2952) ¥ From the first planetary orbit to be Use the following formula: square root of (0.58) = 0.68 AU. Since placed, work your way both inward R = (77,300/B2) ¥ square root of L the ratio between the gas giant’s orbit (toward the inner limit radius or the

108 ADVANCED WORLDBUILDING edge of a forbidden zone) and out- ward (toward the outer limit radius or the edge of a forbidden zone). Always place the next planetary orbit so that the ratio between adjacent orbits is between 1.4 and 2.0. Select an appro- priate ratio each time, or roll 3d on the following table.

Orbital Spacing Table Roll (3d) Ratio 3-4 1.4 5-6 1.5 7-8 1.6 9-12 1.7 13-14 1.8 15-16 1.9 17-18 2.0 When working outward, multiply each orbital radius by the ratio in order to get the next radius. When working inward, divide each radius by the ratio in order to get the next radius. When using the dice, it would be reasonable to adjust the ratio by up to 0.05 in either direction at each step. work inward toward Haven’s primary Haven’s primary star. From the inner- In the innermost region of a star’s star and place planetary orbits. His most to the outermost, the radii are orbital space, the orbits will be very first roll on the Orbital Spacing Table is 0.22 AU, 0.38 AU, 0.68 AU (Haven), close together in absolute terms. a 16, yielding a ratio of 1.9; the next 1.1 AU, 1.8 AU, 3.5 AU (first gas Always space orbits out so that they orbit inward from the gas giant is at giant), 6.0 AU, 10 AU, 17 AU, and 27 are at least 0.15 AU apart, even if this 3.5/1.9 = 1.8 AU. The next roll is an 11, AU. Haven’s primary star appears to means that the ratio between two yielding a ratio of 1.7; the next orbit have a full system of worlds, with up orbital radii is unusually large. If this inward is at 1.8/1.7 = 1.1 AU. The GM to 10 planets in it. can’t be done without placing an orbit observes that the ratio between 1.1 inside the inner limit radius, then and 0.68 (the radius of Haven’s orbit) stop. is about 1.6 to 1, so he simply assumes STEP 23: Remember that no planetary that Haven’s orbit is the next one orbital radius can be larger than the inward. The next die rolls are 13 (ratio PLACE WORLDS outer limit distance. Aside from the of 1.8, orbital radius of 0.68/1.8 = 0.38) In this step, objects will be allocat- case of an epistellar gas giant, no plan- and 11 (ratio of 1.7, orbital radius of ed to orbits. etary orbital radius can be smaller 0.38/1.7 = 0.22). The next orbit inward An empty orbit may occur if there than the inner limit distance. If an would have to be at 0.07 AU or less in wasn’t enough material in that region orbit falls inside a forbidden zone, order to avoid placing two orbits with- of the star system to form an object of stop placing planetary orbits in that in 0.15 AU of each other, but 0.07 AU significant size, or if a large object (a direction. is inside the inner limit radius, so the companion star or a migrating gas If there is a pre-designed world in GM stops. giant planet) swept the orbit clean of orbit around one star, the above proce- Now the GM works outward from material. dure won’t necessarily place an orbit the first gas giant’s orbit. His rolls on An asteroid belt is an orbital region in exactly the right place for that the Orbital Spacing Table are 10 (ratio occupied by many small, stony world. Feel free to adjust one or more of 1.7, orbital radius of 3.5 ¥ 1.7 = 6.0 objects. Asteroid belts normally form orbits so that one of them falls exactly AU), 9 (ratio of 1.7, orbital radius of when a gas giant or companion star as required for the pre-designed 6.0 ¥ 1.7 = 10 AU), 11 (ratio of 1.7, disturbs the early mass of asteroids, world, and then continue with the pro- orbital radius of 10 ¥ 1.7 = 17 AU), and pulling them out of the stable orbits cedure as before. 8 (ratio of 1.6, orbital radius of 17 ¥ that would have permitted them to Record the sequence of planetary 1.6 = 27 AU). The next orbital radius form a planet. The few asteroids that survive this winnowing process make orbital radii for each star in the target would be at least 27 ¥ 1.4 = 38 AU, and up a stable system. A world of the star system. this is outside the star’s outer limit radius, so the GM stops. Asteroid Belt type is, of course, an Example: Beginning with the first To summarize: the GM has gener- asteroid belt. gas giant’s orbit, the GM begins to ated a complete set of orbits for

ADVANCED WORLDBUILDING 109 A terrestrial planet is a small, stony will always have at least one. In all of needed; if a terrestrial planet is placed, body with relatively little atmosphere. these arrangements, orbits outside the choose its size class (Tiny, Small, Terrestrial planets are most likely to snow line are almost always occupied Standard, or Large) at this point. be found in the inner system, inside by gas giants. To generate a random placement, the snow line radius. They are unlike- Place gas giants in orbits as need- roll 3d for each orbit not already con- ly to have many moons, or large ones. ed. To generate a random placement, taining a gas giant or other object, and Terrestrial planets are classified as roll 3d for each orbit not already con- refer to the Orbit Contents Table. Tiny, Small, Standard, or Large in size. taining a gas giant or other object. In Modifiers: -6 if the orbit is adjacent All of the world types described in each case, compare the roll to the to a forbidden zone caused by the Chapter 4 (except for Asteroid Belt) appropriate target number from the presence of a companion star; -6 if the can be terrestrial planets. Gas Giant Placement Table. If the roll next orbit outward from the primary A gas giant is a massive planet, succeeds, a gas giant will occupy the star is occupied by a gas giant; -3 if the composed mostly of hydrogen and orbit. next orbit inward from the primary helium. Because of a gas giant’s pow- Once all gas giants have been star is occupied by a gas giant; -3 if the erful gravity, it is likely to have many placed, determine the size of each orbit is adjacent to either the inner moons and will affect the formation of (Small, Medium, or Large). To deter- limit radius or the outer limit radius. other planets in nearby orbits. Gas mine sizes randomly, roll 3d on the All of these modifiers are cumulative. giants are most likely to form outside Gas Giant Size Table. a star’s snow line radius, but they may migrate inward and can be found at Modifiers: +4 if the gas giant is Orbit Contents Table any distance from the star. Gas giant inside the snow line radius, or if it is in Roll (3d) Object planets are classified as Small, the first orbit beyond the snow line 3 or less Empty Orbit Medium, and Large. radius. 4-6 Asteroid Belt As a result of previous steps, one or 7-8 Terrestrial Planet more orbits may already be filled. A Gas Giant Size Table (Tiny) few gas giants may already be in place 9-11 Terrestrial Planet Roll (3d) Size since Step 21. A pre-designed world (Small) 3-10 Small may also already be in place, filling 12-15 Terrestrial Planet 11-16 Medium one orbit with an asteroid belt, a ter- (Standard) 17 and higher Large restrial world, or even a second gas 16 or more Terrestrial Planet giant (with the pre-designed world as (Large) one of its moons). This step fills the Fill Remaining Orbits rest of each star’s orbits. Example: Haven’s primary star has Every star system has a great deal Once gas giants have been placed, fill the rest of the orbits. the Conventional Gas Giant arrange- of debris in it: scattered asteroids out- ment, so there will be no gas giants side the main belts, comets and tiny Empty orbits and asteroid belts are most likely to occur very close to the inside the snow line. The GM rolls for rogue planets in the dark outer the four orbits outside the first gas fringes. These objects will not be primary star, in an orbit adjacent to that of a gas giant, or in the outermost giant’s orbit, rolling 15 or less for all placed in detail (but see Asteroids and four. The outermost five orbits in the Comets, p. 130). orbit before a forbidden zone caused by the presence of a companion star. system are all occupied by gas giant All of these locations are places where planets. Referring to the Gas Giant Place Gas Giants the gravitational influence of a large Size Table, the GM rolls 3d+4 for the For each star, begin by placing gas object may interfere with the forma- first gas giant and 3d for the other giants in their orbits. tion of a terrestrial planet. If a terres- four, getting results of 15 (Medium), Some stars may have the No Gas trial planet does form in such a loca- 10 (Small), 13 (Medium), 14 Giant arrangement (p. 107), either tion, it is likely to be small. Massive (Medium), and 6 (Small). because of the presence of a compan- terrestrial planets will usually form Now the GM prepares to place ion star or because that arrangement only in regions that are not subject to objects in the orbits inside the snow was selected earlier. In this case, skip the gravitational interference of gas line, rolling on the Orbit Contents to the placement of asteroid belts. giants or companion stars. Table for each. The innermost orbit is Otherwise, at least one gas giant has Place empty orbits, asteroid belts, adjacent to the inner limit radius; it already been placed – but there may and terrestrial planets in orbits as gets a 3d-3 roll of 2, indicating an be more in orbits that are not yet filled. If a star has the Conventional Gas Gas Giant Placement Table Giant arrangement, orbits inside the Arrangement Inside Snow Line Outside Snow Line snow line radius will never have gas No Gas Giant Do not roll Do not roll giants. A star with the Eccentric or Conventional Gas Giant Do not roll 15 or less Epistellar Gas Giant arrangement will Eccentric Gas Giant 8 or less 14 or less usually have one gas giant for every Epistellar Gas Giant 6 or less 14 or less 4-6 orbits inside the snow line, and

110 ADVANCED WORLDBUILDING Almost all gas giants in the outer reaches of a star system will have rings, and some of those that have migrated inside the snow line radius will as well. Gas giant rings are com- posed of billions of small particles, That’s no moon. It’s a space station. orbiting in a flat disc close to the plan- et. The rings are largely composed of – Obi-Wan Kenobi, Star Wars particles thrown off the gas giant’s inner moonlets during meteoroid col- lisions. A large number of inner moons means that more particles will feed the ring. It also increases the chance that some of the moons will be in a position to act as shepherds, main- taining the ring particles in their empty orbit. The next orbit gets a 3d moons are worlds in their own right, orbits through a complex gravitation- roll of 12, indicating a terrestrial plan- and will be given a size class (Tiny, al interaction. Normally a gas giant’s et of Standard size. The next orbit is Small, Standard, or Large) just like a rings are fairly thin and wispy, but already occupied by Haven. The next terrestrial planet. there are exceptions – such as the gets a 3d roll of 11 (terrestrial planet of Terrestrial planets and gas giants spectacular ring system of Saturn in Small size). The last orbit inside the can each have satellites, but they are our own solar system. snow line has a gas giant in the next very different in the kind of satellites Science fiction has sometimes used orbit outward; it gets a 3d-6 roll of 4, they are likely to have. the notion of an Earthlike world with indicating an asteroid belt. Terrestrial worlds, especially those a ring system. This situation may be To summarize, Haven’s primary orbiting inside the snow line, are unlikely, but it’s not impossible. A star has the following objects in its unlikely to have extensive satellite sys- moonlet might spiral too close to its system, from the innermost to the out- tems. A terrestrial world may capture parent world and shatter, or a major ermost: 0.38 AU (Standard world), a few asteroid moonlets, but it is impact on a moon might scatter 0.68 AU (Haven), 1.1 AU (Small unlikely to have any major moons. enough debris to form a ring. Most world), 1.8 AU (asteroid belt), 3.5 AU A terrestrial world that suffers a such systems will be unstable, with (Medium gas giant), 6.0 AU (Small gas specific kind of massive impact late in the particles falling to the planet or giant), 10 AU (Medium gas giant), 17 its formation era may develop a major escaping into space within a few mil- AU (Medium gas giant), and 27 AU moon; planetary material is scattered lion years at most. The rules that fol- (Small gas giant). The innermost orbit into orbit and then coalesces into an low won’t permit the random genera- allocated earlier turned out to be independent body. Such a major tion of a terrestrial world with rings, empty, and one orbit is occupied by an moon will then undergo tidal interac- but the GM may wish to place such a asteroid belt, so the solar system has tions with its parent world, driving it world as a rare case. eight planets in it, only three of them into an unusually wide orbit. As a terrestrial. result, terrestrial worlds are very At this point, the GM decides to unlikely to have more than one major Gas Giants concentrate on Haven and the world moon. With their orbits changing so The satellite systems of gas giants at 1.1 AU, leaving further development rapidly, it would be very difficult for are always very complex. A gas giant of the rest of the star system for later. multiple major moons to fall into a will normally have up to three distinct stable configuration. Instead, they families of satellites. would tend to collide with each other The first family is a cluster of STEP 24: or with their parent world. moonlets orbiting close to the planet. LACE OONS Gas giant worlds often have exten- These moons orbit very close together, P M sive systems of satellites. A gas giant’s sometimes even sharing orbits in a Gas giant planets almost always powerful gravity allows it to compete “resonant” pattern that prevents their have moons, and some terrestrial effectively with its primary star. Early collision. To determine the number of planets will have them as well. This in the planet’s history, it attracts plenty moonlets in this family, roll 2d. step determines how many moons of material for the formation of major each planet in the target star system Modifiers: -10 if the planet is within moons. Later, it captures a number of 0.1 AU of the primary star, -8 if the will have, and their rough sizes. small asteroids to serve as moonlets. This book classifies satellites as planet is between 0.1 AU and 0.5 AU of The only gas giants that are unlikely to the primary star, -6 if the planet is moonlets or major moons. Moonlets have large satellite systems are those are asteroid-sized satellites, no more between 0.5 AU and 0.75 AU of the pri- that have migrated deep into their pri- mary star, -3 if the planet is between than about 500 miles in diameter, and mary star’s gravitational influence. can be described using the rules in 0.75 AU and 1.5 AU of the primary One feature that is probably star. Asteroids and Comets (p. 130). Major unique to gas giants is the ring system.

ADVANCED WORLDBUILDING 111 The size of this first family of satel- the planet is between 1.5 AU and 3 For example, if a Standard world has lites will determine the level of ring AU of the primary star. a major moon whose size class is “two system the planet has. If a gas giant size classes smaller,” then the moon’s Make note of the number of satel- planet has at least 6 satellites in this size class will be Tiny. The minimum lites in each of the three families. family, its ring system will be visible size class for a major moon is Tiny. from anywhere in the star system, at For the purposes of this table, a gas least in moderately powerful tele- Terrestrial Planets giant planet is considered a Large scopes. If there are 10 or more satel- Roll 1d-4 (minimum 0) to deter- world. lites in this family, the ring system will mine the number of major moons be comparable to Saturn’s, easily visi- orbiting a terrestrial planet. If the Moon Size Table ble even in small telescopes from a dis- planet has no major moons, it will Roll (3d) Size Class tance and spectacular from close up. have 1d-2 (minimum 0) moonlets. The second family of satellites is a 11 or less Three size classes group of major moons. Roll 1d to Modifiers (for both rolls): Do not smaller determine the number of moons in roll if the planet is within 0.5 AU of the 12-14 Two size classes smaller this family. primary star, -3 if the planet is 15 or more One size class smaller between 0.5 AU and 0.75 AU of the pri- Modifiers: Do not roll if the planet is mary star, -1 if the planet is between Make a note of the size class of within 0.1 AU of the primary star, -5 if 0.75 AU and 1.5 AU of the primary each major moon in the star system. the planet is between 0.1 AU and 0.5 star, -2 if the planet is Tiny, -1 if it is AU of the primary star, -4 if the planet Small, +1 if it is Large. Example: The GM checks to see if is between 0.5 AU and 0.75 AU of the the two worlds he intends to develop primary star, -1 if the planet is between Make note of the number of in detail have moons. For Haven the 0.75 AU and 1.5 AU of the primary star. moonlets and major moons for each roll for major moons is 1d-7 (1d-4, and terrestrial planet. -3 because Haven is close to its pri- The last family is another group of mary star), so it can’t have any major moonlets, captured asteroids that moons. The roll for minor moons is are often in eccentric, highly inclined, Moon Size Classes 1d-5; the GM rolls and gets a result of or even retrograde orbits. Roll 1d Major moons are worlds in their 0. Haven has no moons. to determine the number of these own right, and will have a size class. For the Small world at 1.1 AU, the moonlets. Most major moons are Tiny or Small two rolls are 1d-6 and 1d-4. This world worlds, although there will be rare Modifiers: Do not roll if the plan- can’t have any major moons either, but exceptions. Assign a size class to each et is within 0.5 AU of the primary when the GM rolls 1d-4 he gets a major moon, or roll 3d on the Moon star, -5 if the planet is between 0.5 result of 1. This world apparently has Size Table to determine each moon’s AU and 0.75 AU of the primary star, a single moonlet, probably an object size class. -4 if the planet is between 0.75 AU captured from the nearby asteroid A major moon’s size class depends and 1.5 AU of the primary star, -1 if belt. on the size class of its parent planet.

112 ADVANCED WORLDBUILDING GENERATING WORLD DETAILS If the sky hadn’t been such a perfect empty. Terrestrial worlds and major In several cases, more than one shade of Terran blue, if the warm sun- moons are all in place, and the first world type is possible for a given size shine hadn’t been so exactly as it is on a portion of each one’s world type (the class and blackbody temperature. Use May morning in Virginia, maybe we size class) is known. In this step, the the following guidelines to decide wouldn’t have been so all-fired home- rest of the world type for each terres- which type to assign. sick. But they were, and we were. trial planet and major moon will be Tiny (Ice) or Tiny (Sulfur) Worlds: The sun wasn’t Sol. We were seventy designated. Tiny (Sulfur) worlds appear as major light-years from the Lincoln Memorial moons of gas giant planets. Any and the Statue of Liberty. Still, I caught given gas giant world is likely to have myself wondering if the Orioles would Blackbody Temperature no more than one Tiny (Sulfur) finally make it in the American League First, the blackbody temperature moon, with the rest being of other this year. (p. 84) must be computed for each types. To make the assignment at – Stephen Tall, world. Use the following formula: random, roll 1d for each gas giant “A Star Called Cyrene” B = 278 ¥ (fourth root of L)/(square with at least one moon that could be of Tiny (Sulfur) type. On a 1-3 there The broad outlines of the target root of R) is one moon of that type, almost star system are now known. The fol- Here, B is the blackbody tempera- always the innermost of the major lowing steps can be used to generate ture in kelvins, L is the primary star’s moons. detail for individual worlds. luminosity in solar units, and R is Standard (Ammonia) or Standard Although these rules could be used to the average orbital radius of the (Ice): Worlds in this temperature generate details for every planet and world (or of the planet of which the range may or may not have abun- moon in a star system, that isn’t their world is a moon). Note that the dant ammonia in the atmosphere. intended use. Instead, the GM blackbody temperature will be the Ammonia is sensitive to ultraviolet should apply them only to those same for a planet and for all of its light, and will break down chemical- worlds that are likely to be of interest moons. Record the blackbody tem- ly if subjected to it over long periods. in his campaign. perature for each world, rounded to A Standard (Ammonia) world will the nearest kelvin. therefore appear only in orbit STEP 25: around a cool star that emits rela- Designate World Types tively little ultraviolet. If this choice ORLD YPES is available and the primary star’s W T It’s now possible to assign a world mass is no greater than 0.65 At this point, every orbit around type to each terrestrial planet and solar masses, then the world will be each star in the target system has major moon in the star system. Refer of Standard (Ammonia) type. been filled with some object, or has to the following table. been specifically designated as Otherwise it will be of Standard (Ice) type.

World Type Assignment Table Size Class Blackbody Temperature Complete World Type Tiny 140 K or lower Tiny (Ice) or Tiny (Sulfur) Tiny 141 K or higher Tiny (Rock) Small 80 K or lower Small (Hadean) Small 81-140 K Small (Ice) Small 141 K or higher Small (Rock) Standard 80 K or lower Standard (Hadean) Standard 81-150 K Standard (Ice) Standard 151-230 K Standard (Ammonia) or Standard (Ice) Standard 231-240 K Standard (Ice) Standard 241-320 K Standard (Garden) or Standard (Ocean) Standard 321-500 K Standard (Greenhouse) Standard 501 K or higher Standard (Chthonian) Large 150 K or lower Large (Ice) Large 151-230 K Large (Ammonia) or Large (Ice) Large 231-240 K Large (Ice) Large 241-320 K Large (Garden) or Large (Ocean) Large 321-500 K Large (Greenhouse) Large 501 K or higher Large (Chthonian)

ADVANCED WORLDBUILDING 113 Standard (Garden) or Standard (Ocean): Worlds in this temperature range may or may not have abundant free oxygen in the atmosphere. Free oxygen must be maintained in the atmosphere by photosynthetic life, which takes time to evolve even on a world that is hospitable for it. A Standard (Garden) world is very unlikely to be less than a billion years old, and will normally be at least 3.5 billion years old. To make the assign- ment at random, roll 3d and add 1 for every full 500 million years of the star system’s age (to a maximum of +10). On an 18 or more the world is a Standard (Garden) world. Otherwise it is a Standard (Ocean) world. ruins, looking for items that might Large (Ammonia) or Large (Ice): As give them an edge in any battle STEP 28: with a Standard world for which this against the Galactic Empire. The GM CLIMATE choice is possible, the presence of names this planet Carson’s World, At this point, the procedure in Step ammonia in the atmosphere depends after the rebel scientist who first 5 should be reversed for every world of on the amount of ultraviolet light explored it. interest. Instead of computing each emitted by the primary star. If the pri- world’s blackbody temperature based mary star’s mass is no greater than TEP on a known average surface tempera- 0.65 solar masses, then the world will S 26: ture, the GM computes an average be of Large (Ammonia) type. ATMOSPHERE surface temperature based on the Otherwise it will be of Large (Ice) type. The atmosphere of each terrestrial blackbody temperature computed in Large (Garden) or Large (Ocean): As planet and major moon can be deter- Step 25. with a Standard world for which this mined from its world type, as in Step For each world, compute the black- choice is possible, the presence of free 3. Refer to the procedures beginning body correction using the procedure oxygen in the atmosphere depends on on p. 78 and apply them for each under Step 5 (p. 83). To determine the the evolution of photosynthetic life. world of interest in the target star average surface temperature of a Such evolution is significantly less system. world, multiply its blackbody temper- likely on a Large world. To make the ature by the blackbody correction. assignment at random, roll 3d and Example: Haven’s atmosphere is Make a note of the average surface add 1 for every full 500 million years already known. Carson’s World is of temperature for each world of inter- of the star system’s age (to a maximum the Small (Rock) type. It will have a est, along with the climate type from of +5). On an 18 or more the world is negligible atmosphere, so the GM the World Climate Table (p. 83). a Large (Garden) world. Otherwise it doesn’t bother to generate its atmos- is a Large (Ocean) world. pheric mass or set its composition. Example: Haven’s climate data are already known. Carson’s World has a Example: Haven itself is already blackbody temperature of 231 kelvins, known to be a Standard (Garden) STEP 27: determined in Step 25. As a Small world. The world in the next orbit out- (Rock) world, it has an absorption fac- ward is already known to be of the YDROGRAPHICS H tor of 0.96, and this is equal to its Small size class. It has a blackbody The hydrographic coverage for blackbody correction. The average temperature of 278 ¥ (fourth root of each world can be determined from its surface temperature on the planet is 0.58)/(square root of 1.1) = 231 kelvins. world type, as in Step 4. Refer to the 231 ¥ 0.96 = 222 kelvins (about -60º This means that the world must be of procedures beginning on p. 81 and Fahrenheit). Its climate type is the Small (Rock) type. apply them for each world of interest Frozen. The GM thinks about this second in the target star system. world. Clearly it’s a Mars-like planet: Example: Haven’s hydrographic small, dry, nearly airless, and proba- coverage is already known. Since STEP 29: bly very cold. The GM decides to Carson’s World is of the Small (Rock) make it more interesting by assuming ORLD IZES type, it automatically has 0% hydro- W S that some long-lost civilization once As in Step 6, the density, diameter, graphic coverage. The GM assumes settled there, leaving behind ruins, mass, and surface gravity of each that it has significant deposits of sub- odd works of art, and mysterious world can now be determined. These surface ice, which once supported the technological artifacts. The rebels of quantities can also be determined for alien colony and are now used by the Haven are slowly investigating these each gas giant planet. rebels.

114 ADVANCED WORLDBUILDING Terrestrial Planets density slightly (say, by up to 10%) planet, and several other features of from that given in the table. each world’s movement through and Major Moons space. Determining the size parameters Make a note of the mass and densi- for terrestrial planets and major ty of each gas giant. To determine the moons follows the same procedure as diameter of the gas giant, use the fol- Stellar Orbital Period in Chapter 4. First determine the den- lowing formula: If the star system includes more sity of each world, then its diameter D = cube root of (M/K) than one star, the orbital period of any and surface gravity (in either order, as given pair of stars can be computed as convenient), and then its mass and Here, D is the diameter of the follows: exact atmospheric pressure. world in Earth diameters (multiply by 3 7,930 to get the diameter in miles). M P = square root of (R /M) is the mass of the planet in Earth Here, P is the orbital period in Gas Giants masses, and K is the planet’s density in years, R is the average orbital radius Gas giant worlds vary in composi- units of Earth’s density. of the companion around its primary, tion much less than smaller worlds do, A gas giant has no solid surface. To and M is the sum of the masses of the and so a gas giant’s mass and density determine its gravity at the planet’s two stars (in solar masses). Multiply P are closely related. Small gas giants cloud tops, use the formula for surface by 365.26 to get the period in days. are composed primarily of ices. gravity on p. 86. In trinary or larger star systems, Larger gas giants are dominated by Example: Haven’s size data are orbital periods can sometimes be hydrogen and helium, which com- computed by treating several stars as presses under gravity. In the cores of already known. For Carson’s World, the GM rolls 3d on the World Density one. For example, suppose a trinary very large gas giants, the hydrogen is star system involves an A-component compressed into an exotic “degener- Table, using the Small Iron Core col- umn, and gets an 11 (density of 0.8). and B-component orbiting one anoth- ate” state, far more dense and com- er at moderate separation, with a pact than any normal matter. A very The minimum and maximum diame- ters for Carson’s World are 0.41 and smaller C-component orbiting at a large gas giant can actually be denser much greater distance. Then the than a terrestrial world, its average 0.51 Earth diameters. The GM arbi- trarily chooses a diameter of 0.50 orbital period of A and B can be com- density higher than that of solid iron. puted using the above formula and A Small gas giant is between 10 Earth diameters (about 3,970 miles). Local surface gravity is 0.8 ¥ 0.5 = 0.4 ignoring C, after which the orbital and 80 Earth-masses, a Medium gas period of C around the A-B system can giant between 100 and 500 Earth- Gs, and the planet’s mass is 0.8 ¥ (0.5)3 = 0.1 Earth masses. Carson’s be computed by treating the masses of masses, and a Large gas giant between A and B as that of a single star. 600 and 4,000 Earth-masses. A larger World automatically has a Trace world actually ignites nuclear fusion atmosphere, since it’s a Small (Rock) in its core for at least a brief period, world. Planetary Orbital Period and becomes a brown dwarf (p. 128). The orbit of any planet around its Select a mass for each gas giant in STEP 30: primary star can be computed using the target star system, or roll 3d on the the same formula as for stellar orbits: following table. When using the dice, DYNAMIC 3 it would be reasonable to vary the P = square root of (R /M) mass of the gas giant in either direc- PARAMETERS Here, P is the orbital period in tion, up to halfway to the next entry. In this step, several parameters of years, R is the orbital radius of the To determine the density of the gas the target star system can be generat- planet, and M is the mass of the plan- giant, read the entry from the table – if ed: the orbital period of any compan- et’s primary star in solar units. the gas giant’s mass is between two ion stars, the orbital period of each Multiply P by 365.26 to get the period entries, interpolate the density as well. planet, the orbital period of each in days. It would be reasonable to vary the moon, the rotation period of each Gas Giant Size Table Small Gas Giant Medium Gas Giant Large Gas Giant Roll (3d) Mass Density Mass Density Mass Density 8 or less 10 0.42 100 0.18 600 0.31 9-10 15 0.26 150 0.19 800 0.35 11 20 0.22 200 0.20 1,000 0.4 12 30 0.19 250 0.22 1,500 0.6 13 40 0.17 300 0.24 2,000 0.8 14 50 0.17 350 0.25 2,500 1.0 15 60 0.17 400 0.26 3,000 1.2 16 70 0.17 450 0.27 3,500 1.4 17 or more 80 0.17 500 0.29 4,000 1.6

ADVANCED WORLDBUILDING 115 Note that this formula assumes Satellite Orbital Radius generate a radius at random: roll that the mass of the planet itself is Before the orbital period of a satel- 3d+3, and if the result is 15 or more negligible – usually a good assump- lite can be computed, the radius of its add another roll of 2d. Divide the final tion, unless the star is very light (an orbit around its planet must be deter- total by 2 (retaining any fraction) and M5 V or lower) and the planet is very mined. This radius depends on the multiply the result by the planet’s massive (a Large gas giant of 2,000 satellite’s origins and its planet’s type. diameter. If any two of the major Earth-masses or more). If greater Gas Giants: Recall that a gas giant moons orbit within one planetary accuracy is desired, add the mass of has three families of satellites. The diameter of each other, re-roll or the planet into M; a planet’s mass in first family is a set of moonlets orbit- assign new orbits to both. solar units is equal to 0.000003 times ing close in, the second is a set of The third family of moonlets its mass in Earth-masses. major moons orbiting at medium sep- begins at 20 planetary diameters and aration, and the third is a set of moon- can extend out to several hundred Planetary Orbital lets orbiting at large distances. diameters. If the orbital radius for one The first family of moonlets orbits of these moonlets is needed in play, Eccentricity at distances between 1 and 2.5 times simply select a radius as needed. A planet’s orbit around its primary the planet’s own diameter. In most Terrestrial Planets: A terrestrial star can be eccentric, just as a com- cases, specific orbital information for planet will occasionally have a major panion star’s orbit can be. For each these moonlets won’t be required. If moon (and, in very rare cases, more planet, choose an eccentricity for its the orbital radius for one of these than one). If there are no major orbit, or roll 3d on the Planetary moonlets is needed in play, select a moons, it may have one or more Orbital Eccentricity Table. radius, or roll 1d+4, divide by 4 moonlets. Major moons will usually be found Modifiers: +4 if the star has the (retaining any fraction), and multiply between 5 and 40 planetary diameters. Eccentric Gas Giant arrangement and the result by the planet’s diameter. The larger the moon is in relation to the world is a gas giant inside the The second family of major moons snow line radius; -6 if the star has the orbits at distances between 3 and 15 its planet, the wider its orbit will be Epistellar Gas Giant arrangement and times the planet’s own diameter. Select due to tidal effects. Select an orbital the planet is a gas giant in the epistel- a radius for each moon as needed. To radius as needed. To generate an orbit lar position; -6 if the star has the at random, roll 2d. Conventional Gas Giant arrangement. When using the dice, feel free to mod- ify the result by up to half of the dis- tance to an adjacent entry on the table.

Planetary Orbital Eccentricity Table Roll (3d) Eccentricity 3 or less 0 4-6 0.05 7-9 0.1 10-11 0.15 12 0.2 13 0.3 14 0.4 15 0.5 16 0.6 17 0.7 18 or higher 0.8

For each planet, compute and record the minimum separation and the maximum separation between the planet and its primary: MIN = (1 - E) ¥ R MAX = (1 + E) ¥ R Here, MIN is the minimum separa- tion in AU, MAX is the maximum sep- aration in AU, E is the eccentricity of the planet’s orbit, and R is the planet’s orbital radius in AU.

116 ADVANCED WORLDBUILDING Modifiers: +2 if the moon is two most major moons are tide-locked to Rotation Period size classes smaller than its planet, +4 their planets – they rotate exactly once In general, more massive worlds if the moon is one size class smaller per orbital period, so that they always rotate more quickly, but this is mod- than its planet. Multiply the result by present the same face to the planet. ified by many factors and can 2.5, and then multiply by the planet’s Some planets orbiting close to their depend on sheer accident during the diameter. If two major moons orbit primary stars are tide-locked to the formation of the star system. Tidal within 5 planetary diameters of each star, causing them to have a day face braking also has a powerful effect on other, re-roll or assign new orbits to in permanent light and a night face in the rotation of planets and moons. both. permanent darkness. If the total tidal effect (computed To estimate the level of tidal force Moonlets will orbit close in, at dis- above) on a world is 50 or higher, being exerted on a planet by each of its tances between 1 and 5 times the plan- then the world is tide-locked; its moons, use the following: et’s own diameter. If the orbital radius rotation period is equal to its orbital for one of these moonlets is needed in T = (17.8 million ¥ M ¥ D)/R3 period. If it is a planet, it is tide- play, select a radius as needed. To gen- locked to its innermost major moon Here, T is a measure of the tidal erate a radius at random: roll 1d+4, if it has one, or to its primary star force on the planet, in terms of the divide by 4 (retaining any fraction), otherwise (in the latter case, see Tide- tidal force exerted by Earth’s Moon and multiply the result by the planet’s Locked Worlds, p. 125). If it is a satel- upon the Earth. T = 1 indicates an diameter. lite, then it is tide-locked to its pri- ocean tide averaging about 2 feet at mary planet. high tide in deep ocean, although the If the world is not tide-locked, Satellite Orbital Period exact amplitude of tides will very then its rotation period can vary The orbit of any satellite around its widely depending on the local geogra- widely. Select a rotation period, or planet can be computed using almost phy. M is the mass of the satellite in roll 3d, add the total tidal effect on the same formula as for stellar orbits: Earth masses. D is the diameter of the the world, and add the appropriate planet in Earth diameters, and R is the modifier from the Rotation Period P = 0.0588 ¥ square root of (R3/M) radius of the satellite’s orbit in Earth Table. Here, P is the orbital period in diameters. days, R is the orbital radius of the The same formula can be used to satellite around its planet in Earth estimate the level of tidal force exerted Rotation Period Table diameters, and M is the sum of the on a moon by its planet. In this case, World Size Class Modifier masses of planet and satellite in Earth use M for the mass of the planet in Large Gas Giant +0 masses. If the satellite is very small Earth masses, and D for the diameter Medium Gas Giant +0 compared to its planet, its mass can be of the moon in Earth diameters. Small Gas Giant +6 ignored. To estimate the tidal force exerted Large Terrestrial World +6 by the primary star on a planet, use a Standard Terrestrial World +10 very similar formula: Small Terrestrial World +14 Tidal Braking Tiny Terrestrial World +18 T = (0.46 ¥ M ¥ D)/R3 A planet orbiting its primary star The result is an initial value for the will not experience that star’s gravity Here, T is the same measure of the world’s rotation period in standard uniformly. The star will exert more tidal force on the planet. M is the mass hours (divide by 24 to get the period in gravitational force on the near side of of the star in solar units. D is the standard days). the planet than on the far side. Since a diameter of the planet in Earth diam- If the result is greater than 36 planet is not a perfectly rigid body, it eters, and R is the radius of the plan- hours or the initial 3d roll was a natu- will respond by deforming slightly, et’s orbit in AUs. ral 16 or greater, the planet or satellite forming a pair of “tidal bulges” point- An important factor is the total will have unusually slow rotation. In ing toward and away from the star. tidal effect on a world: However, if the planet rotates with this case, roll 2d on the Special respect to its primary star, the star- E = (T ¥ A)/M Rotation Table, and use that result instead. ward bulge will be offset slightly from Here, E is the total tidal effect. If a line pointing directly toward it. The the world is a planet, then T is the sum star’s gravity tends to pull on this of all the tidal forces exerted by its Special Rotation Table bulge, exerting torque on the planet’s major moons and its primary star. If Roll (2d) Rotation Period body and slowing its rotation. the world is a satellite, then T is the 6 or less Use initial value for This tidal braking also works when tidal force exerted only by its primary period a planet has a major moon; the moon’s planet. A is the age of the star system 7 1d ¥ 2 standard days gravity creates tidal bulges and slows in billions of years, and M is the mass 8 1d ¥ 5 standard days the planet’s rotation by pulling back of the world in Earth masses. Round 9 1d ¥ 10 standard days on the nearest bulge. Likewise, a plan- the total tidal effect to the nearest 10 1d ¥ 20 standard days et exerts tidal forces on its moons, whole number, and make a note of it 11 1d ¥ 50 standard days slowing their own rotation. As a result, for later computations. 12 1d ¥ 100 standard days

ADVANCED WORLDBUILDING 117 If the rotation period yielded then the day length will be very close The two stars orbit one another in above is longer than the period a to the rotation period. If day length is square root of [3503/(0.9 + 0.2)] = world would have if tide-locked, then negative, as often happens if the plan- 6,200 years. The GM decides that the it will be tide-locked. Any rotation et is in retrograde rotation, the pri- two stars are currently close to their period derived from the tables can be mary star will appear to rise in the minimum separation, making it con- treated as approximate, and varied by west and set in the east. venient in case his players decide to part of an hour, several hours, or sev- On a satellite, the day length is explore the red dwarf’s planets. eral days as appropriate. Rotation computed by setting S equal to the par- Haven orbits its primary star in periods can also be recorded with ent planet’s orbital period. Otherwise square root of (0.683/0.90) = 0.591 precision down to the minute or sec- the computation is the same. years, or about 215.9 days. Carson’s ond, although this is useful mostly The apparent length of a moon’s World orbits the primary in square for local color. orbital cycle, as seen from the surface root of (1.13/0.90) = 1.22 years, or The rotation period generated here of the parent world, is found by setting about 444.2 days. The GM rolls 3d-6 is the sidereal period, the time it takes S to the moon’s orbital period and R to on the Planetary Orbital Eccentricity the world to complete one rotation the planet’s rotation period. If the Table for both Haven and Carson’s with respect to a distant fixed point. length of the cycle is negative, as often World, and gets negligible eccentricity The apparent length of the local day happens for very close-in moons, the for both worlds’ orbits. may be different. moon will rise in the west and set in Haven has no moon. To see where In most cases, a planet or satellite the east. A close-in moon may orbit Carson’s World single moonlet orbits, will rotate in the same direction as its close to the planet’s geosynchronous the GM rolls 1d+4 for a 5. Dividing by orbital motion. Some worlds have the distance, in which case the moon will 4 and multiplying by the planet’s opposite tendency, rotating in the spend long periods in the sky as seen diameter, he finds that the moonlet direction opposing their orbital from any given location, keeping pace orbits at a radius of 0.63 Earth diame- motion. Such retrograde rotation is with the planet’s surface. ters (about 4,960 miles) from the cen- more common than one might expect ter of the planet. The moonlet’s orbital – in our own solar system, two out of period is 0.0588 ¥ square root of the eight major planets exhibit retro- Axial Tilt (0.633/0.1) = 0.093 days. The moonlet grade rotation. Assign retrograde rota- The angle between a planet’s rota- orbits very quickly, completing a cir- tion as needed, or roll 3d for each tion axis and a vector perpendicular to cuit in a little over 2 hours! world. A planet will have retrograde a star’s ecliptic plane is called the axial The GM then begins to estimate rotation on a 13 or more, and a satel- tilt of the planet. The major planets of the tidal effects on the two worlds. lite will have it on a 17 or more. our own solar system have a wide vari- Neither world has a major moon, so ety of axial tilt values, and there seems all of the tidal effect on each will come to be no correlation to their other from the primary star. On Haven, the Local Calendar properties. An arbitrary selection star exerts a tidal force of (0.46 ¥ 0.90 At this point, the GM can deter- would be appropriate. ¥ 1.05)/(0.68)3 = 1.38. The total tidal mine the length of various celestial To generate a random axial tilt, roll effect on Haven is (1.38 ¥ 3.2)/1.27 = cycles from the point of view of 3d on the Axial Tilt Table. If necessary, 3.48, rounded to 3. On Carson’s World, an observer on a world’s surface. One roll 1d on the extended table. In any the star exerts a tidal force of (0.46 ¥ formula can be used for all of these case, roll 2d as indicated and record 0.90 ¥ 0.50)/(1.1)3 = 0.16. The total computations: the end result. tidal effect on Carson’s World is (0.16 A = (S ¥ R)/(S - R) ¥ 3.2)/0.1 = 5.12, rounded to 5. Axial Tilt Table Since neither world has a very high A is the apparent length of the tidal effect, the GM rolls on the Roll (3d) Axial Tilt cycle in question, S is the sidereal Rotation Period Table for each. For 3-6 0 + (2d-2) degrees period of the cycle, and R is the rota- Haven, the roll is 3d+13 (+3 for total 7-9 10 + (2d-2) degrees tion period of the world. All of these tidal effect, +10 for being a Standard- 10-12 20 + (2d-2) degrees must be in the same units, usually size world), and the GM gets a result 13-14 30 + (2d-2) degrees hours or standard days. If the world of 23. Haven rotates in about 23 15-16 40 + (2d-2) degrees rotates retrograde, R is negative. If S hours. For Carson’s World, the roll is 17-18 Roll on extended table and R are equal, then the formula 3d+19, and the result is 29 hours. The gives an undefined result – in this Roll (1d) Axial Tilt GM may vary these periods slightly case, assume that the apparent length 1-2 50 + (2d-2) degrees later, but for now he simply records of the cycle is infinite, or that there is 3-4 60 + (2d-2) degrees both results for use during adventures. no apparent motion. 5 70 + (2d-2) degrees Since the orbital period is much On a planet, the day length (the 6 80 + (2d-2) degrees longer than the rotation period for time between sunrises) is computed both worlds, the GM doesn’t bother to by setting S equal to the planet’s Example: At this step, the GM compute the exact day length for orbital period and R to the planet’s determines the dynamic parameters either. The rotation periods are close rotation period. If the orbital period is for several parts of the Haven star enough. The apparent length of the much longer than the rotation period, system. orbital cycle for the moonlet of

118 ADVANCED WORLDBUILDING Carson’s World is about (2.2 ¥ 29)/(2.2 Modifiers: Divide the world’s sur- be brought to the surface by volcanic - 29) = -2.4 hours. The moonlet face gravity (in Gs) by its age (in bil- activity will be virtually absent. New appears rise in the west and set in the lions of years). Multiply the result by volcanoes never appear, but there may east, passing through the sky against 40, round to the nearest whole num- be extinct volcanoes remaining from the movement of the sun and stars, ber, and add the final result to the dice the world’s early history. Examples in and makes a complete cycle in about roll. +5 if the world is a terrestrial our own solar system include 2.4 hours. planet with one major moon, +10 if it Mercury, Mars, and the Moon. The last item is the axial tilt for is a terrestrial planet with more than Light: The world is quiet, but the each of the two worlds. The GM rolls one major moon; +60 if the world is of core is still hot and there are a few on the Axial Tilt Table for each, getting Tiny (Sulfur) type; +5 if the world is a areas of active volcanism. New volca- a roll of 9 for Haven and a roll of 13 for gas giant’s major moon of some other noes appear on a time-scale of Carson’s World. For Haven, the roll of type. many thousands or even millions of 2d-2 yields a 1, so Haven’s axial tilt is years. Trace elements that would only 11º. Haven probably has a very normally be brought to the surface gentle seasonal cycle (especially since Volcanic Activity Table by volcanic activity will be present, its vast oceans will work to smooth Roll (3d) Activity Level but uncommon. out regional temperature variations). 16 or less None Moderate: There are many regions For Carson’s World, the roll of 2d-2 17-20 Light of active volcanism, but volcanoes yields an 8, so the axial tilt of Carson’s 21-26 Moderate tend to be separate, and most volca- World is 38º. Carson’s World probably 27-70 Heavy noes are only occasionally active. New has a strong seasonal cycle, causing 71 or higher Extreme volcanoes appear on a time-scale of vast annual sandstorms and large fluc- decades or centuries. There is plenty tuations in the size of its polar ice None: The world is geologically of volcanic “recycling” of trace ele- caps. dead. The core may be a solid mass, ments in the environment. Examples with no semi-liquid or liquid layer. in our own solar system include STEP 31: Trace elements that would normally Earth. GEOLOGIC ACTIVITY A world’s level of geologic activity can affect its resource richness, as well as its habitability. This step deter- mines how volcanically active the world is, as well as whether it has an active system of plate tectonics.

Volcanic Activity Volcanism has a profound effect on a world’s surface environment. A world with too much volcanism can be a very dangerous place. On the other hand, a world with too little vol- canism can be inhospitable as well. Volcanoes concentrate certain trace elements in the upper crust: sub- stances like potassium that are critical for biological processes, along with useful minerals like thorium or urani- um. Without active volcanism, these substances will never arrive on the world’s surface – or they will tend to be lost to erosion over time, winding up on the ocean bottoms. A world with- out volcanoes is a world with critical resource deficiencies! Select a level of volcanic activity from the options below. To generate a level of volcanic activity at random, roll 3d on the Volcanic Activity Table.

ADVANCED WORLDBUILDING 119 Heavy: Volcanism is very common 14 or less (for Extreme volcanism), the Modifiers: Do not roll for a Tiny or across the world’s surface. There may atmosphere is Marginal regardless of Small world; the world has no tecton- be regions where individual volcanoes any results obtained earlier. ic activity. -8 if the world has no vol- cluster and merge, permitting magma canic activity, -4 if it has Light volcanic to well up through great wounds in activity, +4 if it has Heavy volcanic the crust. New volcanoes appear every Tectonic Activity activity, +8 if it has Extreme volcanic few years. There is plenty of volcanic Any world with a solid surface is activity; -4 if the world has no liquid- “recycling” of trace elements in the likely to experience some level of tec- water oceans, -2 if its hydrographic environment. tonic activity, the movement and coverage is less than 50%; +2 if the Extreme: The world’s surface is deformation of crustal plates over mil- world is a terrestrial planet with one dominated by volcanism. The planet’s lions of years. High tectonic activity major moon, +4 if it is a terrestrial surface is generally unstable, and new causes earthquakes, but it also makes planet with more than one major volcanic eruptions can take place a planet more likely to be habitable. moon. almost anywhere and at any time. The Tectonic activity causes mountain- atmosphere is very unlikely to be building, which helps ensure that ero- breathable, even if it would otherwise sion doesn’t wear all of a planet’s land- Tectonic Activity Table have the proper composition. There is forms down to nothing. As crustal Roll (3d) Activity Level plenty of volcanic “recycling” of trace plates move, some plates slide under 6 or less None elements in the environment. others into the mantle, recycling 7-10 Light Examples in our own solar system crustal materials. The movement of 11-14 Moderate include Jupiter’s moon Io. crustal plates also helps prevent the 15-18 Heavy If a Standard (Garden) or Large formation of massive “shield” volca- 19 or higher Extreme (Garden) world has Heavy or Extreme noes, which can have a serious effect volcanism, this may render its atmos- on planetary climate. None: The world is tectonically phere Marginal (p. 80). In this case, A Tiny or Small world never has dead. The world’s crust is very thick the most likely contaminants for the significant tectonic activity. For other and immobile, not divided into any atmosphere are sulfur compounds or worlds, select a level of tectonic activi- distinct plates. Crustal quakes are pollutants. Set the atmosphere to ty from the options below. To generate weak and extremely rare. If there is (or Marginal as needed. To test this possi- a level of tectonic activity at random, has been) any volcanic activity on the bility at random, roll 3d; if the roll is roll 3d on the Tectonic Activity Table. world, it has formed massive shield an 8 or less (for Heavy volcanism) or a volcanoes, like Earth’s Mauna Loa or

120 ADVANCED WORLDBUILDING Mars’ Olympus Mons. There is no Earth. The roll on the Tectonic Activity secondary colonies established from mountain-building on the world. Any Table is 3d with no modifiers, for a the first one. The procedure for deter- mountains are accidental geologic fea- result of 11, indicating Moderate tec- mining the population of these sec- tures, and will quickly be worn down tonic activity as well. ondary settlements depends on by erosion if there is a significant Carson’s World has surface gravity whether a pre-designed world is in the atmosphere. of 0.40 and an age of 3.2 billion years. star system or not. Light: The world’s crust may be The modifier for the roll on the divided by fault lines into a few plates, Volcanic Activity Table is (0.40/3.2) ¥ 40 which move past each other with = 5 exactly. The roll of 3d+5 yields a Selecting the some limitations. Crustal quakes are total of 14, indicating no volcanic Main World powerful but not common, and are activity. Meanwhile, since Carson’s If there is no pre-designed world, generally restricted to plate bound- World is Small, it automatically has begin by selecting the main world of aries. If there is any volcanic activity, no tectonic activity. the star system. In almost all cases, the shield volcanoes are common, but world with the highest affinity score there are a few “chains” of smaller vol- will be the main world of the system. canoes along plate boundaries. STEP 32: If there is a tie for the highest affinity Mountain-building is infrequent, but ESOURCES AND score, choose one of the tied worlds as there is likely to be at least a few old R needed, or select one at random. If no mountain chains, which are well- HABITABILITY world in the star system has an affini- weathered if there is significant The Resource Value Modifier, hab- ty score greater than 0, then any world atmosphere. itability score, and affinity score for can be selected as the main world. Moderate: The world’s crust is each world can be determined from its If the star system includes a pre- divided into a number of plates, which world type, as in Step 7 (p. 87). Refer designed world, that world can usual- move freely around and past each to the procedures in Chapter 4 and ly be assumed to be the main world of other. Crustal quakes can be very pow- apply them for each world of interest the system. The most common excep- erful, are quite common near plate in the target star system. tion is when the pre-designed world boundaries, and can even occur in A world’s level of geologic activity turns out not to have the highest affin- mid-plate regions. Shield volcanoes affects both its Resource Value ity in the star system. In this case, the are uncommon, and most volcanoes Modifier and its habitability score. GM has a choice. He can alter the star are small ones of the “chain” or “arc” When rolling for the RVM of a terres- system’s design so that the highest- type. Mountain-building occurs in trial planet, modify the 3d roll for affinity world is the main world and cycles, and there are likely to be a RVM by -2 for no volcanism, -1 for has the highest population; this may number of young, high mountain Light volcanism, +1 for Heavy volcan- mean removing or reducing any popu- ranges. ism, and +2 for Extreme volcanism. lation on the pre-designed world if it Heavy: The world’s crust is divided Tectonic activity does not affect a turns out to break the rules for sec- into many plates. Crustal quakes can world’s RVM. A world’s habitability ondary settlements. Alternatively, the be very powerful and can be experi- should be modified by -1 for Heavy GM can come up with a reason why enced almost anywhere on the world. volcanism or Heavy tectonic activity, the world that appears most attractive Almost all volcanoes are small ones of and by -2 for Extreme volcanism or was not the one most heavily settled. the “chain” or “arc” type. Mountain- Extreme tectonic activity, to a mini- If the main world was not pre- building is almost constant, and most mum of -2. Apply both modifiers if designed, its settlement type can be set of the world’s mountain ranges are both forms of activity are present. using the guidelines in Step 8. Refer to likely to be young and high. the procedures beginning on p. 89 and Extreme: The world’s crust is frag- Example: Haven’s RVM, habitabili- apply them to the main world. The mented and unstable. Crustal quakes ty, and affinity scores are all known. main world’s other social parameters are powerful, and can be experienced For Carson’s World, the GM rolls 3d-2 will also need to be generated before anywhere on the world at any time. (-2 for its lack of volcanic activity) on the population of any secondary Landforms are likely to be highly the Resource Value Table, getting a 13. worlds can be determined – proceed chaotic, including a large number of Carson’s World has Average resources with Steps 34 through 39 for the main very young, high mountains. and an RVM of 0. Its habitability is 0, world before returning to this step for and its total affinity score is 0. the secondary worlds. Example: At this point, the GM determines the levels of geological activity for both Haven and Carson’s STEP 33: Settlement Types for World. Haven has surface gravity of 1.15 SETTLEMENT Secondary Worlds and an age of 3.2 billion years. The A secondary world will only be set- modifier for the roll on the Volcanic TYPE tled if the main world has the space Activity Table is (1.15/3.2) ¥ 40 = 14.4, This book assumes that one world infrastructure to support colonization rounded to 14. The roll of 3d+14 yields – the main world – in each star system and the secondary world is somehow a total of 24, indicating Moderate vol- will be settled first, and that any later attractive to settlement. canic activity comparable to that of settlements in the star system will be

ADVANCED WORLDBUILDING 121 Space infrastructure is a function of a world’s available technology, its Colonial Requirements Table population, and its economic invest- Main World TL Distance of Secondary Colonies ment in space industries. If the main TL6 or less None world is settled only by an outpost (p. TL7 Any world within 0.1 AU 90), or the main world’s population is TL8 Any world within 1 AU less than 1 million, then no other TL9 Any world within 10 AU world in the star system will be settled. TL10 or higher Any world within same star system If the main world is a home world or colony with at least 1 million people, other worlds may be settled if the local in some cases. For example, it would rolls 3d+3 on the Tech Level Table (+3 technology can support the effort. be unusual for a spacefaring civiliza- since the settlement is an outpost) Refer to the following table. tion to place outposts on distant plan- and gets a 9. The result is Standard ets, but none on the moons of its (Delayed). Since Haven is at TL10, Here, the distances refer to the dis- home world. the GM places Carson’s World tance between the two worlds at the at TL10 also, but notes that local Example: Haven’s settlement type is point of closest approach in their industries are (like those of the main already known; its affinity score of 7 is orbits. For example, two planets will world) not quite up to galactic stan- almost certainly the highest in the star come within 1 AU of each other at dards. some point, if their respective orbital system, so it can safely be treated as radii are no more different than that. the main world. Rather than roll dice, At the same time, any satellites of the GM decides that there is an out- STEP 35: either world will also come within 1 post on Carson’s World, populated by AU of each other. If the star system scientists and prospectors studying POPULATION includes more than one star, and the the planet’s prior inhabitants. The population of the main world minimum separation between the two can be determined as in Step 10. Refer stars is 10 AU or less, then worlds STEP 34: to the procedures beginning on p. 91 orbiting one star will come within 10 and apply them to the main world of AU of worlds orbiting the other at TECHNOLOGY the star system. some point. If a secondary world is For each inhabited secondary within the proper distance of the main LEVEL world, begin by computing the world’s world, then a settlement may have The TL of the main world can be carrying capacity and then use the fol- been established there. determined as in Step 9. Refer to the lowing procedures to set the world’s If the affinity score of a secondary procedures beginning on p. 90 and population. As for the main world, a world is greater than 0, a secondary apply them to the main world of the secondary colony or outpost’s popula- colony will automatically be star system. tion will not generally exceed its carry- established. Secondary settlements are unlikely ing capacity. If the affinity score of a secondary to have a TL higher than that of the world is 0 or less, then a secondary main world, and may be one or two Secondary Colonies outpost may be established. Refer to TL behind the main world if they are To set the population of a second- the following table, and roll 3d for not yet self-sufficient. Assign TL to ary colony at random, refer to the each such world that is within the secondary settlements as needed. To Colony Population Table on p. 92. proper distance of the main world. generate these TLs randomly, roll on Find the total dice roll that corre- the Tech Level Table (p. 91) for each Modifiers: Add the Habitability sponds most closely to the popula- secondary settlement, applying all the score for the world. If the 3d roll is tion of the main world. Subtract the appropriate modifiers. For a second- greater than or equal to the target modifier for the main world’s affinity ary settlement, define the “Standard” number for the main world’s TL, then score, and then add the modifier for TL as that of the main world, not of an outpost will be placed there. the secondary world’s affinity score. the setting as a whole. Then subtract another 3d roll. The You may wish to override the ran- Example: Haven’s TL is already final result gives a new entry on the dom placement of secondary outposts known. For Carson’s World, the GM Colony Population Table, which will give the population for the secondary colony. Secondary Outpost Placement Table Main World TL Target Number TL6 or lower Do not roll Secondary Outposts The population of a secondary out- TL7 5 or lower post can be determined using the TL8 6 or lower same procedures as in Chapter 4, TL9 7 or lower probably by a roll on the Outpost TL10 or higher 9 or lower Population Table (p. 93).

122 ADVANCED WORLDBUILDING Example: Haven’s population is Example: The CR of Haven is Example: The annual per-capita already known. Carson’s World has a already known. Since Carson’s World income on Carson’s World is only total carrying capacity of 20 million has the Colony special condition with about $34,000 (50% of the standard ¥ 1 ¥ 0.52 = 5 million. To generate the Haven as its governing society, its CR income for TL10). The most typical population for Carson’s World, the is one less than that of Haven: CR 1. Wealth level on Carson’s World is GM rolls 3d on the Outpost The GM notes that Carson’s World is a Struggling. The total economic volume Population Table and gets a 12, indi- rather rough-and-tumble frontier set- of the settlement is 34,000 ¥ 6,000 = cating a population of about 6,000 tlement, with very little in the way of $200 million per year. The GM doesn’t (PR 3). strict law enforcement. bother to estimate trade volume for Carson’s World, simply assuming that most of the planet’s economy is driven STEP 36: STEP 38: by imports from Haven. SOCIETY TYPE ECONOMICS The society type of the main world The economic parameters for each STEP 39: can be determined as in Step 11. Refer world can be determined as in Step to the procedures beginning on p. 93 13. Refer to the procedures beginning BASES AND and apply them to the main world of on p. 95 and apply them to each world the star system. in the star system. INSTALLATIONS Secondary settlements are very When computing the trade vol- Military and space facilities can be likely to be colonies of the main world. ume between worlds in the same star assigned to each world using the pro- In most cases, a secondary colony or system, be certain not to use a dis- cedures in Step 14. Refer to the proce- outpost will have a World Government tance of 0 in the trade volume formu- dures beginning on p. 96 and apply with the Colony special condition, and la! If interplanetary distances are them to each world in the star system. will have the same society type as the already being taken into account in Example: The GM decides that main world. the formula, this will not be a prob- Carson’s World is too small a settle- Assign a society type to each sec- lem. If trade volumes are usually ment to have a variety of local bases ondary world as needed. To generate computed over interstellar distances, and installations. Without rolling the a secondary world’s society type at use a distance equal to half the aver- dice, he places a Class II spaceport on random, roll 3d and add the PR of the age distance between neighboring the planet, and also places a govern- secondary colony. On a 20 or higher, worlds on the interstellar map (as ment research station (PR 2) dedicat- the secondary world is socially and determined under Playing With ed to archaeology. The design of politically independent. In this case, Shapes, p. 72). Carson’s World is complete. roll on the World Unity Table, the Society Types Table, and the Special Conditions Table (p. 94), all as if the secondary world was the main world of its own star system. If the second- ary world is not independent, tie its society type to that of the main world as described above. Example: Without bothering to roll dice, the GM decides that the Carson’s World outpost is still socially depend- ent on Haven. He places a World Government with the Colony special condition and the Representative Democracy society type, matching Haven. STEP 37: CONTROL RATING The Control Rating for each world can be determined as in Step 12. Refer to the procedures beginning on p. 94 and apply them to each world in the star system. Note that most secondary settlements will have the Colony spe- cial condition – their Control Ratings will be tied to that of the main world.

ADVANCED WORLDBUILDING 123 The Solar System As an example of star system design, here is a sum- Orbit 5 (Asteroid Belt): Orbital radius 2.7 AU, world mary of the major objects in our own solar system as type Asteroid Belt. they are described by the world-building rules in this Orbit 6 (Jupiter): Orbital radius 5.2 AU, diameter book. 89,000 miles, density 0.24, mass 320, blackbody temper- Primary Star (Sol): Spectral type G2 V, mass 1.0 solar ature 122 kelvins, world type Medium Gas Giant. Four masses, age 4.7 billion years, effective temperature major moons: Io – Tiny (Sulfur), Europa – Tiny (Ice), 5,800 kelvins, luminosity 1.0 solar luminosities, radius Ganymede – Tiny (Ice), and Callisto – Tiny (Ice). 0.0046 AU. Orbit 7 (Saturn): Orbital radius 9.5 AU, diameter Orbit 1 (Mercury): Orbital radius 0.39 AU, diameter 75,000 miles, density 0.13, mass 95, blackbody temper- 3,900 miles, density 0.98, mass 0.055, blackbody tem- ature 90 kelvins, world type Small Gas Giant. One major perature 445 kelvins, world type Tiny (Rock). No major moon: Titan – Small (Ice). moons. Orbit 8 (Uranus): Orbital radius 19 AU, diameter Orbit 2 (Venus): Orbital radius 0.72 AU, diameter 32,000 miles, density 0.24, mass 14, blackbody temper- 7,500 miles, density 0.95, mass 0.82, blackbody temper- ature 64 kelvins, world type Small Gas Giant. No major ature 328 kelvins, world type Standard (Greenhouse). moons. No major moons. Orbit 9 (Neptune): Orbital radius 30 AU, diameter Orbit 3 (Earth): Orbital radius 1.0 AU, diameter 7,900 31,000 miles, density 0.32, mass 17, blackbody temper- miles, density 1.00, mass 1.00, blackbody temperature ature 51 kelvins, world type Small Gas Giant. One major 278 kelvins, world type Standard (Garden). One major moon: Triton – Tiny (Ice). moon: Luna – Tiny (Rock). Notice that Pluto isn’t listed as a planet here. Indeed, Orbit 4 (Mars): Orbital radius 1.5 AU, diameter 4,200 present-day scientists aren’t in agreement on whether miles, density 0.71, mass 0.11, blackbody temperature Pluto has any claim (other than tradition) to planetary 225 kelvins, world type Small (Rock). No major moons status. Instead, it can be considered an unusually large, (but two moonlets). but otherwise typical, object of Sol’s Kuiper Belt (p. 131).

SPECIAL CASES Several special cases can arise dur- tion-hostile places in our solar system. moon’s surface composition. A Tiny ing world design. These require spe- If a gas giant’s moon has a signifi- (Ice) moon that suffers a great deal of cial treatment – but they can also pro- cant atmosphere, this will help protect tidal flexing will actually lose most of vide interesting local situations for visitors from the radiation belts. Even its light volatiles through volcanism, play. a moon with a substantial atmosphere leaving sulfur and sulfur compounds will still have significant background behind on the surface. The result is a radiation on the surface, but the blan- Tiny (Sulfur) world, like Jupiter’s GAS GIANT ket of air may make the difference moon Io. OONS between “inhospitable” and “instantly A lesser degree of tidal flexing caus- M fatal!” es differentiation of the moon’s materi- A gas giant’s major moons are like- als, causing stony and metallic materi- ly to be interesting worlds in their own al to sink toward the center while ices right, but they are subject to forces Tidal Effects rise to the surface. Greater differentia- that most worlds are not. A gas giant’s major moons will be tion leads to subsurface oceans, as subject to powerful tidal forces from water ice gathers close to the surface the gas giant itself. If there are multi- and melts due to tidal heating. Radiation ple major moons, they will also exert A gas giant will normally have a Differentiation also means that the tidal forces on each other, and those surface is “cleaner,” more likely to be very powerful magnetic field, which forces will actually change in direction tends to collect charged particles given composed of fresh ice without a dust- and strength as the moons orbit their ing of stony material (this will lower off by the primary star. A gas giant’s parent planet. All of these forces will major moons will often be placed so the absorption factor used in comput- tend to flex and strain the body of ing world surface temperatures). that they orbit in this charged-particle each moon, heating them internally zone, subjecting their surfaces to When designing a gas giant’s sys- and encouraging volcanic activity. tem of moons, assign each Tiny (Ice) intense radiation. For example, the In the case of icy moons of the Tiny surfaces of Jupiter’s large Galilean moon its own degree of differentia- (Ice) or Tiny (Sulfur) types, this tidal tion. In general, the innermost moon satellites are among the most radia- flexing has a profound effect on the

124 ADVANCED WORLDBUILDING may become a Tiny (Sulfur) world, while other moons will experience decreasing differentiation as they are farther from the gas giant. A moon with greater differentiation is more likely to have extensive subsurface oceans. TIDE-LOCKED WORLDS A world that is tide-locked to its primary star experiences uneven heating – its “day face” is constantly being heated by stellar radiation, while the “night face” is in constant shadow. Heat can be transferred to the night face by conduction through the planet’s body, or by circulation of the atmosphere or oceans (if any). If these transfers aren’t sufficient, then the world’s supply of volatiles will tend to freeze out on the night face, leaving the day face dry and nearly airless. Whenever a tide-locked world is generated, refer to the following table to adjust its physical parameters. The Resonant Worlds coverage, or average surface tempera- required adjustments depend on the If a planet has orbital eccentricity ture. The planet gets heated evenly original pressure category of the of at least 0.1, it’s possible for it to fall over long periods, although the days world’s atmosphere. into a stable resonant pattern rather and nights are very long and so tem- perature variations may be very wide. Multiply the computed average than becoming completely tide- locked. In this pattern, the planet One unusual feature of a resonant surface temperature (in kelvins) by world is the apparent motion of its pri- the day face entry to get the average rotates exactly three times in every two orbits, alternately presenting mary star. The length of the day is surface temperature on the day face. actually twice that of the planet’s year. Likewise, multiply the computed opposite faces to the primary star at every close approach. Since the planet’s orbital velocity average surface temperature by the changes depending on its position in night face entry to get the average Assign a resonant-world situation whenever it seems appropriate, or roll its orbit, the rate at which the sun surface temperature on the night appears to move through the sky face. Adjust the pressure category for 3d for any planet with high enough orbital eccentricity that would other- changes at different times of day. In the planet’s atmosphere to be equal particular, when the planet approach- to the final atmosphere entry (and wise be tide-locked to its primary star. On a 12 or higher, the world will be es its periastron, the point of closest alter the exact surface pressure to approach to the star, the sun appears fit). Finally, add in the hydrographics resonant. A resonant world will not be to slow down in the sky, actually penalty to the original hydrographic reverse its direction for a while, and coverage of the world (to a minimum tide-locked for the purpose of deter- mining its atmosphere, hydrographic then return to its usual pattern of hydrographic coverage of 0%). motion!

Tide-Locked Worlds Average Temperature Table Original Atmosphere Day Face Night Face Final Atmosphere Hydrographics Penalty None or Trace 1.2 0.1 None -100% Very Thin 1.2 0.1 Trace -100% Thin 1.16 0.67 Very Thin -50% Standard 1.12 0.80 Standard -25% Dense 1.09 0.88 Dense -10% Very Dense 1.05 0.95 Very Dense -0% Superdense 1.0 1.0 Superdense -0%

ADVANCED WORLDBUILDING 125 As a massive star evolves off the field. As infalling matter moves MASSIVE STARS main sequence, its luminosity actually through this field, it gives off high- The world-building system in this increases relatively little – perhaps by energy radiation, which is emitted as book only covers stars of up to 2.0 a factor of 3-4. However, its effective intense beams of electromagnetic solar masses in significant detail. temperature will fall well into the red radiation from the star’s magnetic More massive stars are somewhat giant range and even below (2,500- poles. Most neutron stars rotate very rare, and are unlikely to have planets 4,000 K). Given the formula for a star’s quickly (on the order of one rotation of their own. However, if used sparing- radius (p. 104), it’s easy to see that a every second), so these beams of radi- ly they may be interesting locations “red supergiant” star will be huge, pos- ation are sometimes swept through for adventure in their own right. sibly several AU across! space. Anyone happening to lie on the When placing a massive star in the Such a swollen star might be a very path of one of the beams will see the campaign, simply select its mass. exotic place to visit. A durable and star “blink” or pulse – hence the term Masses between 2.0 and 5.0 solar heat-resistant spaceship could even pulsars. masses are uncommon but not impos- dive inside the star, since its outer Pulsars can serve as very accurate sible in any part of the galaxy. Masses atmosphere would be very tenuous (a clocks, since the “blinking” is very reg- above 5.0 solar masses are extremely “red-hot fog”). ular. They can also serve as natural rare, and no campaign is likely to need navigational beacons, since every pul- more than one or two. sar has a slightly different rotation Neutron Stars rate. If a ship that has managed to get Stars of two to eight solar masses lost in the galaxy can locate at least Luminous Stars end their lives much like less massive three known pulsars, it will be able to Massive stars burn very brightly, stars – at the end of the red giant triangulate its position very clearly. but not for very long. They appear very phase, much of the star’s mass is lost, A neutron star always has a mass unlikely to have planets – in fact, the and the core collapses to form a white between 1.5 and three solar masses. most massive stars don’t exist for long dwarf. More massive stars die much Select a mass, or roll 3d+12 and mul- enough to permit planets to form. A more violently, in a supernova explo- tiply by 0.1 solar masses. The neutron system with one of these massive, sion that blows off many solar masses star’s optical luminosity will usually be bright stars in it most likely has noth- of material in a single violent cata- negligible, although a few pulsars ing but a scattering of asteroidal clysm. A single supernova will briefly flash visible light as well as radio debris (plus the usual cloud of comets shine more brightly than an entire waves. at a considerable distance). galaxy! A massive star’s neighborhood For stars of about eight to 25 solar can be a very dangerous place to masses, the supernova explosion gives Black Holes visit. Even the smallest stars in this rise to an exotic stellar remnant. The A star whose initial mass is greater class give off a great deal of ultravio- stellar core’s gravity compresses it than 25 solar units faces the ultimate let radiation, and a strong charged- beyond the degenerate level found in a end. Not even the pressures generated particle stellar wind. Some of the white dwarf’s core. Free electrons are by neutronium can hold up the stellar most massive stars are the so-called driven down into the atomic nuclei, core as it is compressed by gravity. Wolf-Rayet variables, which give off forming an incredibly dense material The whole mass of the star’s core col- an extremely strong stellar wind, called neutronium. The stellar rem- lapses into a gravitational singularity, occasionally ejecting their topmost nant becomes a neutron star, a body the kernel of a black hole. layers into space to form nested only a few miles across, more massive A black hole, like a neutron star, is shells of hot, ionized gas. than our own sun. an object only a few miles across. Its The following table gives approxi- A neutron star’s surface gravity is gravitational influence is so strong mate statistics for main-sequence extremely high, billions of times that not even light can escape. The stars of 3.0 solar masses and above. greater than that of our Earth. It also gravitational singularity is surrounded has an extremely powerful magnetic by an event horizon, marking the

Massive Stars Table Mass Luminosity Temperature (K) Stable Span (years) 3.0 90 9,800 330 million 5.0 700 14,000 70 million 7.5 3,600 18,000 20 million 10 11,000 20,000 9.0 million 15 58,000 26,000 2.6 million 20 180,000 32,000 1.1 million 25 440,000 36,000 570,000 30 920,000 40,000 330,000 60 15 million 42,000 40,000 100 110 million 50,000 9,000

126 ADVANCED WORLDBUILDING distance at which everything, includ- Flare stars produce flares on an ing light, is trapped forever. Anything RED DWARF irregular schedule, usually with an that falls through the event horizon is hour to a few days between flares. effectively cut off from the universe STARS More than one flare can be occurring for the rest of time. Red dwarfs (M-type main sequence at the same time. A flare takes only a The powerful gravity of a black stars) are one of the galaxy’s most few minutes to reach peak brightness, hole has a number of odd effects. It’s common stellar types. The range of then declines slowly over the course of possible for light to go into orbit habitable orbits around a red dwarf up to an hour. around a black hole, and light that is star is quite narrow, and any planet On a nearby planet, a flare will cre- directed away from its vicinity will falling in that range is very likely to be ate a “heat pulse,” raising surface tem- lose a great deal of its energy. tide-locked to the star (see p. 125 for peratures by up to 20% (measured in Spaceships that venture too close will guidelines on the generation of tide- kelvins) immediately after peak be torn apart by tidal effects even if locked planets). As a result, a red brightness. The heat pulse will be they don’t fall past the point of no dwarf is unlikely to have any habitable weaker, but will last longer, on a world return. Garden worlds. Still, red dwarfs are so with a significant atmosphere. The On the other hand, at a large dis- common that they may account for a flare will emit ultraviolet and X-ray tance a black hole doesn’t have gravity significant portion of the galaxy’s hab- radiation as well. Those exposed any more powerful than that of a nor- itable planets. directly to the flare in vacuum will mal star of the same mass. Contrary to Many red dwarf stars are flare stars. receive about 1 rad per hour of radia- a great deal of TV science fiction, it A flare star throws off stellar flares, tion exposure. Those on a planet’s sur- won’t reach out and “suck in” matter sometimes similar in size to the flares face will be somewhat protected by that is safely in orbit or is passing by that occur frequently on the surface of any atmosphere. quickly. It’s just that a black hole is our own sun. However, since a red Worlds near a flare star will be much more compact than a normal dwarf flare star is normally much dim- unusual places. A lifeless world will star, so the gravity in its immediate mer than Sol, a Sol-sized flare on such still have strange chemical com- neighborhood is extremely intense. a star can vastly increase its brightness pounds on the surface, as flare radia- A black hole always has mass of at – doubling it or even more while the tion interacts with common ices and least three solar units; a good estimate flare takes place! Meanwhile, red minerals over long periods of time. If for its final mass is about one-eighth dwarf flares are different from those of a world has life, that life will have that of the original star. Its luminosity, a brighter star in one respect: they emit exotic adaptations to a high-radiation of course, is zero (although matter many times as much ultraviolet and environment . . . and it may use the falling into the hole will give off X-rays X-ray radiation. This radiation can be high-energy pulse of a flare in order to and other powerful radiation). quite dangerous for any life on a world fuel bursts of unusual activity. orbiting close to the star.

ADVANCED WORLDBUILDING 127 Assign flare stars as needed wher- dwarf stars in his setting, the follow- of the star can be determined. Refer to ever red dwarf stars appear. To place ing optional rules can be applied. the Brown Dwarf Evolution Table them randomly, roll 3d for any red (opposite); the luminosity and diame- dwarf star; on a 12 or higher, the star ter given are those of a brown dwarf of is a flare star. A flare star can be desig- Placing Brown Dwarfs the given mass at one billion years of nated in its spectral type by an “e” Brown dwarfs should be assigned age. added to the luminosity class. For as needed. If every star in a region of Now refer to the following table. example, an M5-type flare star has the space is to be placed on a map, then Multiply the star’s base luminosity by complete spectral type M5 Ve. brown dwarfs should make up at least 50% of the total. the Luminosity Multiplier for its age, For a more moderate placement, in and multiply the star’s diameter by the BROWN DWARF which the occasional brown dwarf is Diameter Multiplier for its age. If the of interest but most of them will be brown dwarf is less than one billion STARS ignored, use the following procedure. years old, treat it as if it were one bil- Occasionally she called up an Whenever an M-type red dwarf star (p. lion years old. The results are the cur- inscape view of the outside. Erythrion 127) is to be placed, roll 3d. On a 7 or rent luminosity and diameter of the itself was visible now, a gigantic red less, the star is a brown dwarf instead. brown dwarf. eye in the night. The halo world was a This applies both to solo red dwarf brown dwarf, sixty Jupiters in mass, stars and to red dwarfs placed as part too small to be a sun and too big to be of multiple star systems. Brown Dwarf Satellites a planet. Like countless billions of oth- Treat the brown dwarf in all ers it moved through the galaxy alone respects as another star in the star sys- in the spaces between the lit stars. So Brown Dwarf Properties tem. In Step 20, compute the inner small and invisible were the halo The most important properties for limit and outer limit radii normally. worlds that they hadn’t even been a brown dwarf are its mass, luminosi- When computing the snow line known to exist until the end of the ty, and diameter. A brown dwarf’s radius, use the star’s base luminosity twentieth century. But to Rue, mass is by definition between about (that is, the luminosity it had at one Erythrion was huge and magnificent 0.015 and 0.07 solar masses. Select a billion years of age). In Step 21, apply and all the civilization she hoped to mass as needed, or roll 3d on the a modifier of -4 to the roll on the Gas ever see. Brown Dwarf Mass Table. Giant Arrangement Table (p. 107). – Karl Schroeder, Permanence From that point on, the normal sequence of steps can be applied. The Between the most massive planets Brown Dwarf Mass Standard (Ammonia) and Large and the lightest M-type stars comes a Table (Ammonia) world types may appear as class of barely luminous objects, the Roll (3d) Mass brown dwarf satellites. The Standard brown dwarf stars. 8 or less 0.015 (Garden) and Large (Garden) will Unlike a gas giant planet, a brown 9-10 0.02 never appear naturally, as a brown dwarf is massive enough to ignite 11-12 0.03 dwarf emits far too little visible light to nuclear fusion in its core, burning 13-14 0.04 support photosynthetic life. the deuterium isotope of hydrogen. 15 0.05 Once the deuterium runs out, nuclear 16 0.06 fusion shuts down and the brown ROGUE WORLDS 17 or more 0.07 dwarf begins to cool slowly. The The world had condensed, sunless, fusion stage lasts only a few hundred Brown dwarf stars evolve very from a minor knot in some primordial million years at most, but the cooling quickly for their first billion years or nebula. Dust, gravel, stones, meteoroids process can last billions of years, as so of existence. After that, their further rained together during multiple heat leaks from the star’s core and is evolution follows a predictable pat- megayears; and in the end, a solitary renewed by the process of gravita- tern. Once the age of a brown dwarf is planet moved off among the stars. Infall tional contraction. established (using the procedures in had released energy; now radioactivity Brown dwarfs are difficult to Step 17), the luminosity and diameter did, and the gravitational compression detect from any distance, but modern astronomy is beginning to locate them in large numbers – both as compan- Brown Dwarf Base Parameters Table ions to visible stars, and as independ- Mass Luminosity Diameter (Earth diameters) ent stars in deep space. It’s possible 0.015 0.00073 17.5 that brown dwarfs actually outnum- 0.020 0.0016 16.8 ber the “lit stars” that are easily visible 0.030 0.0045 15.9 across distances of many parsecs. 0.040 0.0097 15.3 Some recent science fiction has begun 0.050 0.017 14.8 to use them as a background for sto- 0.060 0.028 14.5 ries. If the GM wishes to use brown 0.070 0.042 14.2

128 ADVANCED WORLDBUILDING of matter into denser allotropes. Earthquakes shook the newborn Brown Dwarf Evolution Table sphere; volcanoes spouted forth Age Luminosity Diameter gas, water vapor, carbon dioxide, (billions of years) Multiplier Multiplier methane, ammonia, cyanide, hydrogen 1 1.0 1.0 sulfide . . . the same which had finally 2 0.41 0.96 evolved into Earth’s air and oceans. 3 0.24 0.94 But here was no sun to warm, irra- 4 0.16 0.93 diate, start the chemical cookery that 5 0.12 0.91 might at last yield life. Here were dark- 6 0.097 0.90 ness and the deep, and a cold near 7 0.080 0.90 absolute zero. 8 0.067 0.89 – Poul Anderson, Satan’s World 9 0.057 0.88 As a new star system is born, many 10 0.050 0.88 objects of about Earth’s mass or larger 11 0.044 0.87 may form, only to be ejected from the 12 0.040 0.87 system by a close encounter with one 13 0.036 0.87 of the coalescing gas giant planets. 14 0.032 0.86 These rogue planets are likely to wan- der through interstellar space forever, except in the unlikely event that they suit itself. Many worlds are suitable comets can be moved to impact on the are captured by another star. for terraforming, the process of engi- world’s surface, bringing needed Rogue planets are dark, cold neering a planet to be more hospitable volatiles. A Standard or Large world places. A sufficiently massive rogue to settlement. can retain a breathable atmosphere will generate some heat in its core, The GM may wish to assume that indefinitely, once it has one. Smaller due to radioactive decay and the terraforming has been common in his worlds will lose a breathable atmos- release of gravitational potential ener- universe. Perhaps most settled worlds phere over time, but the process may gy. Some of this heat may be trapped have been “improved” in some man- take millions of years for a Small for very long periods, melting ice ner to make them more hospitable. Or world, or thousands for a Tiny one – under (or even on) the surface. It’s not perhaps a previous civilization left time enough for a civilization to take impossible for primitive life to appear behind terraformed worlds that are root. on such interstellar wanderers. still habitable. In these cases, the most A world that has too much atmos- Rogue planets would be very hard likely point to consider terraforming is phere is a considerable terraforming for any civilization to detect. They after Step 32, when the world’s physi- challenge. Atmosphere can be might provide valuable stepping- cal parameters have been established stripped away by forcing planetoids to stones between stars, especially for a but before settlement patterns are graze the world. A larger body can be civilization that has no access to an established. forced into a collision, splashing large FTL stardrive. Interstellar nomads portions of the atmosphere away. might even settle a small rogue, min- Neither of these techniques is very ing it for useful minerals and volatiles. Atmosphere useful if the terraformers want to Place rogue planets on the cam- If a world has a substantial atmos- leave the surface of the world more or paign map as needed. To generate phere, but the atmosphere isn’t less intact . . . their details, treat them as normal breathable, then its composition can planets with a blackbody temperature be changed. Most Marginal atmos- of about 30 K. Rogue planets are pheres can be made completely Hydrographics unlikely to have satellites, and natu- breathable by tampering with the A world that has no liquid-water rally they have no “day” or “year” local ecology, introducing large-scale oceans can be provided with them, or based on their movement around a chemical plants or engineered life existing oceans can be expanded. Ice luminous star. forms that will change the composi- deposits can be melted with the appli- tion of the atmosphere. A Standard cation of heat. If ice is not available on (Ocean) or Large (Ocean) world can the surface, cometary material can be TERRAFORMED be changed to Garden type with the introduced to provide it. introduction of photosynthetic life. Reducing a world’s hydrographics WORLDS Other transformations are more of a can be more difficult. If the world can The world design sequence in this challenge. be cooled, ice caps will grow and lock book generates worlds that are natu- A world that has little or no atmos- up some of the world’s water. rally stable over very long periods of phere can be given one. If a world is Removing water entirely presents time. Humans and aliens will find icy, the “makings” of an atmosphere many of the same problems as remov- these worlds as they are – but sapient are already present on the ground and ing atmosphere. life tends to alter its environment to need only to be heated up. Otherwise,

ADVANCED WORLDBUILDING 129 Climate insolation of the world. Meanwhile, a world, while the ecological “take-up” A world’s climate is among the eas- world that is too hot can be cooled by of such gases can cool it. iest items to adjust. Terraformers have placing a large shade in orbit between To reflect these forms of terraform- a number of options to heat or cool a the world and the primary star. Stellar ing, the GM can change the parame- world, and many of them can be radiation can be cut down to any ters that control average surface tem- implemented on a timescale of years desired level if the shade is large and perature. Subtle terraforming will rather than centuries. opaque enough. adjust the absorption factor or green- A world that is too cold can be If such brute-force methods don’t house factor of a world. Brute-force heated with stellar mirrors or lenses appeal, a world’s reflectivity and terraforming with orbital mirrors or placed in orbit to focus more light on greenhouse effect can be adjusted lenses actually adjusts the blackbody the surface. Small mirror or lens slightly, changing average surface temperature of a world, and can even assemblies (called solettas) can heat temperature by several degrees. Dust, alter its effective world type. The regions to adjust local climate pollen, or ice crystals can be seeded in blackbody temperature can be raised patterns. Large ones can be placed in clouds or on surface ice, to make them by up to 20% (measured in kelvins), or a wider orbit to increase the total more or less reflective. The release of reduced by as much as 50%. greenhouse gases can warm the OTHER OBJECTS “Start with the cometary halo,” Asteroid Belts contain chondrules, small beads com- Carlos told me. “It’s very thin: about The world-building system some- posed of iron, nickel, and other useful one comet per spherical volume of the times places asteroid belts in specific metals. C-type asteroids are very old Earth’s orbit. Mass is denser going orbits around a star. objects, remnants of the formation era inward: a few planets, some inner Asteroid belts vary widely in con- of a star system. They are quite com- comets, some chunks of ice and rock, tent. In a typical belt, the largest aster- mon, representing about 75% of all all in skewed orbits and still spread oids will usually be about 300-600 asteroids. pretty thin. Inside Neptune there are miles in diameter. Perhaps a few hun- S-type (stony-iron) asteroids are lots of planets and asteroids and more dred asteroids will be at least 30-60 primarily composed of stony miner- flattening of orbits to conform with miles in diameter, and there may be als, with a significant amount of metal Sol’s rotation. Outside Neptune space millions of asteroids at least a mile in also present. They make up 15-20% of is vast and empty. There could be diameter. Despite their sheer num- all asteroids. uncharted planets. Singularities to bers, the asteroids in even a thick M-type (metallic) asteroids are swallow ships.” asteroid belt will not sum up to the almost entirely composed of nickel Ausfaller was indignant. “But for mass of a small planet. They’re useful and iron. They make up 5-10% of all three to move into main trade lanes primarily because all of that mass is asteroids. Given their rarity and high simultaneously?” immediately accessible, not tied up in metal content, they are popular “It’s not impossible, Sigmund.” a planet’s core . . . among asteroid miners. “The probability – ” Asteroids are not all found at the Almost any asteroid may contain “Infinitesimal, right. Bey, it’s . . . same orbital radius. For example, the water or other ices, although these are near impossible. Any sane man would so-called Main Belt in our solar sys- most common among C-type aster- assume pirates.” tem has a mean orbital radius of 2.7 oids. In fact, these asteroids somewhat – Larry Niven, AU, but most of the asteroids have resemble comets, and some of them “The Borderland of Sol” individual orbits with radii between may be comets that have wandered into the inner star system . . . Aside from stars and planets, star about 2.1 and 3.3 AU. Asteroidal orbits systems contain any number of other are often mildly eccentric, or inclined objects, many of which can be inter- to the ecliptic plane. All of this means Stray Asteroids esting elements in a campaign or plot. that an asteroid belt will take up a lot Asteroids can be found outside the of space. A large asteroid’s nearest main asteroid belts of a star system. In neighbors are usually millions of miles STEROIDS general, any gravitationally stable A away, making collisions very rare. A orbit or region of a star system is like- AND COMETS spaceship’s journey through a belt is ly to contain asteroids or asteroidal likely to be quite safe, asteroid-dodg- debris. Asteroids (also called planetoids) ing scenes in science-fiction movies to One common place to find aster- are small stony bodies, usually found the contrary. oids is near the Lagrange or “Trojan” in the inner regions of a star system. Asteroids are classified according points of a gas giant planet’s orbit. Comets and other icy objects are to their composition. These are points of gravitational equi- found in the outer star system. The C-type (carbonaceous) asteroids are librium, always 60 degrees ahead and world-building system doesn’t design very dark, and are composed of light 60 degrees behind the planet’s position these objects in detail, but they can be compounds and minerals, including a on its orbit. An object in one of these assumed to exist in almost every star significant amount of carbon and pos- points will tend to stay there, and an system. sibly some bound water. They also

130 ADVANCED WORLDBUILDING object can take up an “orbit” that wan- wandering in its outer reaches, their the most famous of these are the ders around one of the points but total mass adding up to that of a small “planet” Pluto and its satellite Charon. never strays too far from it. A massive planet. Comets are remnants of the Dozens more have been discovered, gas giant will tend to collect asteroids primordial star system, existing most notably the planetoid Sedna. near its Trojan points. For example, almost unchanged across billions of Comets and larger objects in the several hundred are known to exist in years, unless they happen to fall into Kuiper Belt may be useful objects for Jupiter’s Trojan points in our own the inner star system. space travelers. They are rich in ices, solar system; there are likely to be Many comets exist in a flattened and can be used to supply water or thousands not yet known. disk called the Kuiper Belt. The inner other useful volatiles. They are dark Other asteroids are “planet- edge of this belt is at about the same and thinly scattered, and might pro- crossers,” objects whose orbits cross orbital radius as the most distant plan- vide good places for a hideout or a the orbit of one of a star’s major plan- ets, but the belt normally extends out- quiet rendezvous. They could even be ets. If the orbits cross too closely, the ward for hundreds of AU. The comets settled by a sufficiently advanced civi- asteroid is likely to collide with the and other objects of the Kuiper Belt lization. planet, or to be ejected into a different are essentially “failed” protoplanets, orbit after a close encounter. Any objects that never coalesced to form given planet in a star system is likely another planet. The Oort Cloud to have dozens of associated planet- Comets are sometimes shunted On the very edge of a star system is crossing asteroids, all of them subject into the inner star system, usually the Oort cloud, a “reservoir” of comets to orbital change over time. through gravitational interaction with stretching from about 1,000 AU out to Some planet-crossing asteroids are some other object. When this hap- a distance of one to two light-years. “quasi-satellites” of the major planets. pens, the comet takes up a more or Unlike the Kuiper Belt, the Oort cloud A quasi-satellite is an object that orbits less eccentric orbit, often approaching forms an even sphere around the the planet’s primary star, its orbital the primary star so closely that its icy inner system, and its comets can period equal to that of the planet, but materials boil off to form a long approach the primary star from any with higher eccentricity. From the gaseous “tail.” After a number of pass- direction. The Oort cloud likely con- planet’s viewpoint, the quasi-satellite es through the inner system, a comet tains large protoplanetary objects, just appears to follow a loop around the can meet a number of fates. After as the Kuiper Belt does, but so far planet, never approaching too close or none such have been detected. wandering too far away. Quasi-satel- lite orbits are not very stable, and usu- ally change over time until the quasi- satellite status is lost. Comets are often described as “dirty snowballs” Planet-crossing asteroids are inter- esting because they are often easy to – they are dominated by water and other ices, but reach from the associated planet. An they also contain grains of silicate dust, metals, early spacefaring civilization may send expeditions to such asteroids and organic compounds. Any given star system during its first ventures in off-planet may have trillions of comets wandering in its industrial development. A quasi-satel- lite may also be a convenient place to outer reaches, their total mass adding up to put an observation post watching the that of a small planet. associated planet, especially if the planet has no true satellites or if a closer approach would be dangerous.

losing too much of its icy body, it can The Oort cloud provides some of The Kuiper Belt fragment and add to the system’s pool the same plot hooks as the Kuiper Comets and other icy bodies orbit of asteroidal debris. A close encounter Belt, although in this case the question in the cold outer reaches of a star sys- with a planet can change its orbit, of finding any Oort cloud object tem, most of them never approaching causing it to take up an asteroid-like becomes very difficult. In the dark the habitable worlds of the inner sys- path that stays in the inner system. Or fringes of a star system, any object is tem. a comet can collide with a planet . . . hard to see by reflected light – and in A comet is usually between one The Kuiper Belt also contains larg- the Oort cloud, comets are likely to and 30 miles in diameter. Comets are er objects, with compositions similar spend most of their time billions of often described as “dirty snowballs” – to the comets but of size comparable miles apart. There may be Pluto-sized they are dominated by water and to large asteroids. The largest of these objects in the Oort cloud as well; other ices, but they also contain objects will usually be 300-600 miles Earth-bound astronomers have found grains of silicate dust, metals, and in diameter, and there are likely to be none in our own solar system, but this organic compounds. Any given star hundreds or thousands in the 30-60 may only be because such objects are system may have trillions of comets mile range. In our own solar system, almost impossible to detect.

ADVANCED WORLDBUILDING 131 ARTIFICIAL STRUCTURES Who Needs Any star system can contain artifi- cial structures – objects that were built Planets, Anyway? or placed in the system by sapient Human beings evolved on the surface of a planet, and are dependent beings. on several aspects of the planetary environment for their survival. They need air to breathe, water to drink, and a pleasant temperature to live in. Even the planet’s gravity is important. Asteroid Habitats Still, none of these requirements have to be met by living on the sur- People living in deep space can face of a ball of rock and metal massing sextillions of tons. Living on a build a home for themselves, turning planet has its disadvantages – most of its mass is buried and inaccessi- an asteroid or comet into a habitat. ble, and in the meantime it’s very difficult and expensive to get off! Most of the techniques for building Many science fiction writers have speculated about civilizations that asteroid habitats appear at TL9, when make almost no use of planets at all. Instead, they can use found mate- extensive deep-space travel and indus- rials – the results of asteroid or cometary mining – to build artificial try are possible. There are several vari- habitats. They can even settle the asteroids and comets themselves, tun- eties of asteroid habitat. neling into the stone or ice and carving out habitable spaces. Beehive habitats are three-dimen- Asteroids and comets can provide all of the raw materials for breath- sional mazes of tunnels and cham- able air, drinkable water, and edible food. If there is no space for arable bers, burrowed into the body of an land, agriculture can use hydroponics or outright food synthesis asteroid or comet. Beehive habitats instead. Fusion power can be fueled by hydrogen liberated from volatile usually have some surface installa- ices. Metals can be used to drive industrial production, including the tions, such as landing pads, airlocks, industries needed to build spaceships or more habitats. vents, tool sheds, and antenna farms. The major difficulty with deep-space settlement is gravity, or rather They are almost indefinitely extensi- the lack of it. Humans who live in microgravity for a long time suffer ble, as the inhabitants continue to progressive loss of health. The immune system declines, muscles carve out new tunnels and chambers. and bones atrophy, and the cardiovascular and renal systems suffer Their major disadvantage is that they problems. are hard to provide with gravity. To overcome this obstacle, a habitat can be spun, providing an arti- Asteroids are rarely symmetrical, so ficial substitute for gravity through centrifugal “force.” Alternatively, it’s tunnels are driven in any convenient possible for genetic engineering to produce a human body that doesn’t direction and “spin gravity” will rarely suffer degradation in microgravity. Of course, superscience “artificial be perpendicular to the floor. If super- gravity” can provide a healthy environment for human life too. Any science gravity generation is available, of these advances can give rise to a society that regards planets as this may not be a problem. Of course, inconveniences rather than homes. inhabitants that are genetically adapt- ed to microgravity will be able to live comfortably. Cole habitats are built out of metal- artificial gravity is provided by spin. rim. The spokes serve as elevators, lic (M-type) asteroids, melted with A thick shell of slag, left over from the leading to a microgravity environment stellar heat and reshaped to create a manufacturing process, provides at the hub where special manufactur- hollow metal-hulled shell. A Cole habi- radiation shielding. ing processes can be run. A Stanford tat is usually cylindrical, and is rotated O’Neill Cylinders: These are the torus can house about 50,000 people. on its long axis to provide spin gravity. largest and most expensive space Bernal Sphere: A sphere, up to a Nuclear power or stellar mirrors can habitats. A giant cylinder, as much as mile in diameter, with several smaller be used to light the interior. The inte- several miles in length and a mile or cylinders attached. The sphere rotates, rior surface can be terraformed with more in diameter, rotates on its axis to providing spin gravity in a strip soil, water, and plants, permitting provide spin gravity. Inside is a com- around its equator, but the cylinders “natural” agriculture and a pleasant plete terraformed environment, com- are left unrotating to house micro- lifestyle. plete with park and urban zones. If gravity manufacturing. The sphere is more living space is desired, cylinders easy to build, but the lack of spin grav- Artificial Habitats can be paired, rotating in opposite ity across most of its inner surface can With or without a convenient aster- directions – this also makes docking be inconvenient. A Bernal sphere can oid to use for building material, artifi- easier. An O’Neill cylinder can house house several thousand people. cial habitats can be built in space. up to several million people. Smaller Stations: These range from Aluminum, steel, and titanium can Stanford Torus: Smaller than the the classic wheel-shaped space station be mined and launched into space O’Neill cylinder, the Stanford torus is that spins for gravity and has plenty of with mass drivers. Power is provided shaped like a bicycle wheel, with spin radiation shielding, down to the much by solar panels or nuclear plants, gravity and landscaping on the outer more basic “work shack” that lacks

132 ADVANCED WORLDBUILDING much of either. Work shacks are usu- A rosette is useful primarily as a unless the hole is patched quickly. ally cylinders or spheres, 30 to 300 feet convenience – the components are Finally, a ringworld is dynamically in diameter and (if cylinders) up to guaranteed to remain close to each unstable; if it has a star at its axis, five times as long. Some of these crude other at a fixed distance. A civiliza- there are no forces tending to keep stations are made from old fuel tanks tion that builds many space habitats the star centered, and eventually it or cast-off cargo containers. The only may use rosettes to keep them in may collide with the ringworld. radiation shielding may be a cramped order. A much more advanced society Even with these disadvantages, a “storm cellar” that the crew uses to might place whole planets in a rosette ringworld may be one way for an ride out solar storms. configuration, possibly with a star at advanced civilization to get lots of liv- the center of mass. ing room. If the engineering chal- lenges of an Earth-orbit-sized ring- MEGASTRUCTURES world can be met, it will provide mil- The light source was small and bril- Macropower Stations lions of times as much habitable space liant white, very like a view of Sol as Many objects in space can be as a typical Earthlike world. Even a seen from the general neighborhood of tapped for power. Luminous stars, much smaller ringworld can house Jupiter. The ring was huge in diameter, brown dwarfs, and even massive gas billions of people without crowding, wide enough to stretch half-across the giants all have powerful magnetic and can be designed to avoid some of darkened surface of the dome; but it fields, which can be used to generate the concept’s drawbacks. was narrow, not much thicker than the electric power. Electrically conduc- Ringworlds were invented by SF light source at its axis. The near side tive material is stretched through the author Larry Niven, who used the con- was black and, where it cut across the magnetic field, carrying massive cur- cept in a series of novels attached to light, sharp-edged. Its further side was a rents whenever the star or planet’s his “Known Space” universe. The pale blue ribbon across space. field fluctuates. author Iain Banks uses smaller ring- If Louis was growing used Macropower stations can be used worlds, called “Orbitals,” in his to miracles, he was not yet so blasé as for a variety of purposes. Lasers can “Culture” novels. The videogame Halo to make idiotic-sounding guesses. transmit power across great dis- is also set on a small, ringworld-like Instead he said, “It looks like a star with tances, powering ships or industrial structure. a ring around it. What is it?” installations. Particle accelerators Chiron’s reply came as no can produce antimatter in bulk, to be surprise. used in power plants across a star Dyson Spheres “It is a star with a ring around it,” system. Solar power is abundant and said the puppeteer. “A ring of solid mat- effectively inexhaustible. Its main ter. An artifact.” disadvantage is that only a miniscule – Larry Niven, Ringworld Ringworlds amount of it is available on an A ringworld takes the notion of a Earthlike planet. If all of the energy A truly advanced civilization will “torus habitat” to the largest possible output of a sunlike star could be be able to perform engineering on a scale. A ringworld is a large, ribbon- intercepted and used, it would be grand scale, literally rebuilding star shaped ring, the flat surface turned enough to support a civilization mil- systems to suit their own purposes. inward, rotated at high speed to pro- lions of times as powerful as our Some of the possibilities are as vide spin gravity. The inside surface is own. follows. sculptured and terraformed to provide Of course, to intercept all of a star’s an Earthlike environment. The edges output, a hollow shell has to be built Rosettes of the inside surface have high rim around it. This can be done with mil- walls, holding in the atmosphere. lions of individual artificial habitats, Objects in space are never motion- Light can be provided by a nuclear less, so a civilization that can move orbiting the star in belts and shells of power plant at the axis of the ring, or varying size, blanketing it in all direc- large masses around has the problem by a nearby star. If the ring is very big, of making sure they stay where tions. Alternatively, a solid sphere can it can be placed around a star. be built at a fixed radius, with habit- they’re put. One solution is the Ringworlds are mathematically rosette. A rosette is composed of able surface on the inside. Either of simple, but actually building one safe- these structures is called a Dyson equal masses (large habitats, aster- ly can be a terrible challenge. A ring- oids, moons, planets) that are placed sphere, after the astronomer who first world the size of Earth’s orbit would proposed them. at the points of an equilateral figure need to rotate at hundreds of miles and given equal velocities around the Dyson spheres are among the most per second to provide Earthlike grav- detectable megastructures. As one is system’s center of mass. The resulting ity; the ring’s foundation structure system is dynamically stable. The built, it cuts off the visible light from a would need to have more tensile star, replacing it with the infrared components will continue to orbit strength than is theoretically possible their common center of mass, main- radiation of the sphere’s waste heat. A for normal matter. Ringworlds are could probably be taining their separation as long as also vulnerable to meteor impacts. they’re not disturbed by any outside detected by alert astronomers from Any penetration of the ringworld many parsecs away. gravitational influence. floor will spill all the air into space

ADVANCED WORLDBUILDING 133 CHAPTER SIX ALIEN LIFE AND ALIEN MINDS

I emptied the magazine of my gauss rifle into the charging “You’re alive! How? I saw those myrmidons drag the three myrmidon. Most of the shots glanced off its thick exoskeleton, of you into their tunnels.” but a few found vital spots between plates and it went down “It’s all right,” said Captain Panatic. “Toshiro here shot the twitching. I reloaded, then scanned the area with my hand queen with a grenade launcher. Blew her all to bits. The hive’s analyzer, checking for the unique electrical signature of the destroyed.” myrmidons’ nervous system. Nothing. The feeling of relief at seeing them alive was cut by a cold Then I heard a noise from the edge of the jungle and pang of fear. “Captain, do you know what happens in a swung my gun up. Had they somehow learned to mask swarm-mink when the queen dies? It doesn’t kill the hive – it themselves from detection? The myrmidons were incredibly just stops the pheromones she produces to keep the soldiers adaptable, but how could they know what we were using to from being fertile. If these creatures work the same way, you’ve find them? My finger tensed on the trigger. just replaced one queen with thousands!” “Don’t shoot! It’s us!” I recognized Captain Panatic’s voice. “Oh.” He looked crestfallen. “I guess we’ll have to evacuate A moment later, he and Toshiro stepped into the cleared space the colonists and go nuclear.” around the perimeter fence, waving cheerfully. They had some “As I recommended from the start.” Military men. They just ugly-looking cuts and one of Panatic’s arms was in a crude don’t understand that sometimes overkill is the efficient sling, but they were both alive and in good spirits. option.

134 ALIEN LIFE AND ALIEN MINDS ALIENS IN THE CAMPAIGN Alien life in a space campaign can their animal models. If people aliens on attributes of inanimate or non- fill a vast number of roles. The social tap into ancient travelers’ tales about living things. Plasma-beings that look and political categories for alien exotic lands, beasts come from fairy like living flames are things, as are species noted in Chapter 1 are pretty tales and fables about talking animals. races that have turned them- much independent of biology – it Larry Niven’s Kzinti are beast aliens selves into machines. doesn’t usually matter if the dominant based on Terran cats. Genetically species are carbon-based or silicon- modified animals provide a rigorously based, aquatic or aerial. “hard SF” way to use beast archetypes MONSTERS From a dramatic standpoint, how- even in a game universe without any Aliens as monsters are probably ever, alien beings can fit into four cat- aliens at all. the oldest role of all – consider egories, and their biology and appear- Beasts are very effective because Grendel in Beowulf or the gorgons of ance do affect which one they belong they come with a ready-made and fair- Greek myth. They are menaces, pure to. In science-fiction stories and films, ly consistent set of assumptions. and simple. Recent films like the alien beings seem to naturally clump Eagles are fierce and solitary, so eagle- Aliens series show the trope is alive into types: people, beasts, things, and like aliens make good “proud warrior” and well. monsters. cultures. Some of those assumptions Monsters may or may not be intel- about the relationship between eco- ligent. If they are, their cleverness only logical role and personality inform the adds to the threat they present. The PEOPLE alien-design rules in this chapter. whole point of a monster is that it’s Aliens as people are probably the Game Masters can also make use dangerous. If the monster can be most common in modern science fic- of the mythical and legendary associa- negotiated with or placated, it ceases tion. They don’t have to look like tions of Earth animals when creating to be a monster and turns into some humans – Poul Anderson created beast aliens. Snakes aren’t evil, but other kind of alien. The process of many fascinating alien “people” with because they have long been used as “reclassifying” monsters is an old and very unusual shapes – but a humanoid icons of evil in many Terran mytholo- highly useful science-fiction plot. appearance does make it easier to gies, a civilization of serpent-men Purely animal monsters may be view them as “folks like us.” People- aliens make natural campaign villains. “only” dangerous predators, or may aliens have understandable motives Lions aren’t particularly noble, but have some other reason for hunting or and rational goals. If they are in con- their association with royalty make attacking the heroes. Again, discover- flict with humans, the fight is likely to lion-aliens good candidates for honor- ing the reason behind an animal mon- be about something like resources or able aristocrats. ster makes a good adventure. living space. Sometimes, though, a monster is just They don’t have to act exactly like a monster. Earth humans, though. Often people- THINGS In appearance monsters may be aliens have one or more human traits “Happy b-b-birthday, you thing from terrifying “things,” or beasts drawing cranked up to an inhuman degree. another world, you.” on monstrous archetypes like Terran Some of these caricature traits are so – Porky Pig, Duck Dodgers wolves, or deceptively human-seem- common in fiction as to be standard in the 24 1/2th Century ing “people” with a deadly secret types: the warrior Race, the mystics, nature. In cinematic settings, mon- The most alien aliens are perceived the ultra-rationalists. Their societies sters may even look like demons or as “things” – icky and creepy, possibly can also parody an aspect of modern undead. not even really alive. They draw on our human life. nearly reflexive reactions to things Some readers have criticized peo- that sting and bite or spread decay. ple-aliens as being just “humans in WORKING For a long time SF used alien things funny suits” but others like the idea simply as monsters, as when H.G. ACKWARD that a mind is a mind no matter what B Wells used octopuses as the model for body it wears. The issue will no doubt The bulk of this chapter is con- his bloodsucking Martian invaders of remain in dispute until humans actu- cerned with how to create realistic Earth. But things don’t have to be ally meet aliens and find out. alien species from scratch. There are automatically hostile; they may simply even tables for randomly generating be mysterious and incomprehensible things like ecological niches and mat- BEASTS to humans. Things are intrinsically ing styles. Given that humans won’t be Beast aliens make use of arche- alien. If humans ever learn how they able to choose or predict what kind of types drawn from human perceptions think, things can turn into funny-look- creatures we meet out there, random of Earthly animals. They can fit many ing people. creation or just doing what sounds of the same roles as people-type aliens, While things often use “creepy- cool is a reasonable and even realistic but their behavior and culture reflect crawly” animals like spiders and way to create aliens. squids for a model, they can also take

ALIEN LIFE AND ALIEN MINDS 135 But GMs may have a particular role in mind when creating an alien species, and sometimes the random results won’t match. It’s a pain when Some Common Aliens the planned “aggressive conquering Aliens in SF often fit into a standard type, and when used wisely menace” turns out to be a species of those types can add a lot of resonance to a space campaign. Some peaceful, sessile filter-feeders. common alien stereotypes include: When you know what kind of alien you want, the solution is to work back- Comic Aliens ward. Consult the alien personality Foreigners are funny. Alien foreigners must therefore be even more trait tables (see the box Alien Creation funny. Certainly SF writers have gotten a lot of comic mileage out of X) to select a proper mindset. Consult aliens with bizarre and silly customs or their laughable incomprehen- the modifiers for those tables and sion of our entirely normal and reasonable habits. Often comic aliens are assign ecological niches, mating physically cute or funny-looking, typically unthreatening beast arche- habits, and other details that encour- types like teddy bears, ducks, penguins, or otters. Comic Things are also age those mental traits. From there, go common. through the process and either select or randomly generate other features Primitives of the species. Aliens that are much less technologically advanced than humans (at least at the time of contact) are often “noble savages,” living lives untainted by the corruptions of civilization. Or they can be just plain savages who want to eat visiting space travelers. Either way they fit into many of our stereotypes about “primitive” humans. They are often people-aliens or beast-aliens. In appearance they tend to either fragile beauty or menacing ugliness. Superminds Superhuman intellects can be mystical philosophers or ultra- advanced technologists, and sometimes are both. They are usually benevolent (if a bit patronizing), but may be dangerous opponents if they think they’re being threatened. In appearance superminds are Example: Sean wants his alien often physically frail with huge brains; disembodied brains supported Andromedans to be a civilization of by machinery may be things. Superminds may also be completely “evil masterminds” for his campaign. immaterial beings of “pure thought.” He consults Alien Creation X and decides he wants them to be Warriors Chauvinistic, Single-Minded (to let Warrior aliens are very aggressive, either from natural combative- them devise grandiose master plans), ness or a militarized society. Sympathetic warriors may be bound by Curious (to encourage ethically- honor and duty, while enemy warriors are often faceless hordes to be challenged weird science research), mowed down. Beast-aliens based on carnivores are often warrior races. Selfish, Callous, Imaginative, and Paranoid. Consulting the modifiers, he sees that they should have a small -group social structure in which and distinctive. He decides to give over egg-laying. To make them more males keep harems, be pouncing car- them lots of body segments and an formidable he assigns them superior nivores, have strong K-strategy, and exoskeleton like Terran insects, with senses, including Night Vision and be fairly small in size. At this point, long legs for fast sprinting and a Acute Taste/Smell. There are still Sean could choose to make them poison-tipped tail. Since they’re some details to be filled out, but the beast-aliens modeled on Terran cats, K-strategists, he chooses live birth Andromedans are definitely taking but he wants something more exotic shape. LIFE Being living things, we naturally most real-world searches for life on think we know what life is. We’re alive, LIFE AS WE other planets. If it’s made of the same rocks aren’t. But what about alien life? chemicals as Terrestrial life and does How will astronauts landing on anoth- KNOW IT the same things, it’s alive. er world be able to tell what’s alive and The simplest way to define life is to Life on Earth is based on nucleic what isn’t? say that it’s “like life on Earth.” This acids – enormously long molecules has been the operating theory behind like RNA and DNA. They in turn are

136 ALIEN LIFE AND ALIEN MINDS evolve. Ultimately the nucleic acids evolved to the point where they Clashing Definitions encased themselves inside billions of cells organized into huge mobile com- Defining life has been a troublesome part of the search for living plexes controlled by powerful brains things beyond Earth. Some scientists take a narrow definition: life must capable of writing and playing RPGs. be based on DNA in a water matrix, using proteins and getting energy from photosynthesis or the breakdown of organic molecules. Earth life, in other words. This may sound restrictive, but it has its advantages. We Carbon and Water know a lot about Earth life, and we can design experiments to detect it, Earth life is based on complex car- even across interstellar distances. When you’re building a multi-billion- bon compounds for several reasons, dollar space probe, that’s an important consideration. and those reasons make it likely that Other scientists, especially those who have studied “extremophile” living things elsewhere in the universe organisms on Earth, are willing to allow for some weirdness in alien may do the same. First, carbon is one life. They postulate life that gets its energy from sulfur or iron com- of the four most common elements in pounds, like some bacteria found in ocean volcanic vents. But they still the universe, so just about any world assume those organisms will be based on DNA and liquid water. is likely to have a substantial supply. Researchers fond of wild speculation have adopted much looser Second, the electron structure of the standards. They postulate that life is any system that can locally carbon atom makes it capable of increase the level of organization, or that life is any system capable of forming large and complex molecules. undergoing evolution. These definitions allow for just about any kind of No other element known can do that life – including plenty of types nobody has imagined yet. as well as carbon. For the purposes of this book, we’re going to split the difference. Liquid water is also considered We’re defining life broadly, including everything from energy-based crucial for life. On Earth, life formed organisms living in interstellar nebulae to nearly human creatures on in water, and just about all Earth life nearly Earthlike planets. But we’re also assuming that Earthlike life is uses water as a solvent and circulatory the most common form, or at least the type most characters are going fluid. Water has some properties that to spend their time interacting with. make it especially suited for use by liv- ing things. It is liquid over a fairly broad temperature range (180 degrees made up of smaller units called Which brings up the third useful Fahrenheit), so a planet can have large nucleotides. Three interesting features ability of nucleic acids. Because DNA amounts of liquid water without an make nucleic acids the fundamental is a long chain of units, parts of the unreasonably uniform climate. molecules of life. The first is that they strand can change without destroying Second, water has a large heat capaci- can replicate themselves. A DNA helix the rest of the molecule. So DNA can ty. This is important on several levels. can pull apart into two strands, which mutate. Environmental factors and It means a planet with large water can then each assemble new matching replication errors can create different oceans will have a fairly stable cli- strands out of free-floating nucleotide daughter chains, which encode differ- mate, and it means that active organ- molecules. When the first nucleic ent proteins. This lets DNA molecules isms won’t easily boil themselves with acids started doing that in the primor- metabolic heat. dial seas of Earth, one can say that life began. In a very real sense, everything done by living things on Earth since then simply reflects more and more Alternate DNA complex and sophisticated ways for The DNA and RNA molecules used by Earth life aren’t the only ones nucleic acids to replicate themselves. possible. Scientists have discovered several nucleotide molecules (the The second useful ability of nucleic building-blocks of a DNA helix) that don’t occur normally, but which acids is their ability to encode infor- can plug right into DNA and function just fine. So even life very similar mation, in the form of nucleotide to Earth life, based on DNA, might use a different “alphabet” at the chains. This is important because dif- molecular level. Extending that metaphor, it’s also possible to use the ferent chains of nucleotides can same nucleotides but encode proteins using entirely different sequences encode the formulas (known in the – the same “letters” but a different “language.” trade as “sequences”) for building pro- The double-helix form is also not the only way to organize a DNA tein molecules. That ability to molecule. Scientists have created complicated branching nucleotide “remember” information and build chain structures, and alien life might use something like that instead. “tools” let the nucleic acids alter their Proteins are extremely complex and versatile molecules themselves. environment – membranes to sur- It’s entirely possible that some type of carbon-based life uses giant self- round themselves for protection, replicating protein molecules instead of nucleic acids as the carrier of organelles to process organic mole- genetic information. cules for energy, and so on.

ALIEN LIFE AND ALIEN MINDS 137 Finally, water has an unusual prop- Organisms that breathe a gas other organics would have to be manufac- erty: when it freezes it expands, so ice than oxygen use the same rule as tured by photosynthesis.) floats. Most liquids get denser when water-breathers as described under Hydrogen life from a low-energy they freeze. This means a water ocean Gills (p. B49): it’s a 0-point feature that environment (like a supercold Pluto- develops an insulating cover of ice balances their need for life support type world) would probably be slug- when it gets cold, whereas a freezing with the ability to breathe something gish compared to humans, with sea of ammonia would chill from the toxic to humans. If humans normally Decreased Time Rate and a reduced bottom up. Living things can survive can breathe the organism’s native Basic Speed. However, astronomers in a water ocean even when the air atmosphere but it contains some trace have identified gas giants orbiting temperature is below freezing. This element missing from Earth-standard quite close to some stars where energy advantage of water also has its draw- air, that would qualify as a is plentiful, so the possibility of very backs – when an Earth organism Dependency, typically at the -25 or -50 active hydrogen-based organisms freezes, the expanding water crystals point level. from a high-pressure environment rupture its cells, killing it. (Some fish exists. and frogs have evolved natural OTHER “antifreeze” chemicals to avoid this.) Ammonia Chemistry Organisms using a different solvent HEMISTRIES might survive freezing with no ill C Ammonia could replace water as a effects. While carbon molecules in water medium for life. Ammonia has a nar- are the most plausible basis for life, rower liquid temperature range than they are by no means the only possi- water, so it would require a planet Metabolism bility. And in a sufficiently big uni- with a very stable climate between - Originally, Earth life did not verse, even unlikely forms of life may 108° Fahrenheit (-78° C) and -27° F (- breathe oxygen, because billions of find congenial conditions. Just about 33° C). In that cold environment, it’s years ago there was no oxygen to all aliens with variant chemistries possible for something like Terrestrial breathe. Early life on Earth was anaer- should take the Unusual Biochemistry nucleic-acid chains to function, or for obic, getting energy by fermentation disadvantage in human-centered complex chains of nitrogen or carbon and related processes. Even today campaigns. and nitrogen to serve the same pur- there are whole kingdoms of anaero- There are several ways in which life pose. Since complex nitrogen mole- bic bacteria to which free oxygen is could have a different chemical basis cules become highly unstable at liq- pure poison. from Earth life. It could use different uid-water temperatures, ammonia- Humans breathe oxygen because solvents, like ammonia or hydrocar- based organisms could be made of liv- plants and cyanobacteria produce it as bons in place of water. It could use dif- ing high explosive! (This does not a waste product of photosynthesis. In ferent molecules to store genetic infor- require the Explosive disadvantage, effect, we’re breathing pollution. If mation, like silicate chains or complex however, because the temperatures green plants and algae did not con- nitrogen compounds. It could use an involved would kill the being stantly renew the supply, Earth’s entirely different family of com- long before its molecules became atmosphere would lose its oxygen, pounds for metabolism, genetics, and unstable.) becoming a mix of nitrogen and car- tissues. Ammonia-based life could conduct bon dioxide. (Any other world that has photosynthesis if it evolved on a cold highly reactive atmospheric gases is a Earth-type planet, or might tap the good candidate for life, since some- Hydrogen Chemistry heat differential between layers of a thing has to be making them.) Oxygen Hydrogen is the most abundant gas giant world’s atmosphere. Such is very reactive, and oxygen-breathers element, and giant planets like Jupiter creatures probably would not be oxy- can support a very active lifestyle. are essentially big balls of hydrogen. If gen-breathers, since the chief source Aliens from a world with a different hydrogen-based life is possible, the of oxygen molecules for Earth-type atmosphere might not be able to sus- Universe holds a lot of potential places life (carbon dioxide) is a solid at tain the level of activity found on for it to arise. In extremely dense ammonia-life temperatures. Instead, Earth. hydrogen (near the core of a gas giant, ammonia-based organisms might Chlorine is quite reactive, and for instance) crystals of solid hydro- breathe free hydrogen, either in a gas would serve as a good oxygen replace- gen could store “genetic” information giant atmosphere or liberated from ment, on a world where the local in a lattice structure. methane molecules on a cold plants use photosynthesis to break up At more normal pressures and very Terrestrial world. salts and store energy in sodium com- low temperatures (-250° F or below) Living creatures based on ammo- pounds. The result would be a chlo- lipid molecules (akin to fats found nia should define their Temperature rine-laced atmosphere and oceans of in Terran life) could be the basis Tolerance range as centered some- bleach. Because chlorine is a much of life in a medium of liquid hydro- where between -100° F and -25° F; less abundant chemical than oxygen, gen. Hydrogen-chemistry organisms they are not automatically Cold- such worlds are probably vanishingly would use “reduction” reactions to Blooded in the sense defined by the rare, but chlorine-breathers have a release energy by combining organic disadvantage of that name, however. long history in science fiction. molecules with hydrogen. (The Hydrogen-breathers may take the

138 ALIEN LIFE AND ALIEN MINDS disadvantage Fragile (Combustible) if they spend lots of time in oxygen envi- ronments, as their “air” can catch fire. Since chemical reactions are slower at ammonia temperatures, either a low Basic Speed or Decreased Time Rate might be appropriate.

Hydrocarbon Life The Huygens probe found signs of ancient methane lakes on Titan, and one might imagine larger worlds with seas of heavier molecules like octane – gasoline oceans, in other words. Life on a “petrochemical planet” could make use of the fantastic versatility of carbon in ways Terran life has only begun to explore. Organisms made of complex polymers (“plastic”) or lipids (“fats”) could swim in those oily seas. Instead of oxygen respiration, organ- isms on a hydrocarbon world would probably make use of the “reduction” reaction, breathing hydrogen. Hydrocarbon-based organisms are likely to be Fragile (Combustible), if not Fragile (Flammable) or even Fragile (Explosive), but only when adventuring off-planet in oxygen envi- ronments. As with ammonia-based life, hydrocarbon organisms from a equally ignorant of the flimsy water- underground “ocean” of liquid sul- cold environment might have low based life hugging the cold outer sur- fur. In the absence of free oxygen, Basic Speed or Decreased Time Rate. face of the planet.) sulfur-based life could use carbon- Silicon-based life would naturally sulfur compounds, fluorocarbons, or set its comfortable temperature much silicates as the basis of life. They Silicon and Silicones higher than humans: somewhere could breathe hydrogen sulfide (the On hot planets, silicon-based life around 300° F for sulfuric acid/silicon gas that makes the “rotten egg” becomes a possibility. Silicon is chem- creatures, 500° F for silicon/liquid sul- smell) or free hydrogen. ically similar to carbon, though it has fur organisms, and 2500° F or higher Another possible solvent for sulfur- no gaseous forms. Large silicon for silicon/liquid rock beings. Silicon- based life is sulfuric acid. On Venus, objects on Earth are known as rocks, based fluorine-breathers adventuring the clouds contain fairly large but interesting chemistries become in an oxygen environment should take amounts of sulfuric acid, and it’s not possible when the silicon atoms alter- the Combustible disadvantage, and impossible to imagine a slightly cooler nate with oxygen to form silicate possibly Increased Life Support to Venusian world with lakes or small chains, or combine with carbon to reflect the extraordinary difficulty of seas of acid on the surface. Since a make the class of molecules known as handling fluorine gas. strong acid like sulfuric acid can dis- silicones. Since high temperatures speed up solve rocks, sulfuric acid would also Oxygen respiration is barely pos- chemical reactions, silicon beings be a good medium for silicon-based sible for silicate or silicone life, but might live faster than us cold and slug- life using sulfur chemistry for metabo- in the hot environment of a world gish humans. This can mean either an lism. Civilization on such a world like Venus or Mercury, silicon-based increased Basic Speed, or the advan- might never develop metal-based tech- organisms could also get energy tages Altered Time Rate or Enhanced nology, as only “noble metals” like from sulfur metabolism or reactions Time Sense. gold would be able to resist the fantas- involving fluorine. Silicon life using tic corrosion of an acid-laced atmos- iron chemistry for metabolism and phere for very long. Instead one can liquid rock as a solvent might thrive Sulfur-Based Life imagine silicon-based organisms in places like the Earth’s mantle, Sulfur-based life could use liquid developing a combination of “biologi- hundreds of miles below the crust. sulfur as a solvent much as we use cal” ceramics and silicones as their (For all we know the Earth’s mantle water. On Jupiter’s moon Io, vol- primary materials for tools and is home to a busy ecosystem that is canos pour out large amounts of sul- machinery. fur, indicating the possibility of an

ALIEN LIFE AND ALIEN MINDS 139 Sulfur-based life probably should take the Increased Life Support disad- “I haven’t seen anything like that except, uh, vantage among oxygen-breathers, to reflect the difficulty of handling large molecular acid.” amounts of sulfuric acid or molten sulfur. It’s possible that a sulfurous “It must be using it for blood.” organism would have a Bad Smell – Dallas and Brett, Alien among oxygen-breathers, since pro- tective suits might not be able to elim- inate the rotten-egg odor. Sulfur-based energetic nebula) can store energy would be tens of kilometers long. Of life from a high-temperature environ- and information in the form of elec- course, living on a star would certain- ment might have Altered Time Rate. tric charges and magnetic fields. A ly provide enough room. self-replicating pattern of electromag- Plasma life would be “immaterial” ON HEMICAL netism could function as the “DNA” compared to solid creatures like N -C for plasma-based life. The plasma humans. This would best be modeled LIFE organisms could get energy by tap- by the Body of Fire meta-trait. It All of the “weird life” we’ve dis- ping the hotter layers lower down in would require Increased Life Support cussed involves various chemicals the star’s interior. outside its native environment (as it used to store energy and information. A “cell” of plasma-based life would would need something like a fusion But there are other ways to do those be larger than its chemical analogue, reactor containment torus to live in things. because all the processes of life would comfortably). be happening at nearly the speed of light. The fundamental units of plas- Plasma Life ma-based life would probably be on Magnetic Life Organisms made of hot ionized the order of a centimeter in size, On a neutron star, matter is incred- plasma (within the photosphere which means that highly complex ibly compressed by the gravity and the of a star, or in a dense and highly organisms big enough for intelligence intense magnetic fields. Atoms take on new shapes, their electron orbitals squeezed into rod shapes by magnetic field lines. In those conditions, normal chemical laws break down, and it Alien Creation I becomes possible for chains of single Throughout this chapter there are boxes detailing how to create atoms to behave like DNA. The intense alien life in GURPS terms. They are set up so the user can either make magnetic fields also provide an energy decisions based on the game setting and the needs of the campaign, source, leading to the possibility of an or roll randomly. This system can also be used to create non-sentient entire ecosystem. creatures. Life made of “degenerate matter” like this would be extremely different Chemical Basis from Earth life. It would be much Select the alien’s biochemistry based on the climate of its home- smaller – a creature containing as world, or roll randomly on 3d. GMs should feel free to disallow certain many atoms as a human would be types of life or adjust the probabilities to suit a given game universe. compressed down to microscopic size. The smaller size and tremendous sup- Roll (3d) Type of Life ply of energy allows a much faster 3-5: Hydrogen-Based Life pace. The physicist Robert Forward (Frozen worlds below -250° F or Gas Giants) wrote a fascinating novel, Dragon’s 6-7: Ammonia-Based Life Egg, about life on a neutron star; in (Frozen worlds between -100° F and -30° F) the course of the story a civilization 8: Hydrocarbon-Based Life (Cold to Cool worlds) arises on the star, develops science and 9-11: Water-Based Life (Cold to Hot worlds) technology, and finally goes exploring 12: Chlorine-Based Life (Cold to Tropical worlds) the stars, all during the course of a few 13: Silicon/Sulfuric Acid Life days while bemused human scientists (Warm to Infernal worlds between 50° F and 600° F) look on! 14: Silicon/Liquid Sulfur Life Magnetic-based life on a neutron (Infernal worlds between 250° F and 750° F) star would be certain to have 15: Silicon/Liquid Rock Life Enhanced Time Sense and several lev- (Infernal worlds above 2500° F, or mantle) els of Altered Time Rate; they would 16: Plasma Life (Infernal worlds or stars above 4000° F) also require four levels of Increased 17-18: Exotica Life Support to duplicate neutron-star (Nebula-dwelling life, Machine life, Magnetic life) conditions.

140 ALIEN LIFE AND ALIEN MINDS Artificial Life An extremely plausible kind of non-biological life is self-replicating machine, erasing its original purpose machine life. Humans are close to being able to build and leaving it no goal other than that of creating as machines capable of creating copies of themselves, and many offspring as possible. Mutations (or conscious some scientists have proposed launching self-replicat- design changes) in the offspring machines could even- ing space probes toward other stars. Each probe would tually create an entire mechanical “ecosystem” of create copies of itself and send them further off into predators, parasites, and prey. If the machines aren’t space. In time the whole galaxy would be infested with intelligent to begin with, evolution might eventually probes, all for the cost of a single launch. Others have produce sentience. proposed similar techniques to create asteroid mining Alternately, artificial intelligence machines might robots or terraform other planets. Author Fred deliberately set out to create their own civilization Saberhagen imagined “Berserkers” – self-replicating apart from organic life. In an advanced civilization robot spaceships dedicated to annihilating all life they with “uploading” technology (like that presented in encounter. Transhuman Space), the distinction between bio-life Machine life need not have any physical existence at and machine life might seem as unimportant as the dif- all: there could be entire civilizations of artificial-intelli- ference between acoustic and electric guitar music. gence organisms living entirely within the memory of Whatever its origin, machine life can thrive in a complex datanets. Such “virtual life” could be descend- much broader range of environments than biological ed from organic life if it becomes possible to “upload” life. Machine life may or may not have the Machine an organic intelligence into data form. meta-trait, as highly evolved machines based on nan- Mechanical intelligence could develop from sub- otechnology could appear to be living things even at the intelligent machinery. One can easily imagine cosmic microscopic level. rays inducing “mutations” in the programming of a ECOLOGIES AND NICHES An ecology is the sum of all living In environments with a strong heat In a science-fiction setting with things in a given area. By definition, gradient, organisms might live by ther- superscience power sources like “cold all living things are part of an ecology. mal energy. Humans are very familiar fusion” or “zero point energy,” some A creature’s place in its native ecology with this; it is the basis of just about all organisms may have evolved to make determines a great deal about it. our technology. Living things might use of them. This could allow for crea- tap heat differential in a kind of tures that can make use of incredible “engine” like a boiler, or could use the amounts of energy, without needing to ENERGY FLOW electric current flow in heated metal eat anything at all. Life can’t exist without energy. dipoles. Whatever the method, heat- Every ecosystem is based on a flow of based life must have one end in the energy from some non-living source. heat source and one end at a heat sink Nutrient Sources Certain organisms (called autotrophs – there must be a flow to make things In addition to energy, living things or primary producers) tap that energy work properly. Plasma-based beings need a reliable supply of chemical and change it into forms that life can living on the surface of a star could do building blocks. For plants and other use. the same. autotrophs, the important nutrients Radioactive minerals give off ener- are the basic chemical elements in gy. To most Earth life radiation is haz- forms they can use. Plants on Earth, Energy Sources ardous, but some organisms might for instance, use nitrogen but they On Earth, the chief source of ener- evolve to make use of low-level radia- don’t get it from the air; they require gy is sunlight, and plants are the pri- tion. Gamma rays may be too ener- nitrogen compounds in the soil or dis- mary producers. On other worlds there getic, but beta particles could be a use- solved in groundwater, and those com- might be different energy sources. ful source of energy. The trick would pounds have to be produced by bacte- Chemosynthesis is the process of be finding enough radioactive material ria. Less abundant elements like phos- extracting energy from available non- to keep alive. On Earth it is thought phorus, potassium, and others can living chemicals. On Earth chemosyn- that a combination of volcanic activity limit biological activity even when thetic organisms are mostly found and water-concentrated radioactive energy is abundant. In the oceans, the near active volcanic sources, as those minerals at sites in Africa, creating nat- water at great depth is often nutrient- provide a steady flow of energetic ural nuclear reactors that endured for rich, but the environment is low in chemicals. Iron and sulfur are the centuries. On an alien world this might energy, while surface water is nutri- most common bases for chemosynthe- be more common, especially with radi- ent-poor. Upwellings where currents sis on Earth. ation-eating organisms helping the bring up nutrients are apt to be places process along. of spectacular abundance.

ALIEN LIFE AND ALIEN MINDS 141 Consumers and the grazers that feed on them. Open Ocean is kind of like a desert One good way to get energy is to Because plains are so open, the things full of water: there’s plenty of energy steal it. As soon as a population of that live there are often highly mobile. but no nutrients, so life is sparse. organisms exists that extract energy Swampland environments are Isolated reefs serve as “oases” where from the environment, other organ- another interface, where land and living things cluster. isms are going to start extracting ener- water (or whatever the local fluid is) Reefs are similar to jungles in the gy from them. And then in turn other meet, but there is protection from the ocean. They are places of abundant creatures will start to eat the eaters, mechanical force of waves on the life, often dominated by large plants and so on. Eating other living things shore. They support abundant life, or colony creatures (coral). Living has the advantage that the food is very especially amphibious life. things are abundant and the local food concentrated, so consumers – carni- Woodlands, like jungles, are mature web is complex. vores and herbivores – can be large “climax” environments of large, slow- River/Stream environments are and active. growing primary producers. Unlike another interface, like beach or jungles, woodlands are subject to swamp, but have some unique fea- greater climate variation, usually tied tures of their own. A river flows Environment Types to the seasons. Food is abundant at through different environments, creat- The GURPS rules distinguish certain times of the year, but scarce at ing lots of micro-ecologies along its among 16 different types of environ- other times, and everything in the course. The water level in a river ments: eight each for land and sea (p. environment must be able to cope depends on rainfall, so it usually goes B224). These environments are obvi- with the cycle. On planets with through an annual cycle of high water ously based on an Earthlike setting, extreme climate variation, there may and drought. The creatures that live in but they have analogies on every kind be no jungles, only woodlands. By a river environment must be able to of world. contrast, on a planet with little climate cope. Arctic environments are any place change, woodlands would be rare Salt-Water Seas are isolated bodies where the temperature hovers around (replaced by something akin to a tem- of water where the salt level is concen- the low end possible for that type of perate or cool jungle-like, high-alti- trated by evaporation. Ordinary life. For Earth life, it’s places where it’s tude tropical forests). aquatic life has trouble handling the often below freezing. For silicon- In the ocean, Banks are coastal high-salt conditions, so they are the based life it’s a chilly 200° F! waters where nutrients are abundant. aquatic equivalent of desert regions. Desert environments are any place They can support a great deal of life; Tropical Lagoon environments are where the necessary solvents or nutri- on Earth they are the great fisheries. the counterpart of beach or swamp- ents for life are scarce. There’s often One can call banks the marine equiva- land: a coastal zone under the water. plenty of energy, just no stuff to use. lent of plains, since they have lots of Lagoons in particular are sheltered Deserts also tend to extremes of tem- food but most of the animal life is and shallow, and can host a great vari- perature. Life tends to be scarce, clus- quite mobile. ety of organisms. As in the other tered around oases. Deep Ocean Vents are isolated coastal zones, many lagoon species Island/Beach environments are an places where nutrients and chemical are amphibious. interface between land and sea, and as energy are abundant, but the organ- such are especially suited for amphibi- isms that live there must be highly ous beings. The “sea” can be any kind specialized. Because they are isolat- Alien Environments of fluid, obviously. Islands in particu- ed, each vent site is an entirely sepa- Many possible alien environments lar can support isolated micro-ecolo- rate ecosystem with unique species. are not found on Earth. Most of them gies where species evolve in unusual On ice-covered worlds like Europa, can be modeled by analogy with one ways. vents may be the most thriving of the types described above. In a gas Jungle settings are lush, dominated ecosystems. giant’s atmosphere, upwellings of by huge autotrophs (trees, on Earth). Fresh-Water Lakes are full of energy material from deep layers might cor- They support lots of life, but often that and nutrients, but they are isolated respond to reefs or banks in an ocean. life has evolved an array of defenses. from each other and from the ocean. A seafloor away from vents or reefs Jungles offer many specialized niches They are also short-lived, geologically would be like open ocean. for life to exploit. speaking, which means life doesn’t Subterranean environments might Mountain environments are often have a whole lot of time to evolve to map well to oceans, with banks or poor in resources for life, simply exploit a particular lake. Instead, most lagoons where magma currents pro- because fluids drain away downhill lake organisms enter via rivers and vide lots of nutrients. A system of and erosion scours away the soil. At adapt to local conditions. On alien caves with native life would resemble very high altitudes, even air is scarce! worlds, lakes are any isolated but freshwater lakes or deep ocean vents Mountains often support lots of thriving aquatic environment that in terms of ecology. “micro-ecologies” specialized for a exists for only a few thousand years. More exotic settings can work by particular altitude. There are some similarities between analogy, based on how abundant Plains are wide-open regions with island environments and lakes, as energy and nutrients are, and how fairly abundant life, dominated by both are typically colonized by life easy the environment is to move small area producers (grass, on Earth) from other regions. around in. Plasma-beings on the

142 ALIEN LIFE AND ALIEN MINDS Alien Creation II Habitat Ordinary Animals: Roll 3d. First decide where in space the organism lives. Roll (3d) Trophic Level Space-dwelling life requires no planet. Planet-bound life 3 Combined Method: roll twice. comes in two types: those native to gas giant atmos- 4 Autotroph (1-3: Photosynthetic, 4-5: pheres, and those living on more or less terrestrial plan- Chemosynthetic, 6: Other) ets. Since we’re assuming the GM has already created 5 Decomposer the home planet of the aliens, those details should be 6 Scavenger obvious. 7 Omnivore For terrestrial planet life, determine if it lives prima- 8-9 Gathering Herbivore rily on land or in water. Decide, or roll 1d: on a 1-3 it is 10-11 Grazing/Browsing Herbivore land-dwelling, 4-6 it is water-dwelling. 12 Pouncing Carnivore Modifiers: -1 if the planet’s surface is 50% ocean or 13 Chasing Carnivore less; -2 if it is 10% or less; +1 if it is 80% ocean or more; 14 Trapping Carnivore +2 if it is 90% ocean or more. On planets that are entire- 15 Hijacking Carnivore ly water, the only land environment available is 16 Filter-Feeder (becomes Trapping Carnivore Island/Beach. Worlds with 0% ocean coverage can only in Arctic or Desert) have Salt-Water Sea, Fresh-Water Lake, or River-Stream 17-18 Parasite/Symbiont aquatic environments. Gas giant life uses the water table. Sapient Organisms: Roll 3d, no modifiers. Then determine the specific habitat type. Roll 3d: Roll (3d) Trophic Level Roll (3d) Land Habitat Water Habitat 3 Combined Methods (roll twice) 3-7 Plains Banks 4 Parasite/Symbiont 8 Desert Open Ocean 5 Filter-Feeder (becomes Trapping 9 Island/Beach Fresh-Water Lakes Carnivore in Arctic or Desert) 10 Woodlands River/Stream 6 Pouncing Carnivore 11 Swampland Tropical Lagoon 7 Scavenger 12 Mountain Deep-Ocean Vents 8-9 Gathering Herbivore 13 Arctic Salt-Water Sea 10 Omnivore 14-18 Jungle Reef 11-12 Chasing Carnivore 13 Grazing Herbivore Trophic Level and Strategy 14 Hijacking Carnivore Now determine or decide how the organism gets its 15-16 Trapping Carnivore energy. There are two tables, one for a random animal 17 Decomposer in the environment, the other for potentially intelligent 18 Autotroph (1-3: Photosynthesis, 4-5: life. Note that Deep-Ocean Vent autotrophs cannot be Chemosynthesis, 6: Other) photosynthetic. Some beings may use two methods.

surface of a star might be like sea conduct photosynthesis. One can photosynthesis would also help, creatures, with “banks” in nutrient- imagine other autotrophs that use allowing either less collecting time or rich regions. The fact that the nutri- solar power via the photoelectric smaller collecting area, although a ents are upwellings of helium from effect, or which heat up a kind of practical maximum would be around the stellar interior or concentrated “solar boiler” for power. 50%. Photosynthesizers might have magnetic field loops doesn’t change Photosynthesis has an efficiency to remain nearly immobile during the logic of the ecosystem. of roughly 1%, so on Earth could the day, giving them the Nocturnal produce about one calorie per hour disadvantage. per square foot of collecting area. Some microorganisms live by AUTOTROPHS AND Since humans need some 2,000 calo- chemosynthesis, and if suitable ECOMPOSERS ries per day, a plant-person would sources of energetic chemicals were D need to have huge “solar panels” available they might evolve into larger Autotrophs are organisms that tap with an area of at least 200 square multicellular forms. The source of directly into primary energy sources feet. On a planet with more intense those energetic chemicals would be like sunlight or reactive chemicals. By sunlight, the required area naturally hard to explain, however. Volcanic far the most common autotrophs on goes down, so mobile autotrophs get vents are one good possibility. Earth are plants, which use sunlight to more likely. A more efficient form of

ALIEN LIFE AND ALIEN MINDS 143 Decomposers equivalent of herbivores, since the what they eat), and can get quite large. Decomposers get their energy from prey they hunt (krill) are about a thou- Browsers and grazers can have a breaking down organic materials. On sand times smaller than they are. tremendous effect on the environ- Earth, fungi and many microorgan- From a whale’s point of view, krill ment, preserving or even expanding isms are decomposers. They aren’t pri- might as well be plants. Aliens that the area covered by grassland. In this mary producers like autotrophs – they consume nonliving food (like active chapter, browsers and grazers are don’t bring energy into the system – chemosynthetic organisms or lumped together. but they do tend to resemble them in machine life that mine what they eat) “lifestyle.” are functionally herbivores. One can further subdivide herbivores by how Gathering Both autotrophs and decomposers Gatherers consume high-energy are usually static beings, since it’s hard abundant their food is and how much work they must do in order to get it. food. Often this means they must go to for a plant or a fungus to accumulate a lot of trouble to find it. Some gather- enough energy to be active. Some ers specialize in a single food, and slime molds can move about, and Filter Feeding develop highly specialized organs to some plants (like Venus flytraps or Filter-feeders live in a fluid envi- locate and harvest it. Others prefer to orchids) have structures that can react ronment that is so rich in food they generalize. Gatherers tend to be small- to stimuli, but you don’t see them can just drink it in. They don’t even er than grazers and have excellent striding across the landscape. All have to move – many Terran filter- senses. Their digestive systems can autotrophs and decomposers would feeders live rooted to a single spot for generally cope with a variety of toxic probably qualify for either the Sleepy most of their lives. They simply sit and chemicals. They are often fairly intelli- or Slow Eater disadvantages, and suck in material, sifting out the good gent, especially if they live in social might have No Legs (Sessile) as well. parts. In an abundant environment, groups. Some gatherers supplement For autotrophs or decomposers to like shallow tropical seas, filter-feeders their plant diet with smaller animals, be as active as animals, they would can get quite big; some sponges and scavenged remains, or eggs. need a very concentrated source of giant clams weigh hundreds of (Gathering is analogous to machine or energy, and a need to be mobile. On a pounds. In environments like deep physical life that must seek particular world with vastly more intense sun- ocean vents, the distinction between a resources that are sometimes hard to light than Earth, plants could move – chemosynthetic autotroph and a filter- find, but which are fairly rich or but why? Plants would need to be feeder may be too subtle to notice. rewarding.) Specialized gatherers may mobile only if they depended on some Because filter-feeders typically have to have the Restricted Diet disadvantage, resource that moved about (like inter- process a lot of mass, they take the while gatherers that consume lots of mittent water sources in a desert, per- Slow Eater disadvantage. toxic plants can have the advantage of haps). Chemosynthetic autotrophs Resistant to poison, Reduced might have to move around to find Consumption (Cast Iron Stomach), or new sources of energetic chemicals. Grazing both. Decomposers obviously need to be Grazing organisms eat low-energy able to seek out new sources of rotting food that is very abundant. The chief material, but the energy released by problem is just eating it fast enough. CARNIVORES breaking it down is limited. Often their food has defensive chem- Carnivores are meat eaters. That is, One possibility is autotrophs or icals, which the herbivore’s digestive they consume other animals, or at decomposers that are active only dur- system must be able to handle. least something that can try to run ing a certain life phase. Imagine a Grazers can get quite large, especial- away or fight back. Herbivores in an plant whose “fruit” are like small ani- ly if there is never any food shortage. environment with mobile plants mals, using stored energy to roam in Standing around and eating all day would effectively be carnivores, search of the ideal place to put down doesn’t require much in the way of because of the need to subdue dinner. roots and take up life as a new plant. brains, but many grazing animals live Animal food is high in energy, so car- Another possibility is an autotroph or in large groups, and can develop nivores don’t have to eat as often, but decomposer that can “moonlight” as a complex social and communication this is offset by their frequent failures consumer, especially if the environ- abilities. (These concepts also apply to get a meal. They come in several ment has large seasonal changes in to any organism or machine that lives types, based on how much effort they availability of energy. Maybe when the by processing large amounts of mate- put into getting their food. winter days get short, the trees can get rial.) Grazers typically take the Slow hungry. Eater or Increased Consumption disadvantages. Scavengers A related type of herbivore are Scavengers prey on the creatures HERBIVORES Browsers. Like grazers they eat lots of that are easiest to catch – dead ones. In this discussion, “herbivores” low-energy food, but where Terran They devour the remains of other refers to any creatures that eat essen- grazers eat grass and similar plants, predators’ kills or animals dead of dis- tially unresisting food. On Earth, her- browsers eat leaves from trees and ease and accident. Usually they have bivores are plant-eaters, but one might shrubs. They may be tall (to reach impressive resistance to disease and define the baleen whales as being the decay toxins because much of their

144 ALIEN LIFE AND ALIEN MINDS toward a waiting ambush; this can involve a high degree of social com- munication and planning. Others are solitary. Pouncing hunters are usually very fast, with excellent senses and formi- dable natural weaponry. Pouncers that specialize in a particular kind of prey can have elaborately specialized hunt- ing mechanisms: woodpeckers hunt beetles under tree bark, and their whole skull and beak form a highly developed chisel mechanism. Other pouncers may use venom to subdue their prey quickly (a Toxic Attack). Typical pouncer advantages include increased Move (possibly with the Costs Fatigue limitation) or Super Jump, improved Perception or specif- ic senses, weapons like Teeth or Claws, and possibly an Innate Attack. They may have racial skill levels in Brawling, Jumping, or Stealth.

Chasers food is half-rotted. Their senses must traps – spiders spin webs, and ant Chasing hunters go after larger be good to find carcasses. Many scav- lions dig pits. They must be patient, prey and invest a lot of energy in mak- engers also hunt small game if they since they have no control over how ing sure they get a successful kill. can get it, and some double as gather- often something will stumble close Often they work in groups and coordi- ing herbivores. They generally operate enough to catch, and the investment nate the hunt by well-developed com- alone or in small groups, although involved in building a trap is often munication methods. Chasers must often quite a crowd can gather when considerable. Though the traps can be have good stamina and senses, to keep one finds a carcass. Scavengers usual- quite sophisticated, they are usually up with a big prey animal until it falls ly have the advantage Resistant to built by instinct, and waiting for prey from exhaustion. Solitary chasers are Intestinal Disease and Spoiled Food, doesn’t require much intelligence or especially impressive in this regard: a or Reduced Consumption (Cast-Iron keen senses. Trappers are usually soli- Komodo dragon can hunt a deer for Stomach). Among non-carrion-eaters, tary, since too many traps close days. Appropriate advantages include their diet can also qualify as an Odious together can’t support their makers. Fit or Very Fit, high racial HT, Personal Habit. They often have an advantage con- increased Move or Enhanced Move, nected to their trap mechanism, like and at least one improved sense. Binding or Tunneling, and frequently Racial skill at Tracking is likely. Omnivores have a fast-acting Innate Attack or Omnivores eat both plant and ani- Affliction to subdue victims (on Earth mal food. As plant-eaters they tend to this is usually poison, but aliens might Hijackers function like gatherers, concentrat- use electric shocks, acid, or psionics). If you’re really big and fierce, you ing on high-energy food, while as They may have racial skill in may not have to do your own hunting. meat-eaters they are usually pounc- Camouflage, or some form of Just find someone else who’s made a ing predators, seldom investing a lot Chameleon ability. kill and chase them away. That’s what of energy in hunting. They are often hijackers do. They are frequently pow- fairly clever, as they have to be able to erful pouncing hunters picking on recognize a wide variety of potential Pouncers smaller pouncers or chasers, although food items. While some Terran omni- Pouncing hunters catch prey with a big omnivore could do just as well. vores work in groups, they are more swift attacks, often from ambush. Hijackers have to be large enough to likely to be solitary. They may have to make several be scary, and may have racial skill lev- attempts for each success, but the els in Intimidation and Brawling. investment in a given attack is fairly They probably have natural attacks to Trappers small. Pouncers nearly always go after back up their threats. Since most Trapping carnivores are almost like smaller prey, so that the kill is easy. hijackers also hunt their own food, filter-feeders: they sit in one place and Sometimes pouncers combine their they can have all of the abilities of a let their prey come to them. Many efforts, with one or more driving prey pouncer or chaser. help the process along by building

ALIEN LIFE AND ALIEN MINDS 145 Parasites and Symbionts A great many organisms have found that the best disposing of waste products, or even helping the host place to live is inside another living thing. They let the digest certain foods. (All large organisms on Earth use host organism do all the work of getting food or energy symbiotic bacteria or fungi to help digest food.) and keeping away predators. Parasites have several Parasites may have the advantage of Possession ways to live off their hosts. Some drink blood, others (Parasitic) if they can control the host’s actions (this simply live in the host’s digestive system and eat its isn’t entirely cinematic; on Earth there are many para- food, and some eat the host’s own tissues. sites that at least influence the behavior of the host crea- Parasites need to be able to resist the host’s natural ture). They may also have an Innate Attack or Affliction defenses, and often must go to great lengths to repro- making it possible for them to get into or attach to the duce, since it’s hard to mate with a partner that is inside host. Parasites are likely to have a whole suite of physi- another large animal. Many parasites have an active cal disadvantages, including Blindness, No and mobile form when young, becoming nearly immo- Manipulators, No Legs, Invertebrate, and Restricted bile once they’ve got a cushy spot in a host. Other crea- Diet. tures are parasitic only as larvae, becoming free adults Symbionts may be Resistant to whatever defenses once they emerge. (In science fiction the most spectac- the host creature puts up, and possibly have a ular parasitic larva is of course the monster in the film Restricted Diet if they depend on a specific substance Alien.) produced by the host. Based on relative point values, Symbionts differ from parasites in that they provide symbionts and their hosts may count as Dependents, a benefit for the host; in effect they “pay rent” in Allies, or Patrons for one another. In extreme cases, the exchange for food or protection. Potential benefits symbiont and host pair may be simpler to model as a include fighting off parasites or other hostile organisms, single organism.

ALIEN ANATOMY It’s highly unlikely that creatures up their weight, it’s noteworthy that trot, because would put too much from an alien environment will look some large dinosaurs like stress on their bones. That doesn’t much like Earth life. There are a few Tyrannosaurus rex managed to carry matter because they can walk pretty basic features that result from simple many tons of weight on only two legs. fast anyway because of their long legs. physical laws: anything that moves is A creature’s walking speed depends on Creatures optimized for running can likely to have something like a head at the length of its legs and the local add the Enhanced Move (Ground) the front end, with sensory organs gravity. Specifically, speed is propor- advantage. grouped near the brain. Anything tional to the square root of leg length Many creatures have specialized above a certain size on land must have times gravity. This means that one can feet with Hooves or Blunt Claws for some kind of structural support. All generally run faster in high gravity, traction or protection against wear. organisms must have a way to get because the higher gravity makes you Others get by with just tough soles. On food or nutrients, and all must have a take faster steps. To convert this to present-day Earth, hooves are found way to reproduce. GURPS terms, Move for aliens equals among herbivores, but this is purely a 5 times the square root of (L ¥ G), historical accident. Alien worlds where L is the aliens’ height or length might well have hoofed meat-eaters. MOBILITY divided by human height of 6 feet, and Most animals have some way to G is the local gravity in gees. So for a move around. Even sessile creatures creature from a planet with a gravity Slithering and Sliding like oysters generally have a mobile of 0.5 G, standing 10 feet tall, basic If you don’t have legs, you can’t stage before settling down. Move should be about 4.5 yards per walk. But you can still get around by round, rounded down to 4; the same slithering – undulating your body or creature on a planet with 1.2 G would the surface of a special foot to move Walking have a basic Move of 7! (This is only as yourself along. Slithering is slower For land animals, walking is the a guideline for creatures that evolved than running, and for large creatures method of choice for getting around. in a particular gravity; visiting a high- it gets quite inefficient because it does On Earth there are walking animals G world doesn’t automatically make not store the energy of motion as with any number of legs, from two to one move faster.) walking does. Slithering creatures get dozens. Though many SF writers have Note that really big animals like the No Legs (Slithering) disadvantage. assumed that animals on high-gravity elephants or the larger dinosaurs When figuring movement rates, be worlds would need extra legs to hold never move faster than a walk or a sure to take extra encumbrance into

146 ALIEN LIFE AND ALIEN MINDS account, which can slow down large, breaching the material by doing dam- for locomotion doesn’t have to come heavy creatures considerably. age. Diggers use the standard Digging from the organism itself, but requires On low-friction surfaces like water, rules based on their Basic Lift (p. fairly specialized wind-catching struc- ice, or loose sand, creatures can slide B350). Space opera aliens that can tures, and the winds may not always along. This is especially useful if one move through the ground as easily as be blowing where the creature needs can get help from gravity and thereby a fish through water can take the to go. On Earth, the Portugese man- achieve high speeds without expend- Tunneling advantage. Burrowing crea- o’war is a sailing organism. Sailing ing any energy. This would be Terrain tures are likely to have poor vision and qualifies an organism for the No Legs Adaptation (by terrain), or a 1-point smell, but can have extremely good (Aquatic) disadvantage at the -10- perk (built-in skates), which would hearing and the Sensitive Touch point level. Creatures with IQ 1 simply then require a racial skill level in advantage. Vibration Sense is also go with the breeze, but more intelli- Skating or Skiing. Sliding can be com- very useful. gent beings could have racial skill lev- bined with sailing (below), and proba- els at Boating (Sailboat) to allow them bly requires walking or some other to tack. Navigation would be another form of locomotion as a backup. Swimming useful innate skill. While oceans or Swimming works in any fluid large lakes are the best places for sail- medium of about the same density as ing, one could also imagine land- Climbing the organism. Naturally, just about all dwellers in deserts, grasslands, or ice- In forests or other environments aquatic organisms swim. Even bot- caps that use sailing in conjunction that offer a lot of handholds, creatures tom-dwelling walkers like lobsters can with natural skis or wheels. can specialize in climbing and leaping swim when they want to move fast. Finally, some aquatic creatures just from branch to branch. This saves a Because of the properties of a fluid literally go with the flow. Floating is lot of time getting down to the ground environment, swimming gets more about the easiest way to get around and climbing up again, and it keeps efficient as the swimmer gets bigger. there is, if you don’t care where you’re the animal out of reach of non-climb- Tiny organisms struggle through going or how long it takes to get there. ing predators. Some Earth creatures, water while whales can comfortably Aquatic filter-feeders or trapping car- like gibbons, are specialized for effi- cruise at speeds of up to 20 knots and nivores can do quite well just bobbing cient, long-distance locomotion by sprint up to 30. Since water also helps along, waiting for food to arrive, and swinging from branches; this is called support large creatures, this means of course autotrophs can just soak up brachiation and it takes advantage of that swimmers can get massive sunlight. Many floaters have some the same pendulum effect used in indeed. swimming ability to avoid predators, walking. The drawbacks to brachiat- A very different type of aquatic but may just rely on size (large to deter ing are that eventually one runs out of movement is sailing, using the power attackers, small to avoid notice) or trees, and that a failure means a of wind for motion. This has the poison for protection. painful landing. Climbers should get tremendous advantage that the energy Super Climbing advantage, and possi- bly others like Brachiator, Catfall, Clinging, and Perfect Balance. Racial skill levels in Acrobatics and Climbing are also appropriate.

Digging In any environment with sand, snow, or loose dirt, digging provides a way to get at prey hiding under- ground, or to lurk in hiding and attack things on the surface. It’s also a good way to hide, and provides insulation against dangerous temperatures in the desert or winter. Magma-dwelling sili- con creatures might dig or swim in liq- uid rock. Because diggers have to move through a dense medium, size becomes a problem. On Earth nothing larger than an aardvark lives under- ground full-time. For most digging animals, Digging Claws would be a 1-point perk, equivalent to having a built-in shovel. When tackling harder materials they simply “attack” it,

ALIEN LIFE AND ALIEN MINDS 147 Flying possible to migrate with the seasons, reliable source of new reaction mass, Flying requires an atmosphere. or find food in desert or arctic envi- rockets are too costly. Solar sailing is There are several methods of staying ronments. Winged flight is Flight more likely, as space life is likely to be aloft. with the limitation Winged, or possi- large in any case, and could use itself Buoyant flight uses hot air or bly Controlled Gliding. as a solar sail to change orbit. Plasma- a lifting gas less dense than the sur- Wingspan for flying creatures based life could spin a “plasma sail” or rounding atmosphere to create a depends on their weight and the atmos- use magnetic fields to catch the solar living balloon. Balloons have to be pheric density. For a rough rule of wind. Game Masters who have super- very big to produce enough lift to get thumb, divide weight (in local gravity) science reactionless drives or psionic off the ground, and all their tissues by 30 lbs. and take the square root, powers may wish to give space life one must be as light as possible. Buoyant then multiply by 10 feet. This can vary of those as a method of moving about. flight also becomes feasible for by as much as 25% depending on what Most space dwellers get Flight with extremely tiny organisms, which can kind of flyer the creature is – long- the Newtonian Space Flight limita- “swim” in the air. A swarm-type being range ocean flyers have long, narrow tion, though superscience beings may might use this kind of particulate wings, while fast and maneuverable fly- be able to have Space Flight alone. buoyancy. ers have shorter ones. Wingspan goes Hot air requires a heat source, down in denser air and up in thinner. SIZE which in turn requires a very abun- Very long wingspans are difficult to Compared to most living things, dant source of energy. Lifting gas make with biological materials; among humans are extremely large – the vast requires some metabolic process to birds the record is 17 feet for the Pacific majority of life on Earth is single- make the gas. Many such gases are albatross, and for fossil pterosaurs the celled organisms. On the other hand, also flammable, depending on the widest known span is 35 feet for the existence of whales and huge fossil type of gas and the atmosphere. Quetzalcoatlus. That’s probably about dinosaurs show that creatures can get Buoyant flyers get the Flight advan- the maximum possible for Earthly very large indeed. Gravity and the tage with the Lighter Than Air limita- bone and flesh. Note that flyers that strength of materials place some tion and a greatly reduced Move. never land could have better-designed absolute limits on size, and ecology Small creatures like spiders or wings and a span of perhaps 50 feet. restricts size by limiting the food a plant seeds can get carried by the large organism can get. wind. Movement rates will be at what- Immobile Creatures ever the local wind speed is, and there Some organisms just don’t move. It is no control over direction. saves a lot of energy, and if they don’t The Square-Cube Law Windborne organisms have Flight have to roam around in search of food A very important rule in biology (Gliding; -50%; Lighter Than Air, - it’s a fine strategy. On Earth, governing animal size is the square- 10%) [16]. Some windborne organ- autotrophs like plants and aquatic fil- cube law. It is a simple consequence of isms take flight only once during their ter-feeders are all immobile. However, geometry. If you increase something lives (typically as young); in that case reproduction poses a problem. For in one dimension, it increases in all it’s a 0-point feature. sexual creatures, getting together is dimensions unless you change its Jet propulsion uses Newton’s Third difficult when you’re rooted in place, shape. Mass is a function of volume, Law: by expelling gas in one direction, and even asexual organisms don’t which increases as the cube of the the flyer propels itself in the other. want all their offspring crowding organism’s linear size. Since the Pushing the gas requires a lot of ener- around competing for resources. strength of bones and muscles (or gy, making it fairly inefficient unless Sessile organisms often have elabo- their alien equivalents) depends on the creature can tap something like rate mechanisms for dispersing cross-sectional area, those elements combustion for power. Some organ- gametes or larval young. Since they increase as the square of the size. isms use jet propulsion as an “emer- can’t run away from predators, immo- Consequently, doubling a creature’s gency getaway” method, when effi- bile creatures need good protection, height means its muscular and struc- ciency becomes less important than often in the form of thick shells, tural strength increases by a factor of speed. Jet flying is Flight with the lim- spines, or poison. four (two squared). So far, so good. itations Cannot Hover and either Immobile organisms have an But its mass increases by a factor of Costs Fatigue or Limited Use. appropriate form of the No Legs dis- eight (two cubed), so it is proportion- Winged flight uses large flat sur- advantage, depending on whether ally only half as strong. This is why faces to push air down, driving the they are truly rooted in place or can ants can heft leaves many times their flyer upward. This can be used in drag or roll themselves along. size, but humans have to strain to lift conjunction with gliding, which uses objects even half their weight. In the flyer’s forward motion to generate GURPS terms, this is why a creature’s lift. Especially skilled gliders can use Space Travel Basic Lift is based on the square of ST, winds and thermals to gain altitude Space-dwelling creatures must be which in turn scales with length. without a lot of flapping, and some able to move around. The obvious The square-cube law has other (like albatrosses) can stay aloft for method is some kind of rocket propul- interesting effects. Warm-blooded days at a time. Winged flyers can sion, but that brings up the problem of creatures must cool themselves to cover very large distances, making it fuel. Unless the space life has a very regulate temperature; cooling occurs

148 ALIEN LIFE AND ALIEN MINDS Alien Creation III Primary Locomotion Secondary Locomotion Determine primary locomotion. Roll 2d on the list For any method marked with an asterisk (*) on the below and apply the appropriate modifiers based on Primary Locomotion table there is a chance of a sec- lifestyle. Methods with an asterisk (*) indicate a second- ondary method of locomotion. Roll 2d and check the ary mode of locomotion. “Special” includes buoyant or primary mode to determine the secondary method. jet-powered flight, sliding, wheeled locomotion, or Some secondary methods are also marked with an whatever bizarre means of transport the GM prefers. asterisk, indicating the chance of a third method of Add +1 for pouncing and chasing carnivores, omni- locomotion. vores, gathering herbivores, and scavengers. Climbing: 2-6, slithering; 7-11, walking; 12, no secondary. Arctic: 2, immobile; 3-4, slithering; 5-6, swimming*; Digging (land): 2-6, slithering; 7-11, walking; 12, no 7, digging*; 8-9, walking; 10-11, winged flight*; 12-13, secondary. special. Digging (water): 2-5, slithering*; 6-7, walking*; 8-11, Banks/Open Ocean: 2-3, immobile; 4, floating; 5, swimming; 12, no secondary. sailing; 6-8, swimming; 9-11, winged flight*; 12-13, Slithering (in water): 2-10, swimming; 11-12, no special. secondary. Deep-Ocean Vents/Reef: 2-5, immobile; 6, floating; 7, Swimming: 2-6, slithering; 7-9, walking; 10-12, no digging*; 8-9, walking*; 10-13, swimming. secondary. Desert: 2, immobile; 3-4, slithering; 5, digging*; 6-8, Walking (in water): 2-8, swimming; 9-12, no walking; 9-11, winged flight*; 12-13, special. secondary. Gas Giant Planet: 2-5, swimming; 6-8, winged flight; Winged Flight: 3-5, climbing*; 6-7, swimming*; 8-10, 9-13, buoyant flight. walking; 11, slithering or sliding*, 12, no secondary. Island/Beach: 2, immobile; 3-4, slithering; 5, digging*; 6-7, walking; 8, climbing*; 9, swimming*; 10-11, winged flight*; 12-13, special. Lagoon: 2-4, immobile; 5, floating; 6, slithering*; 7, Aliens on Wheels One method missing from the list of locomotion walking*; 8, digging*; 9, swimming; 10-11, winged methods is the wheel. This may seem strange because flight; 12-13, special. wheels and rollers are a major element of human tech- Lake/Salt-Water Sea: 2-3, immobile; 4, floating; 5, nology. Why aren’t they found in nature? walking*; 6, slithering*; 7-9, swimming; 10-11, winged There are two main reasons. First, any kind of axle flight*; 12-13, special. or roller is hard to connect to the rest of the organism, Mountain: 2, immobile; 3-4, slithering; 5, digging*; since it is turning. Possibly a species might evolve non- 6-7, walking*; 8, climbing*; 9-11, winged flight*; 12-13, living wheels made of some substance like shell, turned special. by muscles within the creature. Other creatures could Plains: 2, immobile; 3-4, slithering; 5, digging*; 6-8, roll into a ball or wheel shape and roll downhill for fast walking; 9-11, winged flight*; 12-13, special. getaways. Planetary Interior: 2-6, immobile; 7-13, digging. Second, environments suitable for wheels aren’t that River/Stream: 2-3, immobile; 4, floating; 5, slither- common. On Earth there are few places with large ing*; 6, digging*; 7, walking*; 8-9, swimming; 10-11, extents of smooth, hard, level ground, and most of those winged flight*; 12-13, special. are the work of humans for the convenience of their Space-Dwelling: 2-6, immobile; 7-11, solar sail; machines. Other worlds might have some environment 12-13, rocket. that is good for driving where a wheeled species might Swampland: 2, immobile; 3-5, swimming*; 6, slith- evolve. ering; 7, digging*; 8, walking; 9, climbing*; 10-11, Wheeled organisms get the No Legs (Wheeled) winged flight*; 12-13, special. disadvantage, worth -20 points. Woodlands or Jungle: 2, immobile; 3-4, slithering; 5, digging*; 6-7, walking; 8-9, climbing*; 10-11, winged flight*; 12-13, special.

across the body surface. As a creature big warm-blooded creatures can easi- eat as much as small ones in propor- gets bigger, the ratio of heat-generat- ly survive in cold climates as long as tion to their size. Birds and small ing mass to cooling surface goes up. there is enough food – whales swim mammals eat more than their own This often requires big organisms to comfortably in Arctic waters where weight each day, whereas whales develop radiators (like an elephant’s an unprotected human would die in consume only a few percent of their ears). On the other hand, it means that minutes of hypothermia. Large warm- mass. blooded creatures also don’t have to

ALIEN LIFE AND ALIEN MINDS 149 Gravity and Buoyancy support very few creatures, but those Multicellular organisms tend to Local gravity is likely to have a few are often quite large. develop in segments, based on their tremendous effect on the size of body symmetry. For bilateral, trilater- organisms. Lower gravity reduces the BODY PLAN al, or radial organisms, the number of stress on bones and muscles and body segments can range from one to Once you know how big the crea- allows creatures to support a bigger dozens. Each segment has a number ture is and how it gets around, you can mass. The equation works out as fol- of limbs equal to the body’s sides. start determining how it is arranged. lows: L=1/G2/3, where L is the linear (Limbless segments are certainly pos- You can either design the aliens or use dimension (height or length) and G is sible, but we ignore those here.) Some the random-generation tables in the the local gravity. of these limbs can get modified to box text. This assumes that the creature serve as sense organs, jaws, fins, must support itself against gravity. wings, reproductive organs, or what- Weightless organisms can be arbitrar- ever. Radial-symmetry beings can Symmetry have multiple segments piled up like a ily large, limited only by food supply. An organism’s symmetry refers to stack of starfish. Spherical organisms This applies to aquatic creatures, how its body is laid out. There are sev- are likely to have a single limb per face buoyant floaters in a gas giant atmos- eral possibilities. or per vertex. phere, or spaceborne life. The simplest body plan is asym- Obviously, creatures with more Any creature that cannot support metric. Either the creature changes its than two arms and legs get the Extra itself should probably get an Increased form as it moves, or the growth of Arms or Extra Legs advantage. Limb- Life Support disadvantage to reflect limbs and body systems is fairly free- derived structures like wings, anten- that if it’s going to be spending time form. Terrestrial plants are often nae, fins, or eating mandibles don’t among humans. Being aquatic is a 0- asymmetric. count as Extra Arms or Legs. point disadvantage because it is com- A common form of organization is Asymmetrical or bilateral organ- pensated by the advantage of being bilateral symmetry. Humans are bilat- isms with four or more legs get the able to swim (see No Legs, p. B145). A eral, as are most animals on Earth. Horizontal disadvantage. Trilateral spaceborne organism should probably Bilateral organisms have matching and radial organisms are Horizontal if take a Weakness to gravity forces. organs and systems on each side, at they have only one body segment; oth- least externally. erwise they are likely to be upright. Unknown on Earth but popular in Size and Ecology science fiction is trilateral symmetry, in Gravity isn’t the only limit on a which the organism has all its parts in creature’s size – otherwise everything Tails sets of three, arranged around the on Earth would be as big as Nearly every vertebrate on Earth body. This is really just a special case dinosaurs. Another important limit is has a tail, and many invertebrates of radial symmetry, but gets its own the ecology. Some environments sim- have them as well. Humans, sadly, listing because it shows up so often in ply can’t support large creatures. don’t have them. Tails have a variety of fiction. Evolution forces a tradeoff: do you uses, although they tend to be special- Organisms with radial symmetry get as big as you can and hog all the ized for a single purpose. On trilateral have more than three matching resources you can get, or do you stay or radial-symmetry beings, the tail “sides.” Starfish are an example of small and breed quickly? When con- would be any limb emerging along the five-sided radial symmetry. ditions are unstable, evolution favors being’s central axis. Spherical beings Spherical symmetry takes organiza- the smaller creatures, since they can cannot have tails. tion a step further. Instead of being adapt more quickly and survive in Tails often figure in a creature’s radial about an axis, the organism is more marginal environments. mobility. Creatures with only two legs symmetrical about a point, like a The ideal habitat for large crea- sometimes use their tails for balance. multi-sided die. Some tiny single- tures is a grassland or water, where Balancing tails can be fairly massive, celled organisms on Earth are spheri- there is plenty of food to eat (either to offset the weight of the head and cally symmetrical, but it is unknown plants or plant-eaters) and room for torso, and are usually not very flexible. among larger creatures. such a creature to move around. Swimmers or amphibious organisms Woodlands, jungles, mountains, and frequently use tails for propulsion in swamps are simply too difficult for big water. Swimming tails can either be Number of Limbs moved from side to side (like a fish animals to get through, unless they While humans think two arms and tail) or up and down (like a whale’s have a long, narrow body plan opti- two legs are plenty, we are actually flukes). Either way, a swimmer’s tail mized for the environment. Deserts, rather deprived in the limb depart- tends to be large and flat for maxi- islands, and mountains may not have ment. Insects get six legs plus wings mum surface area to react against the enough food. Arctic environments are and antennae, while millipedes have water. Winged flyers on Earth use a special case: food is very scarce, but dozens of body segments. Our small their tails as extra control surfaces. the square-cube law means that large number of limbs is a historical acci- They need a fairly large area to inter- creatures have an advantage over dent, due to the number of fins our act with the air. Climbers like mon- small ones in surviving. The result fish ancestors had when they began keys or pythons use tails as extra limbs is that arctic environments tend to moving onto the land. to grip branches.

150 ALIEN LIFE AND ALIEN MINDS Alien Creation IV Size Category Roll (1d) Size (size modifier) Weight Determine general size category using on the Human-Scale following table. 1 0.5 yards (-4) 4 lbs. 2 0.7 yards (-3) 9 lbs. Modifiers: -4 if Magnetic life; +3 if space-dwelling; +2 3 1 yards (-2) 25 lbs. if 0.4 G or less, +1 if 0.5 G to 0.75 G, -1 if 1.5 to 2 G, -2 4 1.5 yards (-1) 80 lbs. if greater than 2 G; +1 if any water habitat, +1 if Open 5 2 yards (0) 200 lbs. Ocean or Banks habitat, -1 if Tropical Lagoon or 6 3 yards (+1) 600 lbs. River/Stream habitat, +1 if Plains habitat, -1 if Large Island/Beach, Desert, or Mountain habitat. +1 if 1 5 yards (+2) 3,000 lbs. Grazing herbivore, -4 if Parasite; -1 if Slithering, -3 if 2 7 yards (+3) 4 tons Winged Flyer; Plasma life multiplies Size in yards by 3 10 yards (+4) 12 tons 1,000. 4 15 yards (+5) 40 tons Roll (1d) Size Class 5 20 yards (+6) 100 tons 2 or less Small (up to 12”) 6 Extremely Large: 3-4 Human-Scale (18” to 3 yards) 2d ¥ 10 yards or bigger 5 or more Large (5-30 yards) Gravity Effects Modify for gravity. Multiply the size by the modifier on the following table based on local gravity. This applies to all land-dwelling life, amphibians, or winged flyers, but not aquatic creatures or buoyant flyers. Once the final size is figured, recalculate weight based on final size (applying all the modifiers for body chemistry, etc.), then multiply that weight by local gravity to get the creature’s weight in its native environment.

Gravity Size Multiplier 5 0.3 3.5 0.4 2.5 0.5 Size and Mass 2 0.6 Once the basic size category is determined, roll 1.5 0.75 below to get the actual size. For a given size, weight can 1.25 0.9 be anywhere from half to twice the listed value, based 11 on build. For silicon-based life, double the weight for a 0.9 1.1 given size; for magnetic life, determine size and mass 0.8 1.2 normally, then divide size (but not mass) by 1,000. For 0.7 1.3 hydrogen or plasma-based, divide mass (but not size) by 0.6 1.4 10; for space-dwelling, divide by 5. For a more precise 0.5 1.6 determination of weight (or for huge organisms), divide 0.4 1.8 height (in yards) by two, cube the result, and multiply 0.3 2.2 by 200 to get weight in pounds. Note that weight is in a 0.2 2.9 standard 1 G environment; adjust by local gravity to 0.1 4.6 determine weight in the creature’s native habitat.

Roll (1d) Size (size modifier) Weight Strength Small Strength varies depending on body plan and muscu- 1 0.05 yards (-10) 0.003 lbs (0.05 oz.) lature, but a rough guideline follows the square-cube 2 0.07 yards (-9) 0.01 lbs. (0.16 oz.) law: ST equals 2 ¥ the cube root of mass in pounds. 3 0.1 yards (-8) 0.025 lbs. (0.4 oz.) (This uses the cube root of mass as a way to get a com- 4 0.15 yards (-7) 0.08 lbs. (1.25 oz.) mon “length factor” that doesn’t depend on body plan. 5 0.2 yards (-6) 0.2 lbs. (3 oz.) Since in GURPS a character’s Basic Lift is proportional 6 0.3 yards (-5) 1 lb. to the square of ST, it all works out.)

ALIEN LIFE AND ALIEN MINDS 151 A tail can also be a weapon. The is of great importance. There may be get at hard-to-reach food; these are most fearsome were the giant spiky dozens of worlds out there with inhab- usually paws or part of the feeding maces and clubs of some dinosaurs, itants just as smart as humans, but mechanism. Some large grazers (ele- although anyone who has been stung helpless to make or use tools. phants come to mind) have manipula- by a scorpion’s tail might have a differ- Not all species have manipulators. tors to let them reach food; in the case ent opinion. Weapon tails are Strikers Four-legged walking creatures can of an elephant’s trunk, there is only (p. B88), typically with the limitations carry things in their mouths, but that’s one limb. Very few land carnivores Clumsy and Limited Arc. A long heavy all. Birds can use their claws and have good manipulators. They tend to tail may get the Long enhancement, beaks, but again with difficulty. The be specialized for chasing and killing. but that isn’t mandatory. Most tails do “default” for most organisms is the In the sea, there are a lot of crea- simply crushing damage, but with disadvantage No Fine Manipulators. tures with manipulating limbs. This is spikes or blades could certainly be cut- Animals with good paws may have partly an accident of history: many sea ting or piercing. Prehensile tails count Bad Grip instead. Creatures that use creatures have more than four limbs, as Extra Arms (see Manipulating their mouths combine Bad Grip and so they can spare some for other pur- Limbs, below). One Arm. poses. Bottom-dwellers, in particular, Many creatures use their tails for While just about anything might seem to go in for quite good manipu- communication. This is usually a develop a manipulating appendage, lating limbs; these are often short basic “semaphore” to convey a single there are some guidelines to follow. arms, but there can be multiple pairs. message like “run away” or “I’m ready Brachiators tend to have them as a Tentacles are manipulating limbs to mate.” Other creatures (like dogs side effect of being able to climb and beloved of science fiction writers. Like and cats) have more elaborate tail- swing from branches; they have at elephant trunks, they are muscular based communication. Tailed crea- least two and may supplement them hydrostats. Buy them as Extra Arms tures that use gestures for communi- with a prehensile tail. Flyers some- with the Extra-Flexible enhancement. cation will almost certainly employ times have them for perching (Earth For just two tentacle arms, the Extra- their tails. bats and birds are handicapped by Flexible advantage costs 10 points. having only one pair of legs, which Prehensile tails count as Extra means they have to be used as feet Arms (possibly Long or Extra- Manipulating Limbs instead of hands.) Omnivores or gath- Flexible). If a tail is the creature’s only For intelligent life forms, having ering herbivores often need them to manipulator, then it obviously gets the limbs to manipulate and carry objects One Arm disadvantage and may also have Bad Grip. See Modifying Beings With One or Two Arms on p. B53 for an example.

Placement of Senses Any organism that moves about will want its senses in its front end. Determining where the front is becomes tricky if the creature is radial or spherical, so those types may instead space redundant senses all around the body, or at the ends of limbs. Senses usually show up where they do the most good. Taste and smell are either near a creature’s feeding appa- ratus or in its manipulator arms so it can tell what is and isn’t edible. Sight should be in front, often placed high up for a better field of view. Climbers and hunters put multiple eyes togeth- er to get the advantages of binocular vision, while prey animals space them far apart to watch for danger. Wide- spaced eyes give the Peripheral Vision or even 360° Vision advantages, but they often combine those with Bad Sight and No Depth Perception (see p. B145).

152 ALIEN LIFE AND ALIEN MINDS Where there is a lot of information coming in, something is needed to process it. A brain, or at least a major Metamorphosis nerve nexus, is usually located near Many creatures on Earth go through dramatic changes in form dur- the main sense organs. ing their lives – caterpillars becoming moths, tadpoles becoming frogs, and so forth. Alien creatures might well do the same. This can be par- Structural Support ticularly interesting if they go from sapient to non-sapient (or vice- All organisms have some kind of versa), or if they shift from a harmless or cuddly creature to something structure. Some designs may seem powerful and deadly. “Life Changes” of this type are a 0-point feature. floppy or flimsy to us, but they allow Game Masters can get plenty of dramatic mileage out of a metamor- the creatures to move or affect their phosing PC or NPC if the change is predictable and will have major environment. effects on the character’s personality. No Skeleton means the organism Some creatures change more often. This can be as minor as a rab- has no structural members of its own. bit’s pelt turning from brown to white as winter approaches, or as major It either flows about constrained only as a rainy season browser turning into a dry season carnivore. Minor by its skin, or makes use of the envi- changes are also 0-point features anyway. Major periodic changes are ronment when it needs to exert force. Alternate Forms, with the limitations Limited Use, Trigger, and Very few organisms above microscop- Uncontrollable, capping out at -80%. ic size have no skeleton, and those Finally, there may be some creatures that can consciously change tend to be immobile. form. That’s Shapeshifting or Morph as described in the Basic Set, and An External Skeleton uses a shell probably should have a very long preparation time or concentration made of some rigid material that can period as a nod to realism. (See the notes on “Blob Monster” powers, be jointed to allow movement. This p. 165.) is a very successful design, as the hard shell protects the soft interior of the organism. However, growth is difficult because the organism must Multiple Bodies scatter into its component parts. The shed its old skeleton to grow a bigger There are several ways an organ- outer perimeter of a swarm travels at one, leaving it vulnerable during the ism can have multiple bodies. the being’s best Move, up to a maxi- change. Aliens with exoskeletons Colony organisms are made up of mum radius of 1/2 mile. (Area Effect may have evolved a way to grow several different life forms living in can change the size of a swarm.) without molting. Without a buoyant symbiosis. The component organisms While scattered, only area-effect, cone, medium for support, large external reproduce on their own, but don’t nor- and explosion attacks can injure the skeletons can become very heavy and mally live apart. In effect, they form a swarm being, and only do damage in cumbersome. single super-creature. For GURPS proportion to the total area they blan- An Internal Skeleton uses rigid or creatures, being a colony creature is ket. (So an attack that covers 5% of the semi-rigid units (bones), often con- simply a 0-point feature. swarm’s area does 5% of normal dam- nected with joints. Internal skeletons Connected creatures have multiple age.) A swarm being can focus its place no limits on the growth of the bodies that are physically connected. senses on any point within its area; creature, except the upper limit of Some plants live this way – sometimes changing viewpoints requires the what the bones can support. However, a whole grove is actually a single tree, Ready maneuver. Swarm bodies when they offer little protection to the joined underground by roots and run- dispersed have a form of the organism’s soft parts. ners. Obviously, this option works best Insubstantiality advantage (p. B62): A Hydrostatic Skeleton uses no rigid for immobile life forms, although they cannot pick up normal objects, parts at all, relying instead on internal floaters or buoyant flyers might also nor can they make physical attacks. A pressure and the strength of the outer have multiple connected bodies. In swarm can penetrate solid objects like membrane to maintain shape. They general, connected bodies can survive a fluid, creeping through holes and are used by many “boneless” creatures if the link is severed. In GURPS terms, cracks. To resume normal form, a like cephalopods and jellyfish, and by connected bodies can be modeled in swarm body must contract to the many plants as well. Hydrostatic two different ways. If the several bod- body’s original size (at normal Move skeletons are limited in size by the ten- ies can work together as a single rate), then Concentrate to reunite. sion on the skin, but clever design can being, this is simply a 0-point feature Cost of having a swarm body is a offset that to some extent. Hydrostatic of being large and having lots of extra +160% enhancement of Injury organisms can take the Invertebrate limbs. If the organisms can operate Tolerance (Diffuse) for a being that disadvantage. independently, then this is a group of can switch between a compact solid Combinations of skeleton types are Allies, Constantly present. body and a swarm, or +80% points for common. An elephant has an internal Swarm bodies have an enhance- a being permanently in swarm form. A skeleton and uses a flexible muscular ment of the advantage Injury Swarm under sufficiently intelligent hydrostat for its trunk. Plants often Tolerance (Diffuse). A swarm is a col- control might be able to purchase combine rigid and hydrostatic support lection of tiny creatures. By taking a Shapeshifting or similar advantages. structures. Concentrate maneuver, the swarm can

ALIEN LIFE AND ALIEN MINDS 153 Alien Creation V Symmetry Manipulators Roll 2d to determine body symmetry. Roll 2d on the table below. The number of manipu- lators can never be greater than the number of limbs, Modifiers: +1 for immobile organisms, spaceborne unless the extras are trunks or tails. A “set” of manipu- life, or buoyant flyers. lators equals the body’s overall symmetry: two for bilat- Roll (2d) Symmetry eral, three for trilateral, etc. For Asymmetrical organ- 2-7 Bilateral isms, replace a “pair” of limbs with a single one. If the 8 Trilateral GM is creating a sentient, tool-using species, roll 1d+6 9 Radial (roll 1d+3 to determine how instead of 2d. many sides) 10 Spherical (roll 1d: 1: 4 sides, 2-3: 6 sides, 4: 8 sides, 5: 12 sides, 6: 20 sides) 11-14 Asymmetric Number of Limbs Spherical organisms have one limb per side. Asymmetric organisms have 2d-2 limbs. For Bilateral, Trilateral, and Radial organisms, roll on the following table. Modifiers: -1 if only two limbs, +1 if more than four limbs, +2 if more than six limbs; -1 if winged or gliding, Modifiers: -1 for Trilateral, -2 for Radial. -2 if open ocean swimmer or gas giant inhabitant, +2 if Roll (1d) Number of Segments/Limbs brachiator; +1 if gathering herbivore. 1 or less Limbless Roll (2d) Number of Manipulators 2 One segment (one limb per side) 6 or less No manipulators; limbs are locomotive 3 Two segments (two limbs per side) or Strikers only 4 1d segments (each segment has one 7 1 set of manipulators with Bad Grip limb per side) 8 Prehensile tail or trunk (roll 1d: on a 6 5 2d segments (each segment has one check again for other manipulators) limb per side) 9 1 set of manipulators with normal DX 6 3d segments (each segment has one 10 2 sets of manipulators (roll 1d for each limb per side) pair: 1-4 Bad Grip, 5-6 normal DX) 11 1d sets of manipulators (roll 1d for Tails each pair: 1-4 Bad Grip, 5-6 Spherical organisms don’t have tails; for others roll normal DX) 1d: on a 5-6 the creature has a tail. Swimmers add 1 to 12-17 1d sets of manipulators (roll 1d for the roll. each pair: 1-4 normal DX, 5-6 High For tail features, roll 2d and consult the following Manual Dexterity 1) table: Roll (2d) Features Skeleton 2-5 No features (tail is a 0-point advantage) Roll 2d to determine what kind of support the organ- 6 Striker tail (Striker doing crushing ism has. damage) Modifiers: +1 for Human-scale creatures, +2 for 7 Long tail (Long enhancement) Large creatures; +1 for any land-dwelling creature; -1 8 Constricting tail (Constriction Attack) for immobile or slithering creatures; -1 for asymmetric 9 Barbed striker tail (Striker doing cutting organisms; -1 for gravity less than 0.5 G, +1 for gravity or piercing damage) greater than 1.25 G. 10 Gripping tail (counts as an Extra Arm with Bad Grip) Roll (2d) Structure 11 Branching tail (tail splits according to 3 or less No skeleton body symmetry) 4-5 Hydrostatic skeleton 12 Combination (roll 1d+5 twice and 6-7 External skeleton combine results) 8-10 Internal skeleton 11-16 Combination

154 ALIEN LIFE AND ALIEN MINDS mammals (including humans) have much different from skin, but (as any- SKIN, HIDE, AND skin that can sweat, providing cool- one who has eaten boiled lobster can ing to allow sustained effort in hot attest) in large invertebrates it func- ALTERNATIVES conditions or possibly some levels of tions as armor, typically DR 1 or 2. Every organism needs some kind Temperature Tolerance to resist heat. Armored creatures also get the disad- of barrier between itself and the out- And some creatures like desert toads vantage Numb. side world. It can protect against have skin that secretes a noxious Sea-dwelling immobile inverte- things trying to eat it, help maintain venom to poison enemies on contact. brates like oysters have shells made of the proper internal temperature or This is an Affliction with the limita- calcium carbonate. Aliens might use chemical balance, and generally act as tions Touch Only, Always On, and silica compounds or even metals. This the creature’s first line of defense. Takes Recharge. is essentially like having an outer cov- Skin can have a lot of functions. Most land mammals cover their ering of rock. It provides very good Among animals with external skele- skin with a layer of hair or fur. Hair protection – up to DR 5 for a thick- tons, it acts as armor and structural cells are specialized skin cells that pro- shelled giant clam – but at the cost of support. Softer-skinned creatures use duce strands of stiff dead protein. It is being almost completely inflexible. it as a sense organ. Warm-blooded a good insulator, allowing warm- When open, the oyster has soft skin organisms put a lot of insulation at blooded mammals to survive even in (see above). When closed, it has the the skin layer to regulate internal arctic conditions. Short fur protects Numb disadvantage. temperature. against sunburn but does little else; Plants also use complex sugars, long hair provides DR 1 and up to especially cellulose, to form bark. Skin Types Temperature Tolerance 4. Extremely Large plants can have very tough bark, large cold-climate creatures, like the providing DR of up to 10. Any creature Creatures with soft skin, like slugs extinct mammoth, might combine with bark suffers from the Numb dis- or jellyfish, have very poor protection long hair and blubber. See the perk advantage. against the external environment. In Fur, p. B101. Alien organisms could have ver- GURPS terms, they are Susceptible to Porcupines have hair that is sions of all these skin types, mixing chemical irritants (Very Common). extremely thick and stiff, giving and matching in ways unknown on Soft-skinned organisms on Earth them the Spines advantage. Other Earth. Mammals never evolved feath- often secrete a layer of mucus or slime spiny creatures use specialized scales ers or bark, but those are accidents of for added protection. This negates the (see below), or extensions of their history. Aliens could use cellulose vulnerability to irritants, and may give vertebrae. instead of protein, feathers instead of the creature the Clinging or Slippery Reptiles and fish have specialized hair, or combinations unknown on advantages. skin cells that produce plates of pro- Earth. Humans, toads, and other “naked” tein instead of strands; these are called creatures have normal skin, which is scales. As noted in the Basic Set, neither an advantage nor a disadvan- scales provide DR 2 (for snake or Alternate Materials tage (GURPS being fairly human-cen- lizard scales) up to DR 4 (for heavy There are also some potential outer tered). Many mammals have hide, a alligator scales). coverings that Earth life doesn’t use. tough skin that gives DR1, bought Turtles, along with some dinosaurs Metal is the most obvious absence with the limitation Tough Skin. and mammals, have plates of bone in from the arsenal of biological materi- Elephants and rhinoceroses have thick the skin forming a hard shell. This can als. Alien life, especially silicon-based hide, a very tough skin that gives them be very tough but also quite heavy. life on a dense, metal-rich world like DR 4, also bought with the Tough Skin Giant tortoises or armored dinosaurs Mercury, could incorporate metal into limitation. could have DR 5, but might also suffer its tissues, creating armored skin with Aquatic mammals like dolphins or the Numb disadvantage. very high DR and the Hardened whales have blubber, a very thick skin Birds have an even more elaborate enhancement. backed up with an even thicker layer kind of specialized skin cell that pro- Carbon-based life like ourselves of insulating fat. It provides DR 2 (for duces branching protein structures can create very strong materials. dolphins) to DR 4 (for whales), with called feathers. Feathers help birds fly Spider silk is one, with a tensile the Flexible limitation. Blubber also by giving them a larger wing surface strength greater than steel. It’s not provides Temperature Tolerance 2-4. than the living tissue of their limbs hard to imagine alien organisms with Dolphin blubber also functions as an can provide. They are also first-rate the equivalent of Kevlar instead of col- elastic energy-storage system to make insulation, and can even keep diving lagen in their skin (although it’s a little swimming more efficient. birds like penguins warm in arctic harder to imagine why they would Skin cells can do other things waters. Feathers can provide DR 1 and need to be naturally bulletproof). besides just acting as a barrier. In up to Temperature Tolerance 5. Hydrocarbon life could take advan- cephalopods and some reptiles, skin Insects and other arthropods cover tage of the great versatility of carbon cells can change color, giving the their bodies with a rigid exoskeleton polymers, leading to living things creature a few levels of the made of chitin (a complex sugar). It with plastic skin. This could have Chameleon advantage. Among the has joints and hinges to allow move- most of the same properties as protein former, this may also function as a ment. On small insects this is not skin, but might take the Fragile means of communication. Some (Combustible) disadvantage.

ALIEN LIFE AND ALIEN MINDS 155 Silicon-based organisms living in those delicate lungs. Lungs work well maintain a constant body temperature, liquid rock or molten sulfur could with a light fluid like air, but not with often one higher than the environment. have an outer skin made effectively of dense substances like water. Even if This helps birds and mammals to rock or ceramic. This would have to we could properly absorb dissolved thrive in cold climates. The drawback be jointed, just like an insect’s oxygen, the effort involved in breath- is that being warm-blooded takes a exoskeleton, but could provide ing lungfuls of water in and out would considerable investment of energy. tremendous Damage Resistance. consume more energy than is released Mammals and birds have to eat a lot Similarly, on cold worlds, organisms by combining that oxygen with food! more than cold-blooded creatures of might make use of ice as a structural Creatures that live in water full- comparable size. However, in hot envi- material, covering themselves with time have either the Doesn’t Breathe ronments we also have to worry more jointed shells of solid water. Rock or (Gills) advantage as a 0-point feature about cooling – elaborate mechanisms ice skin would have a high DR (10 for or the advantage Doesn’t Breathe like sweating, panting, radiator organs, ice, 20 for rock) with the Semi- (Oxygen Absorption). Oxygen and insulation. Ablative limitation for rock and Absorption only works for Small Cold-blooded creatures don’t have Ablative for ice. organisms because of the surface-area to worry so much about temperature problems already described. A huge regulation, but the drawback is that but very thin creature like a buoyant they can get very sluggish in chilly METABOLISM flyer might be able to use it as well. weather. There are ways around this This section delves into how organ- Note that this applies equally well to problem. Size is one: a sufficiently isms keep alive. How do they breathe? fluids other than water. A swimmer in large cold-blooded organism can stay How do they eat and how do they use seas of liquid methane on Titan would warm simply by sheer thermal mass. the food they eat? have gills to extract dissolved hydro- Another is using radiating or heat- gen, and a magma being cruising absorbing organs to make use of exter- through Earth’s upper mantle would nal heat. There are also chemical Breathing have something analogous to gills to tricks – incorporating “antifreeze” in Any organisms that use atmos- extract useful chemicals from liquid the blood or bodily fluids to withstand pheric gases to support chemical reac- rock. low temperatures. tions breathe. Fish breathe, although Many creatures find it useful to be Many cold-blooded organisms get the oxygen they take in is dissolved in able to visit another element from the Cold-Blooded disadvantage, but it water rather than free in the air. But in time to time. Water-breathers who isn’t mandatory. In particular, any stagnant water, a fish can drown as can come up on land for brief peri- cold-blooded creature with a mass easily as a human. ods (like crabs or cephalopods) have above 100 lbs. can probably store Breathing must cope with several a version of Breath-Holding, or pos- enough heat to avoid it. And any cold- problems. The first is surface area. sibly racial skill levels in Breath blooded creature that routinely lives Small organisms can simply exchange Control. Air-breathers who visit the in a cold climate presumably has gases across their skin. But large water have Breath-Holding. Air- chemical methods to counteract that active creatures can’t do that. A breathing creatures that live in water disadvantage. human, for instance, needs a much can have Breath-Holding or Doesn’t larger area for gas exchange than our Breathe (Oxygen Storage) – some total skin surface. How do we do it, marine mammals can stay down Taking in Food then? Our lungs are filled with for hours! This is often combined Eating is essential for staying alive, branching passageways, so that each with Metabolism Control to reduce unless you’re an autotroph. What lung has a huge internal surface area. consumption. creatures eat determines a lot about Fish use stacked layers of gills to pro- Alien organisms may be able to how they eat. duce the same effect. Smaller inverte- breathe air or water equally well; Grazers usually have mouth parts brates like lobsters just have lots of either they have both lungs and gills, suitable for cutting and grinding external gills. or their organs can switch from one to (though some grazers do the grinding The second problem is protection. the other. This is the Doesn’t Breathe in their stomachs). In game terms All that surface area is fragile and (Gills) advantage at the 10-point level. these are usually 0-point Blunt Teeth. makes a good point of entry for dis- Finally, some organisms may not Filter-feeders, or aquatic grazers like eases and parasites, so the safest place breathe at all. Any non-chemical life baleen whales, have no teeth at all, to put it is inside the body. But the probably doesn’t need to, and obvious- but instead have a sieve or filter gases are outside. This means crea- ly any space-dwelling life must have arrangement to separate food from tures have to pump air or fluid in and Doesn’t Breathe, either unmodified or water. Gathering herbivores may have out. Fish let water stream through with some incredible levels of Oxygen quite specialized mouthparts, as they their gills, a very efficient process, but Storage. often eat well-protected seeds or mammals are stuck with a single tough-skinned fruit. They may have opening so they have to constantly Sharp Teeth or a Sharp Beak. puff in and out. It also makes us vul- Temperature Regulation Carnivores have Sharp Teeth, Sharp nerable to choking, but reduces the Humans and other mammals Beaks, or Fangs virtually without chance of harmful matter getting into are “warm-blooded” animals. We exception, since their food is usually

156 ALIEN LIFE AND ALIEN MINDS Alien Creation VI Skin Feathers: Roll 2d to determine feather type. Roll 1d to determine outer covering type. Modifiers: -1 for desert, +1 for arctic; +1 for flyer. Roll (1d) Covering Roll (2d) Covering 1-2 Skin 1-5 Normal skin 3 Scales 6-8 Feathers (+1 level of Temperature 4 Fur Tolerance) 5 Feathers 9-10 Thick feathers (+2 levels of Temperature 6 Exoskeleton (external-skeleton Tolerance) organisms always have Exoskeleton) 11 Feathers over Hide (DR 1 and +1 Then roll below for the appropriate type. Temperature Tolerance) 12-14 Spines Skin: Roll 2d to see what sort of skin the creature has. Exoskeleton: Roll 1d for exoskeleton type. Modifiers: +1 for arctic, +1 for aquatic, -1 for desert; Modifiers: +1 for aquatic, +1 for immobile, -2 for flyer. +1 for herbivore; -5 for flyer. Roll (1d) Covering Roll (2d) Covering 2 or less Light exoskeleton (DR 0) 4 or less Soft skin 3-4 Tough exoskeleton (DR 1) 5 Normal skin 5 Heavy exoskeleton (DR 3) 6-7 Hide (DR 1) 6-8 Armor shell (DR 5) 8 Thick Hide (DR 4) 9 Armor shell (DR 5) Breathing 10-15 Blubber (DR 4 and 1d levels of Aerial or land-dwelling organisms breathe air. Deep Temperature Tolerance) Ocean Vent inhabitants always have Gills. For other water-dwellers, roll 2d. Modifiers: +1 if native to Arctic, Swampland, River/Stream, Island/Beach, or Tropical Lagoon; +1 if walking is primary or secondary locomotion, +2 if fly- ing or climbing is secondary locomotion. Roll (2d) Breathing 2-6 Doesn’t Breathe (Gills) 7-8 Lungs (air-breathing) with Doesn’t Breathe (Oxygen Storage) Scales: Roll 2d for the type of scales. 9-10 Doesn’t Breathe (Gills) and Lungs (or Modifiers: +1 for desert; +1 for herbivore; -2 for flyer, convertible organ) -1 for tunneling. 11-16 Lungs Roll (2d) Covering Temperature 0-3 Normal skin Roll 2d to determine body temperature regulation. 4-8 Scales (DR 1) 9-10 Heavy scales (DR 3) Modifiers: +1 for air-breathers, -1 for water- 11-14 Armor shell (DR 5) breathers; +1 for Human-scale or larger; +1 for land- dwelling, +1 for Woodland or Mountain environment, Fur: Roll 2d for fur type. +2 for Arctic environment. Modifiers: -1 for desert, +1 for arctic; -1 for flyer; +1 Roll (2d) Temperature Regulation for herbivore. 1-4 Cold-blooded (with Cold-Blooded disadvantage) Roll (2d) Covering 5-6 Cold-blooded (no disadvantage) 0-5 Normal skin 7 Partial regulation (temperature varies 6-7 Fur within limits) 8-9 Thick fur (+1 level of Temperature 8-9 Warm-blooded Tolerance) 10-17 Warm-blooded (with Metabolism 10-11 Thick fur over Hide (DR 1 and +1 level Control 2) of Temperature Tolerance) 12-14 Spines Continued on next page . . .

ALIEN LIFE AND ALIEN MINDS 157 have two is an interesting question. There are other options. Alien Creation VI (Cont’d) Asexual organisms don’t have “sexes.” Each individual reproduces on Growth its own, either by budding or Roll 2d to determine growth pattern. by parthenogenesis. Budding simply breaks off a part of the organism Modifiers: -1 for external skeleton +1 for Large size category; +1 if that grows on its own; this is extremely immobile. common among plants. Partheno- Roll (2d) Growth Pattern genesis, or “virgin birth,” requires the 1-4 Metamorphosis whole apparatus of eggs or live birth, 5-6 Molting but the organism doesn’t need outside 7-11 Continuous Growth fertilization. Self-fertilization is similar, 12-14 Unusual Growth Pattern (adding except that the organism is a hermaph- segments, branching, etc.) rodite and supplies both eggs and sperm. Sexual organisms with two sexes have several advantages. They well protected and often needs killing. rebuilt on the fly. Some of them molt, exchange and combine genetic mate- Some specialized carnivores, like shedding old shells and growing a new rial, increasing the diversity of their hunting spiders, may use a kind of one around their larger body. Others offspring. Sexual organisms evolve siphon to drain the prey of fluids; this have simple shells (like mussels or faster, which in the very long term could be modeled as a Vampiric Bite snails) that can grow by adding new gives them an edge. In humans gender without the healing effect. layers. The study of clam and mussel remains constant, but in many other On Earth, nature has demonstrat- shells is fascinating for mathemati- species individuals shift from male to ed many ways of biting and grinding. cians because they maintain the same female. This may be due to environ- Arthropods, including insects and spi- shape even as they add larger and larg- mental stimuli (female when food is ders, have extremely complicated er layers. Plants, on the other hand, plentiful, male when it’s scarce), or mouthparts made up of several pairs add outer layers around a central core, internal (male when you’re young and of limbs. These can be modeled as or grow from the tips of branches and small, female when you’ve grown), or teeth or beaks, depending on how for- roots. social (male if you’re big enough to midable they are. Ordinary mouth- Some creatures take it a step fur- chase off other males). parts are like ordinary blunt teeth. Big ther, redesigning the body at different Hermaphrodites have the equip- sharp mandibles could be either a points in life. See the section on ment for both male and female roles, beak or sharp teeth, depending on Metamorphosis (p. 153) for details. either at the same time or at different how large they are. There are other possibilities. Some times during the life cycle. This is a Vertebrates have jaws, hinged bone plants add length and branches but fairly common arrangement on Earth. arches that use leverage to exert not bulk (this is a gray area between Most plants are hermaphrodites, and impressive force through the teeth. On growth and reproduction). While it’s a great many animals are, too. Plants Earth, vertebrate jaws work “up and beyond the scope of this book to dis- tend to have both male and female down,” but on an alien world they cuss all the possibilities, an unusual organs simultaneously, while animals could be mounted sideways, or in growth mechanism is a good way to change back and forth. radial arrangements of three or more. make a really alien creature. What if No organisms on Earth have more Vertebrate beaks are jaws tipped by they add body segments, becoming than two parents. This may be just a sharp keratin instead of teeth. gradually longer over time? historical accident, but given the Cephalopods also have beaks, though incredible diversity of life on Earth it they are not mounted on jaws. Instead does seem to suggest that there is at a circle of muscle surrounding the REPRODUCTION least no advantage to having genes beak pinches it shut. All living things reproduce, from three parents rather than two – although they do it in different ways. or that any advantage is not worth the Some create new individual offspring, added difficulty of locating two mates Growth some create copies of themselves, and rather than just one. How organisms grow determines a some simply break off pieces that take An alien world might have condi- lot about their body design. Humans on independent existence. Beyond tions that encourage multi-parent and other vertebrates grow in one Earth, aliens might not reproduce, reproduction. Since the whole point piece, remodeling our skeleton and preferring and grow of sexual reproduction is to speed up enlarging our organs in a continuous indefinitely. evolution, a planet with particularly process until we reach full size. chaotic conditions might have multi- Invertebrates do the same with soft sex inhabitants. The investment parts, but some of their hard parts Sex and Genetics in creating a large gamete (an egg) (like shells or exoskeletons) can’t be Humans have two sexes for repro- or bearing a live offspring is duction: males and females. Why we

158 ALIEN LIFE AND ALIEN MINDS considerable, so it’s highly unlikely extreme case with less difference males only when fertilized by a male. that more than one parent would do between eggs and sperm, a species Many Earth species alternate genera- this in a multi-parent arrangement. could have a whole array of different tions of sexual and asexual reproduc- Three or more sexes would most like- sexes capable of combining with cer- tion. Reproduction by budding or fis- ly have a “female” and two or more tain others. sion is uncommon on Earth in com- types of “males.” Each male might It’s entirely possible for organisms plex animals, but alien species might only father males of his type, but to combine various methods of repro- manage it. either could father females (or per- duction. Plants often do both asexual haps females are produced by and sexual reproduction, sending out parthenogenesis). runners to sprout new individuals Strategies Another possibility for multi-sex nearby and releasing seeds to colo- There are two main strategies for reproduction would have several dif- nize new locations. It would be easy reproduction, known to biologists as ferent kinds of “males” and different for a hermaphrodite species to dab- “K-strategy” and “r-strategy.” K-strate- “females,” only some of which are ble in parthenogenesis. Among some gist organisms have few offspring, but compatible. So A-males and B-males hive insects, unfertilized eggs develop invest a great deal of resources and can mate with A-females and D- into males (parthenogenesis) while energy in rearing them and making females, but not with B- or C-females. fertilized ones are female (sexual). sure they survive to adulthood. K- C-males can mate with B- and C- Others might reverse that approach, strategists also tend to live a long time, females only, but D-males can mate with females reproducing other so that they have the chance to have with all but A-females. In a more females by parthenogenesis and more than one offspring. R-strategists take the opposite approach: they have large litters and put minimal investment into raising the young. If they survive, good; if not, Lifespan there are always more. They also tend How long a creature lives seems to depend chiefly on size and meta- to mature quickly and die young. Such bolic rate. Among Earth mammals, most species wind up having about organisms should definitely take the a billion heartbeats over the course of a life – but a mouse’s heart beat- Short Lifespan disadvantage, possibly ing at 500 per minute goes through them in three years, while an ele- living no longer than a year or two. phant’s heart pumping slowly at 30 beats per minute can go on for 60 Obviously, K and r strategies are or 70 years. Metabolic rate appears to be roughly proportional to linear the endpoints of a whole continuum size, though the animal’s specific build and lifestyle can cause quite a bit of behaviors. Some creatures split the of variation. difference, having small litters and The big joker in the lifespan deck is humanity. For our size we live putting some effort into raising them; considerably longer than we should. A human-sized organism should some creatures change strategy typically last about 30 years, but humans routinely last two or three depending on the situation. Indeed, times that long. It’s obvious that our bodies aren’t really up to the job, within a particular species some indi- either: humans start losing their adult teeth by age 30, and without viduals may choose different strate- modern dentistry one could expect to be toothless by 50. Our joints start gies – humans in preindustrial soci- to wear out around the same time. eties tended to have a lot of children Plausibly, most creatures less than three yards in length/height because many of them were likely to should have Short Lifespan 1 (half normal human span), those smaller die, whereas nowadays couples in than about 1.5 yards should have Short Lifespan 2, less than 20” get affluent countries have just one or two Short Lifespan 3, and less than one foot get Short Lifespan 4. Moreover, children. only really huge organisms – dinosaur-sized beasts 20 feet or more in length – should be able to have the Extended Lifespan advantage. Of Fertilizing and course, as humans themselves demonstrate, intelligence and technolo- gy can provide free levels of longevity. Shift any tool-using intelligent Gestation species up one increment, so that those with Short Lifespan 2 go to 1, In addition to numbers of young, those with Short Lifespan 1 get normal lives, and an intelligent ele- there is the issue of how the organism phant-sized organism would get Extended Lifespan 1. brings them into the world. There are Metabolic rate also depends on the rate of chemical reactions. Cold- several methods known on Earth. environment organisms (ammonia or hydrogen-based life) should Spawning is the method used by probably be one or two increments more long-lived than their size fish, amphibians, and many inverte- would suggest, since they would generally live more slowly. Hot-envi- brates; and it is analogous to the way ronment organisms might be similarly short-lived. For silicon-based plants reproduce. Organisms that life, move everything down one increment, and for really fast things like spawn release their gametes (eggs or magnetic-based neutron star inhabitants, give them Short Lifespan to sperm) into the environment, and fer- balance their Altered Time Rate advantage. tilization and development take place outside the body. Often females can lay thousands of eggs, in the hope that

ALIEN LIFE AND ALIEN MINDS 159 some will reach maturity. Obviously, resources on methods to attract or species with two or more sexes, the spawning lends itself to r-strategy keep a mate. (A few species reverse GM can either assign sex differences reproduction, although there are this, and in many the sexes show off to suit the campaign, or accompany species in which one or both parents and compete for mates in different each step in the alien design process remain near the egg mass and do their ways.) (except fundamentals like chemical best to protect and feed the young In some species this takes the form basis and habitat) with a dimorphism once they hatch. of advertising – elaborate displays of roll on 1d: if the result is a 6, then roll Plants use a similar method, polli- good health in the form of huge racks that trait separately for males and nation, in which they release pollen of antlers, long iridescent tail feathers, females. into the air or water. Some plants loud singing, or scent markings. Other enlist the aid of animals, either by males show off their resources by stealth or bribery, and get them to grabbing good nesting sites, building Taking Care of the Kids carry pollen to a likely mate. The bowers, or picking up shiny trinkets How long the parents care for the plants develop colorful flowers and (cynics may include humans in this offspring is a function of strategy. sugary nectar to attract pollinators. In group). Still others take a more direct Strong r-strategy species invest no some cases, they are specialized for approach, chasing away rival males by care at all. You spawn, you swim one particular pollinating organism. force. Some males become parasites, away, and the young either survive or Egg-laying creatures have internal attaching themselves permanently to a not. (In some species, the adults don’t fertilization, but then release the single female. even distinguish between juveniles young into the world before they and other prey when they’re looking develop. This is an extremely common for food.) Other spawners and egg- method on Earth. The chief drawback layers stick around to guard the nest is that the egg has to contain all the until the young hatch, but then lose food necessary to support the embryo interest. through development to hatching; this K-strategists devote care to the can be inconveniently large. Another young after they hatch or are born. problem is that the egg must be tough Birds feed their offspring until they enough to protect the embryo, with- can fly, mammals nurse them until out being so strong that the little crea- they are old enough to find food, and ture can’t get out when it’s ready. some fish dutifully carry their young Live-bearing organisms fertilize around in their mouths. internally and carry the young within Some organisms may arrange a the parent’s body until it is ready to be surrogate parent before abandoning born. This allows longer development their young; these are known as brood (since the size of an egg is no longer a parasites. Cuckoos lay their eggs in the factor) and better protection, at the nests of other birds to ensure a proper cost of putting a greater burden on the upbringing. Other parents make their mother. Live-bearing organisms often young into genuine parasites – the care fairly well for the young after The sheer variety of mating dis- botfly lays its eggs under the skin of a birth. Some, the mammals, have spe- plays and techniques is impossible to large animal so the grubs have plenty cialized glands to nourish the young. list in a simple table. Game Masters of food until they’re ready to break out Marsupials add another wrinkle, must decide on their own what invest- and fly away. bearing the young live through part of ment the species makes in mating. Among most intermediate strate- their development, then carrying them Some can be represented as advan- gists, only one parent does any care in a pouch until they are ready to live tages: loud songs or calls could be the (usually the mother). Strong K-strate- on their own. This frees up the repro- Penetrating Voice perk, or even a gists (particularly some birds and ductive tract for another offspring. sound-based Affliction. Males some- mammals) have both parents doing times sport natural weaponry to battle their best to raise the young. The most potential rivals, giving them Strikers. fanatical K-strategists gather in Finding Mates Mating displays can also be a disad- groups to pool child-care. Elephant Any sexual organisms put some vantage: sexual behavior can give herds and troops of primates do a fair effort into finding or attracting poten- organisms a Compulsive Behavior, amount of “day care” for their young. tial mates. Among spawning crea- Lecherousness, or even Intolerance The apex of this is among the hive tures, it’s usually a matter of tracking (own sex). insects, where nearly all the adults are down some eggs that need fertilizing. Mating strategies can lead to sterile females who spend all their But internal fertilizers have to win a species with very different body forms time finding food and caring for the mate by charm, bribery, bullying, or in males and females. They can have offspring of their mother; only a hand- trickery. In an interesting twist, males different attributes, advantages, and ful of males and fertile females are usually wind up compensating for the disadvantages. Some writers have born, and they have thousands of ded- relative “cheapness” of their reproduc- even speculated about alien species in icated caretakers making sure they tive cells (sperm) by expending a lot of which only one sex is sapient. In any can go out and breed.

160 ALIEN LIFE AND ALIEN MINDS SENSES To interact with the world, organ- Alien Creation VII isms must be able to perceive it via senses. The simplest senses are chem- Sexes ical receptors. Most creatures add a Roll 2d to determine number of sexes. sense of touch and vibration (hear- Modifiers: -1 if immobile; -1 if asymmetric body plan; -1 if ing). These are nearly universal. autotrophic. Other senses depend on the envi- ronment. If the atmosphere is trans- Roll (2d) Sexual Arrangement parent to light (or other radiation), 4 or less Asexual reproduction or Parthenogenesis vision becomes a useful sense. If the 5-6 Hermaphrodite creature exists in darkness, echoloca- 7-9 Two Sexes tion is more important. Creatures that 10 Switching between male and female hunt warm-blooded prey may evolve 11 Three or more Sexes (1d: 1-3: three sexes, 4-5: infrared sensors. Migratory organisms four sexes, 6: 2d sexes) or ocean voyagers demonstrate an 12 Roll twice and combine; types either alternate or ability to sense magnetic fields, giving are triggered by conditions them a built-in compass. More exotic senses are possible. Magma-dwellers Gestation might be able to sense radiation. Roll 2d for gestation method. Space-dwelling creatures might “see” using microwave radar. Modifiers: -1 if aquatic or amphibious; -2 if immobile; +1 if Information isn’t much use if you warm-blooded. can’t process it. Many species have Roll (2d) Gestation fairly poor senses, simply because 6 or less Spawning/Pollinating they don’t need a higher level of detail. 7-8 Egg-Laying Humans have good vision because we 9-10 Live-Bearing are descended from brachiators (who 11-13 Live-Bearing with Pouch need depth perception to avoid falling) and evolved to hunt by throw- Special Gestation ing things. Since we also get food by Roll 2d; on a 12 the species uses a special gestation strategy. If so, gathering plants, we can also see col- consult the following table. ors well. Many carnivores have limited color vision, because it isn’t essential Roll (1d) Special Gestation Method to their way of life. 1 Brood Parasite (young raised by another species) 2-3 Parasitic Young (young implanted in a host) Vision 4-5 Cannibalistic Young (young implanted in Vision is only useful if there’s any parent, fatal to parent) light to see by. On any world with an 6 Cannibalistic Young (young consume each other) opaque atmosphere, there isn’t much use to having eyes. Deep-ocean crea- Strategy tures either have very bad vision Roll 2d for reproductive strategy. Multiply the number of young per because they use some other sense, or litter by 2d ¥ 10 for spawning organisms (they may actually lay many, extremely good vision (like the extinct many more, but most of those won’t even reach childhood). ichthyosaurs) because that’s the only Modifiers: -2 if Large, +1 if Small; +2 if Spawning. way to see in the dark. Underground creatures tend to have very bad vision, Roll (2d) Reproductive Strategy and many are completely blind. 0-4 Strong K-Strategy: one offspring, extensive Humans have better-than-average care after birth vision. Assume the “default” for most 5-6 Moderate K-Strategy: one to two offspring per creatures with vision is worse than litter, extensive care after birth human standard, combining 7 Median Strategy: 1d offspring per litter, Colorblindness and Bad Sight. moderate care after birth Organisms with dark-adapted eyes 8-9 Moderate r-Strategy: 1d+1 offspring per litter, may have Night Vision up to 9, but some care after birth may also have Colorblindness or suf- 10-16 Strong r-Strategy: 2d offspring per litter, no care, fer daytime vision penalties. +1 level of Short Lifespan

ALIEN LIFE AND ALIEN MINDS 161 Sight is extremely constrained by medium, water-dwelling creatures excellent balance, for obvious reasons. physics. The resolving power of an eye tend to hear quite well, at least under- The Perfect Balance advantage plus of a given size is in inverse proportion water, and presumably magma-swim- some increase in DX are appropriate to the wavelength it senses. mers would have exceptionally acute for organisms with above-average Consequently low wavelengths – hearing. gravity sense. infrared, microwave, and radio – Echolocation combines superb require bigger eyes, and quickly get hearing with specialized processing in too big to be practical. The big waves the brain to convert echoes from Taste and Smell also run into problems because they sound pulses into an “image.” It can The simplest one-celled life forms are bigger than some objects. You be quite precise – bats can catch small have only one way to perceive their can’t see a mosquito with radar insects using echolocation. However, environment: chemical receptors. because the radar waves are bigger since it is an active sense, requiring They taste the world around them, than the mosquito is. A creature must the creature to emit a pulse, echoloca- eating anything that tastes good and be at least Human-sized to have any tion is relatively short-ranged due to moving away from anything that kind of radio detection sense, and the slow speed of sound. The Sonar tastes bad. Nearly any chemical-based must be Large to be able to use radar. form of the Scanning Sense advantage life will have some sense of taste. Infrared “vision” on Earth tends to (see p. B81) gives full details. While humans keep theirs inside the be more a directional heat detector mouth to check food before it is swal- rather than actual sight. To model this lowed, other organisms put taste in GURPS terms, use Detect (Heat) or Touch receptors outside, on antennae or Detect (Infrared Light) rather than The sense of touch actually incor- skin, to analyze things they encounter. Infravision. Note that a heat detector porates several senses. First is the Smell is a more sensitive form of must be cooler than what it is detect- obvious tactile sense embedded in the chemical detection, specialized to pick ing, making this chiefly useful for skin. Some organisms are more sensi- up airborne molecules. Whales have creatures with low body temperature tive than others in this respect. lost their ability to smell, but they do trying to spot warm-blooded prey. Extremely thick fur, scales, armor, or taste the water they swim in. Vacuum- There are problems with short blubber tends to interfere with the dwellers can’t smell anything, but they wavelengths, too. Many Terran organ- sense of touch, so that any organisms might well taste whatever they touch isms can see in ultraviolet light, with those abilities are likely to have a or eat. including many insects, but nothing poor touch sense. Some animals use Humans seem to have a good sense we know sees with gamma or X-rays. specialized hairs as touch sensors, like of taste, which is what one might The trouble with using high-energy the whiskers of a cat. Touch also has a expect from creatures with gathering photons is that it’s very difficult to cre- size component: a small creature can herbivore ancestors, but our sense of ate a focusing lens for them, and there feel textures more easily than a large smell is only about average. Some of aren’t usually good sources of high- creature, simply because the bumps us can identify vintages by taste, but energy particles in the environment to are larger in proportion. Game you don’t see humans tracking by see by. Creatures made of denser Masters may wish to give Small-sized scent. Dogs can track by scent, and material (like silicon-based organ- organisms a bonus for their sense of identify individuals. Moths can detect isms) might be better able to see by touch, and impose a penalty on Large one another by smell across miles of high-frequency light, but only if they ones. distance. Anything up to Acute Taste live near an active black hole or other A related sense is proprioception, and Smell 10 is quite within the realm “bright” source of hard radiation. the mental “image” of the body’s posi- of biological possibility. Game Masters Some organisms on Earth have tion. For creatures like octopuses and may want to break apart Taste and polarized vision, which helps cut glare squids, keeping track of one’s arms Smell, giving some creatures a Smell and allows them to see better through takes up a major chunk of the brain’s bonus but not Taste, or vice-versa, at 1 clouds and haze. Such creatures typi- processing power. This sense seems to point per level. cally have two to four levels of Acute be more important for creatures with Because Earth creatures often use Vision (Accessibility, Only to compen- many limbs, and is likely to be more scent molecules as a form of commu- sate for glare and haze, -50%) [1/level]. important for land-dwelling organ- nication without conscious control, isms, if only because it’s a key part of creatures with very acute sense of being able to walk. In GURPS terms, smell could easily justify having Hearing this sense is the primary component Animal Empathy or Sensitive. Hearing is an outgrowth of the of Dexterity. sense of touch, optimized to pick up The sense of balance is another air vibrations. Humans have average component of proprioception. More Other Senses to poor hearing (partly because we generally, it’s the “gravity sense” that Creatures on Earth have a remark- subject ourselves to a lot more noise any planet-living organism needs. able variety of senses, and it’s possible than most animals). Most organisms Swimmers have a related ability to to imagine exotic senses unknown to can have Acute Hearing sufficient to keep themselves properly oriented Earthly life. There are, after all, a rela- bring their Hearing roll up to 12. Since underwater. Brachiators and moun- tively limited number of ways an sound travels better in a denser tain-living creatures are likely to have organism can perceive its environment.

162 ALIEN LIFE AND ALIEN MINDS Electromagnetic waves have air isn’t dense enough to transmit already been discussed under vision. vibrations very far, but any swimmer COMMUNICATION In addition to sight, one can imagine might have a similar sense. This Just about all organisms have some senses like Detect (Microwaves) would be Vibration Sense. Any land- way to send signals. Even seemingly or Scanning Sense (Radar) on dwelling creatures could have a kind passive things like plants are constant- huge space-dwelling creatures, or of “seismic sense” to pick up ground ly pumping out chemicals to affect Detect (Gamma or X-Rays) on dense vibrations; this would be Vibration each other. Animals make use of their organisms. Sense with the limitation “Ground more sophisticated senses to commu- Most Earth life uses “passive” elec- Only” (-10%). nicate with sound and visual displays, tromagnetic senses, relying on the sun Chemical senses are variants on but don’t give up on chemical cues. In to provide illumination to see by. But taste and smell, possibly specialized general creatures use all their senses that’s not strictly necessary. There are for different kinds of molecules. On for communication to some extent – some deep-sea creatures that generate Earth most chemical senses are humans speak to each other, but we their own light, and one can imagine attuned to molecules made by living also use gestures and facial expres- alien organisms capable of generating things, to either help find food or warn sions, and our bodies do respond to bright pulses like a strobe light to see of danger from predators. Aliens scents. in darkness. If a creature could gener- might be able to smell things humans Organisms with no intelligence (IQ ate coherent light, a form of Ladar cannot – minerals, trace atmospheric 0) tend to communicate by instinctive, (see p. B81) might even be possible. gases, or poisons. This could be as “automatic” methods, like scents (The drawback to any “active” sense, simple as a very precise Detect added released in response to certain stimuli. of course, is that it makes one visible to normal sense of smell, like Detect More intelligent creatures (IQ 1) add to anyone else with the same sort of (Methane) or Detect (Pheromones). channels under voluntary control. sensor.) Or it could replace Taste and Smell Organisms without complicated social Electromagnetic field senses exist with something like Detect (Minerals). structures tend to stick to simple already in many Earth animals. Many Exotic senses are weird or super- “broadcast” communications, like fish have electric-field detectors, pick- science abilities that are either based scent sprays or calls to any creature ing up the emissions of other crea- on imaginary science or require within earshot. Creatures with more tures’ muscle impulses. Note that this bending the rules to function in the elaborate societies may add more requires a medium like water that real world. This includes nearly all selective “person-to-person” commu- conducts electricity. Air is an insulator, psionic abilities, “X-ray” vision as nication. Actual language only really and so blocks electric impulses. This depicted in comic books, neutrino becomes possible with sapience and would be Detect (Electric Fields) or vision, extra-dimensional or faster- IQ 6 or better. possibly Detect (Living Things). than-light senses, and so on. Air doesn’t interfere with magnetic fields, however, and there are several species of birds that apparently have internal magnetic sensors to provide a compass for long-range navigation. This is not normally precise enough to qualify as Absolute Direction; it’s sim- plest to just call it a 0-point feature, as on p. B34. Alien beings with more pre- cise magnetic sense could have Detect (Magnetic Fields) or possibly Absolute Direction. Gravity detection is part of balance and proprioception. Space-dwelling creatures might be able to detect grav- ity fields even in free-fall, or sense mass by the curvature of space. Obviously this would only pick up large masses, the size of asteroids or planets. It would be Detect (Gravity Fields). Vibration senses are essentially an extension of hearing, and work best in a dense medium that conducts waves easily. Many fish have a “lateral line” – a set of receptors on the skin that pick up faint water movements. This wouldn’t work as well in air, because

ALIEN LIFE AND ALIEN MINDS 163 Alien Creation VIII Sense options marked with an asterisk are possible Touch communication channels. Roll 1d for each marked Roll 2d for sense of touch. sense; the highest roll indicates the primary method of communication and the second highest indicates the Modifiers: -2 for external skeleton; +2 for aquatic secondary. Channels marked with two asterisks get a +1 organisms, +2 for digging organisms, -2 for flyers; +2 if on this roll. If the two highest rolls are the same, the Blind or Nearly Blind; +1 if Trapping carnivore; +1 if species uses the two together as a single channel. Small. Roll (2d) Touch Ability Primary Sense 2 or less Numb Most creatures have a primary sense that is what 3-4 -2 DX from poor sense of touch they rely on to get around and find food. Roll 3d on this 5-6 -1 DX from poor sense of touch table to determine the primary sense. When rolling on 7-8 Human-level touch the sense tables below, the primary sense gets a +4 9-10 Acute Touch 4* bonus. 11-18 Acute Touch 4 and either Sensitive Modifiers: -2 for aquatic; +2 for autotrophs. Touch or Vibration Sense* Roll (3d) Primary Sense Taste/Smell 1-7 Hearing Roll 2d for taste and smell ability. 8-12 Vision 13-20 Touch and Taste Modifiers: +2 for chasing carnivores, +2 for gathering herbivores, -2 for filter-feeders, autotrophs or trapping Vision carnivores; +2 if sexual reproduction; -4 if immobile. Roll 3d; space-dwelling life treats any result of 9 or Roll (2d) Taste/Smell Ability less as 3. 3 or less No Sense of Smell/Taste Modifiers: -4 if Digging is primary locomotion, +2 if 4-5 No Sense of Smell (can taste, -50%) climbing, +3 if flying, -4 if immobile; -4 if Deep Ocean [-2 points] Vent habitat; -2 if filter-feeder, +2 if carnivore or gather- 6-8 Normal taste/smell ing herbivore. 9-10 Acute Taste/Smell 4 (aquatic organisms use Acute Taste only)* Roll (3d) Visual Ability 11-16 Acute Taste/Smell 4 and Discriminatory 6 or less Blindness Smell (aquatic organisms use 7 Blindness (Can sense light and dark, Discriminatory Taste)* -10%) [-45] 8-9 Bad Sight and Colorblindness Special Senses 10-11 Bad Sight or Colorblindness* For each sense roll 2d; it is present on a roll of 11 or 12-14 Normal Vision* more unless noted. Modifiers to the roll are listed with 15-23 Telescopic Vision 4* each special sense. 360° Vision*: +1 for plains or desert habitat; +1 for Hearing herbivore; +1 for radial or spherical symmetry. Roll 3d; space-dwelling life is automatically Deaf. Absolute Direction: +1 for Open Ocean habitat; +1 for Modifiers: +2 if Completely or Nearly Blind, +1 if Bad flying, +1 for digging. Sight; +1 if aquatic, -4 if immobile. Discriminatory Hearing*: +2 if organism has Sonar. Peripheral Vision (10-12): +1 for plains or desert Roll (3d) Hearing Ability habitat; +2 for herbivore. 6 or less Deafness Night Vision 1d+3*: +2 for aquatic organisms; +2 for 7-8 Hard of Hearing carnivores. 9-10 Normal Hearing* Ultravision*: no for aquatic organisms, no for 11 Normal Hearing with extended range ammonia-based life. (Subsonic Hearing if Large, Detect (Heat)*: +1 for carnivores; +1 for arctic Ultrahearing otherwise)* habitat, no for aquatic life. 12 Acute Hearing 4** Detect (Electric Fields)*: aquatic only; +1 for 13 Acute Hearing 4 and either Subsonic carnivores. Hearing or Ultrahearing** Perfect Balance: land-dwelling only; +2 for climbing; 14-21 Acute Hearing 4 with Ultrasonic +1 for mountain habitat; -1 if gravity 0.5 or less, +1 if Hearing and Sonar** gravity 1.5 or more. Scanning Sense (Radar)*: no if Small size or aquatic; +2 if space-dwelling.

164 ALIEN LIFE AND ALIEN MINDS creatures have a finite amount of advantage of a specific environment SPECIAL material to work with. and have adapted to those conditions. Hibernation in unpleasant condi- It requires a medium about as optical- ABILITIES tions is another common ability. ly dense as one’s body tissues. This Other special abilities are impossi- animals do it in winter, would be modeled as Invisibility to ble to predict. Why did woodpeckers when food is hard to find and it makes sight only, with several limitations – become specialized to bore holes in sense to huddle up and conserve ener- only in water, a slight chance of being trees? Why did electric eels evolve into gy. Warmer-climate organisms may seen. It also works best for small living capacitors? On alien worlds, hibernate (technically, they are estivat- organisms, no more than Human- things can get even more bizarre, but ing, the summer version of hiberna- Scale in size. the basic laws of nature still apply. tion) during droughts. Some creatures can survive in drought mode for What’s Possible What’s Plausible extraordinary periods – tardigrades or brine shrimp can be revived after There are also abilities that are The most plausible special abilities decades in stasis. In GURPS terms unknown (or nearly so) on Earth but for aliens are those that we know are this is Metabolism Control (Hiberna- that aren’t actually forbidden by the possible because they already exist. tion) as described on p. B68. laws of nature. Anything used by existing or extinct While shapeshifting in the comic- Projectile weapons (as opposed to Earth species are perfectly defensible. book sense is not really possible (see sprays) don’t show up on Earth but Many special abilities based on Earth below), there are creatures that under- they aren’t completely impossible. life are already described above, but go changes, either seasonally or as Medieval folklore and American fron- there are more possibilities. Without part of maturation. Snowshoe rabbits tier legends both describe spiny ani- turning this chapter into a biology switch between white and brown spot- mals capable of throwing their quills; encyclopedia, there are some abilities ted pelt depending on the season, on an alien world a species might to consider. while many invertebrates completely combine quills with a chemical organ Afflictions in the form of chemical remodel their bodies as they go like the bombardier beetle to produce defenses are fairly common. Some through different life stages. These are an actual dart gun. Creatures might are ranged sprays, like a skunk’s musk all simply 0-point features, since they have multiple “launchers” but each or a bombardier beetle’s superheated happen either once or according to a would be single-shot, taking days or chemical spray. Range tends to be predictable schedule. weeks to regrow a new dart. Some fairly short for spray attacks – typical- On Earth there are many invisible kind of “blowgun” arrangement that ly no more than the animal’s ST in creatures – undersea organisms whose could use pebbles or seeds as projec- yards, up to a maximum of about 10 bodies are exactly as transparent as tiles might be possible, but it would yards. They take the Limited Use or the water around them. They take require a reliable source of ammuni- Takes Recharge limitations, since all tion – and something to shoot at. Breath weapons like those of fanta- sy dragons are also within the realm of possibility, but unlikely. A creature could generate a burning spray, but Moving in Clades the energy represented by a large Humans have speculated about the possibility of genetic engineering burst of flame is tremendous. The and cybernetic augmentation. Advanced alien civilizations could alter creature either needs an external themselves using the same methods, creating “daughter species” with source of “fuel” or a very long new or improved abilities. “recharge” time between shots. Poison One thing to remember in such cases is that new species don’t auto- gas is also unlikely because of the dif- matically replace old ones. When one species of bird-like dinosaur gave ficulty in generating a large volume of rise to the ancestors of birds, the dinosaurs didn’t all disappear; they gas. remained doing the same bird-like dinosaur things they always had, “Blob monster” abilities like Elastic while their ancestral-bird cousins started doing different things. Skin, Stretching, or Morph would suf- Similarly, a genetically modified subspecies or widespread use of cyber- fer some severe limitations. For Earth netics won’t necessarily replace the original species. They may coexist – animals to change their form general- and both the new species and the original group can spin off other new ly requires substantial amounts of “daughter species,” which in turn can create variants of their own. time. Even small insects undergoing The result is that once a species starts modifying itself, one can metamorphosis take several days. expect a tremendous diversification. Unless some strong authority Among larger animals, “shape enforces uniformity by force, there are likely to be lots of different pop- changes” in pregnancy take months. ulations with different modifications and combinations of traits. Anyone designing alien shape-chang- Human explorers contacting alien civilizations should expect to find a ers should make the process as slow as lot of “multispecies” worlds with wildly varying populations, all possible. (This only applies to evolved descended from a common ancestral type. “natural” species: an artificial organ- ism or machine life might be able to

ALIEN LIFE AND ALIEN MINDS 165 do real-time rearrangement of body code, giving access to ancestors thou- are in the same situation as teleporta- parts under conscious control.) An sands of generations back. tion. If creatures could use them, they exception might exist if the body is would confer a tremendous advantage actually a swarm of independent crea- and would quickly become wide- tures (see p. 153). What’s Impossible spread. Note that Precognition opens Having an Extra Head is not Overtly “paranormal” abilities are the whole Pandora’s Box of time para- unknown on Earth, usually the result impossible under the laws of nature as doxes. of a birth defect that conjoins twins. It we understand them. That being said, Size changing abilities like Growth could be an inherited trait. If the GMs are free to allow some of them as or Shrinking are pretty much impossi- heads share a single “mind” (or don’t the result of superscience unknown on ble. They violate the law of conserva- contain the brain, as with Larry Earth. tion of matter, and creatures getting Niven’s Puppeteers) then this is simply Duplication violates the laws of huge or tiny without changing mass a matter of a better arc of vision and conservation of matter. Creatures that run into severe mechanical con- an extra mouth. If they do have sepa- reproduce by fission, creating two straints – how do tiny muscles lift nor- rate or redundant brains, then use the identical, smaller copies with shared mal-size mass? Best to leave these for GURPS advantage as described. memories aren’t using Duplication “four-color” comics reality. Racial Memory is possible, espe- because it’s rare, permanent, and there Telekinesis, Temperature Control, cially for creatures that rely a great is no further connection between the DR (Force Field), and other energetic deal upon instinct. The memories two offspring. abilities are another “superscience could be passed only from parent to Mental Influence abilities like Mind only” set. They violate more laws of child, so that a given individual would Control, Mind Probe, Mind Reading, nature than we can conveniently list! only have its parents’ memories – but or Mindlink are superscience – unless Teleportation fits into the realm of those memories could include the the species has a form of radio com- superscience. If it exists, it can be parental memories of its parents, and munication and all members of the described in a logical, consistent man- so on. This is especially likely for crea- species can use the channel. Mind ner. But current science says it can’t tures that reproduce by budding. Control by physical or chemical happen. This applies to the advan- Alternately, the species might be able means is definitely possible. tages Warp, Jumper, and Snatcher. to “write” memories into the genetic Para-senses like Clairsentience, Penetrating Vision, or Precognition ALIEN MINDS Just because a creature is intelli- qualify for the Cannot Learn disad- The question of whether it is possi- gent doesn’t mean it will have a mind vantage. (An important exception to ble for organisms to be superhumanly like ours. The editor John W. this is among the cephalopods – octo- intelligent is, of course, a matter of Campbell was famous for his dictum: puses and squids appear to be as complete speculation. One theory “Show me a creature that thinks as smart as any nonhumans on Earth.) holds that natural selection ceases to well as a man, but not like a man.” Vertebrates appear capable of gen- apply to any species that reaches erally more sophisticated behavior, human-level intelligence, and that this and among the vertebrates mammals suggests that no species would natu- BRAINS and birds are particularly good at rally evolve a higher average intellect. Humans have extremely complex learning and inventing new behaviors. (Some extremely pessimistic thinkers, brains, allowing us to do things that Most vertebrates would have IQ of 1-4, like SF author Cyril Kornbluth in his no other known creature can. Though with the Bestial disadvantage. story “The Marching Morons,” posit the behaviors and abilities found Mammals and birds (and possibly that civilization causes a decline in among Earth’s living things are amaz- cephalopods) can have IQ as high as 5, intellect as stupidity ceases to be ing, there’s only one species that and are Bestial. fatal.) builds space probes, drills for oil, or Sapience, or human-level intelli- The opposite idea, familiar to all writes roleplaying games. gence, is very difficult to define, but fans of classic Star Trek, is that sen- The vast majority of Earth’s living most people know it when they see it. tient beings become more and more things are quite literally mindless. Why it arose among humans and why specialized for intelligence, eventually Plants, fungi, and single-celled organ- it never appeared among any other turning into frail, huge-brained crea- isms have no brains at all (IQ 0). Alien species is something of a mystery. We tures dependent on technology to sur- plants might be brainier. Among ani- naturally see all the advantages to vive. Even if creatures don’t evolve mals, most invertebrates appear to be being smart, but evidently it’s just one naturally toward higher intelligence, almost robotic, following “pre-pro- method among many as far as evolu- an advanced civilization could artifi- grammed” behaviors refined by long tion is concerned. Sapience eliminates cially boost its average IQ by genetic evolution, but with no trace of the Bestial disadvantage and allows IQ engineering, excellent education, or thought. Maximum IQ for most levels of 6 or more. cybernetic augmentation. organisms of this type is 1. They may

166 ALIEN LIFE AND ALIEN MINDS Pouncing predators work either hatch or are capable of fending for NATURE: THE alone or in small groups, but chasing themselves. (On Earth this usually predators sometimes form large packs means one year.) Since these creatures INFLUENCE OF to bring down really huge prey. have to attract a new partner each IOLOGY Trappers are almost always solitary. year, they often go in for elaborate B The environment has its effects, mating displays, especially the males. Exactly how much of human too. In harsher environments like arc- Males may also stake out prime terri- behavior is derived from our evolu- tic or desert conditions there is a tory or good nesting sites. tionary heritage is a hotly debated greater penalty associated with being If the parents remain together for topic. It is also fraught with ideologi- in a group (there just isn’t enough several seasons, they are said to “mate cal minefields. If humans act a certain food or water to support them). for life.” (A fair amount of cheating way because we have evolved to do so, However, warm-blooded creatures goes on even in these arrangements.) does that mean we should behave that may band together in those environ- The couple rears multiple sets of off- way? Is what is natural the same as ments to literally share heat! The spring, and often shares food with what is right? And what does it say dense nature of a woodland or jungle each other. This naturally goes well about free will if our personalities are environment makes it hard to keep a with a moderate K-strategy setup. the result of our genes? group together, encouraging smaller Life-mating species often have little Still, it is possible to speculate on bands or solitary organisms. visible difference between the sexes; if how an organism’s evolutionary past there is a difference it is often the case may affect its psychology. Certainly that males are small or even parasitic. animals in different niches on Earth The Mating Game Males sometimes try to monopo- behave differently, even when Mating patterns come in several lize all the available females by driving removed from their native environ- types. For many creatures the male away or killing any rival males. This ment. Game Masters who don’t like and female meet only at fertilization “” system is particularly com- that idea can downgrade any person- and never see one another again. This mon in species that gather in groups ality traits to the level of “racial is typically linked to strong R-strategy anyway, like plains grazers. The quirks.” behavior. Males have as many part- advantage is that the strongest male ners as they can get, limited only by fathers many children, and the competition from other males. If there females often cooperate in caring for Ecology are any differences between the sexes, The ecological niche a species the offspring. Harem species often they tend to be functional – larger occupies can affect its behavior quite have a noticeable difference between females because it takes more energy strongly. Grazing herbivores have the sexes, with males typically large to produce eggs or bear young. In abundant food, so can gather in large and bristling with weaponry to fight many species the males are short- groups for mutual protection. off challengers. In some harem species lived, “one-shot” creatures that fertil- Gathering herbivores have to compete the males and females live apart ize and then die. for scarcer but more rewarding food, except during mating season. Other species have a temporary so they live in small groups or are soli- pair-bond, in which the parents tary. Omnivores are often loners, as remain together until the offspring URTURE are scavengers. N : THE INFLUENCE OF SOCIETY Creatures form social systems, often highly complex ones. Social rela- tions refer to how a creature interacts with others of the same species. Interspecies relationships generally fall into the categories of eating, hijacking food, or running away. Solitary species live alone, except possibly during mating season. They often have a territory that they defend against interlopers. Large organisms are frequently solitary (simply because big creatures need a big terri- tory for support). Low-intelligence solitary organisms may not even rec- ognize a distinction between their own species and prey.

ALIEN LIFE AND ALIEN MINDS 167 Alien Creation IX Intelligence Mating Behavior There are two tables here, one for animals and one Roll 2d for mating behavior. for sapient aliens capable of technological civilization. Modifiers: -2 for hermaphrodites, -1 for spawning, +1 Game Masters who want the possibility of randomly for live-bearing; -1 for strong r-strategy, +1 for strong K- generating a sapient species can assume that a result strategy. of 13+ on the first table indicates sapience and IQ 6 or better. Roll (2d) Mating Behavior 5 or less Mating only, no pair bond Animals: Roll 2d for intelligence level. 6-7 Temporary pair bond Modifiers: -1 for autotroph, filter-feeder or grazing 8 Permanent pair bond herbivore, +1 for gathering herbivore or omnivore; -1 9-10 Harem for small size; -1 for strong r-strategy, +1 for strong 11-14 Hive K-strategy; +1 for normal or extended lifespan. Social Organization Roll (2d) Animal Intelligence Roll 2d for social organization. Hive species have a 3 or less Mindless (IQ 0) “pregenerated” social organization already and need 4-5 Preprogrammed (IQ 1 and not roll here. Cannot Learn) 6-8 Low Intelligence (IQ 1-3 and Bestial) Modifiers: -1 for carnivores, +1 for grazing herbi- 9-10 High Intelligence (IQ 3-5 and Bestial) vores; -1 for large size; +1 for harem mating, -1 for no 11-15 Presapient (IQ 5) pair bond. Roll (2d) Social Organization Type Sapient Beings: Roll 1d+5 for the average species 6 or less Solitary IQ. The minimum IQ for sapience is 6, so treat any 7-8 Pair-bonded result of 5 or less as a 6. 9-10 Small group of 2d members Modifiers: -1 for autotroph, filter-feeder or grazing (1-2 Troop, 3-4 Pack, 5-6 Herd) herbivore, +1 for gathering herbivore or omnivore; -1 11 Medium group of 4d members for small size; -1 for strong r-strategy, +1 for strong (1-2 Pack, 3-6 Herd) K-strategy. 12-14 Large Herd of 1d ¥ 10 members

Pair-bonded species (as noted could be used by grazers or gatherers packs; the biggest or oldest members above) live in “nuclear family” groups just as well. In a pack there is a hierar- may be the herd leader, but that of parents and offspring. They may or chy, with the “alpha male” and “alpha seems to be “merit-based” rather than may not be able to tolerate the pres- female” as the leaders. They lead in “political.” ence of other pairs nearby – some hunting and get a larger share of the Hives are a very successful social birds live quite happily in huge com- food. Alphas mate with other alphas, unit based on a single family. The munal rookeries with thousands of and prevent low-status members of queen is the only fertile female, and neighbors, while eagles have widely the pack from mating at all (or at least spends her life as an egg-making separated nests. make sure the young don’t survive if machine. Most of her offspring are A small group of creatures (four to they do). The result is that the alphas’ sterile females, who spend their time 10) living together is called a troop, (or offspring benefits from the entire caring for eggs. A small number of band, or pride). This often is based on pack’s efforts. This is obviously a fertile females and males leave the a mating arrangement: several mated strong K-strategy setup, and requires hive in search of mates, in order to pairs or a male and his harem. Troops constant communication and social start new colonies. In some species, all share child-care and often work a lot jockeying. members of the hive are potentially of food-sharing into their social Huge groups of animals (10-100 or fertile, but are kept from developing arrangements. Any social group larger more) are known as herds, schools, or by pheromones given off by the queen; than a mated pair requires fairly flocks. On Earth they are typically when the queen dies her young sophisticated communication – even found among grazers, since a huge compete to take the role. Other hives the “mindless” workers in a hive are group requires a huge food supply. die with their queen. Hive systems using complex chemical signals and Small herds may be a harem, but real- combine the vast numbers of young body movements to communicate. ly big herds are simply too much for cranked out by r-strategists with the A larger group is a pack, with six to even the most ambitious male to guaranteed-survival care of K-strate- 20 members. This is typical among monopolize. Herds don’t seem to have gists. The only drawback is the “over- chasing carnivores on Earth, but as much of the hierarchy found in head” of all the sterile workers.

168 ALIEN LIFE AND ALIEN MINDS Alien Creation X There are nine mental qualities that define a species’ Curiosity collective “personality.” For species whose mentality is Curiosity includes how receptive the species is to closely coupled to their biology, simply apply the modi- new things, and how interested they are in finding fiers on each table and use the result. For more varia- them. tion, roll a die, then roll a second and subtract that result from the first. Add the result (positive or negative) Modifiers: +1 for omnivores, -1 for grazing herbivores to the sum of modifiers. Do that for each table. or filter-feeders; -1 for Blind or Nearly Blind species; -1 for strong r-strategy, +1 for strong K-strategy. Chauvinism Total Curiosity Level Chauvinism measures how the species views itself as +3 or more Curious (9) (if Concentration or a group compared to others. Suspicion is 0 or less, reduce self- Modifiers: -1 for autotrophs or filter-feeders, -2 for control number to 6) parasites or scavengers; +2 for small or medium groups +2 Curious (12) (if Concentration is 0 or and hives; -1 for asexual or spawning organisms; -1 for less, change self-control number to 9) solitary or pair-bonded. +1 Nosy (quirk) (becomes Curious at 12 if Concentration is 0 or less) Total Chauvinism Level 0 Normal +3 or more Chauvinistic (quirk) (becomes Racial -1 Staid (quirk) Intolerance if Empathy is less than -2 Incurious (12) (self-control number +1 or Suspicion greater than -1; becomes 9 if Suspicion is less than 0) becomes Xenophobia if Suspicion is -3 or less Incurious (9) greater than +1) +2 Chauvinistic (quirk) (becomes Racial Intolerance if Empathy is less than +1 or Suspicion greater than -1) +1 Chauvinistic (quirk) (becomes Racial Intolerance if Empathy is less than 0 or Suspicion greater than 0) 0 Normal -1 Broad-Minded (quirk) -2 Broad-Minded (quirk) (becomes Xenophilia at 15 if Suspicion is less than 0 and Empathy is greater Egoism than 0) Egoism is a measure of how personally self-impor- -3 or less Undiscriminating (quirk – considers all tant members of this species are, compared with others. intelligence to be one “species”) It is the individual counterpart to species Chauvinism. (becomes Xenophilia at 12 if Modifiers: +1 for solitary, +1 for harem (males only), Suspicion is less than 0 or -1 for hives; +1 for strong K-strategy, -1 for strong Empathy is greater than 0; r-strategy. Xenophilia at 9 if both are true) Total Egoism Level Concentration +3 or more Selfish (9) Concentration describes how well individual mem- +2 Selfish (12) (control number becomes bers of a species can focus on a task. 9 if Suspicion is more than 0 or Empathy is less than 0) Modifiers: +1 for pouncing or chasing carnivore, -1 +1 Proud (quirk) (Selfish at 12 if for any herbivore; +1 for strong K-strategy. Suspicion is more than 0; Selfish at Total Concentration Level 9 if Suspicion is +2 or more or if +3 or more Single-Minded and either High Pain Empathy is -2 or less) Threshold or one 5-point Talent 0 Normal +2 Single-Minded -1 Humble (quirk) +1 Attentive (quirk) -2 Selfless (12) (control number becomes 0 Normal 9 if Chauvinism is +2 or more) -1 Distractible (quirk) -3 or less Selfless (6) -2 Short Attention Span (12) -3 or less Short Attention Span (9) Continued on next page . . .

ALIEN LIFE AND ALIEN MINDS 169 Alien Creation X (Continued) Empathy Total Imagination Level Empathy measures how well individuals can sense +2 Imaginative (quirk) (as with +1 below, or care about the feelings of others, both within and but adds the quirk Dreamer if outside their species. Egoism is greater than 0 or if Concentration is less than +1) Modifiers: +1 for chasing carnivores, -1 for +1 Imaginative (quirk) (becomes Versatile autotrophs, filter-feeders, grazers or scavengers; -1 for if Concentration is 0 or more and solitary or pair-bonded, +1 for small or medium group; Egoism is less than +2) +1 for strong K-strategy. 0 Normal -1 Dull (quirk) Total Empathy Level -2 Hidebound +3 or more Empathy (if Gregariousness is more -3 or less Hidebound and -1 IQ than 0 add Charitable at 12) +2 Empathy (Sensitive) +1 Responsive (quirk) (becomes Suspicion This is how distrustful and fearful individuals of the Sensitive if Gregariousness is species are about new things or surprises. more than 0 and Suspicion is less than 0) Modifiers: -1 for any carnivore, +1 for grazing herbi- 0 Normal vores; +1 for Blind or Nearly Blind; -1 for large, +1 for -1 Oblivious small; +1 for solitary or pair-bonded. -2 Callous -3 or less Low Empathy (carnivores add Total Suspicion Level Bloodlust at 12) +3 or more Fearfulness 2, and Cowardice (if herbivore) or Paranoia (if carnivore) +2 Fearfulness 1 (becomes Careful quirk if Gregariousness Curiosity is -3) This indicates how sociable members of the species +1 Careful (quirk) (ignore if Curiosity is are, and how much they need the company of others. It -2 or less) doesn’t say how the species feels about other forms of 0 Normal life. -1 Fearlessness 1 Modifiers: -1 for pouncing carnivore, scavenger, fil- -2 Fearlessness 2 (add Overconfidence if ter-feeder, autotroph, or any herbivore; -1 for solitary or Egoism is +2 or more) pair-bonded, +1 for medium or large group, +2 for hive; -3 or less Fearlessness 3 (add Overconfidence if -1 for asexual or hermaphrodite, -1 for spawning. Egoism is +1 or more; Fearlessness becomes Unfazeable if Chauvinism is Total Gregariousness Level -3 or less) +3 or more Gregarious +2 Chummy Playfulness +1 Congenial (quirk) Playfulness measures how willing a species is to play 0 Normal – to do things purely for fun rather than for any materi- -1 Uncongenial (quirk) al benefit. Playful animals may be easier to train, and -2 Loner (12) playful sapients are likely to have a sense of humor. This -3 or less Loner (9) is one table on which humans may not be “normal,” since we appear to be unusually playful as a species. To Imagination reflect this, Game Masters may decide to give all other Imagination indicates how well members of the intelligent species an additional -1 modifier, to make species come up with new ideas, see patterns, and humans seem more playful by comparison. invent new behaviors. Modifiers: +1 if K-strategy, +2 if strong K-strategy; +1 Modifiers: +1 for pouncing carnivores, omnivores, for IQ 2 or higher; -1 if Solitary; -3 if Cannot Learn. or gathering herbivores, -1 for autotrophs, filter- feeders, or grazers; +1 for strong K-strategy, -1 for Total Playfulness Level strong r-strategy. +3 or more Compulsive Playfulness (9) (becomes Trickster at 12 if species Total Imagination Level is Overconfident) +3 or more Imaginative (quirk) (as with +2 below, +2 Compulsive Playfulness (12) [-5*] but if Empathy is less than +1 add +1 Playful (quirk) the Odious Racial Habit (Nonstop 0 Normal (occasionally playful) Idea Factory) [-5]) -1 Serious (quirk) -2 Odious Racial Habit (Wet Blanket) [-5] -3 or less No Sense of Humor

170 ALIEN LIFE AND ALIEN MINDS CHAPTER SEVEN FUTURE AND ALIEN CIVILIZATIONS

Shiro and Tatsumi walked through the old Imperial Suddenly the Tarcaser stiffened, and Shiro realized every- Gardens in Tokyo, hand in hand as if they were just another one in the room beyond was staring at them. No – behind pair of teenage lovers out for a stroll. They really were lovers them. He turned and found himself looking into the single now, thought Shiro, and he couldn’t keep from blushing. cloudy eye of a Shahar. A very high-ranking one, if he was The old palace buildings were completely gone, leveled dur- reading the insignia on its neckband correctly. There was a lit- ing the Shahar campaign to erase human history. In their tle knot of Shuman and Tarcaser flunkies standing four paces place was the Family of Species Culture and Education behind it. Center. The two Alien Fighter Army operatives were hoping the “It is good for humans to study our technology,” said the library there would help them figure out the alien tech Shiro Shahar. “They will be happy doing their tasks in the Family of had found. Species.” It nodded at the Tarcaser and turned to go. They passed through a security checkpoint under the gaze “Please come this way,” said the Tarcaser in a much more of a looming Gustrogin soldier in combat armor. Actually, humble tone. Shiro was glad the huge alien was there – nobody would won- der why his heart was pounding or his mouth was dry. Once This chapter covers the business of choosing and design- inside they followed the signs in Shahar glyphs to the library. ing science-fictional societies for the space-genre campaign. Tatsumi had better marks than Shiro in the alien language, so It examines the ways in which advanced technology and she was going to be the one doing most of the actual research. alien biology might change how society is structured, and They were met at the library entrance by a Tarcaser in a discusses some of the pragmatics of designing a govern- white jacket. It watched them with its top eye while the other ment, its legal structure, and its military forces. two flicked about, scanning the room. “What are your needs?” it asked in slow Japanese. “We’re just looking for some books,” said Tatsumi in her best Shahar. “This facility has mil- lions of works stored on crystals, but no ‘books,’” said the Tarcaser, and Shiro decided at that moment that he really hated this alien. The two Alien Fighters had hoped for hardcopy books precisely because nobody would be able to trace what they were researching. “We’re doing a report on industrial design and ergonom- ics in multi-species equipment,” said Shiro as smoothly as he could. “Please, show us how to use the system here.”

FUTURE AND ALIEN CIVILIZATIONS 171 STORY CONCERNS Roleplaying campaigns are frame- when the PCs are military personnel destroys the individual’s intelligence. works for stories – the adventures and fighting a hostile alien civilization, They send their adults off when they exploits of the player characters. The spies infiltrating a tightly monitored begin to revert to an animalistic state. purpose of the society is to serve as a state, or rebels trying to bring down a Puzzles don’t have to be science prob- story element. Most commonly, soci- tyrannical empire. But characters can lems like that one, of course. The eties are simply backdrops, the come into conflict with a society even Venusian situation could be the result scenery against which the actors strut if they aren’t trading blaster shots with of a strong religious belief (one must and declaim. Occasionally the story armored stormtroopers. A merchant “return to nature” in order to achieve focuses on a conflict between the trying to make a profit in the face of enlightenment or salvation), a politi- characters and their society, which heavy taxes and trade barriers is at cal struggle (the Youth Party took over elevates the society to the status of a odds with society. So is a lawman and is attempting to eliminate the “character” in its own right. The role bringing justice to a wild frontier. Or middle-aged as a class), or economics in the story in turn determines ele- lovers in a society that forbids mar- (Venus has a constantly changing, ments of the society’s structure and riage between social classes. information-driven economy, and function. Is it an open, free society, or Obstacle societies obviously need Venusians over 30 just aren’t mentally a restrictive culture? Who holds features that will put them at odds flexible enough to keep up). Often power? with the heroes – restrictive laws, solving a puzzle presents a new obsta- aggressive plans for Galactic con- cle or puzzle – can the PCs find a cure quest, widespread corruption, lack of for the parasite, or will they too begin SOCIETY IN interest in space exploration, or what- to lose intelligence? And if they do THE TORY ever. They also need ways for the cure the parasite, then all of a sudden S heroes to circumvent or overcome the Venusians are going to be facing It’s up to the GM to determine the those obstacles. Can they change the some major social changes. purpose of a society. Is it scenery, is it laws, or halt the conquering fleets? If an adversary for the heroes, or a mys- change is impossible, can they get tery to solve? Sometimes it can be all away to someplace more congenial, or Evolving Societies three, or change over time. find a way to accomplish their goals Social change causes conflict, and secretly? A society that is intolerable conflicts are the heart of roleplaying Society as Backdrop and inescapable doesn’t make for par- adventures. So any society undergoing ticularly entertaining adventures, after change will offer many opportunities The simplest use for any society in for heroes to show their stuff. Of a story or roleplaying campaign is as a all. A different form of obstacle society course, all societies are changing, all backdrop. Making a world or culture the time, in different ways. alien and exotic reminds the players is one that presents the characters with a puzzle. This often happens to Technological change is one potent that this is a science-fiction adventure. driver of social transformation; expo- An especially well-designed backdrop explorers visiting strange new worlds, but can befall anyone trying to operate sure to new ideas from other cultures can provide lots of fun just by letting is another. Economic cycles drive the characters “play tourist” and in an unfamiliar environment without enough information. A puzzle society social change – a generation that grew explore the setting. Life doesn’t have up during a boom era won’t have the to be a series of shootouts and bar is one that seems to not make sense on first examination. The inhabitants same attitudes as one that came of age fights, after all. in a depression. External events like A useful thing for Game Masters to behave or think in a way that just doesn’t seem rational. For example, wars or even climate changes can alter keep in mind is that all the people in societies. the backdrop society don’t know why do the Venusians exile their adults to wilderness preserves when In a game, social changes can be they’re in the background. Each of divided into three types: ongoing them is the main character of his or they reach 30 years of age? On the face of it, this is a puzzle, since one would trends, cycles, and catastrophic shifts. her own story. Giving the PCs encoun- Trends are quiet, gradual changes that ters with people who have their own assume people in their prime years would be an asset to society. The puz- often get lost in the “background goals and aren’t especially interested noise” of everyday events, even though in the evening’s adventure will help zle can also create an obstacle if the heroes will suffer some negative effect they may turn out to be very profound make the setting seem more real and transformations. Emigration by give it depth. if they don’t solve it in time (in this case the Venusians insist that all PCs Europeans to America radically over 30 must also be exiled). changed the European social and eco- Society as Obstacle But of course a puzzle must have a nomic system by knocking the eco- Of course, a society can be more solution. In the case of the Venusians, nomic props out from under the old than just the setting for the heroes, it it turns out that their species is infect- noble landowners, but it took place can be their foe. This can be overt, as ed by a parasitic fungus that gradually over the course of a century and most- ly happened “offstage,” in places like

172 FUTURE AND ALIEN CIVILIZATIONS Kansas. In game terms, these changes Game Masters may wish to break are likely to be too small to notice on CONTROL AND down a particular society’s Control the scale of the characters’ adventures. Rating into distinct sub-ratings for Cycles include things like business INTRUSIVENESS Civil Rights, Social Control, Legal cycles, the “generational personality” Exactly how much the social back- Restrictions, Punishment Severity, model of popular attitudes, the politi- ground affects the player characters and Economic Freedom. The overall cal “pendulum” of liberal and conser- depends in part on how much control Control Rating is the average of these. vative ascendancy, and the rise and fall that society has over its citizens. In Civil Rights are the rights reserved of civilizations as posited by historians general, the looser the society, the for the citizens that the government like Spengler and Toynbee. Most of more the characters can ignore it and may not infringe. The nature and these cycles are beyond the ability of focus on their own plots and goals. As extent of those rights depends on the PCs to influence, and many of them society becomes more intrusive, it culture’s priorities and history. For happen on such a long time scale they takes up more of the PCs’ attention, instance, many foreigners are baffled don’t really affect the campaign. It can eventually becoming an obstacle. by modern Americans’ attachment to be interesting if the GM wants to posit their Second Amendment right to a “jackpot year” in which several long keep weapons, while Americans and short term cycles all peak at once, abroad are startled by things like gov- leading to major economic and politi- ernment-licensed prostitution or mar- cal shifts. This can be especially inter- ijuana sales. Typically a low CR in the esting if the PCs (or an NPC) can pre- Civil Rights department means that dict the crisis. Aliens with differing the citizens have the “upper hand” and lifespans could have different cycle will react with anger and indignation lengths: very long in the case of beings when their rights are infringed; a high with Extended Lifespan, blindingly CR means they are resigned to oppres- fast for short-lived species. sion and know not to complain. Catastrophic shifts, unlike the oth- Economic Freedom fundamentally ers, can take place almost literally represents how free the people are to overnight. In the case of wars, stock buy, sell, and conduct business. market crashes, or shocking events Restrictive societies may make it very like political assassinations, massive difficult to do business without gov- changes can happen in a few days. ernment involvement, while open Characters who get caught up in those ones may consider commerce to be an changes can face all kinds of interest- entirely separate sphere. Economic ing challenges, and potentially valu- Freedom also indicates how heavy the able opportunities as well. tax burden is (unless there is some Dropping a major shift into the unusual situation, like a war to fight game setting should not be undertak- raising the tax level or government- en lightly. It must feel right to the play- controlled resource sales providing a ers. If their characters have overcome “free” income stream). Game Masters some initial obstacles and are getting may wish to apply a society’s econom- to feel at home in the setting, a major ic CR as a penalty to Merchant skill change will feel appropriate: the “sec- when non-native characters are trying ond act” of the ongoing drama. But if to do business there, in place of the the campaign has been running for a Control Ratings normal -3 penalty for dealing with for- long time and the GM throws in a The GURPS Basic Set includes the eign cultures. massive change just to “shake things concept of Control Ratings for each Legal Restrictions are simply how up” the result may feel like one of the society (p. B506). This is an abstract many things are against the law. Very periodic continuity rewrites in a numerical rating of the intrusiveness free societies only ban violence comic book series – a sign that the and oppressiveness of a given state or against other citizens (and may even writers are running out of ideas. culture. As with any single-axis tolerate a certain amount of violence It’s also important to make sure description of something as complex as “private wars”). As CR rises, more that the post-change setting is as inter- as a civilization, it involves some over- things are banned. Typically property esting a place to have adventures as simplification. Consider a frontier crimes come next, followed by laws the original situation. If the players town on a remote world without many against fraud and deception, then have been having fun running charac- laws, but with summary execution as laws banning reckless acts, then laws ters who are space merchants, an the only form of punishment. Is that governing offensive speech and behav- interstellar war that brings commerce an open society or a restrictive one? If ior. Cultures with a high Legal to a halt and gets them drafted into the police can’t carry weapons but are Restrictions CR try to regulate all the Navy may not be what they want allowed to read all your e-mail, is that aspects of behavior, leaving nothing to do. oppressive? untouched by the laws.

FUTURE AND ALIEN CIVILIZATIONS 173 Note that alien or future societies into other people’s lives. High social someone who spends all his time off may have very different ideas about CR means that everyone knows what having adventures instead of doing what is restrictive and what is free. In everyone else is doing and lets them his job. a strongly religious culture, casual know what they think of it. Typically, blasphemy could be a serious crime social control CR is high in small even at low CR, while in an honor- close-knit societies, and low in diverse Start Your Own bound society murder in a “fair fight” urban cultures. Characters may get the opportuni- could be far less serious than lying. ty to be “Founding Fathers” of a new Punishment Severity is a measure society as a result of their actions in of how harshly the culture treats law- AVENUES the campaign. Leaders of a rebellion breakers. A low Punishment CR TO OWER or independence movement have to means sentences are light, fines are P create a government to replace the one more common than jail time, and the Characters within a society may they’ve overthrown, and entrepre- emphasis may be on treatment or wish to gain positions of power and neurs setting up a colony on a distant rehabilitation of offenders. High authority themselves. There are at world can establish the kind of regime Punishment CR means that the socie- least three ways to do this. they like. ty imposes heavy penalties to punish Becoming the new rulers is a good the guilty or deter future wrongdoers. way to retire characters after a suc- Work the System cessful adventuring career. They may This also affects how likely law All systems of government have a enforcement agents are to use physi- become patrons to new, less powerful mechanism for choosing who rules. PCs, or the whole tone and structure cal or lethal force. A low Punishment There’s no reason why player charac- CR probably means they don’t go of the campaign can shift from ters can’t join in. This can mean run- colony-building and rebel heroics to armed, or carry only stunning ning for office in a democracy, getting weapons. High Punishment CR means political infighting and diplomatic hired and rising to the top in a corpo- struggles. they can use lethal force to stop fleeing ration, or assassinating everyone with suspects. a better claim to the throne in a Social Control reflects how much of hereditary monarchy. Rising to the The Cortez Option a society’s intrusiveness represents top by working within the system usu- Finally, sufficiently aggressive PCs extralegal mechanisms. There may ally takes a while, and may become may attempt to simply take over an not be any law against carrying a the focus of an ongoing campaign. Of existing state and make it their own blaster on Aspen Station, but if you try course, it’s easier for adventurous private empire. This requires some- it you’ll find the hotel won’t give you a types to rise in some societies than in thing to give a small group of charac- room, the cantina won’t seat you or others. A feudal culture might reward ters (and whatever followers or merce- sell you a drink, and the repair dock boldness and cunning with ennoble- naries they bring along) an edge over won’t give you credit. Low social CR ment, but in a democracy the voters the people they’re fighting. In the case means that people mind their own are seldom likely to keep re-electing of Cortez it was steel weapons and the business and don’t stick their noses sophisticated military tactics and command structure the Europeans inherited from the Romans. Empire builders in a space campaign can Corruptibility leverage their firepower by choosing A society’s Corruptibility is an index of how easy it is to evade the low-tech opponents – even a single TL laws by bribery, connections, or bluffing. Apply Corruptibility as a mod- difference can have a huge effect. ifier to Control Rating in appropriate situations. If the Corruptibility It’s also useful to choose a target index is 0, the laws are enforced equally and fairly, and violators can’t society that is ripe for toppling. The weasel out of a penalty. But if Corruptibility is, say, -5 in a CR 6 culture, Aztec Empire had lots of discontented then for the “right people” almost anything is permitted. subject tribes ready to ally with the Exactly how to take advantage of the local Corruptibility index Spanish. Even gold-obsessed depends on the structure of the society. In status-conscious or feudal strangers from over the sea were societies, a Savoir-Faire roll might allow one to act like one of the elite. apparently preferable to the Aztecs’ Almost anywhere Streetwise rolls tell one when and how much to bribe industrial-scale human sacrifice. In (or locate a speakeasy or black market that has already paid off the Cortez’s case, this was pure luck, but authorities). In highly bureaucratized societies, an Administration roll future conquistadors can do careful lets one work the system to avoid arrest or punishment. Politics can be intelligence-gathering beforehand to used in oligarchies or one-party states to behave like a high-ranking find a suitably unstable target regime. member of the Party. Low-tech cultures may have high- Additional skills can help. Area Knowledge lets the character know tech protectors. Primitive planets can what method to try. Fast-Talk can replace one of the other skills, but at be guarded by the space Patrol or the a penalty equal to the local CR. rangers. Trading partners or neigh- bors may get upset if some upstart

174 FUTURE AND ALIEN CIVILIZATIONS takes control of a nearby world. There instability or awful conditions on the Buy off adventurers with a promise of may even be bands of bold adventur- target world so that the new regime a share in the loot. Bribe the rangers ers on scene willing to help fight for seems like an improvement to the to look the other way, or choose a the planet’s freedom. A clever conquis- interstellar community. Reassure trad- moment when the nebula pirates are tador will try to neutralize potential ing partners that existing contracts occupying all of the Patrol’s attention. interference beforehand: point out the will be honored (even if they won’t). SOCIETY AND BIOLOGY A creature’s biology affects the way Metabolic rate also plays a role. may thrive in the shallows, where it thinks and behaves. Exactly how Cold-blooded creatures don’t need as energy and nutrients are abundant. much effect biology has is still in much food, so can support a bigger Ultimately a Game Master must debate: some scientists maintain that population in the same space as decide how much of his home planet a “biology is destiny” and most of our warm-blooded ones. Double the popu- given species can use. Much depends behavior is hard-wired, while others lation number for a cold-blooded on technology, as with TL6+ equip- insist on free will and the importance species. ment beings can live just about any- of environment. Without another where if they must. intelligent species to study and com- pare ourselves to, the debate is likely Habitable Environments to continue. Where a species evolved affects PSYCHOLOGICAL where it can live. In general, organ- isms can’t really thrive in an environ- CONSTRAINTS BIOLOGICAL ment that is poorer in food and water Even if you don’t assume all than where they evolved. Humans behavior is hard-wired, it’s pretty CONSTRAINTS arose in dry African grasslands, so obvious that at least some traits are Setting aside questions of free will could easily handle forests, jungles, innate, and those in turn will have an for the moment, it is nevertheless true and coasts. We don’t do so well in effect on society. In particular, the that a creature’s physical body and deserts, mountains, or the arctic. psychological traits discussed in evolutionary history must have an Warm-blooded organisms like Chapter 6 will influence how an alien effect on the type of society it builds. humans seem to be able to handle culture develops. cooler climates than their native envi- ronment fairly well, while cold-blood- Numbers and Density ed creatures might spread into Chauvinism Diet and size affect how many warmer territories. One can assume that chauvinism beings a given environment can sup- Aquatic creatures have similar con- also applies within a species as well as port, which in turn will affect popula- straints. Animals with gills can’t go in dealings with aliens. Chauvinistic tion density and things like the design between salt and fresh water very easi- beings probably are loyal to their own of cities. Humans can eat plants, ly, although air-breathers can (crea- social group and dislike outsiders. which means that agriculture can feed tures with gills have problems with salt High Chauvinism translates to a lack fairly large, concentrated populations. concentration gradients that air- of unity in the culture, since it will be Larger organisms would require more breathers don’t have to deal with). hard to bring different subcultures food, reducing the numbers a given Creatures native to shallow water together. Broad-minded or Xenophilic region can support. Smaller beings (lagoon or reef) can colonize other races, by contrast, may have no trou- could have much bigger populations. shallows, but probably can’t spread ble uniting – but may also feel little As a rough guideline, divide the crea- into deep water. Deep-ocean organisms loyalty to their own species if an alien ture’s mass (unmodified by gravity) by culture seems more attractive. 200 lbs., then take the cube root of that ratio, square it, and divide the population by the result. Thus if an average individual weighs 500 lbs., the species population is only 54% of the Setting aside questions of free will for normal level. Carnivores need proportionally the moment, it is nevertheless true that a more area for support, since they can’t eat plants directly. Divide popu- creature’s physical body and evolutionary lation by 10 if the species are pure history must have an effect on the type of carnivores or scavengers. Omnivores can presumably shift to a plant-based society it builds. diet if necessary. For parasites, figure population based on the species they parasitize.

FUTURE AND ALIEN CIVILIZATIONS 175 Concentration Empathy pay lots of attention to good ideas, while a Hidebound race will at A race’s Concentration level is like- manners and proper conduct – though least stick with what works. ly to affect its economic productivity. it can also mean a very prickly willing- Imaginativeness coupled with Single-Minded beings can work hard- ness to take offense when others fail to Suspicion can create a race of para- er and thus produce more; their socie- behave properly. High Empathy also noids, sensing dangers that don’t actu- ty may have a higher-than-average implies a fairly high level of Social ally exist. Wealth. Concentration may also affect Control (see above) instead of formal the race’s ability to undertake long- legal structures. Reluctance to give offense may mean the species has Playfulness term projects. Distractible or Short Playfulness is connected to imagi- Attention Span creatures will tend to trouble stating unpleasant truths. By contrast, low Empathy encour- nation and curiosity. Socially, it “live in the moment” and have a hard reflects a culture’s willingness to time planning ahead or considering ages a “laissez-faire” attitude, but is also conducive to “brutal honesty” and devote resources to nonessentials like consequences. They may not have any art, sports, entertainment, and games. capital assets greater than what one a sense of individual freedom. Combined with high Egoism it can Species with high Playfulness are like- group or individual can build and ly to produce lots of art, literature, and make use of. They are likely to be poor make it hard to form any kind of soci- ety at all. Low-Empathy societies may media. They may have elaborate stewards of a planetary environment, sports. Aggressive but Playful species and be limited to low TL. require elaborate and clearly defined legal codes to avoid a total “war of all may channel their warlike impulses against all” situation. into intense competition in athletics Curiosity Science and technology depend ultimately on the curiosity of individ- ual researchers and inventors. A race What is the use of a house if you haven’t got a with high Curiosity is likely to advance quickly, while Incurious species may tolerable planet to put it on? never achieve much advanced science on their own. Curiosity is a major driv- – Henry David Thoreau ing force behind things like explo- ration and contact with aliens. An Incurious race will probably never leave its home planet unless there’s a or wargames. Low Playfulness sug- Gregariousness gests a very “utilitarian” species, only very good reason to do so. The far- A species’ Gregariousness will doing things for practical reasons. ranging starships will belong to the affect its population levels and how They are likely to value rationalism Curious. urbanized society can become. and measurable results rather than Chummy or Gregarious species can aesthetics or inspiring gestures. It have a higher population since indi- means a lot less waste on frivolity, but Egoism viduals don’t mind crowding. Cities Individual ego has its biggest effect that very practicality may mean the may be huge and packed. This in turn on a society’s Control Rating and eco- culture lacks any sort of “safety valve” may stimulate economic activity and nomic structure. Egoistic species for individual or group discontent. technological progress, so Gregarious won’t cooperate easily and will have a species may well be richer and more healthy sense of their own impor- advanced than others. Low tance. Control Ratings for Egoistic Suspicion Gregariousness requires a more dis- species societies will tend to be either Suspicion has a strong effect on persed population, which means very low (no more than 2) or very high government type. A strongly suspi- fewer big cities and more small towns (5 or more). cious race will favor a high CR, but and settlements. A species with a Selfless organisms will tolerate may also insist on protections for civil Gregariousness of -3 or below may high Control Ratings (even if they rights. High Suspicion leads to a never form a society at all. don’t need them), and are more like- strong reliance on following proper ly to adopt non-market economic procedures and documenting every- systems. A very Selfless species thing. Lack of trust in others does Imagination make it hard to organize large-scale might be able to make socialism This trait is another technology operations. work better than egoistical humans and science driver, and also reflects Low Suspicion makes for personal have managed. how willing the species is to try new bravery and a certain level of opti- social structures. A highly Imaginative mism. A low-Suspicion culture is like- race may have a great diversity of ly to be adventurous and expansionis- Empathy social patterns and lots of new tech- Racial Empathy affects how “nice- tic; coupled with low Empathy and nologies. Low Imagination reflects a ly” a species behaves, both individual- high Chauvinism it could make for a love of stability. Note that an ly and as a society. Species with race of aggressive conquerers. Imaginative culture may try lots of bad

176 FUTURE AND ALIEN CIVILIZATIONS Oxygen-Breathers Unite! Some space settings have so many alien species for interstellar travelers, especially when a mistyped there’s no way anyone can keep track of them all. David digit could put you in the fluorine-breather section of Brin’s “Uplift” series and James White’s “Sector a starship! General” stories involve incredibly diverse multispecies Of course, even species that eat and breathe the societies. In such a setting beings may feel kinship with same stuff can be radically different in habits and out- related or similar species. look, and there is a lot of dramatic (and comic) poten- White and “Doc” Smith both used classification tial in having humans lumped together with a hideous systems for alien species, based on various character- or hostile species that happens to share the same istics of biology and environment. Knowing your classification code. proper species code could be a matter of life and death

SOCIETY AND TECHNOLOGY The technology level has a tremen- Invisible Tech human history, disease was a “ran- dous effect on any society. Changes In very high-tech societies, devices dom event,” but with modern medi- like the birth of cities, the industrial can be so advanced as to be invisible. cine it is something to control and revolution, and the modern “informa- Instead of typing commands or press- prevent. Future generations may feel tion society” all came about because ing buttons, people just speak to the the same way about things we see as of new technologies. A strongly “tech- air when they want something to hap- normal. Future societies could nological determinist” view postulates pen. Hidden computers hear and obey. require people to eat properly, or that societies at the same TL will tend Inhabitants of such a society would prosecute makers of “unhealthy” to look the same even if they are differ- have almost godlike control over their products like chocolate or butter. If ent species on different planets. surroundings – but might be com- computer-controlled cars are safer, it pletely helpless if the machines stop may be illegal for humans to drive TECHNOLOGY listening. One can see aspects of this themselves. By modern standards, a already: modern automobiles with future world of hyper-safety might AND AILY IFE computerized engines are more effi- seem dull, and its people oddly D L repressed and unadventurous. (Or a Modern readers know perfectly cient, but there are fewer people who can fix their own cars. hyper-safe world might breed reck- well how much technology affects less risk-takers, unaware that bad their lives. But how will it affect the things can happen.) characters in a space game? Here are Pictures Do Lie some social and personal attitudes to Already it’s possible for a comput- consider for a futuristic society. er-generated actor to steal scenes in a CONTROLLING film. In a future setting, any record- ECHNOLOGY ed or transmitted data could be falsi- T Dead Without It The question of how to control Humans can live on Earth without fied, and any kind of verification can be forged. Such societies may see a technology and who decides when to advanced technology. Even the most do so is a major theme in science fic- tech-dependent city-dweller can still return to reliance on face-to-face transactions and the importance of tion. In SF gaming, it has direct effects breathe the air. On any world without on the game environment. a fully Earthlike environment, that an individual’s word as a guarantee won’t be the case, and humans in of truth. (Or they could lead to a those environments will be much paranoid society in which everything Why? more aware of the machinery that really is a lie and trust is a forgotten Inhabitants of modern Western keeps them alive. Anything that might concept.) civilization may find the whole issue disrupt the life support will be viewed of controlling technology mysterious. as a serious crime, and all citizens are Safety Uber Alles Why bother? Technology has been likely to know at least some basic Advances in science and technolo- good to Europe and its colonies over damage-control techniques. This gy also make people aware of dan- the past thousand years. More must could foster either a strongly commu- gers. Sometimes they are new dan- be better, right? nitarian culture (“we must all work gers resulting from technology; but Maybe not. There are several good together”) or a certain degree of cal- there are also natural dangers that reasons why people might want to lousness (“incompetence is its own become avoidable. For most of control technology. punishment”).

FUTURE AND ALIEN CIVILIZATIONS 177 Social Disruption: New technolo- dangerous, but they’re also really hard root of things, like Asimov’s Laws of gies change the playing field. Some to build, requiring resources on the Robotics or the social stigma suffered people get rich, but those whose for- scale of at least a minor nation-state. by genetically modified creatures. In a tunes are tied to older ways of doing So people can still study nuclear sense, science fiction has been grap- things sometimes get poor. Usually the physics, and the textbooks don’t come pling with this issue ever since Mary economic growth associated with with a security clearance. Shelley’s Victor Frankenstein brought technological change overcomes the Weapon technology is often his monster to life and discovered it disruption, but for the individuals restricted, but how it is restricted had a mind of its own. actually affected, things can be rough. depends on the situation. During the They may try to protect their jobs by Cold War, both the United States and putting the brakes on technology the Soviet Union sponsored massive How? change. research programs into weapon sys- Even if people agree that a given Technologies also change social tems, and trained thousands of engi- technology should be controlled, actu- structures. The birth control pill and neers, but also tightly limited exports ally doing so is sometimes quite diffi- the private automobile led to the and contact with the other side. Both cult. There are a variety of methods. Sexual Revolution, which in turn had sides wanted new tech, they just didn’t Absolute Ban: Just say no. If socie- ripple effects on religious life, family want the other guys to share it. By ty decides that nanotechnology is just structure, demographics, and people’s contrast, in the 1890s Great Britain too dangerous, then forbid it. No views of morality. Naturally, many of had the world’s best battleships, and research into the subject, no making those who don’t like the social changes the introduction of the Dreadnought nanotech items, no nothing. Anyone may wish to ban the technologies that class suddenly made them obsolete. who does can be jailed, fined, or torn cause them. Suddenly, Britain’s naval supremacy apart by an angry mob. This method In a science-fiction setting, where evaporated because of a ship they works, but it has its vulnerabilities. In stellar-level supertech can meet stone- themselves built. Many in the Royal particular, it’s hard for one society to age societies, the possibilities for dis- Navy would have been perfectly happy enforce its ban on others. The ruption are immense. Even with if nobody had that new technology. European Community has had mixed entirely good intentions, advanced Political Instability: Related to the success using economic pressure to cultures can destroy primitive ones – idea of social disruption is the poten- discourage the use of genetic engi- and as yet there isn’t a technology that tial for political disruption, especially neering in other countries. And if a can eliminate bad intentions. It should in tyrannical societies. When the Evil dangerous technology is also power- be noted, however, that supposedly Overlord controls all sources of infor- ful, the society that bans it is putting “primitive” societies on Earth have mation, a new channel of communica- itself at a disadvantage. sometimes proved very adept at using tion can threaten his rule. Dissidents If the ban is maintained by force or new technologies and assimilating can get in touch without being moni- by some external power (a high-tech them into their existing culture. Low- tored; they can contact supporters civilization trying to keep some worlds tech doesn’t equal stupid or helpless, abroad and plan how to get rid of the low-tech, for instance), then the ques- after all. The “natives” may have very Overlord. Naturally, the Overlord tion becomes how far the external different ideas about whether they are wants to keep that technology out of power is willing to go. Will they censor “ready” for advanced technology, and people’s hands. If the new technology textbooks? Destroy research labs? may be very resentful of the arrogant is a weapon that can even the odds Assassinate or kidnap scientists? At aliens trying to keep it from them. between the rebels and the Overlord’s some point the measures to control Danger: Some technologies are just legions, he’ll be even more intent on the technology may become as disrup- plain dangerous. Nuclear power pro- suppressing it – at least until he can tive as the effects they are intended to vides vast amounts of energy, but gives refit his troops. prevent. its users the potential to create nuclear Getting Out Of Control: Sometimes Embargo: This can go in either or radiological weapons. Space travel technologies can literally get out of direction. A society might try to main- lets people explore the Universe, or lob control, especially biotechnology or tain its monopoly on a given technolo- weapons at enemies thousands of artificial intelligences. Computers are gy by strict controls on exports, while miles away. Nanotechnology holds the powerful and vital to all parts of daily others might try to keep out “harmful” potential for immortality – and for life – what if they stop obeying orders? tech by import restrictions. This deadly “gray goo” capable of destroy- Compared to most machines, humans works fairly well to control the spread ing all life. are frail and easily damaged, and the of large items, but it can’t stop infor- Any society may decide that some technology that makes it possible to mation very well at all, and no border technology is simply too dangerous to support a city of millions means those is absolutely “leakproof.” If somebody let anyone have free access to. Even millions are vulnerable when some- on one side wants technology that is the open, technophilic West keeps thing goes wrong. Do humans want to only available on the other side, then nuclear weapon designs secret. create machines smarter than we are? somebody else is going to make Exactly how secret depends on how In the modern world, this is one money smuggling it across. dangerous the technology is (or is per- reason for the alarm about genetically In the case of a low-tech society ceived to be) and how easily it can be modified foods or human cloning. In denied access to high tech, an embar- misused. Nuclear weapons are really science fiction, this fear is often the go can prevent the import of items,

178 FUTURE AND ALIEN CIVILIZATIONS LOSING TECHNOLOGY A common trope in science fiction, going well back before even the inven- tion of nuclear weapons, is the decline of modern civilization and the loss of technological capability and scientific knowledge. There are a couple of reasons why this is such an appealing idea in fic- tion. First (and simplest), the image of barbarians wandering through the weed-choked ruins of New York and Paris is a dramatic and compelling one. It lets writers comment on things like hubris, mortality, and other Big Topics. Second, reducing or limiting tech- nology makes for fun adventures. Destroying civilization in a story lets the reader (and the author) experience the vicarious fun of getting away from all the bothersome details of modern life. No IRS audits, no taking the kids to soccer practice, no pesky supervi- sors at work – just a pure struggle for life against mutant cannibals and psy- chotic motorcycle gangs. Limiting technology also lets sci- ence fiction dip into the deep wells of historical and fantasy fiction. and might even limit the spread of trying to find out how they work ends Cutlasses were good enough for the things like textbooks and schematics, up with useless fragments. A variant pirates of the Spanish Main, why can’t but it’s almost impossible to stop ideas on this is to include fingerprint or space pirates use them? And it’s much from getting across. Once the locals DNA recognition pads on equipment, more sporting to fight a dragon with- have seen firearms, they’ll try to build and install a self-destruct if anyone out an elephant gun or blaster cannon their own. If they succeed, then either who isn’t an authorized user tries to handy. the embargo power must try to activate it. Dark Ages can be useful even if the enforce an absolute ban, or admit that A brute-force method might characters aren’t living in them. A the society has “joined the club” and employ large electromagnetic pulse “Long Night” or “Chaos Years” in the relax the restrictions. generators to fry any electrical tech- past lets the GM “press reset” on the Licensing: An open society may try nology in use on a given world. Every setting’s history. He doesn’t have to to limit the spread of dangerous tech- few months, the Technology Patrol envision a future society that knows nology by requiring anyone who uses comes through and zaps the planet everything known today plus cen- it to pass rigorous tests, and possibly back to the Steam Age. A more sophis- turies of future scientific and cultural security checks or psychological ticated version of this might employ accumulation. He can focus on the exams. This has the advantage of let- nanotech devices built to home in on period of rebuilding leading up to the ting society enjoy the benefits of the gunpowder or plastic and break them campaign date. technology, but it also means the safe- down into useless dust. A post-Dark Age setting allows for ty of the society depends on how well More elaborate “superscience” more variety in technology and soci- the licensing exams work at weeding methods can be used to enforce a tech eties. There can be super-advanced out crooks, fanatics, lunatics, and embargo or an absolute ban. In L. technology from before the Collapse enemy agents. It’s vulnerable to cor- Sprague deCamp’s “Planet Krishna” left lying around, and isolated human ruption, and won’t stop a really deter- stories, the authorities used sophisti- societies on different worlds can mined foe from learning what they cated brainwashing equipment to diverge into strange and interesting want. make sure nobody cheated on the forms. Explorers can go out to re- Technical Fixes: It’s possible to use technology embargo – but even then establish contact with human worlds, technology to control technology. The the inventive Krishnans found ways to leading to all kinds of cool Planetary simplest way is to attempt to make beat the system. Romance possibilities. devices tamper-proof, so that anyone

FUTURE AND ALIEN CIVILIZATIONS 179 How It Happens industrialization. (TL5 is also about is to assume some kind of massive Actually losing technical knowl- the highest technology a town-sized social movement in favor of a low-tech edge is difficult. Even during the community could easily keep running existence. In practice this works out to Dark Ages following the fall of Rome, with occasional infusions from an absolute ban on high technology, Europe retained its technology. What outside.) but one enforced as much by popular it lacked was resources – the sheer Lower technology levels require prejudice as by government action. A wealth needed to finance big con- much smaller populations. An Age of voluntarily low-tech society might struction projects or equip a profes- Sail ship’s crew could fabricate and stockpile advanced weapons for self- sional legion to Roman standards. maintain just about everything they defense, leading to unpleasant surpris- The knowledge was there, just not the needed on board, except for the can- es in store for would-be conquistadors money. That being said, there are sev- nons. A town of a few thousand could seeking an easy victory over a “primi- eral ways to reduce the available be technologically self-sufficient and tive society.” technology of a culture, even if they self-sustaining at TL4. Given the poor Another method is to assume that have knowledge of more advanced communication and transport avail- the society’s technology all depends on techniques. able, even small communities of only a single key resource, then cut off the The simplest and most brutal is a a few hundred had to be self-sufficient supply. Energy sources are an obvious population crash. Most modern tech- at TL3, and TL2 needs about the same choice, but there are others. One inter- nology works best on a large scale. A population. Bronze Age TL1 cultures esting variant is to assume the soci- silicon chip plant requires a market can be maintained with even a small ety’s technology is based on a supply for millions of chips to be profitable. village. of Precursor artifacts – perhaps all Reduce the population and the tech These population levels assume starship drive cores are Ancient tech, level possible goes down. Maintaining reasonable levels of trade and commu- and if the supply runs out, there won’t TL8 requires a society about as big as nication. Any disaster that cuts off be any more starships! a large modern nation-state, like transportation would effectively make Finally, information itself can run Japan or the United States, with 100 every town a self-contained unit, limit- out. A culture that stores all its records million people or more. A TL7 culture ing them to the technology they can in electronic format could lose huge can be smaller – the size of a country support with local resources. chunks of knowledge to an “infowar” like Great Britain or Italy, with a pop- Similarly, an interstellar colony that is of virus programs or EMP weapons, ulation of 50 million or more people. cut off (by war, or some interference in or to some catastrophic software acci- For TL6, a society can get by with hyperspace, or whatever) would have dent like the much-feared “Y2K bug.” about 20 million. Maintaining TL5 to manage with whatever technology This is especially likely for a small needs at least 10 million, the size of its population can maintain. colony without a lot of backup the young United States at the start of If you don’t want to kill everyone libraries and archives. off, another way to reduce technology ECONOMICS One of the most important aspects Resources Any science-fiction universe of any society is how it generates and The resources available to a society needs to make note of what distributes wealth. The science of eco- are one factor controlling its econom- resources are particularly valuable, nomics studies how societies perform ic output. Resources are found items, given the available technology and this basic function. products of nature that can be turned the needs of society. A resource that to productive use once a society is rare and critical to important tech- ECONOMIC applies its available technology to the nologies can be a good plot hook, problem. driving conflicts between characters OUTPUT Resources become valuable when and between societies. they are very useful and in short sup- One trap to avoid, of course, is the Any society, even a pre-industrial invention of a mysterious resource one with very primitive economic ply. If a resource isn’t useful, it won’t be valuable. For example, uranium that was completely unknown to pre- institutions, will produce goods and spaceflight society, but which has services. Economic output is one way ores were nothing but a geological curiosity before technologists somehow become critical to civiliza- to think of the sum total of all eco- tion. Many science-fiction stories nomic activity within a society: food learned how to extract power and explosive force from them. have postulated such resources, and harvested, raw materials gathered, it’s not unreasonable to have one in a manufactured goods produced, hous- Meanwhile, even a useful resource won’t be valuable if it is plentiful. space setting, but they shouldn’t be ing erected, professional services multiplied beyond reason. See used, artistic works created and per- Iron is extremely useful in many industries, but since iron ore is com- Unobtainium (p. 181) for examples formed . . . everything that the soci- of such resources. ety’s citizens might wish to produce, mon it remains relatively cheap. offer for trade, and use.

180 FUTURE AND ALIEN CIVILIZATIONS Unobtainium Here are some examples of special resources not living world might yield useful, yet previously unknown, found on present-day Earth, which are reasonable to industrial chemicals or drugs. Meanwhile, alien organ- include in a science-fiction universe. isms will produce other substances, valuable for their rarity or curiosity value: exotic woods, unusual amber- Antimatter like secretions, and so on. The visible universe is dominated by “normal” mat- The classic example of an exotic biological – the ter. Antimatter doesn’t seem to exist naturally in large basis for an entire series of novels, in fact – is the masses, for a very good reason: if a large quantity of melange spice in Frank Herbert’s Dune. antimatter was produced by some natural process, it would annihilate itself spectacularly the moment it encountered normal matter. Quantum black holes, magnetic monopoles, cosmic Antimatter is thus likely to be produced only in a lab- string loops, or negative matter could all be valuable in oratory – but if some odd natural process produced a future society. Even if there’s no industrial use for large quantities of antimatter, then somehow confined it them, scientists will likely pay good money for samples away from contact with normal matter, it could be to study, and some types of weird matter may be essen- “mined.” The engineering processes involved would be tial for antigravity or FTL travel. Most of them are like- difficult, but any civilization that already uses artificial ly to be very hard to collect and store. antimatter for power distribution will be up to the chal- lenge. Transuranic Elements Antimatter, of course, is the basic power source in It’s a common cliché to invent “new” chemical ele- the Star Trek universe. The television series has never ments that were somehow unknown to pre-spaceflight established whether antimatter is produced or mined, society, but which are critical to interstellar society. In but given the wealth of other odd materials in that uni- fact, there are no gaps in the periodic table of the ele- verse, natural production seems possible . . . ments; we already know all the chemical building blocks of matter, from here to the furthest star. Artifacts There is one set of chemical elements – the stable Alien or Precursor devices of technology beyond transuranic elements – that have not been found on what human civilization can achieve are fabulously Earth, but which could conceivably be found in other valuable. If the super-advanced aliens are still around, star systems. As atomic nuclei become heavier, they getting their artifacts requires finding something they become more unstable and more radioactive, which is think is worth trading for, and avoiding any restrictions why elements heavier than uranium aren’t found in their government may place on giving high tech to nature and must be produced in a laboratory. However, primitive humans. If the aliens are extinct (or have there are theoretical “islands of stability,” ranges of “passed on to a higher state of being”) then finding arti- atomic weights well beyond that of uranium, in which facts is a cross between prospecting and archaeology, nuclei might be more or less stable. Tiny amounts of and the chief dangers are claim jumpers and huge such ultra-heavy metals might be produced in superno- rolling stone balls. va explosions; if some natural process could concen- trate them, it might be possible to find and mine them. Exotic Biologicals What properties do these stable transuranics have? Living organisms produce a bewildering variety of It’s anyone’s guess, since no one has found or produced chemicals even on Earth, where almost everything uses any of them yet. Perhaps some superscience technolo- the same basic biochemistry. On alien worlds, where life gies depend on the unusual properties of these weird may be based on other chemical processes, truly exotic substances. Several pieces of classic science fiction, par- substances will be produced. ticularly Poul Anderson’s “Polesotechnic League” sto- Any one biochemical is unlikely to be useful, but ries, turn on the rarity and special properties of stable biologists and pharmaceutical researchers make their transuranics. living by investigating thousands of them at a time. Any

Technology developed. New technologies create who is given better tools will often pro- Advances in technology have a brand-new industries, each with its duce more goods, or more useful serv- variety of effects on a society’s econo- own pattern of supply and demand, ices, in the same amount of time. my. Every new technology increases and this can increase a society’s eco- Technological advances can also make the variety of goods and services, and nomic volume. the use of resources more efficient, so creates a demand for items that didn’t Another profound effect of new that more goods can be produced with even exist before the technology was technology is on productivity. A worker the same amount of energy and raw materials.

FUTURE AND ALIEN CIVILIZATIONS 181 falls below a certain level. This level can be quite low, of course – either because everyone is facing true depri- vation, or because the society regards its poorest members as expendable. Any economic production, beyond what is needed to meet this minimal standard of living for everyone, is an economic surplus. One question that needs to be con- sidered is the source of a society’s eco- nomic surplus. Which members of society actually do the most to pro- duce the surplus – unskilled laborers, skilled laborers, managers, technolo- gists, or automated machines? What status do these productive classes hold in society? How do they produce the surplus, and what form does it take? Economic surpluses are often generat- ed by a society’s newest industries, based on new resources or new tech- nologies that haven’t been fully assim- ilated by the society as a whole.

Economic Equality One common theme in science fic- Who benefits – who profits – from Every society must develop mecha- tion is the economic disruption manufactured goods and delivered nisms to distribute its economic sur- caused by new technology. It’s true services? plus. The question of who benefits that when new technologies change from the surplus is as important as the patterns of supply and demand, some question of who produces it in the first industries (and some occupations) Surpluses place . . . and there’s no guarantee that will decline in importance. Many sto- Every society defines a minimum they’re the same people. ries have described societies in which standard of living for its members, One feature of a distributive sys- citizens are being made obsolete by often reinforced by moral or political tem is the degree of coercion that it advances in technology. codes. No matter how hard times get, involves. Many societies distribute On the other hand, the economic a society’s members tend to share their economic surpluses coercively. law of comparative advantage suggests their goods and labor so that no one that advances in technology will never render human workers completely useless. Even if automated ultra-tech tools can do everything more efficient- Money ly than human labor, society will still There’s a long tradition of coming up with new names for money in be more productive if humans are per- futuristic settings, and one can tell a lot about a society by what its cur- mitted to do whatever they do best, rency is called. “Credits” are a very common currency in science fic- trading the products of their work for tion, suggesting a highly abstract money system, possibly with no other goods and services produced by physical “money” circulating at all. Other societies might prefer a cur- machines. Some recent science fiction rency with a more objective basis of value: the gigajoule (about $10), envisions societies in which sophisti- the megabyte (about $0.20), or grams of various metals. If counterfeit- cated computers do most of the ing is a problem, “money” may take the form of one-time cryptograph- administration and industrial produc- ic keys. tion . . . but humans still thrive by pro- Currency names can also reflect the society’s history and values. ducing art, music, philosophy, and Monarchies may have “Royals” or “Imperials.” Any human culture other cultural goods! might use “Solars” in honor of the home system, or “Stars” as a more generic unit. CONOMIC Of course, an especially balkanized setting might not have any kind E of standard interstellar currency. All transactions off-planet must be in DISTRIBUTION barter, and the value of an item shifts wildly depending on who you’re Once an economy produces goods negotiating with. and services, the economic system has to determine how to distribute them.

182 FUTURE AND ALIEN CIVILIZATIONS hands, leading to strong inequalities of wealth. Such inequalities often encourage the formation of an elite The Leisure Society social class – administrators, entrepre- Many science-fiction stories have portrayed a leisure society, a soci- neurs, high priests, or military leaders ety in which almost no one is forced to work in order to support a com- who use wealth, social position, and fortable lifestyle. In a leisure society, even many luxuries (advanced political power to reinforce each other. education, luxury goods, wide-ranging travel, and so on) are freely Other systems tend to spread the eco- available to every citizen. nomic surplus more widely, permit- A leisure society can happen when industries are so productive that ting more of a society’s members to they can easily provide every citizen’s needs without requiring them to benefit. work. This can be the result of extremely advanced technology, such as There are many societies in automated factories and “magic” nanotech. In effect, so much wealth which wealth means more than is available that the minimum standard of living for every citizen can money or goods. Prestige, religious be placed very high. merit, or political influence are Naturally, even in a leisure society some people will have more immaterial forms of “wealth” that leisure than others. Just because the minimum standard of living is might be as valuable as cash in some high doesn’t mean there isn’t an economic surplus, which may be dis- settings. tributed very unequally. In fact, in a world where no one is suffering Coercion and equity are almost real starvation or deprivation, it may be easier to justify vast differ- “independent variables,” only loosely ences in wealth. correlated with each other. A despotic Of course, another way to generate a leisure society is to have an or feudal society will be both strongly underclass of non-citizens who do all the necessary work. This is an coercive and very unequal in its distri- extreme example of an unequal system of distribution – the luxurious bution of wealth. A communistic or standard of living of a few citizens is supported by the labor of many hive-mind society may be very coer- non-citizens. If the relationship is very coercive, the society holds cive, but also very egalitarian. A capi- slaves or serfs. If the system is only mildly coercive, the laboring class talistic society may be very free, while may be “migrant” or “guest” workers. If the laboring class has the Slave still permitting wealth to concentrate Mentality disadvantage, then no coercion may be needed at all! in the hands of a property-owning or In science fiction, leisure societies can be a useful way to examine entrepreneurial class. Finally, a com- a variety of social or philosophical issues. When no one needs to munitarian or “natural communist” struggle to survive or enjoy life, does life still have meaning? If the society may be very free while still dis- leisure society is supported by non-citizen labor, what moral obliga- tributing the economic surplus almost tions exist between citizens and non-citizens? Do the answers change equally across the population. Super- if the non-citizens are themselves products of advanced technology intelligent AI computers might be able (robots or artificial life forms)? to make central planning work in a way that humans have not been able to achieve. The surplus is gathered in the form of taxes, fees, tribute, or other enforced contributions, and is then distributed by the conscious action of an admin- istrative or governing class. Other societies use some form of “free mar- ket” to distribute an economic sur- plus. In a free market, ownership of goods and services is assigned to the people who produce them, who are then permitted to offer them freely to anyone who can meet a reasonable price. Most societies use some mix of these methods, using some level of coercive taxation to support the gov- ernment’s operations, and permitting other economic activity to take place in a free market. Another important feature of any distributive system is its level of equi- ty. In some systems, the economic sur- plus is concentrated into very few

FUTURE AND ALIEN CIVILIZATIONS 183 The coerciveness of a distributive simple measure in the GURPS rules a lot of Dead Broke people to balance system is related to the Control – but it will have an effect on how them out. An egalitarian society will Rating of a society (p. B506). A soci- many people have Wealth (p. B25) have few Multimillionaires and rela- ety in which wealth is coercively dis- far above or below the average. A tively few Dead Broke or Poor peo- tributed will almost always have a strongly unequal society will have ple. The average wealth will remain high Control Rating. The equity of a some people with several levels of the same. distributive system doesn’t have a the Multimillionaire advantage, and LAW AND JUSTICE Of course, governments aren’t real- religion. Islamic law combines the amendment makes it easy to follow a ly governments without laws. A despot principles laid down by Muhammad disastrous course. may rule by whims and decrees, but with what amounts to a common-law In many Earth nations law codes any stable society requires a set of system of precedents and interpreta- exist uneasily with other systems. In known and consistent rules. tions; ancient Jewish law was very the Anglophone democracies, acts of Otherwise any kind of planning for the similar. Religious law has the advan- the legislatures can supersede com- future becomes impossible. tage of divine authority to lend legiti- mon law, but in Islamic lands conflicts macy, but that can break down if the between religious law and secular law populace changes its beliefs or aban- can erode the legitimacy of the civil SOURCES OF LAW dons the religion. Like common law, authority. Laws can come from a variety of religious law is very slow to change, sources, and the source of law must especially since the divine revelations ultimately be something that makes simply cannot be wrong. Fiat Law the law legitimate in the eyes of the In science-fiction settings, there is In some situations, the law is sim- people who obey them. the possibility that genuine “higher ply what the people in power say it is. powers” might actually exist. A super- What they say can change from day to intelligent AI, or aliens with vast intel- day, and it’s up to the population to Common Law lects, might give a culture a set of laws stay informed. On Earth this sort of Many English-speaking countries to follow, then either move on to rule by edict is usually confined to dic- on Earth follow a system of common another world or lose interest in the tatorships, emergency governments, law, based on tradition and precedent. project. Colony founders might give military occupation authorities, and While sometimes unwieldy, it has the their descendants a legal code that any other situation where there is weight of tradition and the powerful acquires mythical status after civiliza- power to enforce order, but no estab- concept of “because we’ve always tion collapses. lished rules. But in a future society done it that way” to lend legitimacy. with AI computers, a legal system that Nowadays all countries supplement adapts moment-to-moment, taking all that with laws enacted by legislatures, Legislated Law factors into account and judging each but on another world or in an alien Law codes are systems of rules situation on its merits, might be high- civilization, tradition could be the drawn up by a government. An ly enlightened and efficient. only true source of law. Such a system absolute ruler can draw up a code to gives a lot of power to the judges who suit himself and impose it by fiat (as interpret the law and make decisions Justinian or Napoleon did); democrat- Other Systems that get enshrined as precedent. ic states have legislatures to make and Science-fictional societies can add Common law systems are sometimes amend laws. Code law depends on all kinds of new wrinkles to the idea of slow to adapt to changing conditions respect for the government for its making laws. and unexpected situations. They can legitimacy, although an especially Consensus systems use the input of often preserve odd quirks and rem- well-crafted set of laws can be accept- everyone in the society, or at least all nants of the past. In organized, literate ed for their sheer functionality. In a adults. In low-tech societies this only societies, common law can amass a monarchy the legitimacy of the laws is works in small groups, and often huge database of precedents and deci- the same as the ruler’s claim to the requires a lot of discussion. But an sions, while in low-tech cultures it right to rule. In a democracy it is often information-age society could link up may only include what the judges can codified in a constitution (which is its citizens in an “online democracy.” remember. really nothing more than a “meta-law” It can either enact codified law as a to define the system for making and kind of super-legislature, or apply fiat changing the rules). The same author- law to situations as they occur. Religious Law ity that drafts the laws can change Instinct is seldom a basis for law When you can’t trust other humans them, so that a law code system can among humans (though consider the to make the laws, who can you trust? adapt to changing conditions; howev- ancient tradition sanctioning a man God, that’s who. Many societies on er there is no guarantee the changes killing his wife’s lover). Alien creatures Earth still use legal systems based on will be wise ones, and the ease of might have much more of their

184 FUTURE AND ALIEN CIVILIZATIONS behavior determined by hard-wired instinct, and use that as the basis for law and administering society. Prestige might give an individual’s statements or opinions the force of law in some societies. This assumes that prestige comes from some source other than brute force or religious authority. On Earth this sometimes works in democratic societies, when prominent individuals can urge legis- lation and sway public opinion. Participation could be the source of law in a utopian anarchy or a laissez- faire free enterprise system. Individual laws or sections of legal code could be made available to the public, and if the public adheres to those laws, they remain in force. This is akin to com- mon law, but with the built-in “sunset” policy that if enough people break the law it ceases to apply. RESOLVING DISPUTES One of the reasons to have laws is to resolve disputes between people or groups. When there is no mechanism might use it for all dispute resolution. giving victory in a fight to the one who for dispute-resolution, the only Mediation seeks to work out a “com- is right. A culture that values martial recourse available is fighting. On promise position” that both sides can prowess might retain trial by combat Earth, dispute-resolution is handled live with, instead of the more familiar even in a high-tech society. There may by the courts, through the whole sys- “winner and loser” outcome. be limits on weapons one can use, tem of civil law and litigation. Other Mediation helped by psionics or rules about hiring a champion to fight cultures might do things differently. super-intelligent computers might try in one’s stead (in which case skilled Augury seeks the will of the Gods to achieve the goal that is best for champions can become very well- through omens, and has been used on everyone, including the participants paid), and so on. It’s quite likely that a Earth as a means of dispute-resolu- and society. society with trial by combat as a legal tion. If reading omens requires a Ordeals are an old method, similar mechanism will also have a lot of priest, then in effect the priests are the to augury, in which the disputants go informal duels and fistfights. civil judges. But if anyone can read the through an ordeal like submersion, Verification by supersophisticated omens, then this is essentially justice holding a burning coal, handling poi- lie detectors or completely reliable by random die rolls. Clever operators sonous snakes, or other unpleasant- truth drugs could make the whole will learn to “game the system” by ness. The theory is that whoever is in question of dispute resolution a tech- choosing situations so that the omens the right will be protected by divine nical matter. This would reflect a soci- favor their side. In some settings, the power and so will be unharmed. If the ety in which getting at the truth is omens may be picking up the will of ordeals are dreadful enough, people more important than privacy. some superhuman being. will only demand a trial when they are Democracy means that the whole sure they are right! society gets to resolve disputes, proba- Telepathy lets a skilled psi discover CRIMINAL bly through some kind of Athenian the true right or wrong based on the ETECTION democracy vote. Even in modern memories of those involved in a dis- D America people talk about the “court pute. This makes psis into arbitrators, Criminal law can be considered a of public opinion” and note that the and means that privacy is impossible special case of civil law, in which the judges follow the election returns. for anyone who wants justice. This is society as a collective entity considers This requires either a small, close-knit an obvious choice for a society ruled itself wronged by one person’s society or a very efficient communica- by psis. actions. Again, the major purpose in tion system. Trial by Combat has an old history having criminal laws is to make soci- Mediation is used in some cases in on Earth, and is based on the idea that ety the agent of justice rather than let- modern society, but another culture Fate or the Gods will uphold justice by ting individuals carry on personal vendettas.

FUTURE AND ALIEN CIVILIZATIONS 185 How a society deals with crime in various ways. This could range criminals are sent to serve out their reflects both its ideals and the practi- from making copies of famous sentences. Often the Zone’s borders cal realities the law enforcers must actresses for bordellos to something as are sealed by some kind of ultra-tech face. In the United States we insist relatively benign as cloning great ath- barrier. Violent criminals tend to build that the police read the accused their letes and then seeing how much teams their own vicious anarchy, while polit- rights (idealism) and allow minor pay to hire a legend “reborn.” ical prisoners may use internal exile as criminals to plea-bargain in exchange a chance to put their ideals into for testifying against major ones action. (practicality). These two are often PUNISHMENT Finally, a criminal could be exiled buckets in a well, changing relative While the details of law enforce- by simply becoming “invisible.” In a importance depending on how serious ment and dispute resolution get short high-tech culture this means being the crime problem is. When crime is shrift in most science fiction, writers Zeroed, but with no chance to acquire running rampant, “get tough” policies and filmmakers get really creative a temporary identity. Cut off from are enacted, shifting the balance to when it comes to punishments. Just computer networks, bank terminals, practicality. When things are under regular jail never seems to be enough. and communication, the exile lives in control or there are outrageous abus- Over the years, they have come up society but can’t participate. es, the idealists demand reforms. with lots of imaginative ways to In modern Western societies the punish evildoers. police are a distinct agency, separate Organ Banks from the military, the courts, and Larry Niven was probably the first fire/rescue services. Other cultures Brainwashing author to suggest that capital punish- Mind control, either through may combine elements – a frontier ment becomes a lot easier for people psionics, hypnotic conditioning, or marshal might be both police and to stomach if they know that all the brain surgery, lets society try to “cure” magistrate, authorized to track crim- criminal’s usable organs will go to help criminals. The simplest level just inals and mete out punishments on sick and dying people get a new lease makes it impossible for a convict to his own authority. In a society facing on life. Niven also speculated that if perform violent or criminal acts. The serious violent crime, the army may living a long and healthy life depends film A Clockwork Orange shows one take over some or all law-enforce- on lots of executions, people might technique and its effects. Sometimes ment tasks. Conversely, a very peace- start imposing the death sentence for clever crooks can find ways to beat the ful culture might view policing as just more and more offenses. So far, no conditioning. an extension of fire and rescue, deal- government has connected the same More elaborate brainwashing may ing with all threats to the safety of the dots, but it may only be a matter of “kill” the criminal’s personality and citizens. time. In a space campaign, many replace it with a new person who high-CR societies may fill organ banks doesn’t remember the crimes he com- with parts of condemned criminals. New Crimes mitted. The brainwashers may or may With sufficiently advanced medi- New technologies and new soci- not tell the reprogrammed person cine, the criminal doesn’t even have to eties mean new ways to break laws. In what he did. This kind of treatment die. A particularly cruel culture might just the past couple of decades com- lends itself to complications when the remove organs for transplant from a puter crime has gone from a curiosity treatment goes wrong. Is the mass live felon, condemning him to an exis- to a major concern of law enforce- murderer’s personality starting to tence tied to life-support machines but ment. Some possible future crimes resurface in his new mind? What if a helping others. Cordwainer Smith’s include: mindwiped person runs into a victim hell-planet Shayol took this to an even Illegal Insentiation: Creating a com- of his former personality – a victim more baroque extreme, as convicts puter system with free will, contrary who wants revenge? were sentenced to life on a world to the rules governing AIs. where local microorganisms stimulat- Irreversible Murder: Killing a per- ed the growth of extra organs! son in such a way as to preclude easy Exile If space travel is easy, then crimi- recreation or revival. nals can be exiled to another world, Mindrape: Mind-reading or mental Virtual Prison either for a limited term or for life. A manipulation without consent. One complaint about modern jails relatively humane society may simply Personality Theft: Stealing an indi- is the expense. It costs money to house use this as a form of “compulsory col- vidual’s mind record. a criminal in even minimally decent onization” intended to let troublemak- Social Tampering: Influencing a standards. It would be so much sim- ers and tough guys fight a hostile plan- low-tech or alien civilization for per- pler if they could be just stacked up et instead of peaceful citizens. A tyran- sonal gain. The most common method like cordwood in a warehouse some- nical or sadistic culture may use con- would probably be the “God Grift” where until their sentences are up. victs as slave labor, or ship them to an (impersonating a divinity for criminal Suspended animation offers a way to especially nasty “hell planet” where purposes). do just that. Crooks get frozen for the only the toughest can survive. Unlicensed Cloning: Making a length of their sentence. No muss, no Internal Exile requires some kind genetic duplicate of someone (proba- fuss. of preserve or “prison zone” where bly someone famous) for exploitation

186 FUTURE AND ALIEN CIVILIZATIONS Of course, some might object that sentence experiencing all his crimes For some beings, the question of freezing felons means they aren’t get- from the viewpoint of the victims. how to punish them becomes impor- ting punished for their crimes. They tant. A teleporting psionic can’t be enter jail, go to sleep, and wake up free kept in jail, and a superintelligent AI men. Virtual reality technology can Alien Punishment could simply “upload” its personality solve that problem: the prisoner’s body A nonhuman culture could use to a different computer brain. Would sleeps, but his mind is awake in a sim- very different penalties, based on alien an immortal even mind spending a ulated environment. The nature of psychology or anatomy. For instance, few years locked up? In any society that environment depends on how a species of gregarious herd creatures where these things are normal, the cruel the prison system planners want might consider exile the equivalent of laws and courts must have ways to to be. It could be educational, merely the death penalty, while a society of deal with them. Perhaps the psionic tedious, or actively horrific. One idea solitary carnivores would hardly con- gets an implanted “inhibitor chip,” that is just sadistic enough to be plau- sider it a punishment at all. A species while the computer is isolated from all sible is for the criminal to spend his that regrows limbs might use amputa- networks. tion as a penalty for minor offenses. MILITARY FORCES Almost every society maintains threatens. Depending on how much he has a stake in the society’s military military forces – institutions designed time and money is spent on training success. Even very advanced and pros- to use force to defend the society from and organization, a militia can be an perous societies often use militias; for attack or impose the society’s will on untrained rabble, or it can be a highly example, most modern industrial its enemies. The nature and organiza- trained near-professional force. Some states maintain “national guard” units tion of these forces can have a big societies require every citizen to to supplement their relatively small effect on how a society works, so it’s undergo basic military training, standing armies. an important thing to consider when providing a large pool of people who Both standing armies and militias designing an alien or futuristic society. can take up arms immediately when can be made up of volunteers or con- needed. scripts. Conscript armies can be vastly larger, but tend to have lower overall MILITARY TYPES morale and training levels. Some Throughout history, military forces nations have a volunteer standing have been organized in a variety of dif- army in peacetime and expand it ferent ways. Many of these institution- through conscription when war al forms may be resurrected in the breaks out. Being a volunteer soldier future, as military technology (and the gives characters a Duty to the service, political environment) change. while conscripts have an Involuntary Duty. Standing Armies The concept of a standing army – a Mercenaries permanent military force manned by Some societies make heavy use of trained professionals – is relatively mercenaries. Mercenaries are profes- new in human history. Although mili- sional soldiers who are not dedicated tary forces can be economically pro- to the service of one ruler or state; ductive, as when they’re used for pub- instead, they temporarily serve what- lic-works projects or humanitarian ever ruler or state pays them. aid, they’re usually a net drain on a Mercenaries can be very effective, society’s wealth. As a result, a society because they are professional soldiers. needs to have a significant economic Mercenaries also have the advantage surplus before it can maintain perma- that they don’t need to be kept on the nent military forces. Societies without payroll during peacetime. On the standing armies have used a variety of other hand, both of these advantages techniques to maintain a military can turn against a mercenary force’s force for use in wartime. employers. Mercenaries will rarely Militias are found most often in take great risks in battle, because their frontier societies, or in small “city- interest is in surviving long enough to Militias collect their pay and move on to the Many societies use a militia instead state” societies that have only limited next assignment. Mercenaries can also of a standing army. A militia is drawn manpower. They are more common in be dangerous if they don’t get paid on from the civilian population, and can democratic societies, where the com- time . . . be called up when an emergency mon citizen is encouraged to feel that

FUTURE AND ALIEN CIVILIZATIONS 187 Mercenary forces are common in Army Organization usually assembled and reassembled as aristocratic societies, where the rulers “Ground forces” military units (an needed. Units above the division level may prefer to rely on professional sol- army, a marine corps, and so on) will are usually commanded by full gener- diers but can’t afford to maintain a usually be organized in the following als (Military Rank 8+). standing army (or are reluctant to arm hierarchy. Teams of two to four indi- the common citizenry, for fear of rev- viduals are the smallest tactical unit. Navy Organization olution). Mercenaries are also more Squads are composed of two to three common in situations where warfare In science fiction, “space forces” teams (more in a high span of control (the navy, the Patrol, and so on) are is considered to have “rules” limiting culture), or are the crew of a single its destructive potential. usually organized along the lines of a large fighting machine. Platoons are present-day oceangoing or “wet” navy. formed of three to five squads under Since space navies are organized MILITARY UNITS an officer, and may include some sup- around spaceships of varying size and port personnel outside the combat Military units are usually organ- complexity, they won’t use the simple squads. A Company consists of three ized in a hierarchical fashion, with hierarchy to be found in a ground- to five platoons, a command or head- smaller units being used as building based army. quarters element, and some addition- blocks for the larger ones. Historically, Note that a “space navy” doesn’t al support vehicles and personnel. It is the number of small units that make have to use “wet-navy” ranks and normally commanded by an officer of up the next larger one is often quite titles. A space force derived from the Rank 4. Artillery companies are called consistent. This is because of the con- air force would have ships command- batteries, while cavalry or armored cept of span of control: a single human ed by majors and colonels, and fleets companies are troops or squadrons. commander can only deal with so led by generals. Alternately, the spac- A battalion consists of two to five many subordinates before being over- ers might come up with their own set companies, with a headquarters ele- whelmed by the stream of information of titles – astronaut, specialist, mission ment and a significant number of and needed decisions. Military officers commander, etc. extra support vehicles and personnel. deal with this problem by delegating Team: A team is the smallest organ- A battalion is usually the smallest unit some of their authority to other offi- ized unit, and consists of two to six to have extensive “rear echelon” sup- cers of lower rank, who command crewmen who work together to sup- port elements, such as a medical field smaller units. port some common function. A team hospital, a motor pool, or a military- This section describes a fairly will usually be led by an experienced police unit. Regiments consist of two “generic” system of military organiza- crewman (Military Rank 0-1), to three battalions, normally com- tion, based on modern Western mod- although a team with a particularly manded by a colonel (Military Rank 5- els. This system may be useful for a important function may be led by a 6). Regiments are often composed of wide variety of science-fiction settings, senior NCO or even an officer. On a battalions and companies of different especially in the “military SF” genre very small vessel, a “team” may consist types, and can exchange these smaller where many authors draw on their of only one crewman, in which case units to fit changing circumstances. own experience of military life to flesh the team isn’t considered part of the Some armies use regiments as a pure- out their description of futuristic mili- command structure. ly administrative unit, while others tary institutions. Department: A department (some- dispense with them entirely, but GMs who want something more times called a section) is a group of they were the primary unit for the exotic may wish to research alterna- teams that work together to take care British Army during the colonial era, tive military models – although the of one function aboard a vessel or so they show up in Kiplingesque space hierarchical organization of military naval base. A department is usually settings often. units is likely to be a constant for any referred to by its function: the com- A brigade consists of two regiments human military force. mand department, the communica- or three to five battalions. Like a regi- Aliens, or other beings not subject tions department, the engineering ment, a brigade is usually composed to human limitations, may organize department, and so on. A department of a variety of smaller unit types, and their military forces quite differently. head is often called a chief, a depart- may exchange smaller units as need- One simple variant is to change the ment officer, or a commander. He may ed. Divisions are the smallest self-con- span of control: beings descended be a senior NCO for a small depart- tained military units, with all their from herd or hive animals might be ment, or an officer for a medium-sized administrative and support functions able to manage larger numbers of sub- or large one. His Military Rank “in-house.” A division consists of a ordinates, leading to bigger units at depends on the number of people in variable number of regiments or each level of the organization scale. department. brigades, usually averaging about 20 Conversely, solitary aliens might pre- Crew: A single ship’s crew consists battalions in all. It is normally com- fer a more “hands-on” style with fewer of all the departments and individuals manded by a major general or lieu- subunits. Proud, solitary beings might who work on board the ship. A ship tenant general (Military Rank 7). not be able to organize into hierar- and its crew are commanded by an Above the division are a variety of chies at all, and could retain more of a officer, who is always called the cap- units – the corps, the army or field “heroic warrior” model for armed tain as a job title regardless of his actu- army, the army group, and so on. forces – devastatingly effective special al rank. Ship’s captains usually have These are rarely standardized, and are ops squads, but no armored divisions. Military Rank 3-6, depending on the

188 FUTURE AND ALIEN CIVILIZATIONS size of the ship and its crew. Small bases are organized much like a single ship. Task Force: A task force is a group Alternate Armies of ships of varying sizes, organized for Many science-fiction writers have imagined future armies without a specific purpose. They are also any soldiers at all – or at least no human soldiers. known as squadrons or battle groups. Robot soldiers would be hard to kill, easy to replace, and never com- The exact makeup is determined by plain. But it’s proving to be very hard to make robots smart enough to what the mission is and what ships are act as soldiers, and machinery always seems to need maintenance. available. Typically the most powerful Modern armies are beginning to field robots as remote surveillance combat unit is the flagship of the force units or remote-controlled guns, but so far nobody’s willing to take the commander, though some fleets may human finger off the trigger button. One possible solution is to use have specialized command ships with humans safe in the rear “teleoperating” robot soldiers in combat. extra communication and data-han- Jamming the control channels would be a primary goal of the enemy. dling capacity. A task force’s com- If you can’t make robots into soldiers, make the soldiers into robots. mander is usually Rank 7, or at least Partly, anyway. Cyborg soldiers would be strong, fast, possibly armored one level above the highest-ranking and equipped with built-in weaponry, but still human. Finding volun- ship commander in the force. A large teers willing to become cyborg-soldiers might be difficult; a tyrannical base is the equivalent of a task force in state might use prisoners or conscripts – though that runs the risk of terms of size and command rank. having alienated, angry super-soldiers turning mutinous. Fleet: A fleet is more of an admin- Finally, genetic engineering could produce combat bioroids or uplift- strative division than a combat unit. It ed animal troopers. They could have animal ferocity and human intel- typically has responsibility for opera- ligence, and with a few scavenger genes could live off almost anything tions within a given region, and – including enemy casualties. As with cyborg soldiers, there could be includes not only ships but bases and serious problems if the genetically engineered super-soldiers decide support facilities. Fleet commanders they don’t like the society that made them. are always Rank 7 or higher, but the number of people they command can vary. A military could have a “fleet” How Much Military Rank? assigned to a quiet or empty sector There’s a useful rule of thumb when deciding what Military Rank a with almost no ships or people, but a given soldier or spacer should have. Each level of Military Rank means fully active headquarters. that the character has about four to five times as many subordinates under his direct command. This number has to do with the span-of-con- trol concept – most humans can deal with about that many subordi- Logistics nates before becoming overwhelmed and needing to delegate authority. There’s an old saying, “Amateurs So someone with Rank 0 has no subordinates, Rank 1 has four to five talk tactics and strategy, professionals people, Rank 2 commands 16-25 men, Rank 3 has 64-125 troops, and talk logistics.” No military unit can so on. fight without supplies, and that This rule of thumb often breaks down across the transition between dependence only increases as units senior enlisted rank and officer rank; a very junior officer may have become more technologically Military Rank 3 while still only commanding a section or platoon. Also, advanced. The soldiers of Napoleon’s a serviceman in a staff position, with no one under his direct command, Grand Armée could get by with little will usually have lower Military Rank than his position in the hierarchy beyond ammunition and hardtack, would otherwise indicate. Characters on staff might add levels of but a modern force needs fuel, spare Courtesy Rank to reflect their anomalous position of great influence but parts, medical supplies, lots of ammu- no subordinates. nition, electronics – a whole shopping The rule of thumb for Military Rank may be extended to other forms list. It’s likely that future armies will of Rank as well, since the span-of-control concept works for every need even more. human institution! Having a logistical “tail” stretching across interstellar space makes war- fare very difficult. Assume 10 lbs. of supplies per day for each soldier in the field, and at least 100 lbs. of fuel per The more units can “live off the eliminate the need for fuel, drastically vehicle. If all that has to be hauled by land” the bigger armies can be in a improving an army’s supply situation. starship, interstellar war will be very space war. Automated factories could Nanotech “food fabricators” could expensive. That’s not a bad thing for produce spares in the war zone, and turn local air and dirt into rations – gaming purposes: expensive wars will destroying an enemy’s autofacs would though the troops will probably still rely on fast-moving, hard-hitting be a key goal for commando raids. gripe about the taste. teams of highly trained soldiers – the Fusion or cosmic power sources could perfect environment for PCs.

FUTURE AND ALIEN CIVILIZATIONS 189 Mobility against other advanced military pow- working with discontented citizens to Related to the issue of logistics is ers will be very difficult, and borders start rebellions in enemy territory. the question of how mobile military will be stable. Fast and cheap transport, equiva- units are. If it takes weeks or months Fast but expensive travel will force lent to modern air transport, lets to move a battalion from one world to militaries to use small forces with as powerful military units move about another, then units won’t relocate much offensive power as possible – easily. This lets states centralize their often. There will be semi-permanent high-tech battlesuit troopers, super- military forces, reacting quickly to garrisons on frontier worlds, big tanks, or transforming mecha. This is crises. However, since other states enough to hold off an attack until rein- a good environment for PCs. Instead can do the same, large-scale wars forcements can arrive. Offensives of big wars there are lots of comman- become possible. do raids, and “special warfare” troops INTERSTELLAR GOVERNMENTS In any campaign extending beyond can be as free or restricted as individ- scale must either be the only society a single world, there is likely to be at ual worlds wish, and companies with there is, or else must be wealthy and least one interstellar government. operations on many worlds can grow powerful enough to defend themselves There may be several contending pow- rich enough to become independent against aggressive neighbor govern- ers, or even a vast patchwork of states. powers in their own right. ments. Social arrangements are either The nature of those states reflects and fiercely “libertarian capitalist” setups, influences the nature of the campaign with contractual agreements and pay- setting. Most of the notes on govern- Failed States ment for all services, or “true commu- ments in this section can also be Contemporary news readers are nist” societies in which automated applied to states at planetary or probably familiar with what happens labor and superintelligent computers national scale, but for simplicity the when the government of a country can have really made it possible for every- descriptions assume a multiplanetary no longer maintain any order. Law one to have what they need without interstellar government. disappears, and society returns to a money. state of nature, in which the strong do what they want to the weak. On an ANARCHY interstellar scale, there could be entire Government Anarchy is a state that isn’t a state star systems in which order is main- While the whole point of an anar- at all. There is no government, at least tained by a local regime, but in deep chy is that there is no government, any not in the sense we know today. space or on remote planets the law of society has some way of making deci- Anarchies come in three main types. the jungle prevails. This is also the sit- sions. In patchwork anarchies there uation in a frontier zone with little or are the local governments, and in no control by the central government. failed states there is whoever has the Patchwork States An interstellar failed state can biggest gun at the moment. Utopian It’s possible to have an interstellar remain in anarchy until either some anarchies may have no official govern- civilization with no government above external force imposes order (which ment, but citizens can form ad-hoc the planetary or even the continental may unite the quarrelling natives to “working groups” to undertake proj- level. This simply mimics the situation resist the invaders), or until one world ects or deal with crises. in the modern world, just on a vastly sets up an empire or several enter into larger scale. This arrangement is like- an alliance to dominate the rest. If the ly if interstellar transport is very slow new rulers can suppress or co-opt the The Military and difficult, so that colonies have to local bosses, the new state may sur- In patchwork anarchies, individual be independent if they can survive at vive, but often the civil war drags on worlds can have as much armed force all, and there is no way for one world through several more cycles. as they can afford (see p. 187). This to exert military force against another. means that in aggregate, a patchwork In this situation, space beyond the anarchy can have more military force claims of planetary governments Anarchist Utopias than an empire – it’s just that there’s could be a dangerous haunt of pirates Very different from the thugs-with- no central command to point it all in or bandits, but worlds could cooperate guns style are stable anarchies deliber- the same direction. There’s little dis- in patrolling deep space, forming the ately set up as states without a govern- tinction between the Patrol and the basis of an alliance (see p. 191). ment. These can be quite large, even navy, and planetary armies are most Conflict among patchwork states is galactic in scale, but recognize no sov- likely configured for defense. likely to be localized, pitting a few ereignty above the level of individual Mercenaries are a prime method of worlds against each other, and rebel- beings. The Culture in Iain Banks’ foreign intervention, and thrive in this lions will be directed against specific series of novels is a huge anarchy that kind of system. planetary governments (often with the is the dominant civilization in the In failed state areas, no formal mil- help of unfriendly neighbors). Trade galaxy. Anarchies on an interstellar itary exists. Instead there are people

190 FUTURE AND ALIEN CIVILIZATIONS with whatever hardware they can get their hands on. Space forces consist of a few battered old ships, and there’s no Mere anarchy is loosed upon the world, distinction between the Patrol and pirates. Armies are simply the local The blood-dimmed tide is loosed, goon squad. Failed state militaries can’t go toe-to-toe with any kind of and everywhere organized opposition, but are lethally effective at low-level terrorism and The ceremony of innocence is drowned . . . guerrilla warfare. An anarchist utopia won’t have a – William Butler Yeats formal military either, but in a suffi- ciently wealthy and advanced society, the ad-hoc groups formed for military A failed state has no law at all. is, in effect, the “state of nature” from operations can be quite powerful. The The strong do what they want and which other interstellar governments Patrol and the navy alike consist only the weak suffer what they must. arise. of ships built and manned by volun- Some warlords may maintain order Failed states, on the other hand, teers, and fleets form for specific mis- among their followers or in a given are the endpoint of a society’s collapse. sions. Defense against invaders is the territory, but that just makes them There has to be some kind of organi- most likely, but there’s nothing to pre- tempting prey for raiders. Bounty zation that has broken down. Fallen vent citizens of an anarchy from hunters may venture into a failed empires, based on the Roman model, mounting an offensive to topple an state’s territory in search of particu- are the most common in fiction, but unfriendly state or spread the anar- larly valuable fugitives. the real world has seen republics and chist ideology at blaster point. Utopian anarchies also have no other systems collapse. A corporate laws. Nevertheless they may have state might go bankrupt leading to Law and Order fairly strict non-legal methods of anarchy. Patchwork anarchies have law at social control. Custom and tradition Anarchist utopias are generally the planetary or national level, and can be as powerful as law, or there founded by groups with a specific ide- enforcement can be as efficient or may be technical fixes like monitor ology, and are designed to be function- lax as the citizens tolerate. Beyond robots to zap anyone attempting vio- ing societies. Anarchists might simply planetary orbit there is no law, and lence. Free-enterprise police services be from a species that needs authority unless a pair of worlds have specific could protect subscribers. to get along, or could be reformers or treaties of friendship and commerce, exiles from an oppressive state. all spacecraft will be viewed as potential raiders by the planetary Origin A patchwork anarchy originates LLIANCE navy. Extradition treaties may exist A when there are several inhabited between specific worlds, but other- An alliance is a loose affiliation of worlds but no power capable of wise all law enforcement is con- several sovereign states for mutual imposing a government and no desire cerned only with local crimes. benefit. In the modern world, NATO among the planetary rulers to unite. It and the North American Free Trade Agreement are military and economic alliances. The European Community is an example of an alliance moving toward federation (see p. 193). The Macro-Life structure of an alliance can be formal An especially interesting form of interstellar anarchy is “Macro-Life.” and tightly organized (like NATO), an This concept was invented shortly after the idea of space colonies inde- ad-hoc arrangement like the Escobar pendent of planets. If a space colony is self-sufficient, then it’s essential- alliance in Lois McMaster Bujold’s ly a giant spaceship. It can move about the Solar System or venture to “Vorkosigan” series, or just a loose and other stars. It can build “daughter” colonies and spread its culture and general “we’re on the same side” heritage. In short, it can act like a really huge living organism. The agreement like the human worlds in humans within the colony act as its DNA. Niven’s “Known Space” stories. A civilization consisting of mobile, self-sufficient, advanced city- If the members of an alliance con- states is very difficult to subject to any sort of central authority, so a tinue to improve their ties and work macro-life society would be anarchic by default. Some “clans” of city- together, it can become a federation, ships might form temporary alliances, or build “empires” in certain star but if one member predominates, it systems, but their influence would be limited. The GSVs of Iain M. can take on qualities of an empire. Banks’ “Culture” series are effectively macro-life vessels, controlled by Conflict within an alliance can be for- superintelligent AIs. bidden or strictly limited, as any major war would shatter it into two or more smaller alliances. Since the

FUTURE AND ALIEN CIVILIZATIONS 191 members are trying to remain friends, The council also acts as a court or other members – the council may send open war is much less likely than espi- mediator among member worlds. in a peacekeeping force. onage, political meddling, and covert When it comes to politics, an During peacetime, planetary fleets operations. Rebellions will oppose alliance is wide open. Member worlds usually restrict themselves to their specific members of the alliance, and can practice assassination, war among own star systems. They may also take can cause serious conflict when allies themselves, bribe alliance officials – turns performing border patrols or are called on to help fight rebels and until the council comes up with a other routine duties at the request of whose ideals they may actually agree two-thirds majority, the alliance will the alliance. In wartime, the council with. In a trade alliance, commerce is be powerless to stop it. Each member can request members to mobilize their free and easy – within the borders, world, protective of its own sovereign- fleets to supplement the Alliance Navy. anyway. A free-trade pact may well ty, is loathe to allow the extra police Even then, officers may challenge the include very tough tariff walls against powers – including counterespionage nominal authority of the alliance non-members. or expanded military forces – that admiral, especially when their home- would allow the alliance to maintain worlds are threatened. order among its members. Only an Ground combat forces might con- Government outside threat is likely to unify the sist of a small core group – a “Marine The governing body is a council of council to legislate the needed action. Corps” or “Presidential Guard” – sup- delegations from each member world. plemented in wartime by member If a world has multiple governments, worlds’ armies. Mercenary organiza- all must be represented in the delega- The Military tions thrive in the loosely regulated tion. In some cases, an alliance may Alliances typically maintain a small clime of an alliance, and are always give special power to important mem- interstellar navy, while member available to aid with the defense . . . bers – extra votes or veto power. worlds maintain their own defense for a price. Normally, the Council may only forces. If member worlds are stingy, pass laws affecting relations among the alliance military may be desper- its members, and seldom intrudes on ately underfunded until actual war Law and Order its members’ internal affairs. A major- breaks out; if not, they can be small There will be an interstellar police ity of the Council – usually two-thirds but formidable forces. force, usually called the Space Patrol – must favor any measure before it Navy operations beyond routine (see p. 203). From a 20th-century per- can be voted into law. A world can dis- patrols must be approved by the coun- spective, the Patrol is a combination regard alliance laws by seceding or by cil. Alliance military forces may not of state police and coast guard. It may becoming an associate member – intervene in a member’s internal be the only permanent armed space giving up its vote on the Council affairs without permission from that force an alliance maintains. The to gain full freedom in interstellar member. In extreme cases – if conflict Patrol has full judicial and legal pow- policy, yet retaining many benefits of on a world or between member worlds ers within the alliance and outside the membership. is a clear threat to the alliance and its member worlds’ borders. Anyone arrested by the Patrol is tried in a Patrol court. Since alliance laws deal only with interstellar matters, adventurers will not be bothered by alliance law except when operating in space. Within the political boundaries of a member world – which usually extend through- out its solar system – they are subject to local laws and ordinances, which can vary widely from member to member! One world could be a liberal democracy where citizens enjoy great personal freedom, while others might be dictatorial, tribal, theocratic, corporate . . . Extradition of criminals from member worlds is possible, but never certain. Once a criminal is on a world, he is under its jurisdiction – the alliance legal system only has jurisdic- tion in interstellar space between member borders. The Patrol seldom interferes in commerce between member worlds –

192 FUTURE AND ALIEN CIVILIZATIONS restrictions are more likely to be imposed by the members themselves. Exceptions may be made if the Patrol is after terrorists or pirates, or if a ship The United Galaxy is acting suspiciously, but the Patrol As on 21st-century Earth, nearly all worlds or civilizations in the must be careful not to offend member galaxy may be enrolled in an alliance to preserve peace among them. worlds – and delaying cargoes or dis- How well this alliance actually works depends on how it is structured turbing tourists is often offensive. and what the member states think of it. A “United Galaxy Organization” The Patrol exerts more control over could be the last best hope for peace, or nothing but a glorified debat- travelers from beyond alliance bor- ing society where career bureaucrats from minor states can lord it over ders. Patrol ships and border stations the representatives of the galactic great powers. If some great peril carefully screen incoming traffic, even threatens, getting the United Galaxy to recognize the danger and if the destination worlds protest such respond to it can be a daunting task for even the most heroic characters. scrutiny. Passengers are checked A minor civilization threatened by aggressors might desperately try to against lists of wanted criminals. get the United Galaxy to intervene, while a civilization devoted to per- Cargoes are checked for contraband, sonal freedom might try equally desperately to prevent United Galaxy dangerous animals, or illegal weapon interference. shipments, and routine tests are made for disease or pests. Leaving alliance territory, on the other hand, is usually science fiction are Star Trek’s United Laws can vary from place to place simple. Federation of Planets and the within a federation, and in a weak one Certain goods may be taxed or Federation in H. Beam Piper’s book of criminals from one member world banned, either because they’re danger- the same name. can find sanctuary on others. This ous or to protect the industry of mem- At the weak end, federations are makes lots of business for bounty ber worlds. Enforcement is up to the like close-knit alliances combining hunters. Federal law enforcement Patrol. Taxation of individuals is a military and free trade pacts. Stronger probably focuses on crimes outside power strictly held by member worlds, federations give more power to the planetary jurisdiction, and on really not by the alliance. The alliance is central government, like the modern- dangerous criminals who are too funded by tariffs, fines, and contribu- day United States or Germany, and a mobile for any single member’s police tions from member worlds for protec- very strong federation puts all power to catch. tion and services. Payment may be into the central government, leaving made in kind rather than in cash. the member states as little more than Worlds that cannot pay their “dues” administrative regions. If one member Government may be subject to coercion by other of a federation dominates the others The exact structure of a federa- worlds or by alliance forces. and interferes in their domestic tion’s government can vary. Most have Terrorist and fanatic groups may affairs, the federation becomes more been republics of some sort, with rep- exist. If they do, the limited authority like an empire. resentatives of the member states vot- of the alliance may make them hard to Even a fairly weak federation can ing in a council or parliament. Some root out. Member worlds might keep order in space – that may be all federations, like the old German secretly shelter terrorist bases, letting the members allow it to do – so trade Empire of the Kaisers, were federa- them train beyond the reach of the and travel thrive. Member worlds may tions of monarchies with a supreme Patrol. or may not be allowed to maintain monarch over all. The modern United their own military forces, but the States is a federation in which the cen- Patrol and any exploration service are tral government is chosen directly by Origin the citizens, rather than the govern- Alliances may form in response to probably federal operations. If the ments of member states. The govern- external threats, or from the weaken- members distrust central government, ments of the members can vary. One ing of a more controlled society. This then the federal armed forces are can imagine an interstellar federation is a natural first stage for interstellar stretched thin and need to call in that includes planets governed by government. Often, the original mem- member militaries for backup. republics, monarchies, one-party bers have ties besides geography – Mercenaries won’t find much work states, and theocracies. common ancestry, trade ties, or simi- within a federation, but member A typical legislative body is a lar histories. states or the federal government may use them for “deniable” operations Federation Congress, elected by indi- beyond the border. Rebellions may vidual worlds (delegation size depends FEDERATION arise when a member wants to with- on world population); it is usually A federation is a union of sovereign draw but the central government responsive to the will of the citizens. states, preserving a fair amount of won’t let it go, or when a very power- There is usually a separate judicial power for member states but surren- ful group of members try to turn the branch. The Patrol is responsible for dering certain areas to federal control. federation into an empire with them- enforcing federation law, but offend- The most famous federations in selves as the center. ers are tried by a federation court at the appropriate level.

FUTURE AND ALIEN CIVILIZATIONS 193 When a world joins the federation, cost of a major fleet, a federation can for the society. On the whole, federa- it agrees to abide by the federation be as militant as any society. tion citizens get more benefits, servic- charter. For this reason, sector or With federation permission, indi- es, and protection than citizens of an planetary government and law are vidual worlds may establish planetary alliance. much more homogeneous than those guard units. These include ground Police functions may be handled of an alliance’s member worlds – troops and possibly atmospheric and by planetary or sector law-enforce- divergence is prevented by swift feder- sublight warcraft, but no significant ment organizations or by the Space ation action, including economic armed starships. Patrol. The Patrol has full authority blockade and military invasion. The Interstellar Marine Corps is anywhere in federation territory, but Secession usually isn’t an option the federation’s military ground force. must cooperate with planetary police for members of a federation, unless Planetary guard troops and draftees – it cannot investigate and arrest inde- several worlds secede at once or out- supplement the marines in wartime, pendently of local authorities, unless side military protection is available. but it is the experienced, well-trained they are obstructing justice. Planetary nationalists favoring seces- marines who handle the dirty work – Extradition of accused criminals sion may become rebels or terrorists. planetary invasions and defenses, between worlds is mandatory under In rare cases, politics will allow commando raids, etc. If there is a con- federation law, provided the request- a peaceful evolution to “special tinuing threat to the nation, federa- ing world can guarantee a fair trial. autonomous status” and finally tions may institute a draft, requiring Otherwise, the accused will be tried in independence. young citizens to serve terms in the a federation court. Federation author- There may also be frontier dis- armed forces. ities (such as the Patrol) carry out the tricts. These are similar to member Mercenary companies are rare extradition process. systems, except that their populations except in frontier sectors, as the gov- Terrorists may be present, but are new (mainly colonists or the newly ernment distrusts independent mili- bases must be well-hidden to survive. conquered) or scattered (a blighted tary forces in central areas. In times of Any world known to be harboring region of space). The district govern- upheaval, mercs may be called in, but terrorists can expect swift reprisals. ment and officials are appointed by liaison officers will be assigned to Federations keep tabs on interstel- the federation. ensure that they remain under strict lar trade within their borders, routine- control. A federation may form its ly inspecting cargoes and travelers. own legion of mercenaries. These Traffic entering and leaving the nation The Military troops are useful for prosecuting polit- will be more restricted than that of an Federation politics recognize that ically unpopular wars, especially if alliance. Passports will be required – military and political power are they are recruited solely from frontier especially if the federation has hostile linked. The Federation Navy is the or foreign worlds – which have no rep- neighbors – but the emphasis will be only group authorized to have inter- resentation in Congress and cannot on the right of the average citizen to stellar warcraft. Member worlds must easily complain about combat losses. travel, limited by the security needs of surrender their navies upon joining. the society. Hearkening back to the days of inde- The Space Patrol is on hand to pendence, however, naval vessels may Law and Order combat pirates or terrorists and be named after and manned by a par- Unlike an alliance, which is con- to conduct rescue operations when ticular world – the cruiser Lotvik, for cerned with the rights of its member needed. It will also ensure that instance, is crewed largely by native worlds, a federation guards the rights unscrupulous transport companies do Lotvikians. Size of the fleet depends of its citizens. Federation laws are not take advantage of citizens. on the political will and wealth of its designed to protect the individual citi- citizens. If the people will tolerate the zen and to provide security and unity

194 FUTURE AND ALIEN CIVILIZATIONS Interstellar trade involving federa- though each of the countries in which Major policy decisions are made by tion worlds is regulated by the it operated had a sovereign govern- the board. The board also decides the Interstellar Trade Commission (p. ment. The company paid heavy bribes amount of stock available on the mar- 202). Congress may ban some goods – to the government leaders to keep ket, and possibly its current cost. usually harmful drugs, proscribed them agreeable, and could sometimes The relative benevolence of the weapons, dangerous animals, etc. call upon the United States military corporate state depends on how Tariffs and duties may exist to control when bribery wasn’t enough. Powerful the stockholders are organized. imports that might harm world corporations ruling indirectly are a Citizenship is defined as owning stock economies. This means there may be a standard feature of cyberpunk science in the company. Sometimes a stock lucrative business for smugglers in fiction. certificate is issued along with a birth some areas, but that’s what the Patrol If a setting has multiple corpora- certificate; sometimes citizenship is for. Customs offices are maintained tions, the dynamic changes. must be earned. More stock means at all starports in federation space. Competition among companies can more voting power; in a malevolent Starports are considered federation give the people a great deal of leverage corporate state, the board is dominat- territory, and local police do not have (see The Free Enterprise Society, p. ed by a wealthy minority. But some- jurisdiction there. The Patrol operates 196). Of course corporations can band times the “poor” stockholders can these ports, plus any additional posts together to avoid competition, form- band together into “blocs” of common needed at jump points or along trade ing a cartel. If there is no higher power interest, similar to political parties in a routes. to prevent it, the result is an inter- democracy. If they have the numbers, Free news services thrive, restrict- locked group of companies that func- they can vote their own representative ed only in the name of federation tion as a single operation. to the board. security. Corporate-ruled societies are likely Stock ownership is power. If a few Taxes may be collected by federa- to be awful places for independent wealthy magnates control the board, tion, sector, and local governments. traders to operate in, because natural- society will be managed for their ben- There may be a personal income tax, ly the ruling company or companies efit and individual rights will suffer. If taxes on commerce, or both. will monopolize all the lucrative trade other voting blocs gain power on the Merchants and entrepreneurs will do routes. Mercenary soldiers, on the board, interests will be protected; as their best to beat any such tax! other hand, can often do quite well more blocs gain power, rights are since a corporate state might prefer to gradually extended to all citizens. hire military forces only when there’s a Stockholders also receive divi- Origin war to fight, then downsize during dends, as long as the corporation A federation often evolves when an peacetime. Spies can be agents of rival makes money. Militant stockholders alliance is forced by some threat to companies seeking trade secrets, and may demand profits, steering CEOs strengthen its central government. explorers can be “trade scouts” look- away from long-term investments Federations last longer than alliances ing for new markets and business and toward short-term gains. After an because their society can quickly meet opportunities. unusually profitable period, the and deal with external threats, and board may declare a jubilee year – often has the power and authority to paying extra dividends and sponsor- deal with internal ones as well. Government ing celebrations. A corporate state is “managed” Individual worlds are run by cor- ORPORATE rather than governed. Leadership fol- porate middle managers, many of C lows standard business practice – the whom are working hard to show a TATE CEO directs day-to-day affairs, profit and earn a promotion. Local S appointed and supervised by the Ever since the rise of large com- management styles may vary from Board of Directors. As long as the enlightened to dictatorial, and don’t mercial corporations, people have CEO has the support of the board, he worried about them becoming power- have to match overall corporate policy has dictatorial powers, and may hire if the board is far away. ful enough to rival governments. In and fire all other executive officers. history, it has even happened from The Board of Directors is elected time to time: the British East India by the company stockholders. The Military Company was the government of Directors have no responsibility for The company has a monopoly on India for nearly a century. In science the day-to-day operation of the com- armed might, from local police to fiction, corporate governments come pany, but act as a policy council to interstellar fleets. Local forces will be in several different flavors, depending advise and direct the CEO. The direc- controlled by planetary directors. on how the corporations are struc- tors elect one of their number as Major operations may be ordered by tured and how they exercise power. Chairman. The Chairman is the single the CEO and must be approved by the In history, corporations often exer- most powerful person in the corporate board. There may also be an elite cise power indirectly. In Central state, though he operates behind the security force – possibly a secret police America before World War II, for scenes. in all but name – under the direct instance, the United Fruit Company Minor rules and regulations are set command of the Chairman of the was effectively the ruling power, even by corporate bureaucrats at all levels. Board.

FUTURE AND ALIEN CIVILIZATIONS 195 Trade is company-regulated. Company employees must obtain all their goods at the local company store, The Free paying whatever prices the company sets. With the company in control of Enterprise Society all commerce, there’s no competition A variant of the corporate state is the free enterprise society. This is and no chance of getting bargains simply a government run entirely on business principles, with the over- somewhere else. Of course there’s a riding ideal of open competition for everything. Military forces are black market, but it’s grossly illegal. entirely staffed by mercenaries, all services are contracted out to private Specific taxes in a corporate state firms, and instead of political parties there are competing government are not necessary, since the company management companies. In extreme versions, individual citizens can makes a “profit” on everything that is contract with different governments, the way they now do business with bought or sold. Occasionally, in a prof- rival insurance carriers or long-distance phone companies. The good itable year, the corporation will even thing about a free enterprise society is that there is tremendous freedom pay bonuses to its workers. and opportunity – as long as you can pay for it. Free enterprise states are usually not expansionist or aggressive, and are open to all kinds of trade – but competition is fierce and sometimes Origin violent. Multiple planets with free enterprise government may merge A corporate state may evolve from into a kind of libertarian federation. the conflict between a super-corpora- tion and a weak government, or when government gives too much authority to business. Law and Order that middle management must If world colonization and exploita- respect his views. tion is run by private enterprise, then Company regulations have the single-company settlements may force of law. Many rules exist to insure Travel between worlds is controlled by the company. Travel for corporate result. If corporate rule is unchecked that individuals put company con- by government, the corporation can cerns over any of their own. reasons is easily arranged. Individual citizens are also free to travel, using expand its power base until it is the Personal freedoms are often government on the colonies, while allowed only to the point where they their own time and money, though they may be “bumped” from sched- controlling trade with the mother interfere with job performance. world. Failure to follow regulations, meet uled flights by business travelers. Productive employees are often In a far-flung society, corporations quotas, or get along with one’s super- may be allowed to form private fleets visor can result in demotions and rewarded with paid vacations to pleas- ure worlds. Most employees, however, for defense in remote areas – similar salary cuts (and loss of social status), to the East India merchant ships in criminal sentences, or firing. Firing is rarely get to leave the worlds on which they are employed – unless their skills Earth history. Such military power the ultimate punishment, since there can allow total despotism in colonial is no other employer – shopping at the are temporarily needed on another planet. regions, and may give the force need- company store, banking and credit ed (perhaps in alliance with other cor- rights, and health benefits are lost News is handled by the corpora- tion’s public relations or communica- porations) to secede from or take con- along with employment. trol of the society. Rebels aren’t acknowledged as tions department, and reflects the company line. There are many stories A corporation may also control a such. They are instead saboteurs, technology so valuable – FTL travel, pirates, socialists, communists, or – about corporate success and happy employees. Failures are seldom for instance – that it can do whatever worst of all – unionists, and are to be it likes! rooted out at all costs. The losers of reported. a takeover bid could decide on armed resistance instead of golden parachutes. There is no judicial branch. Local executives conduct hearings and trials in their localities. There may be a “cor- porate ombudsman” to see that work- ers get fair treatment and fair trials. The power of the ombudsman depends on the stockholders. If the company is repressive, the ombuds- man is helpless, or a pawn of manage- ment; in a benevolent society, the ombudsman has enough influence

196 FUTURE AND ALIEN CIVILIZATIONS desire to annex more territory. To safe- guard the border, the empire’s rulers Why People Support naturally want friendly states as neighbors. To ensure that they stay Rotten Empires friendly, the empire starts to take an It’s nice to think that a government that Goes Too Far will eventual- interest in their internal affairs. ly cause the citizens to rise in righteous wrath and throw the rascals out. Eventually, some crisis provokes inter- It’s also convenient when all the defenders of the Evil Empire wear uni- vention by the empire and what was forms (except for the occasional Secret Police spy). Unfortunately, we formerly a neighbor becomes a con- know from centuries of experience that it doesn’t really work this way. quered province. Naturally, to protect The worst tyrannies imaginable have been enthusiastically supported this province, the empire has to make by people no worse than you or me. sure there are no hostile states on the Without going deeply into psychology, here are some of the reasons border, and the cycle begins all over why citizens support tyrannies. You can use these to make your fiction- again. Commercial interests and reli- al Evil Empire and its people something more than laser fodder. gious or ideological missionaries can Citizens fear that the unknown will be worse than the known: a for- accelerate the process. eign philosophy, a strange religion, or perhaps society breaking down to The process of expansion can con- anarchy. They may fear and hate an enemy population, especially if they tinue until the empire bumps up are a different religion or race, let alone species: Do you hate the Bug against a power strong enough to soldiers because they are cruel and ruthless, or because bugs are icky? resist. If they border directly on each Many people fear that a new government would cost them their jobs or other, the situation may be quite tense, personal power; in a corrupt regime, they may have good reason to be with constant patrols along the line, afraid of justice. A clever regime’s propaganda will play on all these “incidents” provoked by hotheaded fears, constantly portraying the foe as inhuman, the rebels as terrorist commanders, and a clampdown on killers. trade. Alternately, the empires may People who are used to obeying the law often have a hard time agree to back off and sponsor a neu- changing their habits when the law becomes oppressive. They still tral zone or buffer state in between. believe that “the police only arrest criminals; honest people have noth- The action shifts from military to ing to fear.” When the rebels break into an armory to get guns, these diplomatic and political as each people see only that a robbery was committed. Enough of this and patri- empire strives to exert influence in the otic citizens may volunteer for the army to fight the wicked rebels. buffer region and prevent its rival Obviously, rebellions find more support on worlds that were free until from doing the same. This sort of the empire conquered them. But even there, some citizens may hate the thing can happen even when the occupier but doubt the rebels would be any better. You can fight for empires are nominally friendly. “freedom” – but once you win, you have to set up a government. And people may be loyal to the idea, or to the ideals, of a nation or empire, even when the reality is tarnished. “My country, right or Government wrong . . .” Any kind of government can have It is not evil, or even cowardly, to be afraid of starvation, torture, and an empire. Rome gained its first impe- death. Any successful rebellion must overcome these fears . . . to rial possessions as a republic, and convince the people that anything is better than slavery. Meanwhile, the expanded them as a monarchy; the government is telling them that anything is better than anarchy. Which British Empire was acquired as is why rebellions have a hard time of it. Britain itself moved from absolute – John M. Ford monarchy to parliamentary democra- cy. Republican France had a large for- mal empire in Africa, and the United States had a substantial informal EMPIRE but they also had an informal empire empire in Latin America. of client states and allies. Sometimes In science fiction, empires are usu- When historians or political scien- it was necessary to take over the ally based on the Roman model, with tists speak of an empire, they mean a administration of a client state and an actual emperor as the absolute system in which one state controls the shift it from informal to formal ruler. If there is a senate or other legis- internal and external affairs of one or empire. Sometimes a province can get lature, it is distinctly secondary to the more other states. If this is a legally more autonomy, as when the British monarch’s power. Monarchical recognized situation, it’s a formal government granted dominion status empires in fiction are usually evil and empire; if it’s done by ad hoc arrange- to its colonies in Canada and oppressive, as in the Star Wars movies, ment or under the cloak of some other Australia, recognizing that they were but some stories like Niven and structure, it’s an “informal” empire. capable of self-rule – and capable of Pournelle’s The Mote in God’s Eye or Many empires in history have been fighting for it if Britain refused. Poul Anderson’s tales of Dominic combinations of both. The rulers of All empires tend to expand even Flandry depict empires that are rea- Rome had a formal empire of when the central government has no sonably well run and humane. provinces under Roman governors,

FUTURE AND ALIEN CIVILIZATIONS 197 States with a single ruler have all and rely on competent ministers and and crush all possible foreign enemies the advantages and disadvantages of generals, but sometimes they’re so as well as domestic ones. Historically, extremely centralized power. If the incompetent they don’t even realize it. this encourages other states to band emperor wants something done, it Since the chaos of civil war is suffi- together in alliances to crush the gets done – but if the emperor can’t be ciently unpleasant, most people are dictatorship. bothered, a problem can fester. And if willing to put up with hereditary rule In most space empires, the navy is the emperor is foolish, or crazy, or just if the only alternative is warlords the dominant service, with fleets of plain mean, a lot of bad things can get fighting to become the next dictator. huge starships. Being an admiral is a done. Some of the Roman emperors stepping-stone to the throne, which The feel of a monarchical empire chose their own successors, which means senior officers are watched depends a lot on how the ruler gained combines the legitimacy of inheri- very carefully. Shrewd emperors power. Dictators or emperors who tance with a merit-based choice. divide the navy into entirely separate seized power by their own efforts tend Unfortunately, some rulers can be fleets, so that the admirals can keep to build strong but paranoid regimes, swayed or tricked when picking an each other under control. If there is a with lots of secret police, censorship, heir. High-tech societies might leave separate Patrol at all, it is subordinate and murder of potential rivals. On the the choice of a new emperor to super- to the navy. The marines are the navy’s other hand, they do tend to be person- intelligent computers, or design the integral ground-combat arm, spear- ally very competent rulers. But even next monarch from scratch using heading planetary invasions. The the competent ones often make the genetic engineering and sophisticated army does a lot of pacifying con- mistake of assuming that being good psychological manipulation. quered worlds and suppressing dis- at gaining and holding political power Of course, sometimes it doesn’t sent. Mercenaries can take service makes them experts at economics, matter who the emperor is, if he’s just with local imperial governors to sup- military strategy, and city planning. a figurehead. This can be a constitu- plement the thin-stretched imperial This is seldom true. In human history tional monarchy like modern forces, and in an informal empire sit- only a handful of dictators have been European kingdoms, or a puppet uation they may be the primary competent, sane, and humane all at ruler dominated by powerful minis- instrument of policy. the same time. Few self-made dicta- ters or generals. In some cases a weak tors die natural deaths. Some empires figurehead emperor can regain have no set rule of succession, so all authority if the ministers or warlords Law and Order the rulers are essentially self-made fail spectacularly. The word of the emperor is law. dictators. Some emperors rule by personal By contrast, a ruler who has inher- decree, but others are happy to let a ited power has a lot more legitimacy The Military huge bureaucracy make all the “bor- in the eyes of the people and can Most monarchical empires, heredi- ing” decisions. Imperial laws take afford to be more tolerant. However, tary or new, rely on military power. precedence over all other laws. with hereditary rulers there is a great (Theocracies or especially beloved Empires are restrictive by nature. deal of random chance involved: will monarchies may be able to get by In some cases there is a drastic differ- this one be a lunatic? Or just an idiot? without overwhelming power.) Some ence in personal freedom between It’s rare for a dynasty to win the lottery rulers are content to do nothing more inhabitants of the ruling state and of genetics and upbringing even twice than stamp out dissent, letting the those of the provinces. Frustration in a row, so a strong ruler is usually army and the fleet rot and exposing with that difference is often the motive followed by one or more weak ones. the empire to threats of invasion. for rebellion. Sometimes the weak rulers are at least Others (particularly self-made dicta- The Space Patrol has police pow- wise enough to recognize their limits tors) want to expand their dominions ers. Routine trials are held by local

198 FUTURE AND ALIEN CIVILIZATIONS exclude others. Small traders may turn to smuggling to survive. The empire will ban commerce it Alternate Empires deems a threat, including military There are a number of variant types of empires, depending on the supplies; gunrunning to rebels carries exact details of their government and organization. an automatic death sentence. Traffic in drugs and vices may be prohibited Feudalism by a puritanical emperor or encour- In a feudal system, political, military, and economic power are com- aged by a decadent one. But the bined in a pyramidal arrangement. At each level the rulers are also the Imperial Trade Commission is notori- military commanders, and are also the largest landowners (or other ously easy to bribe. resource owners in a science fiction setting). They hold their lands as Taxes are numerous and burden- fiefs, granted by the lord at the next higher level, and in exchange owe some, although some empires tax the that lord support and allegiance. Feudal arrangements can get very subject provinces heavily to keep rates complicated when a low to medium level lord nevertheless acquires vast low in the home country. wealth and power, or when two lords owe each other allegiance. Feudal lords tend to be rebellious and quarrelsome, hard for the central govern- ment to control; on the other hand, invaders have their hands full fight- Origin ing against an endless series of local rulers who know the territory. In Empires can come about in vari- practice, a feudal society functions like a loose federation, or a cartel- ous ways. An expanding frontier of based corporate state. Mercenaries can do very well in a feudal system, settlement and colonization can cre- and can look forward to being awarded fiefs of their own. ate a very tight-knit empire. Both Russia and the United States eventual- Imperium ly absorbed their areas of settlement A really huge or widespread empire may be so big that the ruler can’t into the mother country. Britain’s set- directly control the whole thing, and consequently delegates power to tlement colonies have become inde- governors or proconsuls in the provinces. The governors have absolute pendent nations. Alliances can devel- power themselves, but can be removed or reshuffled at the emperor’s op into empires when the most power- whim. The result functions like a federation or alliance of monarchies, ful member of the alliance starts med- as the various governors may or may not cooperate with one another in dling in the internal affairs of its part- a crisis. Naturally, governorship is a good stepping-stone to the imperi- ners, as happened when the Greek al throne, which means the emperor’s chief worry is keeping his under- city-states banded together against the lings under control. Persians and then the Athenians turned the league into an empire. A state that is home to many vigorous Theocracy commercial enterprises can develop In a theocracy, rule is through a religious hierarchy rather than a an informal empire based on trade. civil government. The ruler is the head of the church, and may have And of course, an aggressive military divine status. If the head of the church can rule absolutely, the result is power can deliberately go out and like a hereditary monarchy with much more ritual (and probably an conquer weak states. inquisition instead of secret police). A church that has more input from the lower members of the hierarchy may resemble a republic or a cor- porate state. As recent Earth history shows, a democratic theocracy is ALIEN possible if the people are sufficiently devout and elect rulers with a reli- gious agenda, but once in power the theocrats tend to dig in and resist GOVERNMENTS changes in the will of the people. The list of governments above is naturally based on arrangements devised by humans, for humans. But in a science-fiction universe there are governors, or by the Patrol for documents. Common citizens find it other possibilities suitable for alien offenses in space, but important mat- next to impossible to obtain permis- civilizations. ters must come before an Imperial sion to travel beyond the borders. One Magistrate. Punishments include of the Space Patrol’s duties is to police prison, forced-labor camps, slavery, the borders for refugees attempting to Hive Minds torture, and impressed military escape. Humans have long been fascinated service. Interstellar trade may still flour- by the unity and activity of insect An autocrat may tolerate protest ish, but heavy regulations and duties colonies, and it’s interesting to imag- against his policies, but never against make it difficult to prosper without ine how a hive would function on a his rule. At the first hint of any actual buying influence in the imperial human scale. The term “hive mind” threat, dissension is crushed. court. Nearly all empires have a sys- has two meanings, one from classic In tyrannical empires travel is tem of tariffs and monopolies to science fiction, the other from biology tightly regulated and requires the right reward certain merchants and and information science.

FUTURE AND ALIEN CIVILIZATIONS 199 obsession is highly unpleasant, like the life-destroying goal of the Berserkers in Fred Saberhagen’s sto- Alternate Names ries, or the imperial ambitions of the Each type of interstellar government can go by a variety of names, Daleks or Cybermen on Dr. Who. Even depending on specific details of history, ideology, and political thought. if they aren’t actively hostile, a Sometimes names can be misleading. Many “people’s democracies” machine civilization could simply aren’t democratic at all, and the United Kingdom of Great Britain is treat humans and other organic life as functionally a parliamentary republic that just happens to have a Royal a nuisance to be tidied up, as in Family. Alternate names for the various governments described here ’s Great Sky River and include: sequels. Anarchy: Anarchate, Free State, Frontier Zone, Libertarian Republic, But other SF writers have specu- Post-Polity, Unorganized Territory, Wild Space. lated that a government by superin- Alliance: Axis, Bloc, Coalition, Community, Commonwealth, League, telligent, incorruptible machines Pact, Sphere. might be exactly what people need. Federation: Concordium, Confederation, Regime, Union, Unity. Isaac Asimov’s supercomputer Corporate State: Cartel, Combine, Conglomerate, Consortium, “Multivac” and positronic robots Hansa, Keiretsu, Partnership. secretly ruled humanity and created Empire: Dominion, Hegemony, Imperium, Kingdom, Monarchy, a utopian society. More recently, Iain Principiate, Realm, Reich. M. Banks’ “Culture” stories depict a civilization ruled by extremely powerful computers in partnership with humans. Of course, Jack In science fiction, hive minds are individuals” could either interact Williamson’s “Humanoids” stories societies in which all the individuals with one another as rational beings explore the dark side of humanity are linked together into a single super- the way humans do, or they could under the thumb of machines that organism. This is usually done via combine into a super-hive, a vast sin- only want to protect and serve us. telepathy, although it can be natural gle intelligence. As above, this kind of And the ideas of transhumanists telepathy or some kind of artificial hive would have trouble operating include, among other things, blurring “brainlink” device. The Borg of Star across large distances. or completely removing the dividing Trek are one well-known SF hive mind. Hive civilizations can be military line between humans and machines. Such hives usually exist to contrast powers, with inexhaustible armies of When it’s a matter of personal taste to their destruction of individuality and purpose-bred warriors. In fiction they run your mind on computer hardware regimentation with human free will tend to be better at ground combat or living “meatware,” government by and personal liberty. A hive might even than space battles. Trade, if hive cul- superintelligent AI will seem not only duplicate the specialized types found tures can even grasp the concept, is desirable but inevitable, about as con- in ant colonies, with castes of workers, handled entirely by government repre- troversial or utopian as automating warriors, breeders, and so on (SF usu- sentatives. telephone switchboards. Such soci- ally adds a huge-brained “thinker” eties might take the form of prosper- caste). Hives may be limited in the ous libertarian anarchies, or (oddly range across which members can link Machine Civilizations enough) something resembling a secu- up, so a multiplanet hive civilization Another SF standby is the idea of a lar theocracy, with supercomputers in might function as a federation of plan- society either ruled by machines or place of the church leaders and robots etary hives. entirely made up of mechanical for priests. An equally interesting type of hive beings. Often this is presented as a Dystopian machine civilizations can be based on the “emergent prop- nightmarish, dystopian society, in are best used as the setting for rebels erties” of behavior in actual insect which “human” qualities like imagina- fighting for human survival or to hives. If one thinks of an ant colony tion, freedom, or love are subordinat- reclaim humanity’s dominion over as a single organism composed of ed to mechanical efficiency. The alter- machines. More pleasant settings with ants, it’s interesting to note how the nate universe codenamed “Steel” (p. humans and machines working colony seems capable of more sophis- B528) is one particularly nasty together allows for just about any ticated behavior than any individual machine society. Often, machine civi- adventure type, although since utopi- ant could ever manage. Since ants lizations take on aspects of a hive an societies run by superhuman intel- don’t have any kind of “thinking ants” mind, with specialized units for each ligences tend to be peaceful and a lit- in the nest, the clever behavior arises task coordinated by a giant “master tle bit boring, the really fun adven- out of the interactions among indi- computer.” (This has the advantage of tures can be found across the border. vidual ants. One can imagine a hive giving the nightmarish dystopia a sin- Machine cultures can have very big enough to have human-level intel- gle neck to sever.) impressive armies of steel soldiers, ligence arising from its billions of Other writers have envisioned civi- fleets of superintelligent robot battle- nearly mindless members. Vernor lizations of numerous independent ships, and highly efficient factories to Vinge’s Tines in machines, usually united by some pre- replace losses quickly. -type are close to this concept. Such “hive programmed obsession. Usually that machines may wage constant war

200 FUTURE AND ALIEN CIVILIZATIONS against living things, so that the monopoly on trade). A corporate- with. Free Enterprise planets might entire civilization is on a constant ruled planet that is not part of an be fairly common, especially in the war footing. interstellar economy is more likely to case of colony worlds settled by lib- Trade with machine cultures is have a cartel-style government, if ertarian idealists. How long those often difficult. The aggressive, danger- only because a single corporation societies endure depends on the ous ones take what they want, and the wouldn’t have anyone to do business GM’s opinion of libertarian ideas. super-efficient utopian ones are often post-economic cultures of abundance.

PLANETARY History and Government GOVERNMENTS The structure of a planet’s government will depend in part on the Of course, planets have to have world’s history. A world with a native intelligent species will have lots of their own governments. There is a lot unique cultures in different parts of the planet, multiple languages, and more variability in the style of plane- probably many different religions. Uniting a large, diverse population tary government than in interstellar like that may be best accomplished by one of the looser government societies. types like a federation or alliance. A colonial-style empire might impose Individual planets in a space cam- unity by force! Either the various parts of the planet come together, or paign can use the interstellar govern- one region imposes its rule on the rest. ment types, though obviously with By contrast, most colony planets will often begin with a government smaller constituent units. Exactly how already in place. The founding settlers draft a constitution, or the large the units are can dramatically Colonization Authority imposes its rules. Colony worlds may tend to affect how a planet is run. more idealistic systems, sometimes highly impractical ones. They may Anarchy on a planetary level, as in also allow for growth by setting up a federation structure or keeping the an interstellar society, can reflect whole planet as a single unitary government. either a utopian absence of govern- A colony world with multiple colonies planted by different groups ment or a dystopian absence of order. may wind up in the same situation as a world with native inhabitants: If there are organized states but multiple diverse populations with no great desire to unify. They may no planetary government, the term function as an alliance, unite in a federation, or one colony may be able balkanized is sometimes used. to simply annex the others. The growing pains of colonial societies can Contemporary Earth is either a balka- make for interesting adventures, as PCs get involved in political strug- nized world or a very weak alliance. gles or decide to carve out their own realms. Alliances are common on balka- nized planets, and it’s entirely possible Setting History for one alliance to effectively domi- Everyone and every place has a history, and history affects the way nate the whole planet. During the era people react to new situations. America and Russia both fought in the of the colonial empires, when most of world wars, but came away with radically different attitudes. Russia Earth was controlled by a handful of sought to hold all possible enemies at arm’s length by controlling European great powers who often Eastern Europe; America wanted to prevent future aggressors from acted in concert to keep order, one dominating the continent. Those attitudes, stemming from very differ- could describe Earth’s planetary gov- ent histories, locked the two nations in conflict for half a century after ernment as a loose alliance. World War II. Federations are a very likely form of The simplest way to design the history of the setting is to work for- planetary government. Many support- ward from the present, extrapolating trends, while throwing in “random ers of the United Nations have hoped events” like scientific breakthroughs or unexpected wars. Sometimes that it can evolve into a kind of past history makes a good model: base the growth of the Interstellar “Federation of Earth.” The exact Federation on the expansion of the United States, while the Trade details of the federation’s government Alliance mirrors the history of the Venetian Republic. Most of it can be can dramatically affect its politics. An glossed over in generalities (like summarizing the whole 20th century as American-style republic with direct “a time of technological progress and social change marred by wars election of federal officials by the citi- among competing ideologies”). The period to describe in detail is the zens is very different from a century or so before the campaign’s timeline, especially events that European-style union in which the would have happened during the lifetimes of the PCs. central authority is selected by mem- Game Masters are allowed to “stack the deck” and create a history ber state governments. that leads to interesting conflicts in the campaign’s present. If the game Corporate government of a single is to take place in a time of “cold war” tension between two evenly planet is likely to be an offworld matched empires, sow the seeds of that enmity a couple of generations megacorporation that owns the back. whole planet (or at least has a

FUTURE AND ALIEN CIVILIZATIONS 201 Empires on a planetary scale are New kinds of planetary administra- Earth they are typically socialist, as certainly possible, even at low technol- tions include: that allows the party substantial con- ogy levels. The Mongols, Romans, Codominion: Rule by two different trol over the economy to reward fol- Spanish, and British all ruled substan- governments at once. This typically lowers. CR3+. tial fractions of the world at one time occurs in a colony or “neutral zone” Plutocracy: Rule by the rich, often or another, and one could imagine a region, either in dispute or a joint through direct purchase of govern- more aggressive or durable empire project of two states. The functions of ment offices. Usually the officeholders finishing the job. On a planetary scale, government are divided between two expect a good return on their invest- empires can have any kind of internal administrations, sometimes even with ment, leading to massive corruption. structure. At low tech levels monarchy different laws applying to citizens of This differs from a corporate state in is likely, and the examples above all the two governments. Things can get that power is held by wealthy individ- show a monarchical empire can be interesting when the two governments uals instead of companies, making it very successful at world conquest. are very different and have different similar in some ways to a feudal sys- Control Ratings! CR variable. tem. CR2-4, with bribery common and Conscription: Typically a republic accepted. Alternate Planetary or meritocracy, but one in which the Psiocracy: A form of caste system Governments rulers are chosen to serve whether they or meritocracy, but the key qualifica- Some government types are more want to or not. Essentially government tion is psionic talent. This gives the common at the planetary level than on service is like jury duty in modern government remarkable power, since the interstellar scale. This includes America – something you do because the rulers can do things ordinary cit- many of the types listed on pp. B509- it’s your responsibility. Conscript gov- izens can’t. A psiocracy might come 510, especially Athenian democracy ernments are usually CR2-4. about if psis are oppressed and (which pretty much can’t exist across One-Party State: A subtype of oli- decide they aren’t going to take it interstellar distances unless there’s garchy, using the forms of a democra- anymore, but it could also represent some form of very fast interstellar cy but with only one legal political an enlightened culture that uses communication), and clan/tribal. The party. Power goes to those who can psionics as a tool for the benefit of variant forms colony, cybercracy (as rise within the party hierarchy. Often all. CR3+, sometimes with real opposed to machine civilizations), the party grows to have millions of “thought police!” sanctuary, and subjugated are also members, but the rank and file have single-planet types. little control over decision-making. On ORGANIZATIONS Below is a representative collection alien languages, as much scientists as of organizations likely to exist in a GOVERNMENT diplomats. Envoys to a species that space campaign. The details given are still practices dueling and ritual com- only suggestions – the GM will want to ORGANIZATIONS bat might be ex-commandos skilled modify them or use different organi- Government bureaus that affect in mayhem. All diplomats have some zation names as he adapts them to his the lives of PCs may not be the most intelligence-gathering and propagan- universe. None of these organizations important parts of the government. In da functions. has to exist – some may not be appro- the grand scheme of things, the off- On Earth, foreign embassies are priate for some civilizations, and other stage Imperial Revenue Service is far considered “sovereign territory,” invio- nations may combine multiple func- more vital than the Mercenary late by local authorities. Other civiliza- tions into a single organization. All of Regulatory Agency. tions might not follow this standard. these organizations can also exist in Differences in how civilizations campaigns without interstellar travel – Diplomatic Corps view and treat diplomats can lead to in that case, just replace references to comic misunderstandings – or endless The importance and style of the “interstellar” with “interplanetary.” interstellar war. diplomatic corps depend on what The scale of organizations varies kind of other states or civilizations depending on the campaign. For exist and how the society interacts example, Game Masters who want to Interstellar Trade with them. A powerful empire with make life challenging for rebel and no real rivals would have diplomats Commission smuggler PCs can put a Patrol base on who act more like viceroys, bossing The ITC regulates trade, operates every inhabited world, while GMs who local rulers around on behalf of the the customs stations at all starports, want to make sure Patrol characters all-powerful emperor. An all-human and cooperates with the Patrol (p. can’t depend on easy backup can federation dealing exclusively with 203) against interstellar smuggling. make them scarce and far apart. alien cultures would have a diplomat- The size and power of the ITC mirrors ic corps specializing in xenology and how much the government controls

202 FUTURE AND ALIEN CIVILIZATIONS the economy. It will be a huge bureau- Navy Office of cracy in states with a high economic The space navy is generally the Colonial Affairs CR, and an underfunded licensing dominant military force in any inter- agency in low-CR cultures that value The Office of Colonial Affairs stellar society, if only because sol- oversees colony ventures. In an free trade. In a corporate state, the diers can’t fly from planet to planet ITC is the Auditing Department, mak- expanding society with lots of without a spaceship. The Navy’s job colonies, the OCA may rule dozens ing sure that shipments and payments is to control space and deny it to go to the right places. or hundreds of star systems, making enemy forces. Spaceships can also it very powerful. One or two obscure make devastating strikes against clerks in an office in the capital city Mercenary planets and bases, but aren’t much may decide the fate of whole sectors. good at taking and holding territory. New colonies may be planted on Regulatory Agency Between wars, the navy maintains In cultures that don’t use merce- resource-rich worlds, or to secure a readiness by carrying out mock bat- contested sector, or on deliberately naries, this agency is simply part of tles – often in barren, remote systems the police, tasked with cracking down harsh worlds as dumping-grounds where it can use live ammunition. for prisoners and dissidents. If colo- on illegal private armies. Where mer- Large naval bases are maintained cenaries are permitted, they set the nization is typically a private enter- at strategic locations, often on airless prise, the OCA may serve as “refer- ground rules. moons or navy-controlled worlds. Regulatory agencies almost always ees” to decide which group of settlers Small bases – mostly for refueling and gets control of a given planet. prohibit biological, chemical, or repairs – are attached to many larger “dirty” nuclear warfare within the Settings with very few habitable starports. The navy also has an intelli- worlds may replace the OCA with the nation’s borders. Clean tactical nukes gence branch, responsible for gather- are sometimes allowed. Mercs must Terraforming Authority, in charge of ing current information on enemy modifying planets and seeding them not go to a troubled world unless hired military forces. by someone on the scene, and must with life. The staggering cost of ter- leave when the fighting is over. raforming means that colonies will The MRA may also try to level the only be allowed with government technological playing field to prevent approval, and illegals may be hunted high-tech offworlders from com- down and deported. pletely dominating local forces. Agency inspectors get very good at Patrol spotting concealed high-tech gear. The primary responsibility of the Some latitude may be allowed; in Space Patrol is law enforcement: anti- certain civilizations the MRA can piracy and anti-smuggling patrols, juggle restrictions on both sides of a and police duty on small or remote fight to make it an “even match.” colonies. They also regulate and (This is especially true if the MRA inspect starships and space stations, works closely with media organiza- assist vessels in distress, and generally tions to make wars a good show for keep space peaceful and orderly. the folks back home.) Typically, the heaviest Patrol ship The MRA maintains a central will be a light cruiser, but crews are office on the capital world. Other likely to be elite. Patrol vessels get put offices may be opened if local business under navy command during makes it worthwhile. Regulators are wartime, but at all times there’s a rival- assigned to each merc outfit. Some ry between the two services. are self-righteous and obnoxious; In an alliance or other loose socie- Patrolmen consider the navy a bunch some can be bought; some do their ty, the navy may be the professional of overequipped glory hogs who spend jobs. core of the fleet, supplemented in all their time in training, while navy The MRA is also a clearinghouse wartime by regional forces of varying spacers look down on the Patrol as for licensed mercenary outfits seeking ability. Where the navy is the sole mil- “orbital crossing guards” who can’t work. When contracts are negotiated, itary arm, tight control must be handle real threats. the employers place half the agreed maintained or the admirals may seize Patrol bases are attached to many payment on bond with the MRA. If command and declare an empire. starports; even minor starports are there is a dispute later between the During peacetime, governments likely to have a Patrol office. The mercs and their boss, the MRA arbi- often find other things for the Navy to Space Patrol also has separate opera- trates – paying the mercenaries from do. Navy ships may conduct science tion bases, away from the commercial the bond fund if necessary. Societies missions, provide aid at disaster sites, starports, from which major anti-pira- like informal empires that use merce- or support colony projects. Ships may cy and other missions are launched. naries may subsidize them during be detached for tours with the Patrol, The Patrol usually maintains a covert- long periods of peace. or may simply be the Patrol. operations office; its agents infiltrate

FUTURE AND ALIEN CIVILIZATIONS 203 criminal organizations. (In a repres- Domestic intelligence is part of law directs its attentions at corporations sive society, they are secret police.) enforcement, but focuses on people that don’t have the favor of the The Patrol is known for rigorous who might commit crimes instead of government. adherence to the letter of the law and those who have actually done some- The Special Justice Group is likely rigid interpretation of those laws. thing. In particular, domestic spies to keep its base of operations wher- seek terrorists and organized crime. In ever businesses are most concen- tyrannical states, domestic intelli- trated, with branch offices in all the Postal Authority gence also rounds up dissidents, crit- major financial hubs. Field investiga- The Postal Authority is responsi- ics of the regime, and anyone who tors must rely on civilian transport or ble for the mail. Mail between vital looks like they might be one. call in the Patrol to assist on raids. worlds is carried by official courier Counterintelligence works on ships. Mail service for minor worlds uncovering foreign spies, and on is contracted out to private trade spreading disinformation to make it Survey Service ships. This is profitable – many inde- harder for the other guys to get accu- The Survey Service is in charge of pendent traders depend on mail runs rate information. discovering new worlds and maintain- for steady cash – but PA standards The three types of espionage are ing accurate information about are high! Other interstellar commu- often combined with covert opera- known ones. Discovering new worlds nications may also be controlled by tions forces – secret military or para- is the task of the Scout Service or the Postal Authority, depending on military units trained to be stealthy, Exploration Division. Maintaining technology. fast-moving, and well-hidden. Covert data on known worlds falls to the Control of interstellar communica- ops do the things the government Survey Division, sometimes known as tions makes the Postal Authority needs to do secretly. the Grand Survey or the Astrographic extremely powerful. In any high-CR A state may have different agencies Division. society, the PA reads the mail and for each job. Or it may have multiple First-in scouts are a quirky lot, soli- forbids distribution of “treasonous” agencies, each of which does a few of tary and temperamental. Often using publications. those tasks. Given the nature of the one- or two-man craft, they visit unex- In some settings, the PA may be a secret world, that means they often plored systems. If they find a poten- huge private company or nonprofit wind up spying on each other. tially habitable world, they make the entity. It may be galaxy-wide, using best report they can, landing for close the threat of cutting off communica- inspection if there are no apparent tions to keep governments from inter- hazards. First-in scouts especially fering. And whoever does control the watch for signs of intelligent life. If an post office can rule the galaxy! intelligent species is detected, they may avoid contact – that’s a job for specialists. In some settings, first-in Security and scouts may be freelance explorers, Intelligence Agency ranging into unknown space in sec- Just about all governments want to ond-hand ships looking for valuable keep some things secret, and just worlds, and then selling their data to about all of them want to find out the Survey Service. what everyone else is trying to hide. When the scouts make a favorable This task can be divided into three report on a new world, the survey main categories: foreign intelligence Special Justice Group team goes in. A survey team may be a (spying on other governments), The Special Justice Group controls single ship or a full expedition; it domestic intelligence (spying on the large corporations. Its precise role includes xenobiologists, planetolo- government’s own citizens), and coun- varies depending on the society. gists, xenoarchaeologists, and first- terintelligence (catching or fooling Where there are few restrictions, it is contact specialists. They begin by enemy spies). simply a “referee” focused on keeping making an exhaustive orbital study, Foreign intelligence agencies a level playing field. In societies more landing only when the planet is judged spend most of their time reading news suspicious of big business, the SJG safe. Survey scouts certify worlds as reports, census data, and other public monitors corporations closely, scruti- suitable for colonization, and make information in order to get a compre- nizing ads for subliminal messages recommendations about relations hensive picture of what other govern- and analyzing tax data in search of with new alien societies. Survey ments are doing. Their chief concern “financial anomalies.” scouts are more intellectual than their is identifying military or terrorist Of course, in some societies the first-in brethren, but they are still threats, though some governments government runs the corporations, adventurous survivors. use their intelligence agencies to spy either directly (in a Corporate State or Survey stations, manned by explo- on foreign corporations to help socialist system) or indirectly ration division personnel, may be set domestic firms compete. They also (through “crony capitalism” or state- up for the long-term scientific study of make use of electronic signal intercep- granted monopolies). In those situa- planets or interesting space phenome- tion, and of course hire spies. tions the SJG acts as a liason office, or na (e.g., black holes) and major

204 FUTURE AND ALIEN CIVILIZATIONS archaeological finds (like Precursor joined into a single conglomerate, Governments that want to control sites). Covert survey stations may be controlling the lion’s share of an entire trade (or are chummy with big corpo- established if a planet has a low-TL economy. rations) may view the Free Trade native race deemed worthy of study Multistellar corporations operate League as a nuisance, but others may but “unready” for contact. In an inter- across many worlds or star systems. support it as a valuable aid to main- planetary campaign with no FTL trav- The quickest way to figure the size of taining free markets and competition. el, most worlds will have been a multistellar is to add up the eco- explored already, so manning such nomic volume of all the worlds where projects may be the scouts’ main role. it operates and roll one or two dice to Mercenary Companies During wartime, scouts are determine its share of the economy. A Mercenary units are simply small attached to the navy. First-in scouts more detailed approach would con- to mid-size corporations who deal in perform long-range reconnaissance, sider how much of a share it has on mayhem. They may use euphemisms while survey scouts are attached to each world separately: on some plan- like “private security firms.” Merc out- naval intelligence, often acting as fleet ets GalactiCo is merely a big compa- fits are typically small in size – gener- intelligence forces. ny among many, but on others it has ally not more than 1,000 troops, and a monopoly in its industry, and on a often fewer. Companies can be con- few worlds it dominates the local tracted for specific missions or hired PRIVATE economy. by the month. Sensible mercenaries RGANIZATIONS A typical corporation has one know that a company’s reputation is O employee per $100,000 to $500,000 in its biggest asset, so they fulfill con- sales (at lower TLs this may be high- tracts and keep up high standards of Alien Rights League er). This doesn’t count things like pri- training and off-duty behavior. Other vate armies, spies, goons, bribes, or mercs may be more interested in get- The Alien Rights League is an ting a quick profit by looting, betrayal, altruistic group dedicated to promot- secret black-technology projects, of course. Following the usual rule for or seizing power. Mercs can be the ing equality for all sapient beings. In equalizer when a remote colony societies that respect individual rights, military budgets, a corporation proba- bly won’t spend more than 1% of its comes into conflict with a major the ARL focuses on fighting prejudice power or megacorporation, or they among the citizens, and works closely sales on such “nonessentials.” Of course, a multiplanet corporation can can be the “deniable assets” used by with government legal agencies. the big guys. But in societies that legally oppress concentrate its forces and overwhelm the military of a small planet, and use Mercenary space fleets are rarer, aliens, the ARL must work against the due to the immense cost of warships government. Sometimes it exists advanced technology as an advantage against primitive societies. and the understandable reluctance of underground, operating safe houses governments to have them in private and secret transport routes for aliens hands. Where they do exist, they are fleeing oppression. Free Trade League generally called “privateers” rather In any setting the ARL is likely to At first, it was little more than an than mercenaries. be a perennial thorn in the side of the association of independent traders Office of Colonial Affairs, standing up that met at market worlds to swap for the rights of low-tech or presapi- information. As interstellar competi- News Services ent natives the OCA wants to displace. tion – and regulation – grew, the Free News services can be either private Often the xenologists of the scout Trade League became a lobbying corporations or government-con- service are the ARL’s best allies in group for the rights of independent trolled media. Which type depends on government. traders. It now has offices everywhere the Control Rating of the home socie- As a private organization, the ARL that traders gather. ty. Each one requires reporters or likely maintains a modest office near The league is a clearinghouse for stringers to gather news, who may or the seat of power in the society, and a market information. An independent may not be the same as the people network of supporters (both open and trader who has valuable information who present it to the public. News secret) throughout the galaxy. he can’t use will pass it to the league – services are extremely important in which brokers the data to other inde- any society: in tyrannies they are one Corporations pendents before the big corporations of the chief methods the government get the word. The original trader gets uses to maintain control, and in open Big business can’t be bigger than societies they are the battleground the society that supports it. In a free- a 5-10% royalty; the League itself takes a percentage as well. where ideas are presented. market society that prevents monopo- The available technology deter- lies and encourages competition, even The league also arbitrates griev- ances among members and operates mines what the news services will a huge corporation won’t be bigger look like. If messages have to be car- than 1d% of the society’s total eco- as a bank, facilitating transactions between races and cultures. Traders ried by starships, then interstellar nomic volume (see p. 95). Monopolies news will be more like a newspaper or that control an entire industry can be down on their luck can apply for a loan – but if they can’t pay it back, magazine in presentation, with no bigger, up to 2d%. A corporate state “breaking news” coverage because of would consist of several monopolies they’ll be pariahs in the trade community. the lag times in transit. Interstellar

FUTURE AND ALIEN CIVILIZATIONS 205 “broadcasting” in real time allows unwelcome interest by either the psi-force. Where psionics don’t exist, something like network television Organization or the local authorities. PSI is a group of crackpots and news. Interstellar computer networks frauds. (Or is that just what they make it possible to have decentralized, want you to think?) ad-hoc volunteer news services. In Psionic Studies Institute general, the more difficult it is to send The PSI is a research foundation messages, the easier it would be for dedicated to the study of psionics, but Universities and someone to control the spread of there’s more to it than that. It is a Scientific Foundations information and manipulate what secret psionic society that offers aid Scholarly organizations can be people know. and training to psis. The institute has huge and influential, and very long- Governments and corporations branches on major worlds, particular- lived. In a wealthy interstellar society, hate news services when they run sto- ly those with large universities. PSI a university might be “endowed” with ries revealing embarrassing secrets. members constantly search for prom- a whole planet! Healthy, growing soci- Activist groups love them because ising candidates for training. Some eties have academies that develop they can “leverage” a small organiza- are willing recruits, rescued from young minds and expand the frontiers tion’s influence. death at the hands of anti-psionic of knowledge. Decadent cultures have mobs. Others get a mysterious “schol- universities devoted to nothing but arship award” and learn what’s going rehashing the work of past scholars The Organization on only after they’re already enrolled. and savage infighting over academic The Organization (if it really exists) And there are rumors that some PSI privileges. can only thrive in a middle ground of members were abducted and brain- Scientific foundations can range in legal strictness. In high-CR societies, washed . . . size from giant government research police monitoring makes it too hard to In worlds where psionics are agencies to tiny groups funded by one operate. In very low-CR cultures, widely known and at least marginally or two wealthy enthusiasts. Either end there’s too much legitimate competi- accepted, PSI is the semi-official of the spectrum can produce cutting- tion for what the Organization has to training and licensing organization edge research or monumental quack- sell! What the Organization prizes are for psionics. There will still be some ery. In tyrannical societies, scholars planets with moderate to strict laws crackpots who think it’s a conspiracy tend to “discover” results that con- and lots of corruption. – and sometimes the crackpots are form to official ideology (or the The Organization is effectively a right! Where psis are oppressed, PSI emperor’s whims). multiplanet corporation, with a near- helps them avoid vivisection or monopoly in its chosen field. As such conscription into the government’s it’s comparable in size to a big multi- stellar company and has similar assets. On the rare occasions when it’s been necessary, the Organization can Startown even hire mercenary armies and pirate A long-standing trope in space fiction is the rough-and-tumble “star- ships for full-scale military operations. town” district near the spaceport. On all but the most xenophobic On many worlds, all criminal activ- worlds, the authorities realize that offworlders will have strange cus- ities require the approval of the toms, may not understand local rules, and need to “cool their jets” after Organization – with a piece of the a long voyage. So most planets have a small area (often no more than a action going to the syndicate. And on few city blocks) near the spaceport where officials turn a blind eye to any world with a population of more strange behavior. Assume the CR in Startown is one or two levels lower than a few hundred, there’s an than the norm for that world. Organization contact. Organization In addition to visitors, startowns attract locals with unconventional VIPs live like royalty, often on syndi- tastes or ideas. Some just drop in to gawk at the offworlders, but a few cate-controlled worlds where crime move in and settle down. Add to them a few spacers permanently bosses are feudal lords. The “between berths” and an assortment of crooks and opportunists, and Organization also sponsors sanctuary you’ve got startown. worlds beyond the reach of police. On some worlds, startown is legally defined, perhaps even lying Should the PCs want to find an within the port’s perimeter fence under control of the spaceport author- Organization contact on a new world, ity. It may even be an entire city, a “treaty port” like old Shanghai, the the best place is a startown or similar only place on the planet where offworlders and locals can mix. port area. Roll against Streetwise, While the cops may tolerate some violations of local mores in star- minus the Control Rating of the local town, that doesn’t mean the place is a free-fire zone. Violence, especial- government (see p. 94). Each attempt ly violence involving weapons, will bring an appropriate response. takes two days of barhopping and hint Crimes committed against locals are investigated as usual. (Crimes dropping. As a rule, about the time the against offworlders may not be such a big deal.) The regulars in star- searcher gives up, he’ll be tapped on towns understand this, and try to do their part to keep the peace. the shoulder and escorted to Mr. Big’s office. A critical failure will lead to

206 FUTURE AND ALIEN CIVILIZATIONS CHAPTER EIGHT ADVENTURES

The cabin of the old fishing boat was crowded and smelly, but Shiro tried to look cool and unconcerned. Inside he was practically bubbling. Here he was, surrounded by central Tokyo, beginning around sunset. That should draw the genuine resistance fighters, planning to strike at the alien police away from Narita.” overlords! “What kind of chaos?” The old Russian captain coughed quietly and everyone fell “It should look serious. Could you start a riot?” silent. He unrolled a sheet of coarse paper on the chart table. Shiro thought desperately, then beamed as an idea came to “This is our target: the cosmodrome at Narita. Each of you him. “Comics!” and your organizations will have an important job to do.” “Eh?” The old Russian looked skeptical. Shiro listened, memorizing everything, as the captain out- “The Shahar banned comics and had all the old ones lined each resistance group’s role in the plan. As the briefing destroyed because there were too many alien bad guys. If I went on, he began to feel a little crestfallen. What was the Alien pass the word that a big cache of old comics has been found, Fighter Army going to do? After all the trouble they’d gone to I can get thousands of fans to show up! When they find out just getting in touch with the resistance, it would be terrible if there’s nothing, you’ll get your riot.” the Alien Fighter Army wasn’t allowed to help. The captain looked off into the distance for a moment, then “Shiro – still with us? Good. Your people are in charge of smiled a little. “Very well, comics it is. We use every weapon we creating a diversion. You need to cause chaos all through can get.”

ADVENTURES 207 The Default Adventure A useful concept in designing a campaign is to think of the “default adventure.” This is simply what the characters are expected to do. In classic Dungeons & Dragons, for instance, the default adventure is exploring an underground complex full of monsters and treasure. In Call of Cthulhu, the default adventure is investigating an ancient cos- mic horror. The default adventure and the campaign concept tend to be closely linked – one is simply an application of the other. So for a band of tough space mercenaries, the default is a military operation – attack- ing an enemy force. For explorers, it’s finding a new planet and solving its mysteries. Not all the adventures have to fit the same template – in fact it would be deadly dull to make them all the same. The default adventure serves as the point of departure, the “zero setting” on all the knobs before you start to twiddle them. Characters can enter new and different adven- tures once they have “mastered” the default scenario. So after the space Having set up the campaign, the mercenaries have run a few basic military operations, the GM can start Game Master needs to create some throwing curve balls: betrayal by allies, a natural disaster which inter- adventures for the players to run their rupts the battle, maybe even the discovery of an underground complex characters through. This, ultimately, is full of monsters and treasure. The explorers could be called upon to where “the rubber hits the road.” No conduct a military operation because the rest of the fleet is mysterious- matter how much planning and work ly absent, or find clues on a new planet that lead to an ancient cosmic went into the campaign, if the adven- horror. tures aren’t interesting and fun, The GM can use default adventures to play up different aspects of nobody’s going to know or care about the game and the setting. One mercenary operation might wind up the setting. being mostly negotiation, as a besieged garrison bargains for honorable Any roleplaying adventure has cer- terms of surrender. Another could turn into an investigation as the sol- tain key features: there is a hook diers realize there is a traitor among them. The GM can drop default which gets the PCs involved, a goal for adventures into different crossover genres, so that the explorers face a them to pursue, and obstacles to over- horror story scenario on one planet, a swashbuckling adventure on the come. The precise nature of all these next, and a tense thriller on a third. things depends on the characters and the setting. THE HOOK The hook for an adventure is what types are also good for mission-style stuff up, and infiltrating through the gets the characters involved in the sit- adventure hooks. Bounty hunters, air ducts. The chief drawback is that it uation. Some campaigns have hooks independent scouts, or mercenaries may be hard to surprise the players or built into their structure, while others are essentially “adventurers for hire” get the characters into unusual situa- allow the heroes to blunder into situa- and the latest client can send them on tions. It may also be hard to create tions on their own. a mission of danger and excitement. much continuity from adventure to The useful thing about this kind of adventure. “assigned adventure” is that there’s lit- Your Mission, tle chance the characters will turn it Should You Choose down and go bowling instead. If Going Fishing to Accept It . . . you’re a space marine and the colonel Other characters aren’t looking for says go attack that pirate base, well, adventure, and their ostensible jobs Heroes who have a duty to some that’s what you’re going to do. The don’t normally lead to mysteries and agency can simply be assigned mis- emphasis is on how the characters shootouts. Merchants, asteroid min- sions that will lead to adventures – accomplish the mission rather than ers, colonists, and some scientists although often the mission doesn’t what they’re going to do. This require hooks that are at least vaguely seem particularly exciting when it’s approach works very well with “set- related to the job they’re supposed to assigned. This applies to military per- piece” adventures, and appeals to be doing. For merchants the canonical sonnel, explorers working for the sur- players who want to get straight to the adventure hook is the weird cargo or vey service, police, spies, and possibly crunchy bits of tactical plans, blowing mysterious passenger, prospectors diplomats. Some freelance character and colonists can run across strange

208 ADVENTURES things in the wilderness, and scientists discover something that becomes the focus of an adventure. For this kind of campaign, it’s often best for the GM to toss out lots Let me make this abundantly clear. I do of potential adventure hooks and let the characters follow up whichever the job, and then I get paid. ones interest them. (To save on effort, the GM can have several –Mal, Firefly hooks lead to the same scenario.) So the merchants hear a rumor in the spaceport bar about a lost treasure, bump into an old spacer who’s trying to get revenge on the pirates who And if every option leads to a mystery This is a very good approach to use killed his family, see a news item or a battle, the PCs may start to feel a for an introductory adventure, when offering a reward for a hijacked ship, little put-upon – “Can’t we ever haul a the characters may not know one and are offered a good price on a normal passenger?” another and the players are still learn- cargo of alien artifacts. Any one of ing about the setting. It also works these can lead to an adventure, and well for “change of pace” adventures – they give the feeling of a vibrant A Date With Destiny getting the marines into a romantic universe full of mysteries and Any characters can simply have comedy situation or the merchants excitement. the bad luck to get caught up in a into a technothriller. The chief draw- Drawbacks to this approach is that strange or dangerous happening. back is that adventures by chance players may get kind of scatterbrained The marines are on leave, the mer- don’t happen very often. If “one in a – pursuing one adventure hook and chants are buying new reactor parts, million chance” things happen to the then dropping it to take up a different or the colonists are building a new heroes every few weeks it starts to one. Game Masters who like to create wind turbine – when suddenly the erode the sense of realism in the cam- detailed scenarios in advance may kidnapped princess begs for help! Or paign (unless, of course, there’s some- wind up with a lot of unused material. the aliens attack! Or whatever. thing causing all these weird things).

Metaplot “Metaplot” is a term used to describe the ongoing Characters in a military campaign will be greatly storyline within a game world. Many published role- affected by wars and changing alliances. Merchants playing games, especially those tied to a specific set- may profit – or lose their shirts – as a result of large- ting, have a metaplot that is gradually revealed in new scale events. The introduction of new technologies supplements and sourcebooks. Here, we use the term can change everything, giving some the chance to to describe the unfolding history of the game world, benefit and forcing others to struggle to adapt. which may or may not have any connection to the Finally, metaplots make a good scale indicator or actions of the heroes. So in a campaign involving “scorecard” for the player characters. When their archaeologist-astronauts digging up alien ruins on actions do start to affect the course of events, they Mars, the metaplot might have growing international know they’ve made it to the big time. tension between the United States and China explode Before the Game Master hurries off to start plan- into war. America and China are a long way from ning half a dozen world-shaking events for the cam- Mars, and it’s unlikely anything the PCs did had any- paign, there are some things to keep in mind. First, thing to do with the start of the war, but it will affect players have limited time and attention to devote to how the Chinese and American characters interact. the game, and expecting them to keep up with a bar- Why have a metaplot? Three reasons. First, a game rage of in-game current events may be asking too world which changes and evolves helps make it all much. Keep the amount of information down to seem more real. Players may find themselves getting maybe half a dozen “news bulletins” per game ses- interested in the unfolding history of the setting. In a sion. Second, be sure that the changes don’t destroy small-scale campaign, the sense that this is a big the appealing features of the campaign. If the players world full of things going on helps make things more are happily building up a thriving little commercial exciting. A newspaper or “Galactic Action News” empire as star merchants, wrecking everything with a report at the start of each session makes a nice tran- massive can provoke resentment – sition from mundane reality to the world of the game. aimed at the Game Master, not the aliens. Second, a metaplot is a great source of adventure hooks, especially if large-scale conflicts are underway.

ADVENTURES 209 GOALS The goal in an adventure is simply adventure involves some unexpected located. Mobile or intelligent beings what the characters are trying to challenge, the players may get restive. may not want to be found, and may accomplish. Very often the goal and even fight the PCs when discovered. the hook are the same thing: you’re The heroes may be trading for the hired to find the killer androids, so TYPES OF GOALS thing in question, and must be able to tracking them down is the goal. But it There is a limitless range of possi- meet the price. Having gotten it, the can be interesting when the hook isn’t ble goals, but most of them can be heroes must keep the thing, even the real goal. This comes about either generalized into three types. though others may have the same because the heroes have been misin- goal. Often getting the reward (money, formed about the true nature of the prestige, the handsome prince) is the mission, or because something Go Someplace ultimate goal which lies behind all the The characters have to get to a unforeseen happens along the way. others in an adventure. place. But of course they can’t just As an example, suppose the heroes walk in. Perhaps the place is hidden, are mercenaries hired to do a simple so they have to find it. Maybe they strike mission against a remote corpo- Do Something have to evade traps and alarms to get rate research lab. The mission goes off The PCs wish to make a change in in. The place can be defended by force flawlessly, but it turns out the lab was the world. This can be as peaceful as fields and an army. Or maybe it’s very doing biowarfare research and some building a new colony, or as violent as exclusive and they have to get an invi- of the troops are now infected with a destroying the emperor’s flagship. It tation. It could simply be very far virus causing compulsive cannibal- may mean preventing someone else away. If getting there isn’t the prob- ism. So now instead of a straight up from achieving a particular goal. lem, maybe the heroes have to arrive shootout, the heroes are caught in a Survival is probably the most basic before something happens, or before nightmare of paranoia and horror. thing to accomplish. Often one must someone else does. Sometimes going Goals that diverge from the origi- go Someplace in order to do some- someplace really means getting out of nal hook are a good way to throw thing, and there may be things to someplace. some variety into mission-driven acquire to ensure success. adventures, and are practically Goals can be nested or linked, so required in hard-boiled, grim-and- that the heroes must repair the star- Get Something ship in order to travel to an unex- gritty scenarios in which nobody tells The heroes have to get their hands plored system in order to penetrate the whole truth and there are wheels on a particular thing (or person, or the pirate fortress in order to steal the within wheels at work. They are also a information). The Something may be crystal nanocomputer in order to good way to challenge players who inside a Someplace, but there are counteract the gray-goo plague that is tend to over-plan things in advance. As other ways to make it hard to get. destroying New Earth. with “date with destiny” adventures, Something that is hidden must be they can be done too often – if every OBSTACLES The obstacles faced by the heroes like “What is the origin of the uni- potentially important. Conventional are the true meat of the adventure. verse?” while others are smaller mys- puzzles can be things like “Why is the Without obstacles, there’s really not teries like “What is the effect of port commander refusing to let us much of a story. Obstacles are either hydrolyzation on this particular pro- unload our cargo?” or “How can our internal or external. Internal obstacles tein?” Part of the fun of science-fiction squad get past that guard tower with- are situations where a character’s per- roleplaying is that the players get to out being seen?” or “Who murdered sonality or desires (mental disadvan- experience some of the same thrill of Dr. Fortunato?” Solving them may tages, in GURPS terms) conflict with discovery that scientists get from their require roleplaying and information what they must do. External obstacles work. Giving the heroes a puzzle to gathering, physical action and com- are the various threats, barriers, puz- solve is always an interesting obstacle. bat, or a combination. Sometimes zles, and enemies the heroes have to what seems to be a conventional mys- overcome. tery turns into a science puzzle. Conventional Puzzles Conventional puzzles have the advan- A conventional puzzle is a mystery tage that they don’t require a lot of PUZZLES AND or question with an answer based on background knowledge, either of real YSTERIES human motivations or the mundane or imaginary science, which makes M details of the setting, rather than sci- them especially suitable when the Science is all about solving myster- ence or fantastic elements. This does- players don’t know a lot of science ies. Some of them are big mysteries n’t make them any less interesting or

210 ADVENTURES merely inquisitive players can’t poke holes in his creation by asking the wrong questions. ADVERSARIES Adversaries are people or other beings who function as obstacles in an adventure. They must be defeated, subverted, evaded, or otherwise dealt even though their characters do. A problem with science puzzles is with. One of the chief ways science Solving non-scientific puzzles can give that they require a very good level of fiction differs from other genres is its them the same feeling of discovery. science knowledge on the part of both emphasis on rationality. The underly- players and Game Master. The GM ing assumption is that we can under- has to know enough to set up a fair stand the universe. This is reflected in Scientific Puzzles and interesting problem, and the play- the nature of enemies in many SF A science puzzle is one where the ers must be able to at least partly fig- stories. answer specifically lies in the realm of ure it out themselves. Science prob- Good and evil certainly have their undiscovered scientific facts. This lems which are solved entirely by die place, and there are no shortage of sto- does not mean they must be dry or rolls against the characters’ science ries, especially older ones, in which unimportant: finding the vaccine to a skills are pretty boring, so it helps if the heroes are good guys and the vil- deadly plague is a science puzzle, as is the players can at least figure out the lains are bad guys and that’s that. coming up with a way to prevent an broad outlines of the answer, then do Adventures that try to duplicate the asteroid impact, or working out the the die rolling to fill in the details. classic pulp feel may do likewise. But purpose of an ancient alien device. Even when the Game Master is a more common approach (reflecting Fiction and roleplaying games using an imaginary science as the some of the basic optimism of the add the possibility of “rubber science basis for an adventure, he must be field) is to redefine Evil as Ignorance. puzzles” in which the science absolutely clear about how that imag- Enemies are enemies because either involved is imaginary or at least inary science works, so that clever or they don’t understand the heroes, or highly speculative. because the heroes haven’t discovered the key piece of data that lets them understand the enemies. This applies to “monsters” as well as people – the alien creature is only a danger until Alien Psychology the scientists can figure out how to A fertile source for mysteries in science fiction is in the behavior and communicate with it or control its motivations of aliens. Especially when communication is difficult or behavior (though sometimes the only impossible, working out what an alien creature is doing and why can be way to do that is to kill it). an excellent mystery for players to solve. The tone and style of the cam- paign determine exactly what the mystery is and why they need to solve it: if the alien is devouring the brains of Terrans, the heroes probably Monsters want to find out what it’s hungry for in order to stop or destroy it. Monsters in space adventures can Conversely, if the aliens are just building huge crystal towers on a dis- be any sort of dangerous alien crea- tant asteroid, the mystery is what the towers are for. ture, deadly robot, or genetically engi- Sometimes an alien-behavior puzzle is the result of biology. (“It’s try- neered horror. The important thing ing to learn about us by eating brains!”) Other mysteries result from about monsters is that they have to be quirks of alien culture. (“We eat the brains of strangers to demonstrate a credible threat. Because futuristic our oneness with all life.”) Finally, the alien motives may be all too weaponry packs a big punch, science- understandable, and the problem is simply coming up with a way to fiction monsters need some special resolve conflicts. (“I convinced him that ice cream is better than brains, abilities to keep from getting fried. at least on a hot day like this.”) Some creatures may be immune to To make an alien puzzle, the GM obviously has to have a very good the effects of laser pistols or plasma understanding of the made-up aliens. Since the GM is the one making guns. Plasma-based life might shrug them up, that shouldn’t be too hard. The other important element is to off (or even enjoy) shots from energy make sure there’s a good reason the PCs don’t already know the answer weapons. Well-armored silicon-based to the mystery. (“It says in the guidebook that these guys like to eat organisms or beings with tough brains, so never take your hat off in a restaurant.”) Are the aliens recent- exoskeletons might be able to with- ly discovered? Are they keeping this a secret on purpose? Has some- stand a few hits. Swarms are not very thing changed in the environment causing new behavior? (“The brain vulnerable to a narrow beam. mines are running out!”) You can’t hit what you can’t see. Monsters can use stealth and camou- flage to remain hidden until it’s time to

ADVENTURES 211 ex-lover who wants to kill one of the PCs is an enemy, while a greedy mer- chant who steals the last available shipment of dronfberries is a rival. Motivation is important for a con- vincing villain. In space opera settings, villains can be motivated by a love of evil for its own sake, but other science fiction subgenres tend to emphasize rational villainy. Characters can have extremely logical motives and still not be nice (greed is logical). Alien villains may have motives that initially appear strike. Burrowers can lurk under- young are), or guarding territory to be nothing but senseless evil, but ground. Psionic monsters could even against rivals. Trained animals, of which on closer examination turn out use “psychic invisibility” to stroll right course, might be taught to attack to have an entirely reasonable cause. up to their victims in plain sight. funny-looking two-legged creatures, To be a credible opponent, a villain Speed and size modifiers can also help and could even be fitted out with must also be powerful enough to chal- monsters survive and remain a viable cybernetic enhancements to make lenge the PCs. That doesn’t necessarily threat. Fast-moving flyers or small them into very dangerous living mean all villains must be unstoppable fast-running creatures could be very weapons. combat monsters; merely that in the difficult to hit. specific context of the adventure, they Monsters also need believable have enough power to be a threat. If motivations. Few creatures on Earth Villains the PCs need to get into a formal party Villains are those who oppose the attack humans without provocation. to speak with the ambassador, the heroes. They can be enemies, work- Suitable motives include hunger (even ambassador’s protocol-obsessed social ing directly to prevent the heroes if they can’t eat humans, the alien ani- secretary is a powerful foe, even if he’s from succeeding; or they can be mals won’t know that until it’s too frail and unarmed, because in that sit- rivals, who simply want to succeed at late), protecting young (especially if uation he has tremendous clout that their own goals even if that thwarts the humans don’t recognize what the the heroes lack. the heroes. A vengeance-crazed

Adventure Seeds Bounty Hunters once had some kind of big-deal civilization. The Boss Lee Kang wiped out a whole space station full of wants you to go there and ice the scientist. If you mess people to collect on an insurance scam. He’s been on up, don’t bother coming back. the run for years, but now someone’s spotted him: he’s in neutral space, living very well on a world ruled by a Diplomats corrupt oligarchy. The price on his head is big, but is it Your government has sent you to arrange a treaty of worth sneaking him off a well-defended world to earn? friendship with a newly discovered space-capable civi- lization. Not much is known about them, but several Colonists scout ships did disappear in this part of space before A band of space pirates have crash-landed near the contact. Adding urgency to the mission is the presence only settlement on a remote world where the Patrol sel- of envoys from a rival power, trying to win the aliens dom ventures. The raiders claim they just need time to over to their side. make repairs and then they’ll leave, but they seem to be making a big effort to make friends among the Explorers colonists. Someone needs to stand up to them before The heroes have made a very interesting find: a star the colony becomes a pirate hideout. system that has been completely converted into a “Dyson swarm” of giant space habitats, absorbing all Criminals the energy of the central sun. Mysteriously, the swarm Someone has skipped out on a loan, and the Boss appears to be completely abandoned. What could wants to make an example of him to keep anyone else destroy a civilization powerful enough to dismantle from getting ideas. The deadbeat is a scientist, who planets? needed the money to fund an expedition to some far-off planet to study the local primitives; she claims they Continued on next page . . .

212 ADVENTURES Goons The Aim maneuver is one useful early in the adventure, they’ll have a One thing that makes villains technique, giving the heroes the healthy respect for them later on. impressive is that they usually come chance to duck for cover or fast-draw Credible goons shouldn’t be too with a big horde of obedient goons. their own weapon, while still leaving dumb. Bluffing through a checkpoint They’re usually humans, but can also the goons a chance to do some seri- should require a hero who is highly be big tough aliens, robots, or cyborgs. ous damage. Another method is to skilled at Fast-talk or Acting, and Goons, like their masters, need to make sure that encounters with large there should still be some tense be a credible threat to the heroes. If a forces of goons only happen in con- moments when it seems the goons small band of PCs can wipe the floor stricted areas where they can’t make may not be falling for the charade. It with the cream of the galactic tyrant’s their numbers effective. Finally, GMs also helps maintain believability if legions, the question arises, “How did can encourage (and reward) the goons follow sensible tactics. If those wimps conquer the galaxy, any- attempts by heroes to sneak, bluff, or one guard fails to check in (because way?” Of course, a large force of com- use disguise to avoid combat with he’s been taken out by surprise), a petent goons will defeat the heroes in the goons. If the heroes have had one whole team of other troops should short order. Balancing the two factors tough battle with just a few goons arrive to see what’s the matter. is tricky.

Adventure Seeds (Continued) Mercenaries Prospectors Here’s the job: two multistellar corporations are try- The Golconda Trojans are a rich asteroid cluster ing to get control of a world rich in rare minerals. The where many prospectors operate. But now a big mining native sapients are low-tech and balkanized, but know company is moving in, buying out or scaring off the about interstellar civilization. A revolution just broke independents. They recently took over the only station out in the biggest kingdom, and the two corps are back- in the Golcondas where prospectors could get their ing different factions. Your job is to make sure your ships repaired. Some of the guys are cashing in and employers’ faction wins. (Of course, if you want to get retiring, others are heading out to find a new belt to all idealistic, you could side with whoever’s going to work. But others are organizing; they’re going to stay give the natives the best deal.) and fight back. What about you? Merchants Scientists It sounded like a simple contract: some aliens hired The Ikana were a civilization that spanned this part you to haul a consignment of eggs to a new colony of the galaxy when humans were still hunting mam- world. What they forgot to mention is that the eggs are moths. They were wiped out in a huge war with some genetically engineered predators to help control pests unknown enemy. Now excavations on a remote Ikana on the new colony. They also forgot to mention that outpost world have turned up traces of active machin- they’re going to start hatching midway through the voy- ery deep underground. Are there still Ikana surviving in age. They certainly won’t pay for any predators dam- hibernation? Or is it their destroyers, ready to emerge? aged in shipment. Soldiers Navy A Patrol investigation has found the home base of a A band of rebels have stolen the plans for a key slaver operation: a well-defended space station. Now it’s defense installation. The ships of the star fleet have time for the marines to go in and take the place, with- spread out to recover the plans before the rebels can use out getting all the captives killed. The Patrol is provid- them to mount a surprise attack. But the heroes discov- ing a couple of disguised merchant ships to get the er that someone within the government is passing infor- marines into the docking bay. The enemy will be pirates mation to the rebels – is the rebel scare merely part of and slavers – well-armed, not very well-trained, and something bigger? willing to fight to the death to avoid capture. Patrol Spies There’s a new wrinkle in piracy on the frontier, and Someone in Stellardyne is passing information on it’s pretty ugly. Raiders have been hitting poorly defend- cutting-edge weapon technology to rival powers. It’s ed settlements and carrying off the inhabitants to sell as your job to infiltrate the company’s research station and slaves. The Patrol has to locate and infiltrate the slave find the spy. Of course, Stellardyne may have its own market in order to find out who’s buying the slaves and secrets to hide – and just who is the spy working for, where they’re being sent. Then they can shut the whole really? operation down with extreme prejudice.

ADVENTURES 213 CHAPTER NINE CHARACTERS

“Recovering that disk’s not going to be easy.” “Not really. We could offer shares,” he suggested, but my “Thank you for pointing out the obvious, Captain,” I glare ended that speculation. I wasn’t going to all the trouble snapped. “Kervan Kang didn’t get to be the galaxy’s leading of acquiring the Fomalhaut Disk only to sell it! The sole record crime lord by making it easy for people to steal from him.” of an entire civilization would be enough to restore my scien- “We’re going to need help. I can fly a ship, and you know tific reputation a dozen times over. as much as anyone about how to find the tablet once we get “So we just have to find one super-agent who’ll work into Kang’s private museum. I figure we’ll need some special- cheap,” I said bitterly, and then stopped. “That’s it!” ists: a tech who can shut down or spoof Kang’s security web, “You know someone like that?” and a couple of guys who can hold off Kang’s guards during “As a matter of fact, I do. Zelia Meff. She’s a xenobiologist, the raid. Can you think of anyone else?” but before she got her degree, she spent a few years working for “A medic, I suppose – somebody’s liable to catch a few the Federation Intelligence Agency, in the Anomaly Correction blaster shots during this whole operation. Maybe someone to Office.” provide a distraction. Can we afford to hire three or four “What did she do?” experts?” “Corrected anomalies, of course. She said only four people in the galaxy are cleared to know about her history, and that two of them have to be kept sedated because of what they know. I do know she catches Vreeba lizards for her research by shooting them with tranq darts from a kilometer away.” I didn’t tell Panatic about the time she’d inadvertently broken a would- be mugger’s spine after a late night at the lab. No sense in intimidat- ing the good Captain, after all. “Can we hire her?” “Hire? I’m not going to hire her! I’ve got something much more valuable to offer: I’m going to make her my co-author!”

GROUP STRUCTURES One important way in which role- a lot of overlap in skills and training, playing adventures differ from film or MILITARY TEAM especially if they’re all in the same written fiction is that they are team The exploits and adventures of a branch of service. They’re all “combat efforts. A typical gaming group has team of soldiers have a long history in monsters” by definition. Making them from three to six players, each of fiction, both in SF and outside the individuals is a matter of choosing whom has at least one character. Each genre. A squad or fire team is the right vivid disadvantages and quirks, and one of those characters is (to that play- size for a gaming group, and explains some distinctive non-military skills. er, at least) the star of the story. When why these particular soldiers are Nicknames and regional or ethnic creating characters, it’s useful to think always together. Fighter pilots can be traits verging on caricature are com- of ways to connect them, and set up in the same squadron, and tank or mon in fiction. plausible situations for a team of mecha crews may be aboard one or A variant military team is the adventurers to keep hanging around two vehicles, depending on crew size. Special Forces or commando squad. together. In a military team, the characters have The troops have to be quick to adapt

214 CHARACTERS to unexpected situations, which potential for personality clashes with- setting. Characters can be from a wide means the characters get a lot more in such a group does mean that the variety of backgrounds, with odd and initiative than the average grunt in the GM and players should enjoy that flawed personalities. The only require- ranks. Special Forces teams can also kind of roleplaying before undertak- ment is the necessary skills for the job, include some highly trained special- ing the campaign. at suitably high levels. Niche protec- ists in unusual fields, giving room for tion (see the box) is especially impor- more diversity among the characters. tant in this arrangement, and the GM THE needs to be ruthless about making ROFESSIONALS sure the characters have the right abil- SPACESHIP CREW P ities. To inject a note of paranoia and On a small vessel the PCs can make A team of expert crooks assembled mistrust, characters can have hidden up the entire ship’s complement, while for the Big Score is an old favorite in agendas – secrets, hidden patrons, or on larger ships they can be the senior crime fiction, and the same situation personal enemies. officers. For an interesting variant, the can be dropped into a science fiction PCs might be low-ranking crew, per- haps part of a special “contact group” or the ship’s security troops. Another possibility is to let each player have Niche Protection two or more PCs: one senior officer It’s always a good idea to make sure that each character has a “niche” who seldom leaves the ship, and a low- – some particular area of expertise in which no other character has ranking crewman or space marine for higher effective skill levels. In general, the character’s niche should planetside adventures. match the concept – if someone wants to play a “two-fisted space marine,” then that character should have the best brawling skill in the party. (Sometimes it’s fun to play with those assumptions, and have the EXPLORATION party’s best fighter be the shy astrogator who just happens to be a mar- tial-arts champion.) TEAM Niche protection ensures that all the characters get something to do. A group of scientists or explorers If one of the heroes is a good all-around character but someone else is makes for a somewhat different type better at any specific task, then the good all-around guy will always be of campaign. Whether they are planet- standing around while someone else takes on the tricky jobs. This does- based or aboard a spaceship, explor- n’t mean that every character should be absurdly specialized and only ers are likely to be much less rigidly able to do one thing; having a backup on hand if one person is taken out disciplined than a military unit. The of action is only prudent. characters can be more quirky and Character niches also make sure none of the players are sitting idle diverse, especially if it’s a privately too much. The GM can give each person’s character a chance to shine funded expedition. An exploration during each play session by creating adventures that play to each niche. team can contain scientists, experts on (Sometimes the situation simply doesn’t allow for this, but it’s a worthy outdoor survival, journalists or video- goal to aspire to.) camera operators, linguists, traders, missionaries, and bodyguards. The CHARACTER CONCEPTS Once the Game Master has Many of the interwar pulp maga- realism took another giant step with designed the campaign setting, zines kept the same blend, with a few the appearance of blue-collar space the players need to come up with lower-class mechanics for comedy heroes like those of the film Alien. characters. relief or gangsters as villains. But tales Whatever the character’s specific set in the future introduced a new con- background, an astronaut needs cer- cept: space explorer as a profession. tain basic skills: Spacer (p. B185), ASTRONAUTS The Legion of Space in Jack Piloting (spacecraft type) (p. B214), Space voyagers are almost the Williamson’s stories, the Free Fall (p. B197), and Vacc Suit (p. “default” character type for a space of E.E. Smith’s “Lensman” series, and 192) are mandatory. G-Experience campaign. Science fiction has shown a ’s (p. B57) or Improved G-Tolerance (p. great variety of possible models. The became the new models. B60) allow them to be at home in a earliest fictional space travelers reflect- Beginning with Gagarin, variety of gravity levels. ed the Victorian milieu of stories like space exploration became a real- Wells’ The First Men in the Moon or world career path, and writers began Verne’s From Earth to the Moon. They to adjust their stories to reflect new SPACE KNIGHTS were a mix of brilliant-but-eccentric realities. Heroes became less two- The idea of a superhuman warrior scientists, gentlemen explorers, and fisted and trigger-happy, and for justice is surprisingly common in the occasional virtuous sweetheart. shed their jodhpurs and jackboots science fiction. From the Lensmen of for jumpsuits. In the 1980s gritty E.E. Smith to the Jedi of George Lucas,

CHARACTERS 215 orders of elite, highly trained Space and combat skills to deal with bandits, genes from other primates, then Knights have been defending the pirates, and hypercompetitive rivals. other mammals, and finally any galaxy and fighting for justice. In In a ship crew, the characters can Terran life. By then they could even comics they merged with superheroes specialize. The captain can focus on start inventing new genes, and to become the Green Lantern Corps. the trading side, the pilot on space- human capabilities would be limited Space knights are more than just supe- craft operation, and the engineer on only by the physical laws of nature. rior fighters – they have powers keeping the old girl running. Combat In GURPS terms, first-stage genet- unavailable to lesser mortals, and often can be the responsibility of the marine ic engineering (late TL8 to TL9) would they serve a higher purpose rather than veteran security officer (or maybe just simply remove most of the inborn simply drawing a paycheck from the the cook), or all the crew can have at physical Disadvantages from play. government. That’s what distinguishes least minimal competence with With widespread gene selection, a space knight from, say, a galactic blaster or fists. nobody would be born color-blind or Green Beret or even the stalwart offi- cers of Star Trek’s starfleet. More high-powered campaigns hemophiliac. Depending on the socie- Of course, space knights, like real may involve individuals who run ty, even below-average looks would feudal aristocrats, can have a dark whole trading companies. This doesn’t become rare. side. In past centuries, millions of peo- mean they can’t get into trouble (Poul Second-stage engineering (TL9-10) ple fought to be free of rule by heredi- Anderson’s Nicholas Van Rijn did his drastically widens the range of possi- tary elites; aristocrats with superhu- share of field work when he wasn’t bilities. Borrowing abilities from the man powers could create an unshake- managing his empire), but it does animal kingdom makes it quite feasi- able tyranny. And again, history shows change the necessary skill mix. Social ble to create amphibious people, peo- that the worst tyrants of all are those skills and Administration become ple with Night Vision or echolocation, who think they are doing good. vastly more important, along with people with fur or armor skin, people Space knights must naturally be Area Knowledge and Current Events with wings, or people with incredible highly competent (even the bumbling to stay abreast of developments. attribute levels. Chapter 6 includes novices are merely less supercompe- useful guidelines for biological tent than the veterans). If they are MODIFIED superpowers that don’t violate any truly noble heroes, their disadvan- natural laws. Game Masters can (and tages should only be heroic ones – HUMANS should) set limits on how many points Code of Honor, Sense of Duty, and the characters can spend on genetic Humans have always wished to be modifications. like – although it can be fun to play a better than they are. The ancient tarnished hero with one serious flaw. Greeks told stories of super-strong In a darker campaign, the space Herakles and invulnerable Achilles. Metal and Flesh knights may be less noble, adding Science fiction allows realistic charac- Another way to make people Bully, Intolerance, and Fanaticism. ters with superhuman abilities. While superhuman is simply to bolt The nature of the knights’ skills early stories such as Philip Wylie’s advanced machines onto them, or depends on the technology and set- “Gladiator” postulated giving chemi- implant devices inside their bodies. ting. If elite warriors duke it out with cal treatments to a developing fetus to One might call this the “Tin energy swords, then Force Sword skill create a superman, modern writers Woodman” solution, after L. Frank and martial arts are most important. rely on either genetic modification or Baum’s character who gradually Settings where mecha jockeys or advanced cybernetic implants to give replaced lost body parts with tin fighter aces are the “knights” require characters special abilities. GURPS until he was all metal. Martin Piloting or Driving skills and Gunner. Bio-Tech covers biological modifica- Caidin’s novel Cyborg (which Often knights have access to hidden tions and technology. inspired the TV series The Six Million or secret lore unknown to the rest of Dollar Man) envisioned a man with society. super-strong “bionic” limbs. A Tailored Genes decade later the cyberpunk authors TRAMP Genetic engineering has tremen- took the idea to baroque excess, dous potential. Think of all the imagining just about every possible FREIGHTERS amazing things that real living combination of human and machine. organisms already do. Early stage More recently, as the possibilities of AND MERCHANT genetic engineering would likely nanotechnology have become more focus on removing genes for undesir- celebrated, the old ideas of cold PRINCES able traits (and the definition of metal attached to living flesh have Merchant characters can be just as “undesirable” is still a huge seething given way to new images of a merg- wide-ranging as knights, and can get can of giant mutant worms for socie- ing at the cellular level – bodies laced into a much wider range of trouble. ty to resolve). The next stage would with tiny machines that are them- They need a good array of skills: Law, be to pick and choose among the best selves almost alive. Merchant, and Administration to run of the human genome to create peo- Detailed rules about body modifi- the business side, social skills to make ple with at least the potential to be cations are covered on p. B294. In a contacts and close deals, space-pilot- great at everything. Beyond that, GURPS campaign there are three ing skills to get from market to market, engineers could start importing

216 CHARACTERS ways to handle cybernetics. Implants into a humanoid would be about as and bionic limbs can be treated as UPLIFTED hard as creating a new species from part of the character – in which case scratch (and would negate most of the they cost character points based on ANIMALS dolphin’s natural advantages anyway). effect, can’t easily be removed, and If genetic engineering can improve In many fictional worlds and cam- don’t count against the character’s humans, it can do the same for other paign settings, engineered animals are starting wealth. This kind of cybernet- species as well. People could make second-class citizens, considered infe- ics is effectively a “special effect,” and animals stronger, healthier, faster – rior to their human creators. the character shouldn’t get disadvan- and smarter. Possibly as smart as Cordwainer Smith’s “Underpeople” tage points for missing the parts the humans themselves. David Brin’s were animal-derived humanoids who bionics replace. This is probably the “Uplift” series depicts a whole galactic served as slaves to humans. This best method for invisible internal sys- civilization based on species boosting would be a combination of low Status tems and full-body nanotech others to intelligence, and gives us the and Social Stigma. upgrades. name for the process, but the idea has The second way is to treat bionics been around much longer. Olaf as possessions, which just happen to Stapledon’s novel Sirius focuses PSIONIC be attached to the person’s body. on an intelligent dog, and Cordwainer They cost money rather than points Smith wrote of animal-derived MUTANTS (although for really expensive sys- “Underpeople.” Humans with psionic powers have tems the character may wind up The best candidates for such been around in science fiction since at trading points for wealth to afford improvement are naturally the ani- least the days of Edgar Allen Poe, who them), and can be stolen or removed mals that already show great natural wrote about mind-controlling hypno- about as easily as any other posses- intelligence, language ability, or tool tists and psychic phenomena. The sion. The character does get the dis- use. Chimpanzees are an obvious exact nature of psi powers depends on advantage points for any missing choice, with dolphins and dogs as run- the campaign, of course. Traditional limbs or organs that the bionics ners-up. Other possible uplift subjects abilities include telepathy, clairvoy- replace, though the Mitigator limita- include cats, raccoons, elephants, ance, and telekinesis. More exotic psi tion still applies. This method octopuses, bears, gorillas, parrots, powers allow teleportation, time- encourages players to “trade up,” ravens, killer whales, and coyotes. jumping, world-jumping, probability constantly upgrading their charac- The most important change for an alteration, and reality manipulation. ters’ systems just as they buy new uplifted animal is to raise IQ to 6 or Old-time “steampunk” psychic powers guns and gadgets. Obviously this more and buy off the Bestial disadvan- are closer to magic, with abilities like works best for external hardware like tage. This creates an intelligent crea- spirit medium, psychometry, and ani- mechanical hands or legs. ture, but with severely limited ability mal communication. For details on Finally, the GM may elect to do to communicate or manipulate items. particular powers and abilities, see pp. both, charging points and money for For species without natural hands the B254-257. cyberware. This is a bit rough at char- designers may either try to modify the Psionic mutants became a fixture acter creation, since the PCs are get- animal’s paws to give them manipulat- in SF during the 1940s and 1950s, ting hit both for the Wealth they need ing ability, or simply create tools that when public fears of nuclear war met to afford stuff and the point value of overcome the lack of hands. The dol- the legendary editor John W. the bionics, but it does keep things phins in Brin’s “Uplift” stories use Campbell’s interest in psionic experi- under control in play. Players can off- sophisticated robot arms controlled ments. Writers began using post-apoc- set the point cost with disadvantages by cybernetic implants. alyptic mutations as a way to explain based on missing body parts, and can As to communication, the engi- the growth of powerful psionics. limit the cost of cybersystems with neers have three options. They can Unlike comic-book mutants, SF limitations like Takes Recharge. modify the animals to approximate psionics tend to have a single ability, Individuals with cybernetic systems human speech (though probably with like mind reading or telekinesis, often can take the Maintenance disadvan- the Disturbing Voice disadvantage); with interesting limitations. Larry tage to reflect the need for periodic they can go for a technical fix by pro- Niven wrote about Gil the ARM, a overhauls. viding them with voice-synthesizer future police officer whose telekinesis The price in dollars of cyberware boxes or translation computers (the and ESP manifest themselves as an varies with the campaign world and Cannot Speak disadvantage with a “imaginary arm” which is no stronger the tech level. If implants or mechani- Mitigator); or they can create a lan- than an ordinary limb but can reach cal arms are common fashion acces- guage which the animals can speak through walls or even video screens! sories, mass-produced by the million, but humans can understand. Player characters may require psi- then they’ll be cheap – though the Exactly how much modification is booster drugs or cybernetic implants to cheap ones may have built-in glitches possible depends on the animal and activate their powers – or to shut them due to hasty manufacturing and poor the campaign background. Raising a off! Game Masters should feel free to quality control. In settings where dog’s intelligence would probably be limit the points characters can spend cybertech is rare or secret, the cost can easier than modifying its entire anato- on psionics, and encourage them to run to millions. my and posture to give it hands and come up with limitations to make their bipedal locomotion. Making a dolphin powers unique and interesting.

CHARACTERS 217 The rarity of psionic powers deter- There have been several reinterpre- Of course, in some settings (like the mines how much of an Unusual tations of the idea. Most early stories GURPS Reign of Steel world) com- Background the character should treated the idea of creating life or puters are the masters and it’s humans have. In some settings, everyone can intelligence as a blasphemy. Karel who are the victims of oppression! have psionics, so it isn’t unusual at all! Capek’s play R.U.R. used androids as a Alfred Bester’s novels The Demolished way to comment on the exploitation of Man and The Stars My Destination workers by industrial society, and ALIENS both feature worlds of universal psy- depicted their destruction of humans The first speculations about alien chic ability. If psionics is a secret from as a natural and perhaps desirable beings are nearly two thousand years everyone without powers, then having result. Isaac Asimov rejected the old. The Roman satirist Lucian of psi powers is worth 20 points or more. whole concept of conflict by positing Samosata wrote of a ship being car- If powers are known to secret govern- robots programmed with the “Three ried by a whirlwind to the Moon, ment agencies and underground Laws of Robotics.” The three laws where the crew encounters strange psionic conspiracies but are consid- made robots ethical, possibly even vegetable-people. Johannes Kepler ered a myth by the general public, morally better than humans, and imagined more scientific Moon crea- which would be worth about 10 Asimov suggested rule by beings who tures in his Somnium, and H.G. Wells’ points. In worlds where psionics are are made to be ethical could be supe- The War of the Worlds introduced that known but are limited to those born rior to rule by flawed and fallible dependable SF cliche, the tentacled with the talent, it’s a 5-point Unusual humans. ’s stories of space monster. Background. the “Humanoids” showed a possible Chapter 6 includes plenty of mate- Psionics may also suffer a Social flaw in that reasoning, as his robots rial on creating alien species, but it’s Stigma, especially if their powers deprived humans of all freedom in the also important to keep in mind the result from mutation. Normal drive to protect them. role the alien will play in the cam- humans may view them as inhuman, Parallel to the idea of the robot is paign. There are several possibilities. unnatural, or dangerous. Marvel the concept of the computer. Where If humans are the “default species,” Comics’ X-Men titles show this atti- robots were in some way “people” – a then alien characters are outsiders. tude among the general public. The way to comment on how humans act They are not human, and so their atti- level of stigma depends on the cam- and how they treat each other – the tudes and behavior can comment on paign: in some worlds it may be a giant super-intelligent computer rap- the things humans take for granted. minor one, equivalent to Social idly took on the qualities of a god. D.F. Tales of outsiders interacting with Stigma (Second-Class Citizen); other Jones’ Colossus and Asimov’s Multivac humanity can replay or comment on societies may oppress or even seek to were both titanic thinking machines human contacts with “alien” human exterminate psionics! Some govern- in fiction, so vastly intelligent that cultures – the conquest of the ments may draft psionics to use their humans often had trouble under- Americas, the slave trade, and the powers “for the greater good,” impos- standing their motives. Boxer rebellion. In early episodes of ing an Involuntary Duty on psis. As computer technology has Star Trek, Mr. Spock filled the role of By contrast, a society that accepts become more powerful and wide- alien outsider. Outsiders may have a and respects psionics may give levels spread in recent decades, depictions Social Stigma, depending on how tol- of Social Regard based on the charac- of artificial intelligence have become erant the majority culture is of aliens. ter’s power level. Details will vary more realistic and sophisticated. They also can have disadvantages like depending on the campaign, but a Modern stories tend to focus on intel- Clueless, Low TL, or Unusual good guideline is 1 level of Social ligent programs that can run on any Biochemistry, reflecting how little Regard just for being psionic, 2 if the sufficiently powerful machine. A they know of the majority society and character has an ability powerful or humanoid metal body or a giant box how little it knows of them. useful enough to use professionally, with blinking lights are just the “plat- A campaign in which humans are and 3 or more if the character’s powers form” now for the AI. roughly equal to several alien civiliza- are notably strong or impressive. This Giant computers and realistic-style tions can have aliens as rivals. They Regard may be either respect or fear! AIs should take the Digital Mind aren’t outsiders – indeed they may be advantage, but old-style robots and embarrassingly well informed about androids may not; their intelligence is human culture and psychology – but ROBOTS AND AIS bound to a particular robot brain. On they don’t have the same goals as One of the earliest SF stories, Mary the other hand, robots do take the humans. Their ambitions may be Shelley’s Frankenstein, is all about the Machine meta-trait, while an AI pro- opposed to those of humans (in which creation of an artificial intelligence gram living entirely in cyberspace case they are likely to be enemies), or and the consequences of it. Shelley’s would not. they may simply be unrelated. In that scientist used biological and alchemi- As with psionics and uplifted sort of universe, the focus is often on cal methods instead of electronics, but organisms, robots and AIs get a Social coming to terms with the aliens and the “Frankenstein theme” has Stigma in many settings. Often they avoiding violent conflict. The various remained a key part of science fiction are considered property, or lack cer- squabbling civilizations of Babylon 5 for two centuries and shows no sign of tain legal rights enjoyed by humans are good examples of alien rivals. disappearing. (the right to reproduce, for instance). Rival aliens may get a Social Stigma

218 CHARACTERS or a racial Reputation among other may or may not know much about dependable SF standby. The predatory civilizations. Multispecies settings typ- humans, but the difficulty is in mak- alien of Alien or Wells’ Martians are ically ignore the problems of incom- ing them care. Since theirs is the examples of alien monsters. Monsters patible biochemistries or food, assum- majority culture, they don’t suffer any get a severe Social Stigma, and may ing that spacecraft and starports are disadvantages simply because they are also have Horrific appearance, Cannot set up to handle at least the members aliens. Speak, and various Odious Racial of known or important alien species. Finally, aliens can be simply mon- Habits reflecting their monstrous If humans are the outsiders in an sters. This is an old role that springs behavior. alien-dominated civilization, then the from, and can be used to comment on, It is possible for one alien species aliens are the insiders. Insider aliens human xenophobia and racism. Alien or civilization to occupy several of naturally lend themselves to adven- monsters are destructive and danger- these roles at different times. A species tures in which learning about the alien ous. Communication with them is encountered first as a monster may civilization or forming social ties with either impossible, or is the key to stop- reappear later in the outsider role, aliens are the goal. The aliens of ping their rampage. This is perhaps before joining the community of are insiders. Insider aliens somewhat “unenlightened” but it’s a spacefaring cultures as another rival. ADVANTAGES, DISADVANTAGES, AND SKILLS The GURPS rules are extremely characters are in the area where the course this only applies to known cul- flexible, but creating characters alternate identity is valid. An identity tures. It doesn’t mean the character for far-future or alien settings may valid during half the campaign would knows anything about undiscovered require a few adjustments or special be a -20% reduction, a fourth of the civilizations! interpretations. time is -30%, and a particularly obscure or secret place would be - 80%. Note that this only applies to ADVANTAGES seemingly valid, “legal” identities with A science-fiction campaign makes all the associated paperwork. Captain some advantages very useful, while Templeton can always call himself others become less important. something else when he visits a new world. 3D Spatial Sense see p. B34 Charisma This advantage becomes quite see p. B41 important in any campaign in which The Game Master must decide in the heroes spend a lot of time in zero advance if advantages like Charisma Cultural Familiarity gravity. It’s also good for space pilots or Empathy work on different species. see p. B23 and navigators. Game Masters should The default assumption is that they do Those who lack familiarity with an decide if 3D Spatial Sense works in work on aliens, but appearance and alien civilization will be fish out of hyperspace or “jumpspace,” and Voice do not. If the GM decides that water. PCs should not be allowed to whether or not a person with the Charisma and Empathy don’t affect start with familiarity with newly dis- advantage can retain his direction aliens, reduce the point value by covered (or undiscovered) civiliza- sense even through an interstellar applying the limitation “Humans tions. Robots and AIs are likely to have jump. Only,” worth -20%. their own cultures, different from those of humans or aliens, and will be similarly unfamiliar with human Alternate Identity Cultural Adaptability ways. see p. B39 see p. B46 One useful limitation characters At the 10-point level this makes a can take on an Alternate Identity is to character familiar with all cultures of Digital Mind limit it to a specific world. So if his race. If he is native to a “multira- see p. B48 Captain Templeton of the Space Patrol cial” civilization (like Star Trek’s This is the standard advantage for has an alternate identity on the pirate Federation), this includes all “member any robot or AI character. Humans station Port Royal as the smuggler species” cultures but not those beyond may take this advantage (indicating Captain Notelpmet, that reduces the the border. some kind of computer brain implant) cost. Exactly how much reduction At the 20-point level, the character but should probably pay an Unusual depends on how much time the is familiar with all cultures – but of Background cost of 5-10 points.

CHARACTERS 219 G-Experience is a known effect in the campaign, then Status see p. B57 use the listed value for Magery. If see p. B28 magic is secret or unknown, there are This advantage is likely to be quite two approaches possible: either charge Status only gives a benefit or disad- common in any game that involves an Unusual Background to let a PC use vantage if the people you’re dealing interplanetary travel. Characters are magic, or declare that since magic is with recognize it. Characters from assumed to have experience in their hidden, learning about magic is very alien or exotic civilizations adventur- native gravity level for free. Game difficult. Characters can only learn ing in galactic society may wish to buy Masters may allow characters to buy spells in play from NPCs, who are like- “courtesy Status” at 1 point per level; familiarity with several different grav- ly to charge a stiff price or demand if you want to call yourself Baron of ities at 1 point each, then “trade up” to services. Callisto, the natives of Rigel VII familiarity with all gravity levels once won’t argue, but it won’t affect their they’ve spent 10 points. reactions, either. Racial Memory High TL see p. B78 Talents see p. B23 This ability may actually exist see p. B89 among certain alien species, especially The issue of what constitutes “high those that reproduce by budding. It Some new Talents appropriate for TL” can be tricky in a game universe can also be used to represent the pre- SF campaigns include: that includes civilizations at different loaded files and memories of an artifi- Alien Friend: Anthropology (any technology levels. A character has the cial intelligence character. alien culture), Diplomacy, Expert Skill High TL advantage if he can legally (Xenology), History (any alien special- acquire equipment which otherwise ty), and Psychology (any alien race). would not be available to other PCs in Reaction bonus: aliens. 5 points/level. the game setting. Getting a super-tech Cyberneticist: Computer Hacking, weapon from the body of an alien Computer Operation, Computer assassin doesn’t make one High TL; Programming, Computer Program- knowing where the assassin got his ming (AI), and Electronics Repair weapon and being able to shop there (computers). Reaction bonus: other does. computer professionals, AI systems, and robots. 5 points/level. Hot Pilot: Gunner (any), Improved G-Tolerance Navigation (Air or Space), Piloting (all see p. B60 types). Reaction bonus: other pilots. 5 This advantage is an alternate way points/level. to model characters who can function on a variety of different worlds with- out penalty. Unlike G-Experience (see Zeroed above), it is an innate ability (possibly Resistant see p. B100 genetically engineered) rather than see p. B80 In a far-flung campaign with slow something one might pick up as a An important type of the Resistant communications, planetary datanets result of travel. advantage in a space campaign is the may not be able to share information ability to withstand acceleration; this very well. Individuals may be Zeroed is especially common among astro- on one world but not another. Game Languages Masters may wish to let PCs be Zeroed see p. B23 nauts and pilots who have to with- stand high-gee maneuvers in planes on a given world (or star system) with In a setting that includes aliens, and spacecraft. Resistant to an Accessibility limitation based on members of some races might be Acceleration (+3 to HT to resist sud- how often the characters go there. unable to learn the languages of other den acceleration) is worth 1 point, and races at better than Broken or Resistant to Acceleration (+8) is worth DISADVANTAGES Accented level – or at all! This is a 2 points. See p. B434 for more on 0-point racial feature, and cannot be acceleration effects. bypassed with Language Talent. Addiction Social Chameleon see p. B122 Magery A science-fiction setting offers new see p. B86 see p. B66 possibilities for addiction, including As with advantages like Empathy Magical ability is obviously a fanta- virtual reality, psionic contact, or elec- and Charisma, the GM should decide tric stimulation of the pleasure center. sy concept rather than science fiction, if this advantage works in alien soci- but writers and gamers love to blur the Virtual Reality is Cheap, Incapaci- eties. If not, apply the -20% limitation tating (in that one can’t do anything distinction between the two. If magic “human cultures only.”

220 CHARACTERS else while using it), and is likely to be Code of Honor Diet, and medical needs fit Unusual Legal, giving it a value of -10 points. see p. B127 Biochemistry. The need for a different Psionic Contact is Cheap (assuming temperature range is a form of one is psionic), likely to be incapaci- Science fiction opens up a whole Increased Life Support, since the actu- tating, and probably is illegal, for a universe of possible Codes of Honor al vulnerability to different tempera- value of -15. Direct Pleasure for aliens and other forms of intelli- tures is balanced by the tolerance for Stimulation is Cheap, Incapacitating, gence. Some possible new codes extreme conditions. Totally Addictive, and probably Illegal, include: for a cost of -25 points. Asteroid Miner’s Code: Don’t jump someone else’s claim. A handshake is Disturbing Voice as good as a contract. Help other see p. B132 Amnesia prospectors in distress. -5 points. In general, an alien’s way of speak- see p. B123 Ethical Psionic’s Code: Never use ing should not qualify as a Disturbing A setting with advanced brain- your powers on someone without Voice. An individual alien may have a hacking or mind manipulation could their consent. Always help out another Disturbing Voice, but the way a add another type of Amnesia: Selective psi. Show restraint and self-control in species communicates should proba- Amnesia. The victim knows who he is front of the mundanes. Always stand bly be subsumed into any Social and knows most of his skills and back- up for your rights and the rights of Stigma they suffer as aliens. ground, but there are certain periods other psis. -10 points. that are “missing” because those Hacker’s Code: Never steal money. memories have been blocked or Share information. Don’t use your Electrical erased. It’s quite likely that those miss- skills to harm people. Clever work is see p. B134 ing periods included some important better than brute force. -5 points. This is a very common disadvan- events, since otherwise nobody would Mercenary’s Code: A merc should tage for robots, computers, and go to the trouble of erasing them. look out for his buddies, take care of “weird life” aliens based on electric Selective Amnesia is worth -5 points. his gear, and fight for the honor of the fields or ionized plasma. It doesn’t unit. Obey the rules of engagement. apply to androids formed by “syn- Don’t poach on another unit’s con- thetic life,” or to steampunk-style Appearance tract. Do the job you’re hired for. Babbage engines. see p. B21 -10 points. In any culture that has contact with alien races (or at least knows they Dependency Enemies see p. B135 exist), simply looking like an alien is see p. B130 not necessarily enough to give an In a society with widespread Appearance penalty. Unless species Breathing a different atmosphere human cloning or cheap and easy have notably similar standards of is a common Dependency in science plastic surgery, having an Evil Twin beauty, Appearance modifiers don’t fiction. Assume the right air mix for a Enemy may not be so unlikely or cross over from one race to another. known species is Very Common, while even unusual. If “my clone did it” is a a more obscure race’s air would be valid excuse in a setting, then the dis- Common. Only really unusual atmos- advantage of having an Evil Twin is Bad Sight pheres (vaporized metal, for instance) reduced by 5 points. Characters with see p. B123 would be Occasional or Rare, if only “off-the-shelf looks” (see Appear- Given the present-day availability because no space traveler would ever ance, p. B21) can’t take this form of of laser eye surgery and the prospect leave home if there was no reliable the Enemy disadvantage at all, of genetic engineering to prevent source of stuff to breathe! All air because everyone knows they look vision problems, Bad Sight may Dependencies are Constant, so this is like a lot of other people. become a forgotten disadvantage in a -25 point disadvantage for most future societies. species, and -50 points for races that breathe obscure gases. Fragile This disadvantage only applies if see p. B136 Cannot Speak the alien is spending all his time in A science-fiction setting adds a new see p. B125 an environment that is hostile to him variation on Fragile for beings whose Aliens with different mouth struc- but in which other characters can bodies are made of gas or a swarm of tures may be unable to pronounce operate normally. A team of explor- tiny objects: Tenuous. Any critical fail- human languages, effectively giving ers on the Moon all need air, so it ure on the HT roll for a major wound them the Cannot Speak disadvantage. doesn’t matter if one of them has from an explosive attack means your Others may actually be mute, unable to tanks of methane on his back while body is dispersed, instantly reducing produce sounds. In any society above the others carry oxygen. you to -10¥HP and killing you. TL7, this can be mitigated by a com- Most other requirements of life -15 points. puter speech synthesizer, at a -60% cost don’t qualify as a Dependency. Alien reduction. See Mitigator, p. B112. food is better modeled as a Restricted

CHARACTERS 221 G-Intolerance Lifebane panic during any stressful situation see p. B137 see p. B142 (with a penalty of -2 if you can see out a window at the time). Any time you Beings who cannot function with- While this is normally a supernatu- must go outside into space wearing out penalty in any gravity level other ral disadvantage, it can be used to only a suit, a roll is required each turn than their native one can take a high- model the lethal effect of aliens who to avoid panic. -10 points* if space er value of disadvantage, Total G- are intensely radioactive, or whose tis- travel is common, -5 if it is rare*. Intolerance (-25 points). Those with sues exude toxic gas. If a protective Total G-Intolerance suffer the ill suit can reduce or prevent the effect, effects of different gravity as if their G- take the standard -60% limitation. See Restricted Diet Increment were 0.05G, but always add Mitigator, p. B112. see p. B151 one extra increment in any gravity but In a strictly realistic campaign, all their home gravity. In addition, they aliens should take this disadvantage cannot take G-Experience for other Pacifism see p. B148 when adventuring away from their gravity levels. home planets. The value depends on All forms of pacifism normally what they eat. DNA-based creatures treat other intelligent beings as “peo- who breathe oxygen would have the - Increased Life Support ple.” Someone might be a Pacifist see p. B139 10 point level, exotic-chemistry organ- toward members of his own species, isms would have it at -20, and non- Aquatic creatures require flooded but be willing to use violence against chemical life would have it at -30. living quarters and water-filled envi- aliens. This assumes that aliens are Multispecies civilizations or high-tech ronment suits. This makes their life relatively common. “Single species” societies that have contact with many support Massive, worth -10 points. pacifists get a -20% reduction in the alien races are assumed to have facili- Organisms from different atmos- value of the disadvantage. ties and food for known species, so pheres (chlorine-breathers, methane- this disadvantage doesn’t apply in breathers, or hydrogen-breathers) those circumstances unless the char- require Pressurized quarters; -10 Phobias see p. B148 acters are from an undiscovered or points. obscure race. This advantage could Some aliens may require new Some new phobias that are partic- also be used to model robots or forms of Increased Life Support. ularly appropriate in a space cam- androids with “nonstandard compo- Extremely large beings (4 or more paign include: nents,” so that all repairs require cus- meters in height/length) take the Large Radiation (Radiophobia): You are tom-built parts at 10 times normal life support requirement, which dou- terrified of invisible, deadly radiation cost, for -10 points. bles the minimum space for bunks, or radioactive contamination. You quarters, and airlocks. For each addi- must make a self-control roll to tional doubling of height, add another approach or touch something labeled Social Stigma level. -5 points/level, to a maximum of “radioactive” or bearing the radiation see p. B155 -30. trefoil, and must roll once per turn to Several forms of Social Stigma Space-dwelling organisms need remain near a source of radiation, occur frequently in science-fiction vacuum and zero gravity, which com- even if the level isn’t harmful. You will campaigns. bines the Massive and Pressurized constantly monitor the rad level in Aliens are outsiders, considered requirements (assuming artificial zero your surroundings. -5 points* funny-looking, possibly dangerous, gravity is possible at all) for -20 points. Robots (Cyberphobia): You are and certainly inferior to humans. afraid of intelligent machines, or Aliens get -2 on reaction rolls made by machines which act intelligent. You humans (or whatever race is the Lecherousness must make a self-control roll when see p. B142 majority in the culture), but a +2 from encountering any seemingly sentient members of their own species (at least In a realistic (or even semi-realistic machine. There is a -3 penalty on the in human-dominated areas). -10 campaign), characters with roll whenever you must entrust your points. Lecherousness will not be attracted to life or safety to a “friendly” machine Psionics are often considered not aliens, even attractive ones. Lecherous (like an autodoc or a robot pilot), and quite human, with abilities that make characters who also have Xenophilia a -6 penalty when you face a hostile them potentially dangerous. They get will be attracted to aliens normally. robot or computer intending harm. a -2 on reaction rolls from normals, (And for -20% they can be Lecherous You will also react at -1 to people with but +2 from other psionics in situa- only toward aliens.) In less realistic cybernetic implants. -15 points* if sen- tions where they are a minority. In campaigns, in which cross-species tient machines are common in the set- some cultures, psionics may require a liaisons are common, apply the ting, -5 points* if they are rare. license to use their powers at all! -10 Physiology Modifiers (p. B181) as a Space: You cannot stand being points, -15 if a license is needed to use negative modifier to the lecher’s self- away from a real solid planet. Aboard psi powers. control roll. a space station or spaceship, make a Robots are typically considered self-control roll to avoid complete “valuable property” just like slaves or

222 CHARACTERS animals. Some robots or AIs are “free hormones, blood chemicals, and pro- be Very Common. The frequency is machines” with legal rights but a -1 teins. In a less realistic campaign, typically 1d per 5 minutes or 1d per 30 reaction penalty from humans. -10 assume all “humanoids” have similar minutes, and most allergies do points for property machines, -5 points biochemistry, but anything based on Fatigue damage only. for free ones. different chemicals (chlorine- Heat or even room temperature Uplifted Animals are often second- breathers, hydrogen life, etc.) would might be harmful to aliens whose class citizens, with restricted rights still get this disadvantage. In a multi- body tissues can melt (this is in addi- and privileges. They get a -1 on reac- species civilization, no member race’s tion to the effects of temperature tion rolls from humans, but not from biochemistry would qualify as above the comfort zone). The exact other uplifts. -5 points. “unusual,” since presumably doctors temperatures depend on the chem- and pharmacists would be trained in istry; see Chapter 6 for some numbers how to treat them. on freezing and boiling points. Above Stress Atavism the melting temperature you suffer 1d see p. B156 damage per turn, and damage from This disadvantage may be common Vulnerability melting cannot be healed or regener- among uplifted animals or synthetic see p. B161 ated. This is Weakness (any significant organisms with animal genes. Some Some aliens, especially those with heat; Very Common, 1d per minute) alien species may have a form of very different chemistries, may be vul- [-60]. Stress Atavism if they shift into an ani- nerable to certain types of attack. In Slow Poisons are trace elements in malistic state under certain condi- particular, a nitrogen-based organism the environment that accumulate in a tions. One likely condition is mating would probably take ¥3 or ¥4 injury body, gradually killing the organism. season: Accessibility (Mating season from any kind of incendiary attack, as This is Common, and does 1d per 30 only) is a -80% limitation. it would cause a chain-reaction in the minutes. The body can probably flush molecules of the organism’s body! out the toxins in a few hours as long as Robots may be designed with vul- there isn’t new exposure. Supernatural Features nerabilities to allay human fears of In all cases, a Weakness only see p. B157 them. Microwave or electrical attacks applies to something that affects one No alien features are considered might get a multiplier of ¥2 or more, character or race, but which is other- Supernatural Features, unless by a and in a setting with robots as part of wise harmless. On a world with a strange coincidence they match up society microwave or electrical lethal atmosphere that kills just about with another species’ legends about weapons are likely to be common. everyone, there’s no point in taking a magical creatures. Since that would Weakness, any more than one would be for a single culture, it would be take a Weakness to bullets! Similarly, worth a -40% limitation on the the GM should rigorously enforce the Supernatural Feature disadvantage. frequency of occurrence modifiers – an effect that occurs on a single plan- et is an adventure hook or a setting Susceptible detail, not a disadvantage. Only if the see p. B158 campaign spends a lot of time in that Aliens may be immune to poisons environment should characters get or allergens that affect humans, but points for a Weakness there. are likely to have their own suite of things to be susceptible to. Uplifted animals, robots, or bioroids may have Weirdness Magnet built-in susceptibilities as a method of see p. B161 social control. For animals and Weakness In a science-fiction setting, many bioroids it could take the form of a see p. B161 “weird” elements become fairly mun- specific poison or a tailored disease – This might be quite common in a dane. Getting visited by aliens isn’t which law-enforcement agencies science-fiction campaign, both for “weirdness” if you can see aliens down probably stockpile. For robots there humans on other planets and aliens at the mall every weekend buying used might be a particular gas mix or liquid visiting Earth. Any alien biosphere is CDs. (If nobody else can see them, (treat as a poison) with devastating likely to have chemicals or particu- that’s another matter entirely. . .) The effects. lates that irritate or harm organisms Game Master should adjust the effect that aren’t used to them. There are sev- of this disadvantage to reflect what is Unusual Biochemistry eral levels of sensitivity. really weird in the campaign. This Allergens are irritants in the atmos- may mean paranormal events and see p. B160 phere or local food that cause an psionics in a hard-SF campaign, or In a realistic campaign, all aliens immediate reaction. This is typically magic and Forteana in a space opera should have Unusual Biochemistry, Occasional in frequency, although a setting. In a really weird campaign, the since even oxygen-breathers based on particularly nasty atmospheric gas GM may disallow this disadvantage DNA would likely use very different (like oxygen for non-breathers) would altogether because everyone has it!

CHARACTERS 223 Explosives see p. B194 Add the new subspecialty Nuclear Planet Types Revisited Demolition, the use of nuclear charges Biology (p. B180), Geology (p. B198), and Meteorology (p. B209) to demolish structures or excavate require you to specialize by “planet type,” as does the “Physical” special- rock and soil. As with Nuclear ty of Geography (p. B198). The six types listed represent a middle Ordnance Disposal, setting the ground in the quest for realism. For real hard-SF accuracy, all those sci- charges requires a double critical fail- ences should specialize by individual planet – so a researcher can be an ure to cause a spontaneous detona- expert at Mars geology, Earth geology, or Pluto geology. tion. However, a critical failure in Players may also wish to broaden the list of options by using the list placing the charge can have cata- of planet types in Chapter 4, so that one could be a specialist in Large strophic effects after detonation, in Hadean meteorology or Standard Garden World biology. the form of landslides, shockwave damage, flying debris, and radioactive contamination. Nuclear Demolition defaults to conventional Demolition at Xenophilia inventions to determine cost and -2, to Engineer (Mining) at -3, and to Nuclear Ordnance Disposal at -4. see p. B162 time required. Note that for things like new animals, the creature still If an alien species is a well-known has to actually grow up at the normal part of the setting, then it probably rate. GMs may require would-be bio- Hypnotism doesn’t count as “strange and exotic,” engineers to take the Gadgeteer see p. B201 so Xenophilia would not apply. (If advantage as well. Alien brains may not be affected by there is a Rigelian neighborhood in Hypnotism the way human brains are. every city on Earth, then a human There are several possibilities. The attracted to Rigelians only has a 1- Boating/TL† least realistic is to assume the same point Quirk.) Xenophilia only applies see p. B180 skill works on all species. Alternately, to unusual, unfamiliar, or exotic Add the new speciality Hydrofoils, human Hypnotism is at a skill penalty aliens. which governs the use of powered on aliens (see Physiology Modifiers, p. vessels that ride on underwater B181). Human hypnotists could learn SKILLS hydrofoils rather than floating. hypnosis for a specific alien race to Hydrofoils are experimental at TL6, offset the penalty. begin to come into use at TL7, and More realistically, there may be no Acrobatics are a mature technology at TL8+. It default between human-style see p. B174 defaults to Large Powerboat-2 and Hypnotism and alien hypnosis, but humans could still learn alien hypnot- Game Masters may wish to add a Motorboat-3. ic methods to use on individuals of new specialty: Zero-Gravity Acrobatics, another species. Hypnotism (species) sometimes known as “Astrobatics.” It Environment Suit/TL is thus a separate skill with no cross- requires Free-Fall as a prerequisite, see p. B192 defaults. and defaults to Aerobatics at -2, other Finally, it may be that humans are forms of Acrobatics at -6. Perfect Add a new specialization: unique in the galaxy in being vulnera- Balance gives no benefit, but 3D Hydrosuit. This is the skill of wearing ble to hypnotic effects. Hypnotism Spatial Sense does give a +2 bonus. a water-filled suit when moving about in air or vacuum. It is learned by only works on humans, never affects aquatic beings who want to explore aliens, and is probably a secret Animal Skills other environments. Just about all humans don’t talk about much off- Different planets will require new hydrosuits include some kind of pow- world. and exotic specialties of Animal ered exoskeleton. The skill defaults to Handling, Riding, and Teamster, with DX-5 or Battlesuit-2. no defaults to Earthly specialties. Also, Linguistics remember to apply Physiology see p. B205 Modifiers (p. B181) to Veterinary skill. Erotic Art Linguistics is another skill that see p. B192 requires specialization in a multi- This skill (and Sex Appeal) is entire- species campaign setting. Each species Bioengineering ly limited to a particular species. has its own form of Linguistics, and see p. B180 Extremely broad-minded or the study of all languages across Characters with Bioengineering Xenophilic characters may study alien species lines is Linguistics skill can invent biological modifica- Erotic Art techniques, but there is no (Comparative). The Game Master tions or even entire new species default and they only work on the should decide the default levels. In a at TL9+. Use the rules governing species that invented them. hard-SF campaign there may be no

224 CHARACTERS penalty on an alien world, but back- ground knowledge and interpretation default across world specializations at -2 for similar planet and biology types, -4 for similar worlds with different biologies, and -6 for entirely alien environments.

Piloting/TL† see p. B214 Depending on the setting, there may be new specializations of Piloting skill for a space game. If Hyperspace is an unusual environment, then Piloting (Hyperspace) is important for any star pilot. Hyperspace piloting defaults to other space piloting at -4 default between Linguistics skills for Speech. This skill lets a character imi- (or more). different species, and a -5 default tate the sound of a particular alien Warp drives or other methods of between any species’ Linguistics and race’s speech. It may involve the use of going faster than light in normal space Linguistics (Comparative). A less real- handclaps, musical instruments, or require the Piloting (FTL) specializa- istic campaign may improve the other sound effects. As with mimicry tion. It defaults to High- or Low- default, putting it at -5 for different of human speech, it doesn’t give one Performance Spacecraft at -3. species in a moderate-realism game, or the ability to speak an alien language, -2 in a space opera setting. but it would fool another non-speaker. When studying the language of a Obviously this only works with alien Savoir-Faire species that communicate in a way languages that use sound! see p. B218 very different from human speech Instead of the normal -3 penalty for (radio pulses, or consuming memory an unfamiliar culture (see p. B23), RNA), Linguistics skill gets an addi- Paleontology Game Masters may wish to apply the tional penalty of -3 to -5 depending on see p. B212 modifiers described under Alien just how alien the method is. As with other natural sciences, this Psychology (see below) to reflect the should include a subspecialization by greater difficulty in trying to master planet, or the “comparative” speciality, the social rules of an alien mentality. Lip Reading which concentrates on similarities Halve (or ignore) the normal status see p. B205 across alien biologies. The techniques modifiers when dealing with aliens, Since Lip Reading depends on an of paleontology are quite similar, so a since they may not understand differ- understanding of how a being shapes character doing field work is at no ences among humans very well. sounds, use the Physiology Modifiers (p. B181) when trying to read the lips of an alien being. Of course, some aliens may communicate by methods that don’t involve any physical motion Alien Psychology at all, in which case Lip Reading is simply impossible for them. Modifiers Each alien species requires its own specialty of Anthropology (p. Medical Skills B175) and Psychology (p. B216). Defaults between such specialties are Medical skills naturally concen- at -2 for species with similar mentalities (“rubber suit” humanoids, trate on a particular species, and there members of a multi-species civilization, etc.) or -5 for species with dif- are penalties when using medical ferent but comprehensible mentalities (most other naturally evolved skills on alien creatures. Use the sapient species). Specialties dealing with utterly alien species (hyper- Physiology Modifiers (p. B181) to dimensional intelligences, machine entities, etc.) would default to “nor- determine how hard it is to treat an mal” specialties at -6 or worse! alien. If the default between two cultures is -5 or worse, members of those species should use this penalty instead of the usual -3 for unfamiliarity when they interact using the skills listed under Culture on p. B23. This Mimicry is why Cultural Familiarity with an alien culture costs 2 points. see p. B210 Add a new specialization in cam- paigns with alien civilizations: Alien

CHARACTERS 225 on local cultural skills from Galactic Masters may wish to define Tactics as ones. Obviously a student of Galactic a “TL” skill, especially in settings with history won’t know nearly as much different technology levels. The usual about events on a particular planet as tech level penalties apply. students of that world’s history would. Urban Survival Spacer see p. B228 see p. B185 Cities on other worlds are likely to This is an essential background have important differences in services Social Sciences skill for characters who grew up in an and physical layout. Until characters Skills that deal with the study of orbital habitat or other space station. are familiar with a particular environ- cultures and their products – Just about any character who spends a ment (spending at least a week in a Anthropology, Archaeology, History, fair amount of time aboard spacecraft city on a given world type or in an Literature, Occultism, and Sociology – or space stations should have at least alien civilization), impose a -2 penalty must specialize by civilization. some familiarity with Spacer skill. to Urban Survival for an alien culture, Defaults are nonexistent across -2 for an unfamiliar world type, or -4 species lines, since knowing about for both. Terran societies tells you nothing use- Submarine ful about Rigellian cultures, and vice see p. B223 versa. This specialty does not reduce Aquatic civilizations make exten- Weird Science the point cost; the basic skill already sive use of the specialty Free-Flooding see p. B228 assumes it. To make a character who Sub, as that is the most common vehi- In a rigorously hard-SF game, this really does know about all the galaxy’s cle type among undersea dwellers. skill is effectively the skill of bogus literatures, take the specialization Ignore the Diving Suit or Scuba pre- science, and represents familiarity Galactic, or possibly Comparative. requisites for any species that can with pseudosciences and crank theo- Local culture skills default to Galactic breathe underwater. ries. In settings with incomprehensi- or Comparative ones at -4 for most ble alien or Ancient tech, Weird places, -3 for important worlds that Science is a fairly serious discipline, have had a lot of influence on the Tactics the study of sciences that lie beyond grand scheme of things, and -8 for see p. B224 human understanding. obscure or remote planets. Available weapon technologies can Undiscovered planets get no default affect the tactical environment. Game CHARACTER TEMPLATES Players can use these templates as Attributes: ST 10 [0]; DX 12 [40]; IQ Loner [-5*], No Sense of Humor a guide when creating characters; 12 [40]; HT 10 [0]. [-10], Oblivious [-5], Overcon- Game Masters can use them when Secondary Characteristics: Damage fidence [-5*], Post-Combat making up NPCs. Both should feel 1d-2/1d; BL 20 lbs.; HP 10 [0]; Shakes [-5*], Sense of Duty free to alter details to fit the campaign Will 12 [0]; Per 12 [0]; FP 10 [0]; (Comrades) [-5], Squeamish or the character concept. Basic Speed 6 [10]; Basic Move [-10*], Stubbornness [-5], and 6 [0]. Workaholic [-5]. Advantages: 20 points chosen Primary Skills: Mathematics Astronaut from among 3D Spatial Sense (Applied) (H) IQ-1 [2]-11, and 8 100 points [10], Acute Vision 1-5 [2-10], points chosen from: Artillery Astronauts are officers or crew Ambidexterity [5], Fearlessness (any) (A) IQ [2]-12, Electronics aboard space vessels. They com- 1-5 [2-10], G-Experience [1-10], Operation (any) (A) IQ [2]-12, mand and run the ship, operate sen- High Manual Dexterity +1 [5], Electronics Repair (any) (A) IQ sors and weapons, and make sure the Immunity to Space Sickness [5], [2]-12, Freight Handling (A) IQ passengers and cargo get where they Improved G-Tolerance (1 or 2 [2]-12, Gunner (any) (A) DX [2] are going without mishap. There are increments) [5-10], Perfect -12, Leadership (A) IQ [2]-12, numerous variations on the type in Balance [15], Rank 1-4 [5-20], Mechanic (spacecraft type) (A) science fiction: low-tech Astronauts, Security Clearance [5], Single- IQ [2]-12, Navigation (Space or bold Starship Captains, swaggering Minded [5], +1 HT [10], and +1 Hyperspace) (A) IQ [2]-12, Fighter Jocks, miracle-working to +4 Per [5-20]. Piloting (spacecraft type) (A) Engineering Officers, and grungy Disadvantages: -35 points chosen DX+1 [4]-13, Shiphandling blue-collar merchant crews. from among Duty [-2 to -15], (Spaceship or Starship) (H) IQ Honesty [-10*], Jealousy [-10], [4]-12.

226 CHARACTERS Secondary Skills: Astronomy (H) some stories (like Mike Resnick’s Secondary Skills: Intimidation (A) IQ-1 [2]-11, Free Fall (A) DX [2] “Widowmaker” series), bounty hunters WILL [2]-11, Research (A) IQ -12, Physics (VH) IQ-2 [2]-10, are tough but usually honorable, while [2]-11, Shadowing (A) IQ+1 [4] Spacer (E) IQ+2 [4]-14, Vacc in the Star Wars films the sinister -12, and any two of the follow- Suit (A) DX [2]-12. bounty hunter Boba Fett is enigmatic ing: Beam Weapons (Pistol) (E) Background Skills: Computer and ruthless. PCs may be bounty DX+2 [4]-14, Brawling (E) Operation (E) IQ [1]-12, First hunters themselves, or may find them- DX+2 [4]-14, Fast-Draw Aid (E) IQ [1]-12, and one of: selves pursued by them if they commit (weapon) (E) DX+2 [4]-14, Guns Beam Weapons (Pistol) (E) DX crimes or do something the authorities (Pistol or Shotgun) (E) DX+2 [1]-12, Carousing (E) HT [1]-10, don’t like. A variant on the standard [4]-14 or Smuggling (A) IQ-1 [1]-11. bounty hunter is the Repo Man, who Background Skills: Computer Engineering Officer (120 points): Add specializes in recovering starships Operation (E) IQ+1 [2]-12, First Computer Programming (H) IQ when the owners have defaulted on Aid (E) IQ+1 [2]-12, and either [4]-12 and Engineer (spacecraft their bank payments. Acting (A) IQ [2]-11 or Fast-Talk type) (H) IQ [4]-12; add 1 level A bounty hunter’s Legal Enforce- (A) IQ [2]-11. of Artificer [10]; add +1 level to ment Powers are a license, not Repo Man (130 points): Add Free Fall Physics skill [2]. police authority, and are very limited; (A) DX [2]-12, Lockpicking (A) Fighter Jock (120 points): Must take essentially they are civilians perform- IQ [2]-11, Navigation (Space or Piloting as a Primary Skill and ing “citizens’ arrests” on fugitives or Hyperspace) (A) IQ-1 [1]-10, either Beam Weapons or repossessing private property. They Piloting (spacecraft type) (A) DX Carousing as Background. Add tend to operate in places where [2]-12, Spacer (E) IQ [1]-11, one of: Danger Sense [15], formal law-enforcement is spotty or Vacc Suit (A) DX [2]-12. Daredevil [15], Luck [15], or nonexistent. * Multiplied for self-control number; Serendipity [15]; add +1 level to see p. B120. Attributes: ST 11 [10]; DX 12 [40]; Piloting skill [4]; add +1 to IQ 11 [20]; HT 10 [0]. either Carousing or Beam Secondary Characteristics: Damage Weapons [1]. Colonist 1d-1/1d+1; BL 24 lbs.; HP 12 [2]; Present-Day Astronaut (120 points): 50 points Will 11 [0]; Per 12 [5]; FP 10 [0]; Add Fit [5], Research (A) IQ [2] The people who settle on untamed Basic Speed 6 [10]; Basic Move -12, Survival (any) (A) Per-1 [1] new planets or build space habitats 6 [0]. -11, and one of the following: need to be tough, resourceful, and per- Advantages: Legal Enforcement Biology (any) (H) IQ+2 [12]-14, sistent. Some encounter unexpected Powers [5] and 25 points from Geology/TL8 (any) (H) IQ+2 dangers on their new home world, among the following: Combat [12]-14, Physician (H) IQ+2 while others find settled life too boring Reflexes [15], Cultural Adapt- [12]-14, or Physics +3 [10] and and constantly move on ahead of the ability [10], Danger Sense [15], +1 Math (Applied) [2]. frontier looking for adventure. Enhanced Dodge [15], Fear- Starship Captain (120 points): Must This template is priced fairly low so lessness 1-5 [2-10], Gizmos take Navigation and Shiphand- that it can be combined with others to [5-15], Gunslinger [25], Hard to ling as Primary Skills. Add +2 reflect a character’s background on a Kill 1-5 [2-10], High Pain Rank [10]; choose 10 points colony world. Threshold [10], Indomitable from among: Diplomacy (H) IQ [15], Intuition [15], Photo- Attributes: ST 10 [0]; DX 10 [0]; IQ [4]-12, Law (Space) (H) IQ [4] graphic Memory [10], Rapid 11 [20]; HT 11 [10]. -12, Leadership (A) IQ [2] Healing [5], Single-Minded Secondary Characteristics: Damage -12, Merchant (A) IQ [2]-12, [5], Social Chameleon [5], 1d-2/1d; BL 20 lbs.; HP 12 [4]; Market Analysis (H) IQ [4]-12, Unfazeable [15]. Will 12 [5]; Per 11 [0]; FP 11 [0]; +1 level to Navigation [2], Disadvantages: Choose total of -35 Basic Speed 5.25 [0]; Basic Savoir-Faire (Military) (E) IQ+1 points from among: Bad Temper Move 5 [0]. [2]-13, +1 level to Shiphandling [-10*], Bully [-10*], Callous [-5], Advantages: G-Experience (colony [4], Tactics (H) IQ [4]-12. Code of Honor (Pirate’s or world gravity) [1] and any two * Multiplied for self-control number; Professional) [-5], Greed [-15*], of: Absolute Direction [5], see p. B120. Jealousy [-10], Obsession (cap- Animal Empathy [5], Fit [5], turing specific person) [-5*], Plant Empathy [5], Rapid Post-Combat Shakes [-5*], Healing [5], Resistant (one haz- Bounty Hunter Selfish [-5*], Status -1 [-5], ard of colony world) [5], or 120 points Stubbornness [-5], Trademark Single-Minded [5]. [-5], Vow (bring in specific per- Disadvantages: A total of -10 points In many science-fiction stories and son) [-15]. from among: Debt 5 [-5], films, easy interplanetary travel and Primary Skills: Criminology (A) Hidebound [-5], Honesty limited jurisdiction for police means IQ+1 [4]-12, Law (region) (H) [-10*], Loner [-5*], Low criminals can escape offworld. Bounty IQ+1 [8]-12, and Streetwise (A) TL 1 [-5], Miserliness [-10*], hunters catch fugitives and bring them IQ+1 [4]-12. Pacifism (Reluctant Killer) [-5], back in exchange for a hefty reward. In

CHARACTERS 227 Post-Combat Shakes [-5*], Secondary Characteristics: Damage Scientific Fraud (80 points): Add Selfless [-5*], Sense of 1d-2/1d; BL 20 lbs.; HP 10 [0]; Weird Science (VH) IQ-3 [1]-10, Duty (Fellow colonists) [-10], Will 13 [0]; Per 13 [0]; FP 10 [0]; and any two of: Archaeology Shyness (Mild) [-5], Social Basic Speed 5 [0]; Basic Move 5 (H) IQ-1 [2]-12, Astronomy (H) Stigma (Uncultured rube) [-5], [0]. IQ-1 [2]-12, Biology (any) (H) Stubbornness [-5], Struggling Advantages: 30 points’ worth from IQ-1 [2]-12, Chemistry (H) IQ-1 [-10], Truthfulness [-5*], among: Attractive [4], Alternate [2]-12, Geology (H) IQ-1 [2]-12, Workaholic [-5]. Identity (Illegal) [15], Charisma Mathematics (any) (H) IQ-1 Primary Skills: One of: Animal 1-3 [5-15], Courtesy Rank 1-6 [2]-12, Paleontology (any) (H) Handling (any) (A) IQ+1 [4]-12, [1-6], Cultural Adaptability [10], IQ-1 [2]-12, Physician (H) IQ-1 Farming (A) IQ+1 [4]-12, Daredevil [15], Eidetic Memory [2]-12, Physics (any) (H) IQ-1 Mechanic (vehicle or system [5], Intuition [15], Luck [15], [2]-12, or Psychology (H) IQ-1 type) (A) IQ+1 [4]-12, Merchant Pitiable [5], Rapier Wit [5], [2]-12. (A) IQ+1 [4]-12, or Prospecting Social Chameleon [5], Smooth * Multiplied for self-control number; (A) IQ+1 [4]-12. Operator 1 [15], Status 1 [5], see p. B120. Secondary Skills: Either the pair Unfazeable [15], Versatile [5], or **Includes bonus for High Manual Driving (any) (A) DX-1 [1]-9 and Zeroed [10]. Dexterity. Survival (colony environment) Disadvantages: A total of -35 points (A) Per [2]-11, or the pair Free from among: Addiction (cheap, Fall (A) DX-1 [1]-9 and Vacc Suit legal stimulant or Tobacco) [-5], Detective (A) DX [2]-10. Bully [-10*], Callous [-5], 110 points Background Skills: First Aid (E) IQ Chummy [-5], Cowardice [-10*], Detectives perform criminal inves- [1]-11, Scrounging (E) Per [1] Greed [-15*], Jealousy [-10], tigations, usually as agents of a law- -11, and either Beam Weapons Laziness [-10], Loner [-5*], On enforcement agency. In large agencies (any) DX [1]-10 or Guns (any) the Edge [-15*], Overconfidence they often specialize in a particular (E) DX [1]-10. [-5*], Pacifism (Reluctant Killer) kind of crime. Exactly what consti- Separatist or Utopian (40 points): [-5], Paranoia [-10], Post-Combat tutes a crime varies from culture to Add one of Fanaticism [-15], Shakes [-5*], Reputation (Crook) culture, and detectives serving a Pacifism (Self-Defense Only) [-5], Secret [-5 or -10], Selfish repressive regime may focus on root- [-15] or Xenophobia [-15*]; add [-5*], Slow Riser [-5], Social ing out political dissidents rather than Public Speaking (A) IQ-1 [1]-10, Stigma (Criminal record) [-5], thieves or murderers. At high tech lev- and either Philosophy (colony Struggling [-10], Trickster [-15*]. els, detective work involves a lot of sci- ideology) (H) IQ [4]-11 or Primary Skills: Streetwise (A) IQ+1 ence, though many prefer to rely on Theology (colony religion) (H) [4]-14; one of Acting (A) IQ+1 intuition and personal interviews with IQ [4]-11. [4]-14, Fast-Talk (A) IQ+1 [4]-14, witnesses and suspects. * Multiplied for self-control number; or Sex Appeal (A) HT+1 [4]-11. Private detectives have no official see p. B120. Secondary Skills: 8 points sanction, but by the same token have from among the following: greater independence of action. Their Accounting (H) IQ [4]-13, Beam job may overlap with that of bounty Con Man Weapons (Pistol) DX [1]-10, hunters, especially if they must pursue 75 points Computer Hacking (VH) IQ-1 a culprit beyond the reach of police Likeable rogues have a solid histo- [4]-12, Computer Programming forces. ry in science fiction, dating back to (H) IQ [4]-13, Disguise (A) If psionic powers exist in the game Jack Williamson’s Giles Habibula, if IQ [2]-13, Forgery (H) IQ world, they will have a dramatic not earlier. Sometimes they are mer- [4]-13, Guns (Pistol) (E) DX impact on law enforcement. Psionic chants, more shrewd than honest, and [1]-10, Merchant (A) IQ [2]-13, detectives may fight mundane crime, sometimes they are outright crooks Propaganda (A) IQ [2]-13, or concentrate on bringing in rogue bilking the unwary. Fictional con men Public Speaking (A) IQ [2]-13, psis who abuse their powers. often conceal a heart of gold, putting Savoir-Faire (E) IQ [1]-13, or Brian Stableford’s “Emortality” their talents to work in order to Sleight of Hand (H) DX-1 [2]-9. series includes several stories of deceive humorless aliens or tyrannical Background Skills: Carousing (E) police investigating crimes in a future regimes. Real ones tend to be callous HT [1]-10, Computer Operation society where death is optional and or self-deluding, and can often be sur- (E) IQ [1]-13, Law (region) (H) genetic engineering is an art form. prisingly gullible themselves. A variant IQ-1 [2]-12. Alfred Bester’s The Demolished Man is con man is the Gambler, who often Gambler (100 points): Add High a classic murder story in a world of supplements his skill with a marked Manual Dexterity +2 [10], psionics. deck or loaded dice. Lightning Calculator [2], Area Attributes: ST 10 [0]; DX 11 [20]; IQ Knowledge (any) (E) IQ [1]-13, Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0]. Gambling (A) IQ+1 [4]-14, and 13 [60]; HT 10 [0]. Secondary Characteristics: Damage Sleight of Hand (H) DX+1 [8] 1d-2/1d; BL 20 lbs.; HP 12 [4]; -13**.

228 CHARACTERS Will 12 [0]; Per 13 [5]; FP 10 [0]; (Security or Surveillance) (A) IQ minimal equipment. They usually Basic Speed 5.25 [0]; Basic [2]-12, Forced Entry (E) DX [1] have other training, as rescue workers, Move 5 [0]. -11, Search (A) Per [2]-13, one of police, military personnel, or vehicle Advantages: Legal Enforcement Beam Weapons (Pistol) (E) DX+1 crew. Powers [5], Police Rank 1 [5] [2]-12 or Guns (Gyroc, Pistol or Xenomedical specialists, like the and 25 points from among the Shotgun) (E) DX+1 [2]-12. doctors in James White’s “Sector following: Combat Reflexes [15], Background Skills: Computer General” stories, treat aliens, and con- Danger Sense [15], Eidetic or Operation (E) IQ [1]-12, First sequently must be able to operate in a Photographic Memory [5 or 10], Aid (E) IQ [1]-12, Savoir-Faire variety of environments, often dealing Fearlessness 1-5 [2-10], Hard to (Police) (E) IQ [1]-12, Streetwise with patients who can’t communicate Kill 1-5 [2-10], High Pain (A) IQ [2]-12, and one of with them. Threshold [10], Indomitable Brawling (E) DX+1 [2]-12 or Attributes: ST 10 [0]; DX 10 [0]; IQ [15], Intuition [15], Legal Fast-Draw (weapon) (E) DX+1 13 [60]; HT 10 [0]. Enforcement Powers [+5], [2]-12. Secondary Characteristics: Damage Police Rank +1-3 [5-15], Rapid Private Detective (110 points): Delete 1d-2/1d; BL 20 lbs.; HP 10 [0]; Healing [5], Single-Minded [5], Legal Enforcement Powers, Will 13 [0]; Per 13 [0]; FP 10 [0]; Social Chameleon [5], or Police Rank, and Duty. Basic Speed 5 [0]; Basic Move 5 Unfazeable [15]. Psionic Detective (125 points): [0]. Disadvantages: Duty (police depart- Increase Will by 1 [5]; add Advantages: 20 points from among: ment, 12-) [-10], and choose a Electronics Operation (Psycho- Comfortable Wealth [10], High total of -25 points from among: tronics) (A) IQ [2]-12, Expert Manual Dexterity 2 [10], Healer Addiction (legal stimulants or Skill (Psionics) (H) IQ [4]-12, [10], Intuition [15], Status 1-2 Tobacco) [-5], Alcoholism [-15], and Mind Block (A) Will+1 [4] [5-10], Unfazeable [15], Bad Temper [-10*], Bully [-10*], -14. Add psi powers as appropri- Versatile [5]. Callous [-5], Cannot Harm ate for campaign. Disadvantages: Choose -35 points Innocents [-10], Code of Honor Secret Police Inspector (122 points): from among: Code of Honor (Professional) [-5], Curious [-5*], Improve Legal Enforcement (Hippocratic Oath) [-5], Chari- Greed [-15*], Honesty [-10*], Powers [+5], add Security table [-15*], Combat Paralysis Intolerance (choose group) [-5], Clearance [5] and Intimidation [-15], Duty (12-, nonhazardous) Jealousy [-10], Obsession (captur- (A) Will [2]-12. [-5], Honesty [-10*], Overcon- ing specific person) [-5*], On The * Multiplied for self-control number; fidence [-5*], Pacifism (Cannot Edge [-15*], Paranoia [-10], Post- see p. B120. Kill or Self Defense) [-15], Combat Shakes [-5*], Sense of Workaholic [-5]. Duty (Fellow officers) [-5], Sense Primary Skills: Diagnosis (H) IQ+1 of Duty (Civilians) [-10], Doctor [8]-14, Physician (H) IQ+1 [8] Stubbornness [-5], or Workaholic 90 points -14, and either Bioengineering [-5]. Future medical technology holds (any) (H) IQ+1 [8]-14 or Surgery Primary Skills: Criminology (A) amazing promise, but no gadgets (any) (H) IQ+1 [8]-14. IQ+2 [8]-14, Forensics (H) IQ are effective without someone who Secondary Skills: Electronic [4]-12, Interrogation (A) IQ [2] knows how and when to use them. Operation (Medical) (A) IQ [2] -12, Law (region) (H) IQ [4]-12, This template represents a physician -13, Hazardous Materials (any) Observation (A) Per+1 [4]-14, with a medical degree, who presum- (A) IQ [2]-13, Law (Medical) (H) Research (A) IQ [2]-12, ably has access to state-of-the-art IQ-1 [2]-12, Pharmacy (H) IQ-1 Secondary Skills: Area Knowledge medical equipment. [2]-12, Physiology (H) IQ-1 [2] (jurisdiction) (E) IQ [1]-12, Field medics, on the other hand, -12, Psychology (H) IQ-1 [2]-12. Driving (Auto or Hovercraft) (A) must emphasize fast response and Background Skills: Biology (any) DX [2]-11, Electronics Operation treating patients on the spot with (H) IQ [4]-13, Chemistry (H) IQ- 1 [2]-12, Computer Operation (E) IQ [1]-13, Research (A) IQ-1 [1]-12, Savoir-Faire (High Society) (E) IQ [1]-13. Field Medic (14 points): Choose any other template and add the fol- lowing skills: Diagnosis (H) IQ [4], Electronics Operation (Medical) (A) IQ [2], First Aid (E) IQ+2 [4], Hazardous Materials (any) (A) IQ [2], and Surgery (VH) IQ-2 [2].

CHARACTERS 229 Xenomedical Specialist (120 points): [-5*], Pacifism (Cannot Kill or and one of the following: Beam Add the following: Biology (alien Self-Defense Only) [-15], Post- Weapons (any) (E) DX [1]-12, world specialization) (H) IQ-1 Combat Shakes [-5*], Sense of Brawling (E) DX [1]-12, [2]-12, Expert Skill (Xenology) Duty (Comrades) [-5], Stubborn- Crossbow (E) DX [1]-12, or (H) IQ+1 [8]-14, Physiology (alien ness [-5], Workaholic [-5], or Guns (any) (E) DX [1]-12. species) (H) IQ [4]-13, Vacc Suit Xenophilia [-10*]. Contact Specialist (170 points): (A) DX+2 [8]-12, and Veterinary Primary Skills: Cartography (A) IQ Delete Cartography, Geography (H) IQ+1 [8]-14. [2]-12, Geography (Physical, and Survival skills [-8]; add * Multiplied for self-control number; choose planet type) (H) IQ [4] Diplomacy (H) IQ+2 [12]-14, see p. B120. -12, Navigation (Sea, Air or Expert Skill (Xenology) (H) Land) (A) IQ+2 [8]-14, and any IQ+2 [12]-14, and Linguistics two of the following: Boating (H) IQ [4]-12. Explorer (any) (A) DX [2]-12, Driving * Multiplied for self-control number; 150 points (any) (A) DX [2]-12, Hiking (A) see p. B120. Explorers venture into unknown HT [2]-12, Piloting (any) (A) DX territory to find out what’s there. They [2]-12, Scuba (A) IQ [2]-12, must be adaptable and tough if they Submarine (any) (A) DX [2]-12, Merchant want to get home and tell anybody or Vacc Suit (A) DX [2]-12. 75 points what they’ve discovered. This template Merchants must often go far afield is for a planetary explorer whose skills to find goods or markets. Far, of are optimized for travel and survival course, is a relative term – on a low- in hostile environments. Explorers tech colony world the local merchant who spend most of their time aboard may have to travel a hundred miles spacecraft should use the Astronaut over bad roads to the spaceport, while template instead. Scientist-explorers the space merchant he does business who wish to perform detailed studies with travels hundreds of light-years. of their new finds should use the This template assumes a “hands-on” Scientist template. merchant who does a lot of traveling Some explorers venture into and negotiating in person. For a more regions with intelligent inhabitants, desk-bound sort, use the Executive and so must be experts in establishing lens. peaceful contact and learning to com- A more specialized merchant is the municate with aliens. They use the Antiquities Dealer, who sells rare and “Contact Specialist” lens below. possibly alien-made items that may or may not be legal. Antiquities dealers Attributes: ST 12 [20]; DX 12 [40]; must be fairly knowledgeable about IQ 12 [40]; HT 12 [20]. what they sell, even if what they’re sell- Secondary Characteristics: Damage ing is bogus. 1d-1/1d+2; BL 29 lbs.; HP 15 [6]; Will 12 [0]; Per 12 [0]; FP 15 [9]; Attributes: ST 10 [0]; DX 10 [0]; IQ Basic Speed 6 [0]; Basic Move 6 12 [40]; HT 10 [0]. [0]. Secondary Characteristics: Damage Advantages: 20 points chosen from 1d-1/1d+2; BL 20 lbs.; HP 10 [0]; among Absolute Direction [5], Will 12 [0]; Per 12 [0]; FP 10 [0]; Combat Reflexes [15], Cultural Basic Speed 5 [0]; Basic Move 5 Adaptablility [10], Danger Sense [0]. [15], Fearlessness 1-5 [2-10], Fit Advantages: 30 points chosen from [5], G-Experience [1-10], High among Business Acumen [10], Pain Threshold [10], Improved Comfortable or Wealthy [10 or G-Tolerance [5-10], Language 20], Courtesy Rank 1-5 [1-5], Talent [10], Luck [15], Cultural Adaptability [10], Secondary Skills: Biology (choose Outdoorsman [10], Rank 1-4 [5 Cultural Familiarity [1 or planet type) (VH) IQ-2 [2]-10, -20], Rapid Healing [5], 2/culture], Eidetic Memory [5], Survival (any) (A) Per [2]-12, Serendipity [15], Single-Minded G-Experience [1-10], Improved and either Electronic Operation [5], and Unfazeable [15]. G-Tolerance [5-10], Independent (Communication, Scientific, Disadvantages: -35 points chosen Income 1-5 [1-5], Language Sensor, or Sonar) [A] IQ [2]-12 from among Curious [-5*], Talent [10], Lightning Calcu- or Photography (A) IQ [2]-12. Honesty [-10*], Jealousy [-10], lator [2], Luck [15], Rank 1-4 [5 Background Skills: Computer Loner [-5*], Miserliness [-10*], -20], Serendipity [15], Status 1-2 Operation (E) IQ [1]-12, First Obsession (reaching a particular [5-10], Unfazeable [15], or Aid (E) IQ [1]-12, Swimming (E) place) [-5*], Overconfidence Versatile [5]. HT [1]-12, Writing (A) IQ [2]-12,

230 CHARACTERS Disadvantages: -35 points chosen Scientist Primary Skills: Research (A) IQ+1 [4]- from among Bad Temper [-10*], 75 points 14, and any two of: Anthropology, Callous [-5], Chummy [-5], Code Archaeology, Astronomy, Bioeng- of Honor (Professional) [-5], Debt Scientists gather knowledge ineering (any), Biology (any), 1-10 [-1-10], Duty (to employer, about the universe. In the modern Chemistry, Computer Program- 12-, nonhazardous) [-5], Greed world they tend to be specialists in a ming, Economics, Expert Skill [-15*], Honesty [-10*], Jealousy particular field or topic, but fictional (any), Engineer (any), Geography, [-10], Miserliness [-10*], Over- scientists are often generalists to a Geology, Mathematics (any), confidence [-5*], Pacifism ridiculous degree. Contrary to Metallurgy, Paleontology (any), (Reluctant Killer) [-5], Post- stereotype, modern scientists are Physics (any), Psychology, or Combat Shakes [-5*], Stubborn- usually quite adept at practical tasks Sociology – all are (H) IQ+1 [8] ness [-5], or Workaholic [-5]. like building apparatuses, catching -14. Primary Skills: Administration (A) specimens, and surviving in the wild Secondary Skills: Teaching (A) IQ-1 IQ [1]-12**, Accounting (H) while on field season. [1]-12, Writing (A) IQ-1 [1]-12; IQ [4]-12, Current Affairs Fictional uber-scientists should use one of: Cartography (A) IQ-1 [1] (Business) (E) IQ+2 [4]-14, the Cinematic Scientist lens, possibly -12, Electronic Operation Finance (H) IQ [4]-12, Law combined with the Inventor template (Scientific, Sensor, or Sonar) (A) (Trade) (H) IQ [4]-12, Market below. Science officers aboard space- IQ-1 [1]-12 or Photography (A) Analysis (H) IQ [3]-12**, ships use the Science Officer lens. IQ-1 [1]-12; and one of: Merchant (A) IQ+2 [8]-14. Attributes: ST 10 [0]; DX 10 [0]; IQ Hazardous Materials (any) (A) IQ Secondary Skills: Either Leadership 13 [60]; HT 10 [0]. [2]-13, Scuba (A) IQ [2]-13, (A) IQ [2]-12 or Propaganda (A) Secondary Characteristics: Damage Survival (any) (A) Per [2]-13, or IQ [2]-12; and any three of the 1d-2/1d; BL 20 lbs.; HP 10 [0]; Vacc Suit (A) DX [2]-10. following: Driving (any) (A) DX Will 13 [0]; Per 13 [0]; FP 10 [0]; Background Skills: Computer [2]-10, Freight Handling (A) IQ Basic Speed 5 [0]; Basic Move 5 Operation (E) IQ [1]-13, First Aid [2]-12, Navigation (any) (A) IQ [0]. (E) IQ [1]-13, Public Speaking (A) [2]-12, Packing (A) IQ [2]-12, Advantages: 20 points chosen from IQ-1 [1]-12, Scrounging (E) Per Piloting (any) (A) DX [2]-10, among Eidetic Memory [5], Fit [1]-13, Swimming (E) HT [1]-10. Shiphandling (any) (H) IQ-1 [2]- [5], G-Experience [1-10], High Cinematic Scientist (100 points): 11, Spacer (E) IQ+1 [2]-13, or Manual Dexterity 1-2 [5-10], Delete primary science skills Teamster (A) IQ [2]-12. Language Talent [10], Lightning [-16], add Science! (W) IQ [24]-13 Background Skills: Computer Calculator or Intuitive Mathe- and Weird Science (VH) IQ-1 [4] Operation (E) IQ [1]-12, First matician [2 or 5], Mathematical -12; add Independent Income 3 Aid (E) IQ [1]-12, one of the fol- Ability 1 [10], Reputation +1 [3], High TL 1 [5] and Gizmo [5]. lowing: Beam Weapons (type) (among scientists in field) [1 per Science Officer (120 points): Add Duty (E) DX [1]-10, Brawling (E) DX level], Security Clearance [5], [-5 to -15] to disadvantage [1]-10, or Guns (any) (E) DX [1] Serendipity [15], Single-Minded options, increase DX to 11 [20], -10; and one of either Carousing [5], Status 1-2 [5-10], Tenure [5], add Rank 3 [15], Beam Weapon (E) HT [1]-10 or Savoir-Faire (E) Unfazeable [15], Versatile [5] or (Pistol) (E) DX+1 [2]-12, IQ [1]-12. +1 to +2 Per [5-10]. Electronics Operation (Scientific Antiquities Dealer (85 points): Add Disadvantages: -35 points chosen or Sensor) (A) IQ [2]-13, Free Fall connoisseur (art) (A) IQ [2]-12, from among Absent-Mindedness (A) DX+1 [4]-12, Spacer (E) IQ+1 Forgery (H) IQ [4]-12, and either [-15], Clueless [-10], Code of [2]-14. Archaeology (H) IQ [4]-12, Honor (Professional) [-5], * Multiplied for self-control number; Expert Skill (Xenology) (H) IQ Combat Paralysis [-15], Curious see p. B120. [4]-12, or Hidden Lore (Lost civ- [-5*], Gullibility [-10*], Honesty ilizations) (A) IQ+1 [4]-13. [-10*], Indecisive [-10*], Jealousy Executive (80 points): Delete all the [-10], Loner [-5*], Miserliness Secret Agent secondary skills except Propa- [-10*], Obsession (solving a 100 points ganda [-6], increase Computer particular problem) [-5*], Spies and secret agents have a long Operation to IQ+2 [+3], delete Overconfidence [-5*], Pacifism history in science fiction, from the combat background skills and (Cannot Kill or Self-Defense one-man guerrilla movement of Eric First Aid [-2], increase Only) [-15], Post-Combat Shakes Frank Russell’s Wasp to the starkly Administration to IQ+2 [+6], [-5*], Reputation -1 (among sci- incredible Lensmen of E.E. Smith. At add Leadership (A) IQ [2]-12 entists in field, as a sloppy the fringes of the genre, where SF and Public Speaking (A) IQ [2] researcher or crackpot) [varies], meets technothrillers and political -12. Shyness [-5 or -10], Stubbornness novels, spies are everywhere. Certainly * Multiplied for self-control number; [-5], Truthfulness [-5*], Worka- many of James Bond’s cinematic see p. B120. holic [-5], or Xenophilia [-10*]. exploits have SF elements. **Bought from Merchant default.

CHARACTERS 231 Science-fiction secret agents come Secondary Skills: Choose 12 points [2]-12, Forward Observer (A) IQ in two main types: the grittily realistic from among the following: [2]-12, Gunner (any) (E) DX [1] operatives and the dashing Bondian Beam Weapons (Pistol) (E) -12, Knife (E) DX [1]-12, Stealth heroes. Superspies have a natural DX+1 [2]-12, Computer Prog- (A) DX [2]-12, Tactics (H) IQ [4] niche in space opera fiction, while ramming (H) IQ [4]-12, -12. bleak, paranoid spies hang out in Computer Hacking (VH) IQ-1 * Multiplied for self-control number; cyberpunk stories – often working for [4]-11, Cryptography (H) IQ [4] see p. B120. megacorporations instead of govern- -12, Detect Lies (H) Per-1 [2]-12, ment agencies. The template depicts a Diplomacy (H) IQ [4]-12, realistic spy, while lenses present a Driving (any) (A) DX [2]-11, Security Officer cinematic Superspy and a “Military Electronics Operation (Comm- 115 points Advisor” suitable for covert warfare. unications, Security or They’re known as guards, police Surveillance) (A) IQ [2]-12, officers, goons, and rent-a-cops. They Attributes: ST 10 [0]; DX 11 [20]; IQ Expert Skill (Political Science or spend most of their time watching for 12 [40]; HT 10 [0]. Xenology) (H) IQ [4]-12, Fast trouble and being bored. When some- Secondary Characteristics: Damage Talk (A) IQ [2]-12, Forgery (H) thing happens, they’re the guys on the 1d-2/1d; BL 20 lbs.; HP 12 [4]; IQ [4]-12, Guns (Gyroc, Pistol or spot. Will 12 [0]; Per 13 [5]; FP 10 [0]; Shotgun) (E) DX+1 [2]-12, This template assumes a fairly Basic Speed 5.25 [0]; Basic Holdout (A) IQ [2]-12, Intel- ordinary “beat cop.” For professional Move 5 [0]. ligence Analysis (H) IQ [4] investigators, use the Detective tem- Advantages: Security Clearance [5] -12, Interrogation (A) IQ [2]-12, plate. On the frontier, the local and 25 points from among the Lockpicking (A) IQ [2]-12, Marshal may be the only law following: Combat Reflexes [15], Propaganda (A) IQ [2]-12, or enforcement available, requiring Cultural Adaptability or Xeno- Shadowing (A) IQ [2]-12. more investigative skills. Space Adaptability [10 or 20], Cultural Background Skills: Computer station or shipboard security add Familiarity [1 or 2/culture], Operation (E) IQ [1]-12, First appropriate skills. Danger Sense [15], Eidetic or Aid (E) IQ [1]-12, Savoir-Faire Photographic Memory [5 or 10], Attributes: ST 11 [10]; DX 12 [40]; (E) IQ [1]-12 or Streetwise (A) Fearlessness 1-5 [2-10], High IQ 10 [0]; HT 12 [20]. IQ-1 [1]-11, and either Brawling Pain Threshold [10], Indomi- Secondary Characteristics: Damage (E) DX [1]-11 or Fast-Draw table [15], Intuition [15], 1d-1/1d+1; BL 24 lbs.; HP 12 [2]; (weapon) (E) DX [1]-11. Language Talent [10], Legal Will 11 [5]; Per 11 [5]; FP 10 [0]; Superspy (150 points): DX 12 [20]; Enforcement Powers [5-15], Basic Speed 6 [0]; Basic Move 6 add 20 points from among: Legal Immunity [5-20], Rank [0]. Gizmos 1-3 [5-15], Hard to Kill (Military or Administrative) 1-4 Advantages: Legal Enforcement 1-5 [2-10], High TL [5], Luck [5-20], Security Clearance +1 Powers [5], Police Rank 0 [0], [15], Rapid Healing [5], Security [5], Single-Minded [5], Social and 25 points from among the Clearance +1 [+5], Smooth Chameleon [5], Unfazeable [15], following: Combat Reflexes [15], Operator 1 [15]; add Overcon- Versatile [5]. Danger Sense [15], Fearlessness fidence [-5*] and Trademark [-5] Disadvantages: Duty (agency, 12-) 1-5 [2-10], Fit [5], Hard to Kill 1 to disadvantage options; add [-10], and choose a total of -25 -5 [2-10], High Pain Threshold Disguise (A) IQ [2] points from among: Addiction [10], Indomitable [15], Intuition -12, Judo (H) DX [4]-12, Stealth (legal stimulants or Tobacco) [15], Legal Enforcement Powers (A) DX [2]-12, and either [-5], Alcoholism [-15], Bloodlust [+5], Police Rank 1-2 [5-10], Connoisseur (any) (A) IQ-1 [1] [-10*], Callous [-5], Code of Rapid Healing [5], Security -11 or Fast-Draw (any) (E) DX Honor (Professional) [-5], Clearance [5], Single-Minded [1]-12. Curious [-5*], Loner [-5*], On [5], or Unfazeable [15]. Covert Military Advisor (165 points): The Edge [-15*], Paranoia [-10], Disadvantages: Duty (Police DX 12 [20], ST or HT 11 [10], Post-Combat Shakes [-5*], Department, 12-) [-10], and and 20 points from among Fit Secret (Undercover agent) [-20], choose a total of -25 points from [5], High Pain Threshold [10], Sense of Duty (Fellow agents) among: Addiction (legal stimu- and Military Rank 1-4 [5-20]; [-5], Stubbornness [-5], or lants or Tobacco) [-5], Alcoholism add Code of Honor (Soldier’s) Workaholic [-5]. [-15], Bad Temper [-10*], Bully [-10], Duty (Extremely Primary Skills: Area Knowledge [-10*], Callous [-5], Code Hazardous) [-15] to disadvan- (any) (E) IQ+2 [4]-14, Current of Honor (Professional) [-5], tage options; add Soldier (A) Affairs (any) (E) IQ+2 [4]-14, Flashbacks [-5], Gluttony IQ+2 [8]-14, either Beam Law (international) (H) IQ [4] [-5*], Greed [-15*], Honesty Weapons (Rifle) (E) DX [1]-12 -12, and one of: Acting (A) IQ+2 [-10*], Intolerance (choose or Guns (Rifle) (E) DX [1]-12; [8]-14, Observation (A) Per+2 group) [-5], Loner [-5*], On and 6 points from among: [8]-15, or Research (A) IQ+2 [8] The Edge [-15*],Overconfidence Camouflage (E) IQ [1]-12, -14. Explosives (Demolition) (A) IQ

232 CHARACTERS [-5*], Paranoia [-10], Post- of gadgets at their fingertips. This Spending [-5*], add Extremely Combat Shakes [-5*], Secret template represents a basic soldier Hazardous to Duty [-5], (Corrupt) [-10], Sense of Duty with no special training. As is, it can Fanaticism [-15], Flashbacks (Fellow officers) [-5], Sense of represent a trainee or a green trooper (Mild) [-5], Gullibility [-10*], Duty (Civilians) [-10], Stubborn- from an underfunded army, or can be Honesty [-10*], Impulsiveness ness [-5], or Workaholic [-5]. combined with other templates to cre- [-10*], Lecherousness [-15*], Primary Skills: Criminology (A) IQ ate a combat medic or a military tech- Overconfidence [-5*], Post- [2]-10, Law (Local Police) (H) nician. Add one of the specialization Combat Shakes [-5*], Sense of IQ [4]-10, and Savoir-Faire packages to create a skilled front-line Duty (Comrades) [-5]. (Police) (E) IQ+2 [4]-12. combatant. Officers add the Officer Primary Skills: Soldier (A) IQ+2 [8] Secondary Skills: Brawling (E) package to the specialization. -12, and either Beam Weapons DX+2 [4]-14, Detect Lies (H) Veterans add the Veteran package, and (any) or Guns (any) (E) DX+2 Per-1 [2]-10, Driving (any) (A) elite soldiers the Elite package. It is [4]-14. DX [2]-12, Fast-Draw (weapon) possible to be a Veteran Elite Officer. Secondary Skills: Driving (any) (A) (E) DX [1]-12, Forced Entry (E) DX [2]-12, Explosives (any) (A) Attributes: ST 11 [10]; DX 12 [40]; DX [1]-12, Forensics (H) IQ-1 IQ [2]-10, Scrounging (E) Per IQ 10 [0]; HT 11 [10]. [2]-9, Search (A) Per [2]-10, [1]-10, and either Brawling (E) Secondary Characteristics: Damage Stealth (A) DX [2]-12, Tonfa (A) DX [1]-12 or Knife (E) DX [1] 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; DX [2]-12, and either Beam -12. Will 10 [0]; Per 10 [0]; FP 11 [0]; Weapons (Pistol) (E) DX+2 [4] Background Skills: Computer Basic Speed 6 [5]; Basic Move 6 -14 or Guns (Pistol or Shotgun) Operation (E) IQ [1]-10, First [0]. (E) DX+2 [4]-14. Aid (E) IQ [1]-10. Advantages: Military Rank 0 [0], and Background Skills: Carousing (E) Armored (90 points): Improve 20 points chosen from among HT [1]-12, Computer Operation Driving to DX+2 [+6]. Add Ambidexterity [5], Combat (E) IQ [1]-10, First Aid (E) IQ+1 Electronics Operation (any) (A) Reflexes [15], Fit or Very Fit [5 [2]-11, and Streetwise (A) IQ [2] IQ [2]-10, Forward Observer (A) or 15], High Pain Threshold -10. IQ [2]-10, Mechanic (vehicle [10], Rank 1-2 [5-10], Rapid Frontier Marshal (135 points): type) (A) IQ+1 [4]-11, Healing [5], +1 to ST or HT [10], Improve IQ to 11 [20]; delete Navigation (Land) (A) IQ [2]-10, +1 to +5 to HP [2-10], and +1 to Savoir-Faire [-4], add Survival and either Artillery (any) (A) +4 to Per [5-20]. (local environment) (A) Per [2] IQ+1 [4]-11 or Gunner (any) (E) -12, and either Beam Weapons DX+2 [4]-14. (Rifle) (E) DX+1 [2]-13 or Guns Battlesuit Trooper (100 points): (Rifle) (E) DX+1 [2]-13. Battlesuit (A) DX+2 [8]-14, Rescue Squad (145 points): Improve Camouflage (E) IQ+2 [4]-12, IQ to 11 [20]; add Climbing (A) Electronics Operation (any) DX [2]-12, Explosives (EOD) (A) (A) IQ [2]-10, Forward Observer IQ [2]-11, Hazardous Materials (A) IQ [2]-10, Gunner (any) (any) (A) IQ [2]-11, Liquid (E) DX+2 [4]-14, Mechanic Projector (Sprayer) (E) DX [1] (Battlesuit) (A) IQ+1 [4]-11, -12, NBC Suit (A) DX [2]-12; Navigation (land) (A) IQ+1 [4] improve Forced Entry to DX+1 -11, Throwing (A) DX [2]-12. [+1]. Engineer (110 points): Increase IQ to Starship Security (125 points): Add 11 [20]; add Camouflage (E) G-Experience (5 other gravity IQ+1 [2]-12, Electronics levels) [5], Free Fall (A) DX [2] Operation (any) (A) IQ-1 [1]-10, -12, Spacer (E) IQ [1]-10, Vacc Engineer (Combat) (H) IQ+2 Suit (A) DX [2]-12. [12]-13, Gunner (any) (E) DX+1 * Multiplied for self-control number; [2]-13, Mathematics (Applied) see p. B120. (H) IQ-1 [2]-10, Navigation (Land) (A) IQ-1 [1]-10. Infantry (90 points): Add Camouflage Soldier (E) IQ+2 [4]-12, Electronics 70 points Operation (any) (A) IQ [2]-10, The Poor Bloody Infantry. The Forward Observer (A) IQ [2]-10, Disadvantages: Duty (15 or less) Leathernecks. Tommy Atkins and G.I. Gunner (any) (E) DX+2 [4]-14, [-15] and -20 points chosen from Joe. Stories about soldiers have been Hiking (A) HT+1 [4]-12, among Alcoholism [-15], Bad around as long as there have been sto- Navigation (Land) (A) IQ [2]-10, Temper [-10*], Bloodlust [-10*], ries. Over time, soldiers have changed and either Survival (any) (A) Per Code of Honor (soldier’s) [-10], from big guys with swords to tech- [2]-10 or Urban Survival (A) Per Compulsive Carousing or savvy men and women with an arsenal [2]-10.

CHARACTERS 233 Ranger (130 points): Increase IQ to 11 [20]; add Camouflage (E) IQ+2 [4]-13, Climbing (A) DX+1 [4]-13, Electronics Operation (any) (A) IQ [2]-11, Forward Observer (A) IQ [2]-11, Gunner (any) (E) DX+2 [4]-14, Hiking (A) HT+1 [4]-12, Navigation (Land) (A) IQ+1 [4]-12, Stealth (A) DX+1 [4]-13, and Survival (any) (A) Per+3 [12]-14. Space Marine (95 points): Add Free Fall (A) DX+2 [8]-14, Spacer (E) IQ+2 [4]-12, Vacc Suit (A) DX+2 [8]-14, add one of the following: G-Experience 5 [5], Immunity to Space Sickness [5] or Improved G-Tolerance 1 [5]. Elite Trooper (+60 points): Increase ST by 1 [10], DX by 1 [20], and IQ by 1 [20], increase Will by 1 [5], improve Soldier skill to IQ+3 [4], add Savoir-Faire (Military) (E) IQ [1]-11. Officer (+55 points): Increase IQ by 1 among Ambidexterity [5], Electronics Operation (any) (A) [20]; raise Rank by 3 [15]; add Combat Reflexes [15], Danger IQ [2]-12, Law (Galactic) (H) IQ Administration (A) IQ+1 [4]-12, Sense [15], Fit or Very Fit [5 or [4]-12, Leadership (A) IQ [2]-12, Law (Military) IQ-1 [2]-10, 15], High Pain Threshold [10], Navigation (any) (A) IQ [2]-12, Leadership (A) IQ+1 [4]-12, Luck [15], Rank 1-2 [5-10], Savoir-Faire (Dojo, High Savoir-Faire (Military) (E) IQ+1 Rapid Healing [5], Trained by a Society, or Military) (E) IQ [1] [2]-12, Tactics (H) IQ+1 [8]-12. Master [30], Weapon Master -12, Stealth (A) DX [2]-13 Veteran (+40 points): Increase IQ by 1 (Knightly Weapons) [30], +1 to Background Skills: Computer [20], add either Danger Sense or ST or HT [10], +1 to +5 to HP [2 Operation (E) IQ [1]-12, First Luck [15], increase Soldier skill -10], and +1 to +4 to Per [5-20]. Aid (E) IQ [1]-12. to IQ+3 [4], increase Scrounging Disadvantages: Either Code of * Multiplied for self-control number; to Per+1 [1]. Honor (chivalrous) [-15] or Duty see p. B120. * Multiplied for self-control number; (to Order, 15 or less) [-15], and see p. B120. -20 points chosen from among adding Extremely Hazardous to Space Worker Duty [-5], Fanaticism [-15], 75 points Space Knight Flashbacks (Mild) [-5], Some people explore space, and 150 points Gullibility [-10*], Honesty some people just work there. They You’re an elite warrior, trained with [-10*], Impulsiveness [-10*], build space colonies, mine asteroids, secret martial arts and equipped with Overconfidence [-5*], Pacifism salvage wrecked spaceships, and do all super-technology to be a defender of (Cannot harm innocents) [-10], the other tough jobs the star pilots and galactic society. More than a mere sol- Selfless [-5*], Sense of Duty eggheads are too busy for. Space dier, you fight for honor and out of a (Nation or All Life) [-10 or -15], workers can be independent prospec- sense of duty to all sentient life. The Truthfulness [-5*], Vow [-5 to tors or salvagers; or they can get a reg- exact nature of your training depends -15]. ular paycheck. on the weapons available, but whatev- Primary Skills: Any two of the follow- Attributes: ST 11 [10]; DX 11 [20]; er they are, you’re a master. ing: Battlesuit (A) DX+1 [4]-14, IQ 11 [20]; HT 11 [10]. Broadsword (A) DX+1 [4]-14, Attributes: ST 11 [10]; DX 13 [60]; Secondary Characteristics: Damage Driving (any) (A) DX+1 [4]-14, IQ 12 [40]; HT 11 [10]. 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Force Sword (A) DX+1 [4]-14, Secondary Characteristics: Damage Will 11 [0]; Per 11 [0]; FP 11 [0]; Gunner (any) (E) DX+2 [4]-15, 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Basic Speed 5.5 [0]; Basic Move Judo (H) DX [4]-13, Karate (H) Will 12 [0]; Per 12 [0]; FP 11 [0]; 5 [0]. DX [4]-13, Piloting (spacecraft Basic Speed 6 [0]; Basic Move 6 Advantages: G-Experience (choose type) (A) DX+1 [4]-14, Rapier (A) [0]. gravity) [1], Immunity to DX+1 [4]-14. Advantages: Social Regard (Feared Space Sickness) [5], and two of: Secondary Skills: Beam Weapon or Respected) 2 [10] or Status 2 +1 Per [5], Fit [5], Improved [10], and 30 points chosen from (Pistol) (E) DX+1 [2]-14,

234 CHARACTERS G-Tolerance [5], Rapid Healing -2 [5-10], Intuitive Mathem- Attributes: ST 10 [0]; DX 11 [20]; IQ [5], Single-Minded [5]. atician [5], Lightning Calculator 12 [40]; HT 10 [0]. Disadvantages: A total of -35 points [2], Mathematical Ability [10], Secondary Characteristics: Damage from among: Addiction (cheap, Security Clearance [5], Seren- 1d-2/1d; BL 20 lbs.; HP 10 [0]; legal stimulant or tobacco) [-5], dipity [15], Single-Minded [5], Will 12 [0]; Per 12 [0]; FP 10 [0]; Debt 5 [-5], Honesty [-10*], Loner Versatile [5] or +1 to +2 Per Basic Speed 5.25 [0]; Basic [-5*], Miserliness [-10*], Pacifism [5-10]. Move 5 [0]. (Reluctant Killer) [-5], Post- Disadvantages: A total of -10 points Advantages: 20 points’ worth from Combat Shakes [-5*], Sense of from among: Addiction (cheap, among: Alternate Identity (ille- Duty (work crew) [-5], Shyness legal stimulant or tobacco) [-5], gal) [15], Artificer 1-2 [10-20], (Mild) [-5], Stubbornness [-5], Absent-Mindedness [-15], Daredevil [15], Gizmos [5-15], Struggling [-10], Truthfulness Clueless [-10], Code of Honor High Manual Dexterity 1-2 [-5*], Workaholic [-5]. (professional) [-5], Combat [5-10], Luck [15], Serendipity Primary Skills: Free Fall (A) DX+2 Paralysis [-15], Curious [-5*], [15], Single-Minded [5], [8]-13, Vacc Suit (A) DX+2 [8] Gullibility [-10*], Honesty Versatile [5], +1 to +2 Per [5-10], -13. [-10*], Indecisive [-10*], Loner or Zeroed [10]. Secondary Skills: Any three of: [-5*], Miserliness [-10*], Disadvantages: A total of -30 points Electrician (A) IQ+1 [4]-12, Overconfidence [-5*], Pacifism from among: Addiction (cheap, Explosives (Demolition) (A) (Reluctant Killer) [-5], Post- legal stimulant or tobacco) IQ+1 [4]-12, Freight Handling Combat Shakes [-5*], Shyness [-5], Callous [-5], Cowardice (A) IQ+1 [4]-12, Hazardous (Mild or Severe) [-5 or -10], [-10*], Greed [-15*], Jealousy Materials (any) (A) IQ+1 [4]-12, Stubbornness [-5], Truthfulness [-10], Laziness [-10], Loner Machinist (A) IQ+1 [4]-12, [-5*], or Workaholic [-5]. [-5*], On the Edge [-15*], Mechanic (system type) (A) Primary Skills: Any two of: Armoury Overconfidence [-5*], Pacifism IQ+1 [4]-12, Prospecting (A) (any), Electrician, Electronics (Reluctant Killer) [-5], Paranoia IQ+1 [4]-12. Repair (any), Explosives (any), [-10], Post-Combat Shakes [-5*], Background Skills: Brawling (E) DX Lockpicking, Machinist, or Reputation (crook) [varies], [1]-11, Carousing (E) HT [1]-11, Mechanic (any) – all are (A) Secret [-5 or -10], Selfish First Aid (E) IQ [1]-11, Piloting IQ+2 [8]-13, or Computer [-5*], Slow Riser [-5], Social (spacecraft type) (A) DX-1 [1] Programming (H) IQ+1 [8]-12. Stigma (Criminal Record) [-5], -10, Scrounging (E) Per [1]-11, Secondary Skills: Electronics Struggling [-10], or Trademark Spacer (E) IQ [1]-11. Operation (any) (A) IQ [2]-11, [-5 to -10]. * Multiplied for self-control number; Hazardous Materials (any) (A) Primary Skills: Any two of: see p. B120. IQ [2]-11, and either NBC Suit Electronics Operation (Security) (A) DX [2]-10 or Vacc Suit (A) (A) IQ+2 [8]-14, Electronics DX [2]-10. Repair (Security) (A) IQ+2 [8] Technician Background Skills:. Computer -14, Explosives (Demolition) (A) 55 points Operation (E) IQ [1]-11, First IQ+2 [8]-14, Forced Entry (E) Just about everyone in a SF setting Aid (E) IQ [1]-11, Scrounging DX+3 [8]-14, or Lockpicking (A) can use the advanced devices avail- (E) Per [1]-11. IQ+2 [8]-14. able, but technicians are the ones who Inventor (100 points): Increase IQ to Secondary Skills: Any three of: understand how they work, and can 12 [20]; add Gadgeteer [25]. Acting (A) IQ [2]-12, Beam repair, improve, or build them. * Multiplied for self-control number; Weapons (Pistol) DX+1 [2]-12, Contemporary stereotypes assume all see p. B120. Disguise (A) IQ [2]-12, Driving technicians are geeky and shy, but in (any) DX [2]-11, Fast-Talk (A) IQ some settings being a tech wizard [2]-12, Forgery (H) IQ-1 [2]-11, could be glamorous. This template is Thief Guns (Pistol) (E) DX+1 [2]-12, fairly low-priced in order to allow 75 points Law (region, criminal) (H) IQ-1 players to combine it with others. Crime won’t go away just because [2]-11, Merchant (A) IQ [2]-12, humans travel to the stars, but the Stealth (A) DX [2]-11. Attributes: ST 10 [0]; DX 10 [0]; IQ crooks will have to get more clever to Background Skills: Computer 11 [20]; HT 10 [0]. defeat high-tech locks and security Operation (E) IQ [1]-12, Secondary Characteristics: Damage systems. Famous thieves in SF Streetwise (A) IQ [2]-12. 1d-2/1d; BL 20 lbs.; HP 10 [0]; include Slippery Jim diGriz, or the Cyberspace Thief (75 points): Change Will 11 [0]; Per 11 [0]; FP 10 [0]; crack team of operatives in Iain M. primary skills to Computer Basic Speed 5 [0]; Basic Move 5 Banks’ Against a Dark Background. Hacking (VH) IQ+1 [12]-13 and [0]. Cyberpunk SF introduced a new Computer Programming (H) IQ Advantages: Choose 20 points from kind of thief, the cyberspace decker, [4]-12. among: Artificer 1-2 [10-20], a freelance hacker who steals infor- * Multiplied for self-control number; Eidetic Memory [5], Gizmos mation or money. see p. B120. [5-15], High Manual Dexterity 1

CHARACTERS 235 BIBLIOGRAPHY “how-to” essays, including an extremely Schmidt, Stanley. Aliens and Alien NONFICTION useful piece by John Barnes on extrapo- Societies (Writer’s Digest Books, 1995). A Asimov, Isaac. The Universe (Avon, lating future trends. nuts-and-bolts “how-to” guide for aspir- 1966). Clear, readable survey of science Feinberg, Gerald, and Shapiro, ing SF writers. by an SF writer. Dated, but still very Robert. Life Beyond Earth: The Intelligent Vogel, Steven. Life’s Devices informative. Earthling’s Guide to Life in the Universe (Princeton, 1988). An introduction to the Asimov, Isaac. “Not As We Know It” (Morrow, 1980). Fascinating if occasion- mechanical engineering of living things, in View From a Height (Avon, 1963). ally over-cute study of alien biology, essential for designing alien life. One of the few studies of possible alien which inspired a decade of SF stories by Zuckerman, Ben, and Hart, Michael biochemistries. authors cribbing ideas. H. (editors). Extraterrestrials: Where Are Bova, Ben, and Lewis, Anthony R. Gillett, Stephen L. World-Building They? (Cambridge University Press, Space Travel (Writer’s Digest Books, (Writer’s Digest Books, 1996). Very use- 1995). Wide-ranging collection of pieces 1997). A handy guide to space drives, ful guide to planet design. on SETI, alien intelligence, methods of orbits, and delta-V for aspiring SF Goldsmith, Donald, and Owen, star travel, interstellar colonization, and writers. Tobias. The Search for Life in the terraforming. Bretnor, Reginald (editor). The Craft Universe (Cummings, 1980). Actually a of Science Fiction (Barnes & Noble basic science textbook, using the ques- Books, 1976). A collection of useful tion of alien life as a unifying theme. FICTION essays on creating SF settings and Slightly dated, but a useful reference. Many of these works are classics stories. Henbest, Nigel, and Couper, Heather. which have gone through dozens of edi- Carroll, Bradley W., and Ostlie, Dale The Guide to the Galaxy (Cambridge tions. Publishers and dates listed are for A. An Introduction to Modern University Press, 1994). As the title says, the most recent versions. Astrophysics (Addison-Wesley, 1996). A a guide to the galaxy, with fairly up-to- solid introduction to how planets and date information and lots of maps. Comedy stars work. Heppenheimer, T.A. Colonies in Adams, Douglas. The Hitchikers Clark, Stuart. Life on Other Worlds Space (Warner, 1977). A cheerleading Guide to the Galaxy (Ballantine, 1995). and How to Find It (Springer, 2000). book about O’Neill habitat colonies, The first book in a series of very popular Solid, readable introduction to astrobi- somewhat dated now but a good source SF comedies. ology. of ideas and background for space habi- Ford, John M. How Much for Just the Clute, John, and Nicholls, Peter (edi- tat settings. Planet? (Pocket Books, 1999). A slapstick tors). The Encyclopedia of Science Fiction Kaku, Michio. Visions (Anchor, Star Trek novel which generates very (St. Martin’s Griffin, 1995). Massive and 1998). An exciting look at future strong reactions from readers. massively useful overview of the entire prospects in science and technology, by field. a theoretical physicist. Cohen, Jack, and Stewart, Ian. What Langford, David. War in 2080 Crime and Mysteries Does a Martian Look Like? (Wiley, 2002). (Morrow, 1979). Study of possible future Bester, Alfred. The Demolished Man Wide-ranging and interesting explo- evolution of weapons and defenses, (Vintage, 1996). Murder mystery set in a ration of possible types of alien life, by a from a strictly hard-SF perspective. society of telepaths. scientist who designs aliens for writers. Some of its predictions have been over- Delany, Samuel R. “Time Considered Cox, Arthur N. (editor). Allen’s taken by events. as a Helix of Semi-Precious Stones.” Astrophysical Quantities, Fourth Edition McGowan, Christopher. Dinosaurs, This novella won the Hugo and Nebula (Springer-Verlag, 2000). Highly useful Spitfires, and Sea Dragons (Harvard awards in 1969, but still seems fresh and encyclopedia of data and equations University Press, 1991). Interesting cutting-edge more than 30 years later. about the universe. study of animal size and engineering, Gibson, William. Neuromancer (Ace, Darling, David. The Extraterrestrial very useful for its information on flight 1995). Hugo and Nebula winning novel Encyclopedia (Three Rivers Press, 2000). and locomotion. which was the template for much cyber- Another useful compendium of informa- Regis, Ed. Great Mambo Chicken and punk to come. It has two sequels, Count tion about other worlds and star the Transhuman Condition (Perseus Zero and Mona Lisa Overdrive. systems. Books, 1990). Fun, irreverent guide Niven, Larry. The Long ARM of Gil Diamond, Jared. Guns, Germs, and to transhumanism, , Hamilton (Del Rey, 1977). A collection Steel (Norton, 1997). Examines nanotech, cryonics, and general of stories about a future policeman bat- the growth of civilizations and wackiness. tling organleggers and technological technology; very useful for anyone cre- Sagan, Carl, and Shklovskii, I.S. criminals. ating alien civilizations or alternate Intelligent Life in the Universe (Dell, histories. 1966). Very dated now, but this was the Dozois, Gardner, et al. (editors). first scientific study of the topic in half a Writing Science Fiction and Fantasy (St. century. Benford, Greg. In the Ocean of Night Martin’s, 1991). Another collection of (Warner Aspect, 2004). First volume of

236 BIBLIOGRAPHY an epic series following humans trying the armored Mobile Infantry as they genre with a generous helping of mysti- to survive in a galaxy dominated by hos- fight an interstellar war. Avoid the film. cism and ecological awareness. tile machine intelligences. Pournelle, Jerry. Mercenary (Baen, Spawned several sequels by Herbert and Bova, Ben. Privateers (Eos, 2000). 1986). A mercenary commander fights a recent series by his son; quality varies. Red-blooded entrepreneurial adventure, for the collapsing CoDominium. Niven, Larry, and Jerry Pournelle. an example of the technothriller genre in Saberhagen, Fred. The “Berserker” The Mote in God’s Eye (Pocket Books, space. series. A long-running series of books 1991). Excellent fusion of space opera Clarke, Sir Arthur C. The Fountains and stories about humans battling and first-contact story; the sequel is of Paradise (Warner Aspect, 2001). implacable robots programmed to much less successful. Heroic Engineering at its finest, as the destroy all life. Resnick, Mike. Santiago (Tor, 1992). protagonist struggles to build a space Weber, David. On Basilisk Station Bounty hunters and space pirates on the elevator. (, 2002). The first of the lawless Galactic frontier. Resnick has Clarke, Sir Arthur C. Rendezvous long-running “Honor Harrington” series written many other books and stories With Rama (Bantam, 1990). One of the of space opera war stories with a strong using the same general setting. great First Contact stories and a seminal flavor of Nelson’s navy. Reynolds, Alastair. Revelation Space Big Dumb Object novel as well. Human Wells, H.G. The War of the Worlds (Ace, 2002). The first of a loosely- astronauts explore a vast alien ship (Tor, 1993). The original alien invasion connected series of novels exploring which has entered the Solar System. story, and still the greatest. First pub- nanotech plagues, ancient alien civiliza- Avoid all sequels. lished in 1898. tions, and crazed starship captains. Forward, Robert Dragon’s Egg (Del Postmodern hard-SF space opera. Rey, 2000). Following a suggestion by Smith, E.E. (Old Earth Shapiro and Feinberg (see above), this Planetary Romance Books, 1997). The first book in the novel examines life on a neutron star. and Big Dumb Objects “Lensman” series. The ultimate Golden Heinlein, Robert. The Moon Is a Brackett, Leigh. The Book of Skaith Age space opera series, with all its faults Harsh Mistress (Orb, 1997). Lunar (Doubleday, 1976). Tough guy Eric John and virtues turned to 11. Inspired the colonists rebel against a tyrannical Stark penetrates the mysteries of the book GURPS Lensman. Earth, aided by an AI computer. dying planet Skaith. Wright, John C. The Golden Age (Tor, Landis, Geoffrey. Mars Crossing (Tor, Niven, Larry. Ringworld (Del Rey, 2003). Space opera set 10,000 years in 2001). Astronauts struggle for survival 1985). One of the original Big Dumb the future, when humans have godlike on Mars after their ship is crippled. Objects, Ringworld inspired several powers. Landis is also a NASA scientist. sequels and a roleplaying Robinson, Kim Stanley. Red Mars game. (Bantam Spectra, 1993). First volume of Vance, Jack. Planet of Adventure (Orb, FILM a trilogy (Red Mars, Green Mars, Blue 1993). The four Tschai novels are classic Aliens (James Cameron, 1986). Mars) chronicling the terraforming of Planetary Romance, and the stories Straddling the border between action Mars and the new society which inspired GURPS Planet of Adventure. and horror, this film features Marines develops there. Varley, John. Titan (Berkeley, 1984). battling alien predators on a distant Steele, Allen. Orbital Decay (Warner First of a trilogy of novels exploring the world. Books, 1990). Gritty stories of life giant sentient space habitat Gaea, orbit- Blade Runner (Ridley Scott, 1982). among blue-collar workers building ing Saturn. The cyberpunk film, based on the Philip space habitats. K. Dick novel Do Androids Dream of Sterling, Bruce. Schismatrix Plus Electric Sheep? Tells of a future cop (Ace, 1996). A novel and short stories set Space Opera hunting rogue androids. in a hard-SF world of genetic engineer- Banks, Iain M. The Player of Games Star Wars (George Lucas, 1977). The ing, cybernetic enhancement, and space (HarperCollins, 1997). One of several original film is now Episode 4 in the colonization. novels set in “The Culture,” a space- series, which has proved markedly Varley, John. Red Thunder (Ace, borne transhuman civilization. The best uneven in quality. One of the most suc- 2003). Amazingly talented teenagers of the new wave of “postmodern space cessful films in history. build a miraculous rocket in a Florida opera” from the UK. warehouse. Brin, David. Sundiver (Spectra, 1985). The first of the “Uplift” series, TELEVISION chronicling humanity’s struggle to sur- Babylon 5 (Warner, 1993-98). Military SF vive in a galaxy of ancient civilizations Excellent old-school space opera, cen- Haldeman, Joe. which uplift other species to sentience. tered on a vast space habitat. (Eos, 2003). Perhaps it would be better Inspired GURPS Uplift. Firefly (Fox, 2002). A short-lived but to call this anti-military SF, as its depic- Bujold, Lois McMaster. Shards of superb spaceship drama, with clear Old tion of a slower-than-light interstellar Honor (Baen, 1991). The first of her Western inspiration. war is vicious in its condemnation of ongoing Barrayar series, chronicling the Star Trek (Paramount, 1966-69). The military stupidity. adventures of Cordelia Naismith and her original series has spawned nine Heinlein, Robert. Starship Troopers son, Miles Vorkosigan. Unapologetic films and four more television series. (Ace, 1987). The seminal work of mili- old-school space opera. For most non-fans, this is what science tary SF, chronicling one soldier’s life in Herbert, Frank. Dune (Ace, 1996). fiction is. Transformed the classic space opera

BIBLIOGRAPHY 237 INDEX 3D Spatial Sense Antimatter, pion drives, 33; as Bioengineering skill, 224. Cargo, 48. advantage, 219. a resource, 181; rockets, 33. Bioroids, 54; as soldiers, 189; Carnivores, 144-145. Absorption factor, 84, 85. Appearance, 221. and uploading, 57. Catapults, 34. Acrobatics skill, 224. Armies, 187-190; Biotechnology, 51-54. Chandler, A. Bertram, 19. Adams, Douglas, 12, 20. organization of, 188. Black holes, 126; as a Characters, 214-235; Addiction disadvantage, 220. Artificial intelligences (AIs), resource, 181. common origins, 65; Advantages, 219-220. 56; as characters, 218; and Blackbody temperature, 84, templates, 226-235. Adventures, 208-213. machine civilizations, 200. 113, 130. Charisma advantage, 219. Alien, 24, 135, 146, 215, 219. Asaro, Catherine, 9. Blish, James, 13, 21, 52. Chasers, 145. Aliens, 21-22, 134-170; Alien Asimov, Isaac, 14, 21, 22, 27, Boating skill, 224. Chemosynthesis, 141. Rights League, 26, 205; 200, 218. Bode’s Law, 108. Cherryh, C. J., 13, 15, 19. archaeology, 12; behavior, Asteroids, 76, 130-131; habi- Bounty hunters, 17; Civil rights, 173. 167-169; body plans, tats, 132; placing asteroid adventure seed, 212; Civilizations, see Societies. 150-154; and campaign belts, 109, 110. template, 227. Clades, 165. design, 8, 135-136; carrying Astronauts, 215; template, 226. Bova, Ben, 29. Clarke, Arthur C., 6, 12, 20. capacity of worlds, 92; as Astronomical unit (AU), 68. Brackett, Leigh, 14. Clockwork Orange, A, 186. characters, 218-219; Atmospheres, 78-81; Brin, David, 16, 21, 37, 54, 56, Cloning, 52. classification systems, 175; determining pressure, 86; 175, 217. Code of Honor communication, 163-164; toxic, 78. Browsers, 144. disadvantages, 221. enclaves, 98; frequency of Autotrophs, 141, 143-144. Bujold, Lois McMaster, 9, 15, Cole, Allan, 23. worlds, 70-71; governments, Axial tilt, 118. 51, 191. Colonies, 90; Office of Colonial 24, 199-201; habitats, 89, Babylon 5, 8, 13, 16, 17, 21, Bunch, Chris, 23. Affairs, 25, 203; population 143, 175; hives and hive 27, 29, 218. Bureaucrats, 17. of, 92; secondary, 121-123. minds, 168, 199-200; Bad Sight disadvantage, 221. Burroughs, Edgar Rice, 14, Colonists, adventure seed, 212; intelligence, 166; Banks, Iain M., 18, 19, 21, 22, 22, 29. template, 227. lifespan of, 159; machine 133, 191, 200, 235. Busby, F. M., 23. Comets, 131. civilizations, 200; Communications, 55-57; metabolism of, 156, shipboard, 46. 157-158; metamorphosis Computers, 55-57; and shapeshifting, 153, 165; shipboard, 43. mobility, 146-149; Con Man template, 228. population density of, 175; Consumers, 142. Precursors, 22, 181; Control Rating (CR), psychological traits of, 173-174; of planets, 94. 169-170, 175-176, 211, 225; Corporate State government reproduction of, 158-161, type, 23, 195-196; alternate 167-168; senses of, 161-162, names of, 200; as planetary 164; size of, 148-149, 151; governments, 201. skins and hides, 155, 157; Corporations, 26, 98, 205. special abilities of, 165-166; Corruptibility, 174. trophic level, 143; with Cultural Adaptability unusual biochemistry, advantage, 219. 138-140, 154-155. Cultural Familiarity Alliance government type, 22, advantage, 219. 191-193; alternate names Cybernetics, 216. of, 200; as planetary Cycler stations, 35. governments, 201. De Bergerac, Cyrano, 29. Alpha Centauri, 13. De Camp, L. Sprague, 12, 14. Alternate Identity Decomposers, 144. advantage, 219. Defenses, 61; shipboard, 45. Amnesia disadvantage, 221. Delany, Samuel R., 17. Anarchy government type, 22, Delta-V, 32. 190-191; alternate names Barnes, John, 18. Caidin, Martin, 216. Dependency disadvantage, of, 200; as planetary Basic Speed, 138, 139. Calendar, local, 118. 221. governments, 201. Battlestar Galactica, 14, 15. Campaign design, 7; tone, 9; Detective template, 228. Anderson, Poul, 14, 19, 20, 23, Baum, L. Frank, 216. types of campaigns, 11-20. Dick, Philip K., 20. 50, 51, 74, 129, 135, 181, Bear, Greg, 51. Campbell, John W., 166, 217. Digital Mind advantage, 219. 197, 215. Benford, Gregory, 200. Cannot Speak Diplomatic Corps, 24, 202. Animal skills, 224. Beowulf, 135. disadvantage, 221. Disadvantages, 220-224. Bester, Alfred, 218, 228. Capek, Karel, 218. Distances, 68.

238 INDEX Disturbing Voice Generation ships, 37. Lecherousness Outposts, 90; and disadvantage, 221. Genetic engineering, 52, 216, disadvantage, 222. campaign design, 8; Doctor template, 229. 217. Life, 136-141; artificial, 54, population of, 93; Dr. Who, 20, 21, 200. G-Experience advantage, 220. 141. secondary, 121-122, 123. Drake, David, 15, 16. Gibson, William, 17, 18, 19, 51. Life pods, 48. Pacifism disadvantage, 222. Drives, 31-42; antimatter pion, G-Intolerance Life support, 43. Paleontology skill, 225. 33; catapults and tethers, disadvantage, 222. Lifebane disadvantage, 222. Pantropy, 52. 34-35 Dean, 36; designing Goddard, Robert, 6. Light-year (ly), 68. Parasites, 145. star drives, 41; diametric, Godwin, Francis, 6. Linguistics skill, 224. Parsec (pc), 68. 36; hyperdrives, 37-38; Goonan, Katherine Ann, 51. Lip Reading skill, 225. Patrol, the, 25, 98, 203-204, inertialess, 40; ion, 32; Governments, 190-202; Lost in Space, 20. 213; in alliances, 192; in jump, 38-39; maneuver, alternate names of, 200; Lucian of Samosata, 218. federations, 193. 31-37, nuclear pulse, 32; avenues to power, Luminosity, 103; luminosity Phobia disadvantage, 222. probability, 39; reaction, 174-175. class, 100; and Piloting skill, 225. 31-33; reactionless, Gravity, and buoyancy, 150; massive stars, 126. Piper, H. Beam, 12, 15, 22, 193. 36-37; rockets, 31-33; sails, shipboard, 43; Macro-Life, 191. Pirates, 17, 98. 33-34; star, 37-42; total surface, 85-86. Magery advantage, 220. Pitch Black, 24. conversion, 33; warp, Gravity trade model, 95. Maneuver drives, see Drives. Planets, 27; affinity score, 88; 40-41. Grazing, 144. Maps, galactic, 67-72; atmospheric characteristics, Duck Dodgers in the Green Lantern Corps, 215. preferred scale, 72. 78-81, 86; axial tilt, 118; 24 1/2 Century, 135. Greenhouse factor, 84, 85. Marines, 15, in federations, bases and installations on, Dyson, Freeman, 12, and Griffiths, George, 6. 194. 96-98; carrying capacity, Dyson Spheres, 133. GURPS Reign of Steel, 218. Medical skills, 225. 91; climate, 83-84; control Earth diameter, 68. GURPS Steampunk, 29. Medicine, 52. rating, 94; depth of detail, Ecology, 141; and alien Habitats, alien, 143; Merchants, 216; template, 230. 66-67; design 73-98; deter- behavior, 167; and effect on artificial, 132. Metaplot, 209. mining populations, 91-93, society, 175; and size of Haldeman, Joe, 15. Military forces, 187-190; 122-123; dramatic roles, creatures, 150. Hale, Edward Everett, 6. in alliances, 192; in anar- 63-66; economics of, 95; Economics, 180-184; Halo, 133. chies, 190-191; in corporate gas giants, 107; geologic economic freedom, 173; Hamilton, Edmond, 215. states, 195; in empires, 198, activity, 119; governments economic output, 180; of Harrison, Harry, 13, 17, 18, in federations, 193; merce- of, 201-202; gravity, 85-86; planets, 95. 20, 235. naries, 14, 26, 98, 187, 205, habitability score, 88, 121; Electrical disadvantage, 221. Heinlein, Robert, 7, 13, 15, 16, 213; Mercenary Regulatory hydrographic characteristics, Empire government type, 23, 18, 19, 21. Agency, 24, 203; player 81-82; local calendar, 118; 197-199, alternate names Heppenheimer, T. A., 13. character teams, 214. orbital eccentricity, 115; of, 200; as planetary Herbert, Frank, 21, 29, 61, Military Rank advantage, 189. orbital period, 115; placing governments, 201. 181. Milton, John, 67. moons, 111-112; resonant, Enemy disadvantage, 221. Herbivores, 144. Mimicry skill, 225. 125; retention of volatiles, Engineers, 20. High TL advantage, 220. , 13. 86; rogue, 128-129; rotation Environment Suit skill, 224. Hijackers, 145. Money, 182. period, 117; settlement type, Environments, 142. Homeworlds, 89; population Monsters, 135, 211-212. 89; size, 84-86; society type, Erotic Art skill, 224. of, 92. Moons, see Satellites. 93-94, 123; terraformed, Explorers, adventure seed, Hypnotism skill, 224. Nanotechnology, 58-60; and 129; tidal braking, 117; tide- 212; as player characters, Imperiums, 199. military logistics, 189; locked, 125; trade between, 11, 215; template, 230. Improved G-Tolerance nanosymbiosis, 53; swarms 95-96; types of, 75-77, 113- Explosives skill, 224. advantage, 220. and goo, 59. 114, 224; world unity, 93. Farscape, 219. Increased Life Support Navies, 25, 98, 203, 213; Poe, Edgar Allen, 6, 217. Federation government type, disadvantage, 222. in empires, 198; Pohl, Frederik, 13. 23, 193-195; Inner limit radius, 106. organization of, 188. Politics, avenues to power, alternate names of, Interstellar Trade Navigation errors, 42. 174-175. 200; as planetary Commission, 24, News services, 26, 205. Population Rating (PR), 91. governments, 201. 202-203. Niven, Larry, 12, 20, 21, 22, Postal Authority, 25, 204. Feudalism, 199. Jones, D. F., 218. 23, 33, 43, 50, 60, 73, 130, Pouncers, 145. Filter feeding, 144. Jump drives, 38-39. 133, 135, 186, 191, 197, Pournelle, Jerry, 22, 23, 25, Firefly, 27. Kepler, Johannes, 6, 218. 217. 29, 33, 43, 197. Flynn, Michael, 29, 31, 93. Kornbluth, Cyril, 166. Norton, Andre, 16, 19, 22, 25. Power, 60; shipboard, 47. Forbidden zones, 107. K-strategy, 159, 160, 161. Omnivores, 145. Pratchett, Terry, 20. Ford, John M., 197. Kuiper Belt, 131. O’Neill, Gerald K., 12, 13, 132. Primary producers, see Forward, Robert, 33, 140. Lagrange points, 13. Oort Cloud, 131. Autotrophs. Foster, Alan Dean, 23. Languages advantage, 220. Orbital eccentricity, 116. Psionics, 217-218; powers in Fragile disadvantage, 221. Laumer, Keith, 19. Orbital period, 115-116. aliens, 166; Psionic Studies Free Trade League, 26, 205. Law, 184-187; in alliances, Orbital spacing, 108-109. Institute, 27, 206. FTL Radio, 45-57. 192; in anarchies, 191; in “Organization, The,” 26, 206. Pulsars, 126. Gagarin, Yuri, 215. corporate states, 195; Organizations, 24, 202-206; Pythagorean formula, 68. Galaxies, 68-70; galactic corruptibility, 174; in and campaign design, 7; Racial Memory advantage, alliances, 193. empires, 198; in federations, government, 24-26, 220. Gas giants, 77; arrangements 194; legal restrictions, 173; 202-205; private, 26-27, Ramjets, Bussard, 34. of, 107; determining size, punishment severity, 174; 205-206. Rangers, 16. 110, 115; and moons, 111, and Special Justice Group, Orwell, George, 18. Rebellions, 16, 98. 124-125; placing, 110. 26, 204; ubiquitous law Outer limit radius, 106. Red Dwarf, 20. Gathering, 144. enforcement, 56.

INDEX 239 Relativity effects, 36. law, 184-187; and 101-102; determining miracles, 29, 50-51; and Resistant advantage, 220. military forces, 187-190; radius, 104; distribution world design, 90-91, 122. Resnick, Mike, 17, 27, 227. and psionics, 218; and within galaxies, 70; effective Tectonic activity, 120-121. Resource Value Modifier robots, 218; and social temperature, 102; flare, 127; Teleportation, 46, 60; and (RVM), 87, 121. control, 174; and main sequence, 102, 104; interstellar gates, 39. Restricted Diet technology, 177-180. massive, 126; multiple Terraforming, 129. disadvantage, 222. Solar mass, 101. stars, 100, 105, 115; Tethers, 35. Reynolds, Alistair, 12, 18. Soldiers, adventure seed, 213; neutron, 126; orbital zones Theocracies, 199. Ringworlds, 133. template, 233. of, 106; placing planets, Thief template, 235. Robinson, Kim Stanley, 18, Space: 1889, 29. 107-111; red dwarf, 127; Thrust-to-mass ratio, 36. 20. Spaceships, 30-48; bioships, stellar evolution, 103; stellar Tidal braking, 117. Robots, 56; bush robots, 56; 54; crews of player mass, 101; white dwarf, Time dilation, see Relativity as characters, 218; machine characters, 215; drives, 100, 104. effects. civilizations, 200; as 31-42; as plot elements, 30; Startowns, 206. Time Travel, and jump drives, soldiers, 189. shipboard systems, 43-48. Stasheff, Christopher, 7. 39. Rockets, 31-33; principles of, Trade, in alliances, 193; in cor- 31; types of, 32-33. porate states, 196; designing Rosettes, 133. trade routes, 96; in empires, Rotation period, 117. 199; estimating trade R-strategy, 159, 160, 161. volume, 95; in federations, Russell, Eric Frank, 19, 231. 194; and Free Trade League, Saberhagen, Fred, 141, 200. 26, 205; gravity model, 95; Sails, 33-34; in hyperspace, 38; and Interstellar Trade light, 33; magnetic, 34; Commission, 24, 202-203. plasma, 34. Transhuman Space, 51, 141. Satellites, of brown dwarfs, Transparent society, 56. 128; and gas giants, 111, Transportation, 60; 124-125; orbital period, interstellar, 7; and 117; orbital radius, 115; military forces, 190. placing, 111; size of, 112; Trappers, 145. tidal braking, 117. Traveller, 18, 21, 23. Savoir-Faire skill, 225. Tsiolkovsky, Konstantin, 6, 29; Scale and Scope, 8-9; and Tsiolkovsky Equation, campaign design,8; 31. distances, 68; escalating Universities, 27, 98, 206. scale, 10. Unusual Biochemistry Scavengers, 144-145. disadvantage, 223. Schroeder, Karl, 51, 128. Uplift, 54, 217. Science Fiction, hard and soft, Urban Survival skill, 226. 7; planetary romance, 14; Utopias, 63; anarchist, 190. and realism, 11, 67. Vance, Jack, 10, 12, 14, 20, 21. Scientists, adventure seed, 213; Varley, John, 12, 29, 51. template, 231. Verne, Jules, 6, 7, 10, 29, 215. Secret agents, adventure seed, Space flight 29-30; by Status advantage, 220. Vinge, Vernor, 200. 213; template, 231. creatures, 148; early Stephenson, Neal, 580. Volcanism, 119-120. Security and Intelligence accounts, 6, 29; estimating Sterling, Bruce, 18, 51. Voltaire, 29. Agency, 25, 204. space traffic, 96; and story Stress Atavism Vulnerability disadvantage, Security officer template, 232. requirements, 30. disadvantage, 223. 223. Sensors, 46. Space knights, 215; Submarine skill, 227. Warp drives, 40-41. Sheckley, Robert, 20. template, 234. Supernatural Features Weakness disadvantage, 223. Shelley, Mary, 218. Space stations, 8, 132. disadvantage, 223. Weapons, 61; shipboard, Sickbay, 47. Space workers, 20; Susceptible disadvantage, 223. 44-45. Simmons, Dan, 21, 29. template, 234. Suspended animation, 53. Weber, David, 16, 29, 38, 47. Skills, 224-226. Spaceports, 97. Superscience, emergent, 30. Weird Science skill, 226. Smith, Cordwainer, 186, 217. Spacer skill, 226. Survey Service, 26, 204. Weirdness Magnet Smith, E. E. “Doc”, 6, 10, 16, Special Justice Group, 26, 98. Swarms, 153. disadvantage, 223. 40, 50, 87, 175, 215, 231. Spectral class, 100. “Swords and spaceships,” 61. Wells, H. G., 6, 29, 54, 215, Smith, L. Neil, 18. Spinrad, Norman, 18. Symbionts, 146. 218, 219. Snow line radius, 106. Square-cube law, 148-149. Tachyons, 38. White, James, 8, 177, 229. Social Chameleon Stableford, Brian, 228. Tactics skill, 226. Williams, Walter Jon, 50, 51. advantage, 220. Stapledon, Olaf, 217. Talent advantages, 220. Williamson, Jack, 200, 215, Social Science skill, 226. Star drives, see Drives. Tall, Stephen, 113. 218. Social Stigma Star Trek, 8, 12, 13, 15, 16, 20, Technician template, 235. Wolf-Rayet variables, 126. disadvantage, 222. 23, 27, 29, 47, 50, 166, 181, Technology, 49-61; assump- Worlds, see Planets. Societies, 22, 172-189; and 193, 200, 215, 218. tions, 50; and campaign Wormholes, and star drives, alien behavior, 167-168, Star Wars, 15, 21, 23, 61, 197, design, 8; controlling, 177- 39. 199-201; and biology, 215, 227. 179; and crime, 186; and Wright, John C., 51, 56. 175-176; and campaign Stargate, 21. daily life, 177; economic Wylie, Philip, 216. design, 7, 8, 22-23, 172-173; Stars, 100-107; brown dwarf, effect of, 181-182; and Xenophilia disadvantage, 224. corruptibility, 174; and 128, 129; classification of, gravity, 44; losing, 179-180; Zahn, Timothy, 15, 19. economics, 180-184; and 100; determining age of, and military forces, 189; Zeroed advantage, 220.

240 INDEX It’s the ultimate toolkit for building strange new worlds and alien civilizations. GURPS Space puts campaign-planning advice and space science at your fingertips, so you can create a setting that is plausible and fun!

 Does your game feature gritty asteroid miners, or blaster-waving fighter jocks? Choose the space travel and technology that give the right feel for your campaign.  Looking for character ideas? Here are templates and advice to help an adventuring group get together and stay together.  Do you want a bug-eyed monster, or a realistic ecosystem? Use the alien-design chapter to build them all!  Need a planet? How about an asteroid, or a Dyson sphere? The worldbuilding chapters provide step-by-step instructions.  In a hurry to play? Each step of the world- and alien-design instructions lets you roll randomly and get results that make sense. Roll up your next planet and let the adventure begin!

GURPS Space will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own. With GURPS Space in your hands, the future is yours!

GURPS Space requires the GURPS Basic Set, Fourth Edition. The information and advice on technology, worldbuilding, and alien design can be used as a resource for any space-based game.

By Jon F. Zeigler and James L. Cambias Edited by Wil Upchurch Cover Art by Alan Gutierrez, Chris Quilliams, and Bob Stevlic Illustrated by Jesse DeGraff, Alan Gutierrez, Chris Quilliams, and Bob Stevlic

4TH EDITION,1ST PRINTING PUBLISHED MARCH 2006 ISBN 1-55634-245-4 9!BMF@JA:RSQSTToYjZhZ_ZdZ` Printed in $34.95 SJG 01-1002 the USA