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SIDEREAL MONOMYTH SETTING PRIMER (April 15, 2019)

OVERVIEW

This setting was created with a variable scale in mind – in one game the characters may be bound to a single planet, but in another they may travel across the galaxy. The setting might look like a kitchen sink, but I believe that a setting of this scope cannot be anything but a kitchen sink. While I am fond of hard , this setting is “soft sci-fi”, as this creates more possibilities for adventures, diverse characters, and fun in general. Nonetheless, “soft sci-fi” does not mean “anything goes” – I have thoroughly read GURPS Ultra-Tech, GURPS Psi-Tech, and GURPS Bio- Tech to find what technologies or pieces of gear might be inappropriate for the tone, have questionable balance. Some adjustments were made, and in the case of GURPS Psi-Tech, each piece of equipment was assigned a TL value. Not all superscience items are available, and most of them require some special rare material. Thus, control of the material will grant some species/factions access to specific superscience technologies, and sources of such materials will grant the characters opportunities for adventures. Supernatural abilities can be gained through psionics or some other esoteric powers. In- universe, powered people are quite rare (at least among humans), but definitely not unknown. The abilities are inborn, but under certain conditions, new or latent powers may be unlocked. Some psionic powers were excluded to preserve a more scientific feel. Aliens are abundant in the setting. Some of them are truly alien, but some of them are the so-called “rubber foreheads”. Of course, genetic engineering and cybernetics allows for creation of new subraces, uplifts, cyborgs, and artificial life forms. One of the most difficult decisions was the TL. TL 10 looks like a good average, but I feel like limiting myself to a single TL I will miss out on many fun things of lower/higher TLs. Thus, I decided to try to make TL variable among the civilizations to cover a larger amount of possible scenarios, but use TL 10 as a baseline. For example, a player might have a character of a "low TL" species that has discovered space flight not long ago (late TL 8), a character for an advanced TL 12 species, or anything in between. This will make traits such as Low TL and High TL and TL- based skill penalties relevant, but will create an imbalance in combat. However, number tests and some adjustments make this imbalance much less severe, as even TL 9 weapons with specialized ammunition will have a chance to penetrate TL 12 armor, while "low TL" protection will not be completely useless against high TL guns. Why haven’t high-TL races wiped out all the low-TL ones? Because there is no need to do that. Mundane resources are abundant, there is enough living space for everyone. In the real world, we coexist with more primitive cultures – sometimes helping them out, sometimes leaving them to their own business, and sometimes exploiting them. Same applies to this setting – high-TL aliens might occasionally help their more primitive comrades, exploit them, but very rarely they will actively exterminate them. Of course, if a TL 12 faction mobilizes its fleet, TL 10 enemies stand no chance, but this difference is less glaring in low-scale combat. There is no Galactic Federation or any other central government of any sort, and there is no common law. The High Three – a loose alliance of three TL 12 alien civilizations – does not extend its influence on other species in this way. There is no common currency – all interspecies and interfaction trade is barter. Between species of the same TL it is usually made as an exchange of precious metals, but barter between species of different TLs becomes a bigger problem because it is typically difficult to find something interesting and valuable to a high-TL species that they cannot find themselves. This makes it difficult to acquire TL 11-12 equipment is you come from a TL 10 species, for example. Moreover, if you manage to acquire it, you have to modify it, because alien equipment usually badly fits other species. An important concept for a setting of such scale is FTL travel. To make interstellar empires possible, it must exists along with FTL radio. To make things more fun and to have worlds in the setting be more self-reliant, I decided to make FTL radio "slow" and require robust installations to send/receive. Thus, most of the messages will be carried by FTL messenger spaceships, and FTL radio will only be used on planets and huge starships, and still will be slower than sending the message with a ship. Also, I want to have multiple FTL travel methods be possible, but the exact speed, advantages/disadvantages will be provided later. AIs are heavily featured in most sci-fi settings. Will true AI exist? Are mind uploads equivalent to an AI? I think they should exist in the setting, but not be ubiquitous. Thus, a Complexity-based skill level limit for AIs will be imposed. AI is a software in the setting, not hardware. The setting is “human-based” in regards to some disadvantages. Unusual Biochemistry is required for all non-water-based life. Restricted Diet implies differences from human diet. Increased Life Support assumes non-human habitable conditions. On the other hand, Dependencies that represent different atmospheres usually are not taken, unless a character spends most of his time in a hostile atmosphere (see GURPS Space, page 221 for details). There is no “Common” language. This makes translation software crucial, especially for species with wildly different communication methods. The current year on Earth is 2419.

MAP OF THE GALAXY

This is by no means a precise map – its purpose is to show the relative positions of major factions. Stellar bodies are always in motion, space is three-dimensional, and the map is not to scale. The availability of faster-than-light travel makes is possible to find, for example, an Ofrian colony within Fessamid space, and this colony might even be independent from the Ofrian Sphere and have a different TL.

FACTIONS AND RACES

This chapter lists the major factions and races of the galaxy. The descriptions provided are very general – the galaxy is huge, and a faction can consist of thousands of star systems. Each system, even a world, or a country that is a part of it, may have its own unique traits, culture, language, currency, laws, racial composition, religion, technology. Thus, it is possible to find a human colony that has degraded to TL 9 or even late TL 8 on the outskirts of the USA, a world where multiple species live together, etc. – there is no homogeneousness. It is impossible to describe every single faction, subfaction, and alien species. The characters can encounter a variety of lesser-known aliens, rogue groups, organizations, and even come up with their own to enrich their backstories and the general experience. There enough space to fit even the weirdest concept.

1. United Solar Alliance Capital World: Sol V-III (Ganymede). Major Species: Humans. Languages: English, Russian, Chinese, Arabic, Hebrew, Spanish, other. Culture Groups: Lunar, Martian, Jovian, Titanean, Outer Solar Colonies, other. TL: 10.

When humans resolved most of their internal conflicts and united under the tyrannical rule of the United Earth Hegemony in the year 2120, the space travel technologies started developing more quickly. Humans built colonies on the Moon and Mars, built habitable stations on Jupiter’s moons, and started asteroid mining. In the year 2176, an asteroid fell on Earth and decreased its population by 70%. This catastrophe caused the hegemon Carl IV to evacuate, but lunar rebels shot down his ship. The survivors were transferred to extraterrestrial colonies, as Earth became uninhabitable without life support systems. This caused most of the colonies to revolt. Panlunar Consortium, Martian Republic and Jovian Federation became the most powerful factions of the Sol system. In the year 2190, a probe sent by the Jovian Federation found an artificial structure on one of Neptune’s moons – Proteus. After a more thorough investigation, it became clear that this was a disabled by the passage of time robotic mining station of some unknown civilization. This station was built for mining of a previously unknown mineral (later named “proteanium”), that had some perplexing properties. This mining station, dubbed by the scientists as FOSCS – First One-Sided Contact Station (and the creators of FOSCS were named by the scientists as FOSCSO – First One- Sided Contact Station Owners, later this acronym became a normal term “foscso” used to refer to these unknown aliens), had a derelict alien cargo spaceship. After some research of this new mineral and reverse engineering of some of the alien spaceship’s systems, the scientists managed to construct the first human-made artificial gravity generator powered by proteanium. This breakthrough made possible the manufacturing of the first reactionless drive (“Proteus drive”) and made space travel more safe and available. Later a relatively large deposit of proteanium was found on . Thus, the Jovian Federation became the dominant power in Sol system, because it controlled the only known sources of proteanium in the whole system. All the major factions later united under the name of the United Solar Alliance (or USA for short) with the seat of power on Ganymede. It took twenty-three years for the first interstellar colony ship to reach the nearby Alpha system. Thus, Colony Alpha was founded in the year 2223, and USA became an interstellar faction. Forty years later, in 2263, Colony Beta was built in the same system. The main purpose of these colonies was the search of proteanium deposits in extrasolar systems. Traces of this mineral were found in the Alpha system, but it was much less than expected. Still, the technology marched on, and, in the year 2269, the first FTL drive was developed. At first it was named just a “hyperdrive”, because it functioned just like some science fiction writers predicted – it shifted the ship into another dimension, where the laws of physics were altered, and thus permitted faster-than-light travel. Later this invention became better known as the “Rosenstein drive”, named after the inventor. Rosenstein drive marked the beginning of a new era in USA history and permitted the USA to grow massive. In the year 2275, USA made the first contact with a non-extinct alien species. An exploration ship encountered the belari, who looked like large flightless birds from now empty Earth, in the Stancer system on the fringes of the USA space. The USA and Belue Coalition (Belue is the name of belarian home system) became trade and research partners. Apparently, the belari used the same proteanium as the base of their transportation technologies. Later it became known that the Belue Coalition is waging an interstellar war against two invading races – arthropod macerids and plantlike sto. The USA space fleet occasionally helps the bird aliens to patrol and defend their borders. Some years later, in 2282, an USA colony on the peripheral planet Gagarin was contacted by the basans, a reptilian alien race. This contact was also peaceful, and from the basans the USA learned about many other more remote alien races. When they contacted two other human civilizations controlled by interstellar megacorps MonoTech and MacroDynamics Tech Alliance that were not only unrelated to each other, but also to Earth, new religious teachings and conspiracy theories started appearing in large numbers among all three civilizations. Some were advocating or morphic field theory, some claimed that MonoTech and MacroDynamics Tech Alliance are human colonies all records of which were expunged a long time ago, some made even more outrageous claims. Now, the USA is a relatively large interstellar faction that has learned about some other alien species. Even though the people of USA are generally far away from all-out warfare, things are still not calm. There are both human and alien pirates, rogue colonies, shady corporations, adventurers and archaeologists searching for ancient alien ruins, “clarkers” – the seekers of clarketech artifacts of the precursor civilizations, strange cults of AI worshippers, illegal nanotech research stations, and many other dangers and thrills.

2. L’rimran Technocracy Capital World: Mran II. Major Species: L’rimra, shee. Languages: L’rimran. Culture Groups: L’rimra. TL: 12.

L’rimra are an ancient race of crystalline beings whose metabolism is based on silicon and sulfuric acid. Their species evolved on Mran II, a hot greenhouse world not unlike , orbiting a main sequence star close to the galactic center. These curious and inquisitive beings built their civilization on the principles of pacifism and creativity. L’rimra were very tolerant of extreme environments and thus had a much easier time exploring space. They began colonizing their solar system when the humans of Earth were still living in caves. It did not take long for the fast-thinking l’rimra to construct their hyperdrive even without discovering derelict precursor technology. L’rimran explorers traveled through the relatively densely packed stars near the galactic core. Their crystalline ships became part of folklore and mythology of many nascent civilizations they have encountered, but decided not to bother. Eventually they contacted another crystalline species – the shee. The shee were welcomed to join the Technocracy, but some of them considered this proposal an insult and declared war. Since this was the first interstellar war for both of the species, both forces did not know what to expect, but in the end, the shee were quickly defeated. Despite the incident, the l’rimra did not hold a grudge and even allowed the shee to migrate to their worlds. Not all of the defeated shee were content with this outcome, but with time, the relationship between the two crystalline species became much less tense. L’rimran Technocracy thought itself to be the most technologically advanced civilization before they contacted two other equally advanced factions – the kabauns and the altafaans. Trade and research partnerships were established, and a loose alliance was formed. The alliance of these three factions will be known as the High Three throughout the galaxy. L’rimran Technocracy is known for its tolerance of other species and pacifism. While being technologically superior to most other known races, the l’rimra rarely take part in military conflicts, and when they do, it is usually for peacekeeping purposes. Many wars between less advanced species were stopped, because both sides dropped weapons as soon as they saw the L’rimran Peacekeeper Fleet.

L’RIMRA [2] Advantages: Blunt Claws [3]; DR 10 (Semi-Ablative, -20%) [40]; Doesn’t Breathe [20]; High Pain Threshold [10]; Injury Tolerance (No Neck) [5]; Pressure Support 2 [10]; Temperature Tolerance 6 (Hot) [6]; Vacuum Support [5]. Disadvantages: Brittle [-15]; Increased Life Support (Extreme Heat) [-10]; No Sense of Smell/Taste [-5]; Restricted Diet (Silicate Nutrient Mixture; Rare) [-40]; Slow Eater [-10]; Slow Healing 2 [-10]; Unusual Biochemistry [-5]; Weak Bite [-2]. Natural Comfort Zone: 135°C - 200°C (275°F - 385°F), 0-100 atm., 0.9g, carbon dioxide atmosphere.

The l’rimra are a humanoid silicon- and sulfuric acid-based lifeform. As such, they require a specific silicate nutrient mixture that is naturally found on hot greenhouse worlds, like Mran II or Venus, but can be produced artificially. They eat by absorbing the nutrients through the skin on their palms. The l’rimra are 5’8” tall on average. Their thick hides are formed of pinkish crystal. The only uncovered body parts are the eyes and the palms of their three-fingered hands. Despite not being crystalline, the flesh is also brittle and can shatter after a strong blow. The l’rimra use their mouths only to communicate. They have weak crystalline mandibles, but they are very weak. This species is known for their lack of the need to breathe – they get all their energy from food. This allows them to withstand even vacuum with relative ease. A typical l’rimra values creativity and peace, so such disadvantages as Combat Paralysis, Curious, Pacifism of any degree, or Xenophilia are quite common. Versatile is an often- encountered advantage. Sample Male Names: M’nala, m’tanar, m’tuan, m’rara. Sample Female Names: L’ulan, l’rena, l’vota, l’kova.

3. Shee Empire Capital World: Izval II. Major Species: Shee. Languages: Shee. Culture Groups: Shee. TL: 11.

Shee are a silicon- and sulfur acid-based race not unlike the l’rimra. They have quadruped bodies covered by a green crystalline exoskeleton. Their tails end with vicious spikes. A predatory species, the shee evolved on a hot world of Izval II. Hostile fauna and environment made the shee aggressive and cautious of others. Eventually, the shee civilization has developed enough for the local fauna to stop being dangerous. The shee turned their aggression unto themselves and started an age of almost unending warfare. The warfare stopped when in the aftermath of a nuclear war appeared a new religious cult – the Cult of Divinity. The Cult’s dogma said that the shee are creatures of true divinity that should help others to attain the same qualities. This philosophy united the warring city-states in the Shee Empire with the Divine Emperor at its head. The Shee Empire turned its gaze to the stars and became set on the idea of finding other races to direct them to divinity. The first alien race the shee have encountered was the ka’zzoks, winged arthropods from planet Zarib II. The contact was peaceful at first, but when the shee started explaining their divine nature and their intent to help the ka’zzoks become closer to the divine, the arthropods opened fire and killed the crystalline ambassadors. It will later become known that the ka’zzoks took this as an insult to their own pantheon. The infuriated shee almost started an orbital bombardment, but after a long discussion that sometimes turned to violence decided that wiping out an inferior species is not worth the effort and departed the orbit of Zarib II. In the following years, the Shee Empire managed to spread the Cult of Divinity among some primitive civilizations that started worshipping them as gods and perfect beings. But then the shee have met a similar, but more developed civilization – the L’rimra Technocracy. Their technology was more advanced, their psionic powers (mastery over the universe, a divine attribute according to the dogma of the Cult of Divinity) were superior. The l’rimra invited the shee to join them, but the shee considered this an insult, and so began the first interstellar war for both species. Both forces did not know what to expect, but in the end, the shee were quickly defeated. Despite the incident, the l’rimra did not hold a grudge and even allowed the shee to migrate to their worlds. Some of the shee migrants believe the l’rimra to be their predecessors, the true gods, but this is considered heresy according to the Cult of Divinity. Not all of the defeated shee were content with this outcome, but with time, the relationship between the two crystalline species became much less tense. Today the Shee Empire is known for their strict adherence to the Cult of Divinity, development of psionic powers, and leeching resources from primitive civilizations that consider them gods. This practice is frowned upon by many other species, and some activist groups are trying to sabotage such operations. The Shee Empire has a formidable fleet and army, and is an active player on the galactic scene.

SHEE [13] Advantages: Combat Reflexes [15]; DR 4 [20]; Extra Legs (Four Legs) [5]; High Pain Threshold [10]; Injury Tolerance (No Neck) [5]; Pressure Support 2 [10]; Sharp Teeth [1]; Striker (Impaling) [8]; Talons [8]; Temperature Tolerance 6 (3 to Hot; 3 to Cold) [6]. Disadvantages: Brittle [-15]; Horizontal [-10]; Increased Life Support (Extreme Heat) [-10]; Restricted Diet (Silicate Flesh; Occasional) [-30]; Slow Healing 1 [-5]; Unusual Biochemistry [-5]. Natural Comfort Zone: 118°C - 180°C (245°F - 355°F), 1-100 atm., 0.9g, carbon dioxide atmosphere.

Shee are a silicon- and sulfur acid-based race not unlike the l’rimra. They have quadruped bodies covered by a green crystalline exoskeleton. Their tails end with vicious spikes. To humans they resemble four-legged scorpions with normal hands instead of the claws. Being a predatory species, the shee have inborn Combat Reflexes, natural weapons, but are strictly carnivorous. The shee believe themselves to be of a divine origin, and the frequency of psionically gifted shee to be its proof. Most of the shee are very aggressive when provoked, and as such often have such disadvantages as Bad Temper, Bully, or Bloodlust. Adherents of the Cult of Divinity try to lead and oversee other species to help them attain divinity. This includes the development of psionic powers, building and trading psi-tech, memetics, etc. When these means fail, the shee either leave the subjects alone or become aggressive, deeming the subjects unworthy of even being near divine beings. Sample Male Names: Shvee Ssalan, Ushan Kasalan, Ishtan Laslan. Sample Female Names: Sala Ushn’o, Uhur Ssalan’o, Oshala Kasa’o.

4. Belue Coalition Capital World: Belue III. Major Species: Belari. Languages: Belarian Pidgin, matabelarian, kutobelarian, stirobelarian, nalobelarian, pitobelarian. Culture Groups: Belari. TL: 10.

The belari evolved on a garden world of Belue III. These inquisitive creatures look uncannily similar to flightless birds of Earth, such as ostriches or emus. The belari home system was littered with precursor artifacts, so while the species itself is younger than the humans, they are equal in technological advancement. The belari have spread quickly among the stars, colonizing more and more worlds. Thanks to their slave caste, the high caste could devote most of their time to do research. Advances in genetic engineering allowed not only to colonize the worlds better, but also to split the slave caste in two, creating the warrior caste. Belari warriors are known to be fierce in combat and very loyal to the high caste. The Belue Coalition is a more strict and close alliance, than the USA, but the worlds still are highly autonomous. The curious nature of belari make them strive for contact with other civilization. In the year 2275, the Belari Coalition made contact with the United Solar Alliance. An exploration ship encountered the humans in the Stancer system on the fringes of the USA space. The USA and Belue Coalition became trade and research partners, and some of the humans became integrated in the belari society. Not all contacts were friendly – an exploration vessel encountered two races in the midst of a battle – the insectoid macerids and plantlike sto. Despite the efforts of the diplomats, the belari were met with hostility and later became entangled in a three-way war with the two species. The war is still ongoing, with no clear leader.

BELARI [10] Advantages: Acute Hearing 2 [4]; Enhanced Move 0.5 (Ground) [10]; Feathers [1]; Night Vision 4 [4]; Sharp Beak [1]. Disadvantages: Short Arms [-10]. Natural Comfort Zone: 1°C - 32°C (35°F - 90°F), 1 atm., 1g, oxygen atmosphere.

Belari are human-sized flightless avians. Unlike ostriches of Earth, the belari are covered in feathers from head to toe. Feather color varies with ethnicity, ranging from dark brown (matabelari) to gray (kutobelari) to light blue (stirobelari) to lilac (nalobelari) to yellow (pitobelari). Belari dye the feathers on their necks to differentiate the castes – red for slaves, blue for warriors, and yellow for the high caste. Non-belari integrated in belari societies have to wear colored collars or ribbons to show their caste. Belari are naturally curious and collective creatures, so such disadvantages as Curious, Chummy, and Xenophilia are common. Sample Male Names: Kurso Manoton-[caste suffix], Faruso Emuno-[caste suffix]. Sample Female Names: Karava Unton-[caste suffix], Varana Lumo-[cast suffix]. Caste Suffixes: Us (slave), tor (warrior), annam (high caste), urru (added when talking to an unintegrated alien).

5. Macerid Territories Capital World: Maceris II. Major Species: Macerids. Languages: Macerisian. Culture Groups: Macerid. TL: 10 (TL 9 civilian technologies).

Macerids are a race of arthropods from Maceris II – a formerly garden (now barren and exhausted) world orbiting a yellow main sequence star. Since the ancient times the macerid culture was dominated by the concept of “might makes right” – the strongest warrior was leading the tribe, then the most talented warlord was leading the country, and so on. Driven by the desire to conquer the neighbors, the macerid technological development favored military technologies. After several world wars, the hive general Kt’chik managed to bring the whole planet under his yoke. While suppressing rebels and other challengers of his rule, he forcefully directed the scientific research to develop more advanced space travel technologies. Exploring their home system, macerid scientists located derelict precursor installations on one of the outer icy planets. Decrypted writings of the extinct aliens told the scientists about the installations’ function – mining of an exotic crystalline material nowadays usually known as “material X”. This rare material allowed warping the fabric of space, which allowed the scientists to create the first FTL warp drives. Macerids quickly began to colonize the neighboring star systems. When the number of colonies reached 56, the macerids have contacted sto – a similarly aggressive plant-like alien species. Ideology of both species did not let them establish peaceful relations, and a massive interstellar war broke out. At the same time, opportunist warlords incited a civil war, throwing most of the macerid worlds into chaos. When an exploration vessel of the belari encountered warring macerids and sto, the newcomers instantly provided both aggressive species a new vector for their conquest.

MACERID [7] Advantages: Acute Taste and Smell 1 [2]; Ambidexterity [5]; DR 1 [5]; Sharp Claws [5]. Disadvantages: No Sense of Humor [-10]. Natural Comfort Zone: 1°C - 32°C (35°F - 90°F), 1 atm., 1.2g, oxygen atmosphere.

Macerids look like hunched wingless bugs covered in thick gray chitin. The thorax usually has a different, but dull color – pink, yellow, purple, green, rarely gray or black. The wrists have claw-like chitinous protrusions that do not interfere with tentacle-fingers that the macerids use to manipulate objects. Red eyes of a macerid are places on short semi-rigid eyestalks. The eyestalks are mobile, but do not provide any vision advantage, as the carapace does not let the macerid to look behind himself. The macerids possess an acute sense of smell and taste – many of the ancient macerids had an ability to produce pheromones that induce different effects in others, but this ability has degraded and almost atrophied a long time ago. In the recent days, some scientists are trying to reactivate these abilities via genetic engineering. Some people assume that the macerids are all part of a hive mind, but this assumption is incorrect. The macerids believe that only the strong can rule and because of that strive for strength and power in all the definitions – acquisition of weapons, resources, social or economic influence, subterfuge and sabotage of others’ works, etc. They often have such disadvantages as Overconfidence, Impulsiveness, Bully, or Callous. The concept of humor is alien to them – they are always completely serious. The macerids rarely contact other species peacefully, and when they do, it’s either because they fear the other party or because they have an opportunity to gain something valuable that cannot be taken by force. Sample Universal Names: Ma’chkk, Kl’cko, Tack’stk, Rakt’got.

6. Sto Astrocracy Capital World: Storare Prime. Major Species: Sto. Languages: Sto. Culture Groups: Sto. TL: 10.

Storare Prime is a large garden world orbiting a yellow main sequence star. The world is a cradle of an unusual sentient species – the sto. These serpentine plants used to dwell in the trees and glide from tree to tree using leaf-like wings. It is believed that this species was uplifted by an extinct advanced alien race, because sto mythology frequently features “messengers of the sun” – large floating creatures that look nothing like flora or fauna of Storare Prime. It is unclear if the “messengers of the sun” have guided the sto civilization or have implanted some racial knowledge in the genome, but nonetheless the sto managed to advance their technology with relative ease and settle on other planets. The sto are known for worshipping the stars, with their home star Storare at the head of their pantheon. Each other star is believed to be a separate dead or living deity. Living deities have garden worlds orbiting them, dead deities do not. The sto grow continuously during their entire lifetimes, and the older and larger sto are considered to be sacred for absorbing more sunlight. Each world is ruled by a council of 33 oldest and largest sto sun priests who are said to absorb the wisdom of the stars via photosynthesis. Spread among the stars, the sto are constantly searching for the “messengers of the sun”. They had no success finding them, but have contacted many other alien species instead. Most of the contacts were peaceful, but when a military officer named Sslin Oora devised the Doctrine of Light that denounced all sentient non-photosynthetic life as heretics who are hated by the stars, he purged a whole civilization of winged mammalias from Omnus, and a whole group of sto worlds joined his cause. This aggressive sect is called Storatuman (“sun purifiers” from the sto language), and their movement was named storatumanism. Only omnusians have fallen to Storatuman so far, as the next target for the purge is a tough nut to crack – the macerids. The war between the macerids and the fanatic sect of the sto has lasted for decades with no clear winner, and the arrival of the belari made things even more complicated.

STO [65] Attribute Modifiers: ST+1 [10]; DX-1 [-20]; HT+1 [10]. Secondary Characteristic Modifiers: Basic Move -1 [-5]. Advantages: Constriction Attack [15]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; Doesn’t Eat or Drink (Food Only, -50%) [5]; Doesn’t Sleep [20]; Double-Jointed [15]; Extended Lifespan 2 [4]; Flight (Gliding, -50%; Small Wings, -10%) [16]; Immunity to Poison [15]; Injury Tolerance (Homogenous, No Blood, No Neck) [50]. Disadvantages: Deafness [-20]; Dependency (Sunlight; Weekly) [-10]; Invertebrate [-20]; Mute [-25]; No Legs (Slithers) [0]; Unusual Biochemistry [-5]. Natural Comfort Zone: 1°C - 32°C (35°F - 90°F), 1 atm., 0.9g, oxygen atmosphere.

A typical adult sto appears as a 3-yard long thick vine of green color. The “head” has two visor leaves that are very sensitive to light, allowing the creature to see. The sto are deaf and mute – they communicate gesturing with their leafed vine-arms or writing. They wear no clothing and use bands of wood, metal, of plastic to show status or just to increase attractiveness. When a sto blooms, it is considered very attractive. The sto grow continuously, and a very old sto may even reach SM+4. Sample Names: Llasa Uun, Ssara Stoo, Slaan Toor.

7. Basan Worlds Capital World: Basa II. Major Species: Basans. Languages: Basan. Culture Groups: Basan. TL: 10.

The basan civilization started on Basa II – a garden world orbiting a red giant star. These humanoid reptiles have one remarkable feature – a webbing between the arms and legs that allows them to glide from tree to tree, where they used to live. In the past times, the basans preferred a nomadic lifestyle, moving from one lush forest to another. Some had to settle down, eventually, and so the first basan city-states have appeared. This city-state polity gave the basans a relative freedom of movement and independence. The city-states persisted even past the atomic age. The Basa star system has a natural wormhole orbiting the red giant. This wormhole allowed the basans to move the Mei-Basa system, where they have landed their first colony ship. Locating precursor artifacts on Mei-Basa III made possible the creation of the hyperdrive. Soon the basans have spread all around the local space, creating a large number of city-states. The spread of hyperdrive use has opened new ways for the basans, and many have reverted to their nomadic lifestyle. The so-called gliders “glide” from planet to planet, from star to star, usually never staying too long in one place, or settling down where the conditions are good. In 4415, an USA colony on the peripheral planet Gagarin was contacted by the basans. The established relations were peaceful. Thanks to the wanderlust and adaptability of the basans it is easy to encounter one of these glider reptiles in almost any alien civilization. A basan can live on a frontier USA colony, be an interstellar merchant, settle temporarily in a low-temp habitation block on a l’rimra world, or lead a mercenary company – they are everywhere.

BASAN [22] Advantages: DR 1 (Flexible, -20%) [4]; Flight (Gliding, -50%) [20]; Nictitating Membrane 1 [1]; Scales [1]; Sharp Teeth [1]. Disadvantages: Cold-Blooded [-5]. Natural Comfort Zone: 1°C - 32°C (35°F - 90°F), 1 atm., 1g, oxygen atmosphere.

A typical basan stands as tall as a human, but weighs 20-30 pounds more. Their scaly hide usually has dark green color, but can also be gray, dark yellow, or brown. Basans prefer to wear clothes or armor that will not impede their gliding ability. Basan armor is usually specially tailored to have slits for the membrane and an opening for the tail. Each basan city-state has its own political regime, but it is very rare for them to be restricting personal freedom and, most importantly, freedom of movement. Alien refugees (and sometimes criminals too) often seek shelter on a basan world. Sample Male Names: Savaro Udano, Milto Salako, Rakoto Trasko. Sample Female Names: Gunon Tlalo, Tamon Makolo, Litavon Stomako. The basans add their home city-state name at the end of their full name. So, a full name of a basan from Cutomatar looks like Savaro Udano Cutomatar.

8. MonoTech Capital World: Deli (Delian III). Major Species: Humans. Languages: Ubispeak (artificial “common” language), national Delian languages. Culture Groups: Delian. TL: 11.

Delian III is a garden world not unlike Earth. Moreover, just like Earth, it contains a human civilization. Unlike Earth, Deli has experienced six world wars, each one more devastating than the other. In the end, the World Government was formed that controlled all disparate countries. Globalization and unification programs made several large corporations become so wealthy, that they exacted more influence on the world than the World Government. At that time, one of the corporations – Rocketry and Space Travel Corporation (RaSTC) – has received a radio message from space. The signal was decrypted and its origin was determined. It appeared that an alien civilization from a star system Genco was trying to find other sentient life in the universe. RaSTC sent a response that at the speed of light should have reached Genco in 4 years. A two-way slow communication was established, and two civilizations started exchanging knowledge. What confused both of them was the fact that both civilizations were humans. Both scientists and conspiracy theorists hypothesized that an ancient human empire colonized the two planets, but some other groups claimed that it is a result of a divine work. What made MonoTech even more influential than the other corporations was the invention of the food factory – a machine that converts any biological substance into edible food, removing toxins while adding vitamins and nutrients. This device solved the subsistence crisis after the sixth world war has damaged most of the arable lands. Having accumulated enough wealth, MonoTech has bought and incorporated the other corporations – Rocketry and Space Travel Corporation, Deli Weaponry Ltd., Kotoma Group, and the others. This has turned MonoTech into a megacorporation that not only produced food factories, but also vehicles, weapons, housing, pharmaceuticals, cybernetics, and almost all other goods. The newly formed megacorp bought its way into the World Government and gradually subsumed it. Eventually, a MonoTech probe has located artificial installations of unknown origin on Delian XI, the most remote planet of the system. A derelict research or observation outpost of an unknown civilization gave MonoTech an insight in hyperdrive construction. Since Delian III had proteanium deposits, unlike homeworlds of most other civilizations, the first FTL-capable spaceship was constructed with ease. The first ship was named Reconnector after its purpose – to reconnect the two lost sister- civilizations. When the ship arrived at Genco, the first face-to-face contact occurred. While an exchange of knowledge, including the hyperdrive schematics, and establishment of diplomatic relations happened, the contact itself proved to be disappointing. Gencoan civilization was, just like the Delian one, ruled by a megacorp. While similar on the outside, the two megacorps – MonoTech and MacroDynamics Tech Alliance – had different ideologies. When MonoTech was almost fanatically materialistic and authoritarian, MacroDynamics was less bent on wealth accumulation and allowed more freedom for the citizens. After a group of MonoTech agents, who were trying to create a spy network within MacroDynamics Tech Alliance, were exposed and imprisoned, the relations became even more tense than before. Two powerful megacorps started fearing an invasion of each other, and so started an arms race. A few decades later, when both corporations already had many extraterrestrial colonies and powerful space fleets, they came upon a realization that a full frontal invasion is impractical – both sides will be much more damaged than Delian III after its sixth world war, and probably even driven to pre-atomic age. This has caused both sides to sign a NAP. While the direct hostility came to an end, this did not stop both sides from a covert war – underhanded operations, market manipulations, mercenary and pirate raids were abundant. The appearance of the third, less technologically advanced human civilization – the United Solar Alliance – brought yet another wave of confusion, conspiracy theories, and religious cults. But both corporations, while treating USA with suspicion and caution, started recruiting agents from these “alien” humans to send against each other.

Sample Male Names: Dael Hanion, Menras Hangaelion, Thingor Tholbon. Sample Female Names: Ivandil Draedol, Nedhelin Glangoth, Nengil Althorn.

9. MacroDynamics Tech Alliance Capital World: Thorum (Genco II). Major Species: Humans. Languages: Javian, other national Thorumian languages. Culture Groups: Thorumian. TL: 11.

Genco III is a garden world not unlike Earth. Moreover, just like Earth, it contains a human civilization. Natural resources were spread very unevenly on the planet, so eventually the nation of Javia became the largest and wealthiest of them all. The most influential research institutes and industrial corporations united under the name of MacroDynamics Tech Alliance. The Tech Alliance managed to gain an extraordinary amount of power and influence by devising a method of polymodular crystal creation that allowed for power broadcasting. Becoming a power monopoly, MacroDynamics Tech Alliance became the most powerful entity on the planet and, effectively, the ruler. Having an extraordinary amount of wealth and scientific knowledge, the scientists of MacroDynamics sent a message into space, looking for . The signal reached the close system of Delian, where it was received and decrypted by an alien civilization. The aliens sent a response that at the speed of light should have reached Genco in 4 years. A two-way slow communication was established, and two civilizations started exchanging knowledge. What confused both of them was the fact that both civilizations were humans. Both scientists and conspiracy theorists hypothesized that an ancient human empire colonized the two planets, but some other groups claimed that it is a result of a divine work. Eventually, a MonoTech FTL-capable spaceship Reconnector arrived at Genco, and the first face-to-face contact occurred. While an exchange of knowledge, including the hyperdrive schematics, and establishment of diplomatic relations happened, the contact itself proved to be disappointing. Delian civilization was, just like the Gencoan one, ruled by a megacorp. While similar on the outside, the two megacorps – MonoTech and MacroDynamics Tech Alliance – had different ideologies. When MonoTech was almost fanatically materialistic and authoritarian, MacroDynamics Tech Alliance was less bent on wealth accumulation and allowed more freedom for the citizens. After a group of MonoTech agents, who were trying to create a spy network within MacroDynamics Tech Alliance, were exposed and imprisoned, the relations became even more tense than before. Two powerful megacorps started fearing an invasion of each other, and so started an arms race. A few decades later, when both corporations already had many extraterrestrial colonies and powerful space fleets, they came upon a realization that a full frontal invasion is impractical – both sides will be much more damaged than Delian III after its sixth world war, and probably even driven to pre-atomic age. This has caused both sides to sign a NAP. While the direct hostility came to an end, this did not stop both sides from a covert war – underhanded operations, market manipulations, mercenary and pirate raids were abundant. The appearance of the third, less technologically advanced human civilization – the United Solar Alliance – brought yet another wave of confusion, conspiracy theories, and religious cults. But both corporations, while treating USA with suspicion and caution, started recruiting agents from these “alien” humans to send against each other.

Sample Male Names: Dirvo Elsu, Kilvo Keru, Kavayo Doru. Sample Female Names: Auni Enu, Phesi Veku, Kira Ceru.

10. Zarib Theocracy Capital World: Zarib II. Major Species: Ka’zzoks. Languages: Ka’zzok, High Ka’zzok. Culture Groups: Ka’zzok. TL: 10.

Zarib II is a desert world orbiting a red giant star. In the ancient past, Zarib II was a lush garden world, but an impact with another celestial body has shifted its orbit closer to the star. This has raised the average temperature, triggering an extinction event. Despite this, life on the planet persevered thanks to the most habitable polar zones. A sentient lifeform managed to develop in the northern polar zone of Zarib II. These winged arthropods, known as the ka’zzoks, formed a highly spiritual civilization that advanced quickly thanks to their unity of faith and abundance of natural resources. The ka’zzok pantheon consists of three deities – the Creator, the Destroyer, and the Unifier. The people of Zarib II believe that the Creator helps them to create, build, and develop; the Destroyer helps them to protect against invaders; and the Unifier creates peace between all the ka’zzoks and, later, other species as well. The ka’zzoks do not accept any other religions and usually consider others preaching their dogmas among them to be a grave insult. The first alien race the ka’zzoks have encountered was the shee who have arrived at Zarib II before the ka’zzoks have developed advanced space flight. The contact was peaceful at first, but when the shee started explaining their divine nature and their intent to help the ka’zzoks become closer to the divine, the arthropods opened fire and killed the crystalline ambassadors. The infuriated shee almost started an orbital bombardment, but after a long discussion that sometimes turned to violence decided that wiping out an inferior species is not worth the effort and departed the orbit of Zarib II. After this first contact, the ka’zzoks started developing their technologies more quickly, striving to reach the stars and meet the other beings the Creator has made. A deposit of material X was discovered on a moon of the gas giant Zarib VI. This allowed the ka’zzoks to construct their first warp drive, allowing them to travel between the stars. Nowadays, the ka’zzoks are known for their mining guilds – mining facilities ruled by three priests. The priest of the Creator oversees mining and production; the priest of the Destroyers oversees military protection and escort; the priest of the Unifier oversees the transactions. Both alien governments, free traders, and smugglers, often use these mining guilds to procure rare materials.

KA’ZZOK [37] Attribute Modifiers: ST-1 [-10]; DX+1 [20]. Secondary Characteristic Modifiers: Basic Move -1 [-5]. Advantages: DR 1 [5]; Flight (Small Wings, -10%) [36]; Sharp Teeth [1]. Disadvantages: Restricted Diet (Herbivore) [-10]. Natural Comfort Zone: 1°C - 32°C (35°F - 90°F), 1 atm., 0.8g, oxygen atmosphere.

Ka’zzoks look like upright winged beetles with sharp mandibles. They aren’t very strong, but are agile and mobile thanks to their wings. The ka’zzoks rarely walk, as it is significantly slower than flying. Despite having sharp mandibles, the ka’zzoks are strictly herbivorous. Ka’zzoks are very social creatures, and the Chummy or Gregarious disadvantages are common among them. They are also very spiritual, and as such often have faith-related advantages and disadvantages. Intolerance (Preachers of other religions) is quite common. Ka’zzok priesthood uses a separate artificial language called High Ka’zzok. The use of this language by non-priestly ka’zzok is considered heretical. Sample Universal Names: Lank’zzan, Kala’kozza, Mazz’grik, Farz’mat.

11. Domains of the Eternal King Capital World: Kaba Prime. Major Species: Kabauns. Languages: Kabaun. Culture Groups: Kabaun. TL: 12.

Kaba is a main sequence yellow star close to the galactic core. Only two planets orbit this star – a mostly oceanic world and a smaller barren world. The archipelagos of Kaba Prime were the place where a sentient species of amphibians, the kabauns, lived. These creatures were quite fond of warfare, and so focused on the military technologies. Their first encounter with the extraterrestrial happened during one of their world wars, when an unmanned probe of unknown origin fell in the ocean. Its payload was a swarm of nanomachines that significantly boosted the physical and mental capabilities of whoever it was possessing. From a scientist to a scientist, from an officer to an officer, the swarm, as if guided by some unknown force, found his way to one of the warring kings. This king, Ulluma Talo, was already known as a master strategist, and with the help of the alien nanomachines his tactical acumen was elevated even higher. He swiftly ended the war, suppressing all resistance with force, and became the king of the world. The alien nanomachines have extended Ulluma Talo’s lifespan greatly, but even they could not make him immortal. The king did not want to leave the throne, and the people did not want their strong leader to go, so the king devised a new regime, where his retainer would be his own clone, and proclaimed himself the Eternal King. The swarm of nanomachines would migrate from a dying king to his retainer-clone as well. Eventually, the Domains of the Eternal King have expanded beyond the kabaun homeworld and home star system. Strangely, the civilization had not researched any nanobots themselves, and nowadays people believe that it is because of the King’s parasitic swarm’s meddling. The kabauns have encountered many less advanced species, exterminated several civilizations that were hostile, and then encountered a civilization that was equally advanced, or maybe even more advanced. The avian altafaans were not hostile, but the kabauns feared that what happened to less advanced civilizations would happen to them. A short war broke out. Altafaans, having access to advanced nanotech, managed to unknowingly neutralize and destroy the King’s parasitic swarm, dulling his political and strategical thinking. Shortly after that, the kabauns were humbled in the war, and a truce was established. With the Eternal King de-uplifted, the Domains have declined. The whole faction would probably become fragmented and even more weakened, if not for the interference of the L’rimran Technocracy. The appearance of these previously unknown aliens united the l’rimra, kabauns, and altafaans in a loose alliance of trade and research partners. The alliance of these three factions will be known as the High Three throughout the galaxy. Nowadays, the Domains of the Eternal King are not as formidable as in the past, but very strong nonetheless. Having powerful partners, they fear no one, but are always open to the possibility of other equally advanced civilizations existing. The Domains have a militaristic society, where one has to serve in the military to gain citizenship. The Eternal King is sending exploration parties to all corners of the galaxy to find where that mysterious probe has originated, hoping to find another parasitic swarm to play host for.

KABAUN [10] Attribute Modifiers: ST-2 [-20]. Secondary Characteristic Modifiers: SM-1; Basic Move -1 [-5]. Advantages: Amphibious [10]; Doesn’t Breather (Gills, -50%) [10]; Enhanced Tracking 1 [5]; Pressure Support 1 [5]; Speak Underwater [5]. Natural Comfort Zone: 1°C - 32°C (35°F - 90°F), 1-10 atm., 1.1g, oxygen atmosphere.

The kabauns are amphibious creatures. A typical kabaun visually resembles an upright frog with a short trunk. They stand shorter than humans, and are weaker physically, but thanks to their warlike culture they often have such advantages as Combat Reflexes, High Pain Threshold, and Fearlessness. The skin color of a kabaun can range from green to blue to gray. Their large yellow eyes are capable of independent movement, allowing the kabaun to track two different targets simultaneously. Sample Male Names: Ummalu Lalo, Allilu Lali, Mallolu Mamu. Sample Female Names: Kalamala Umam, Uklamala Ullulu, Malakala Kumalu.

12. Twiceborn World Network Capital World: Kataron III. Major Species: AIs, virtual entities. Languages: Kataronian. Culture Groups: Kataronian. TL: 10.

Few know what civilization initially inhabited Kataron III, a large barren world orbiting a hot blue star. Majority of the world’s surface is covered in databanks and servers inhabited by a multitude of different AIs and virtual entities. It is hypothesized that this whole complex is a product of a long gone precursor civilization that became independent. The very few surviving records point to the susna, an ancient species of sulfur-based starfish-like creatures, as the creators of the vast databanks of Kataron III. The databanks and servers contain hundreds of virtual worlds populated by both sentient virtual entities and the so-called background character subroutines. The AIs that oversee the simulations are as different as any other beings, ranging from curious but cruel experimenters to benevolent isolationists that only want to observe the virtual life. The ruler AIs do not have a centralized government of any sort, they only present a united front to the outside forces, but they often have their internal struggles and intrigues. Virtual entities often are unaware of being in a simulated reality to stay in character. Many AIs create some sort of a virtual afterlife for virtual entities that have experienced in-scenario deaths. In these afterlives, the entities are presented with a choice to be reincarnated with wiped memories in the same or different virtual world, or be uploaded to a robotic or biological body in the real world. This process in traumatic for the entity, and few decide to transfer themselves into the real world. Virtual entities incarnated in the so-called real world are called the twiceborn. Most of them believe the real world to be a simulation. This philosophy exists among most other races as well, which only spurs the twiceborn to preach simulationism further. Nowadays, the kataronian robots and bioroids can be encountered almost anywhere and in any shape and form. The ruler AIs rarely grant outsiders access to the virtual worlds, but rumors exists about lesser kataronian-made virtual world hubs on other worlds, even inhabited by other races, sometimes hidden within existing world networks. The agendas of the AIs are often unclear, as their mindset is hard to comprehend.

13. Altafaan High Empire Capital World: Altafa IV. Major Species: Altafaans. Languages: Altafaan. Culture Groups: Altafaan. TL: 12.

Altafa IV is a cold garden world (some call it a tundra world) orbiting a red giant star. The altafaans are a species of avian humanoids that lived in the tall cold mountains of that planet. The harsh environments of their home planet made the species hospitable, stoic, but sceptic. The altafaans were not very interested in spiritual matters, and often devoted their lives to research, trade, or industry. When derelict installations of an unknown civilization (later attributed to the foscso) were discovered on the oceanic floors of their planet, the altafaans began to question their place in the universe. The ancient artifacts allowed them to advance technologically beyond their previous expectations and colonize space. When the altafaans began tinkering with their own genes, they discovered a message encrypted in their cells’ introns. The message in the Foscso language said “Experimental Artificial Species #14, Iteration #9, Designation: combat thrall”. This discovery caused an uproar in the altafaan society. Some groups called it a hoax, some became obsessed with finding their disappeared creators, but the majority started believing themselves to be the successors of their creators, destined to rule the galaxy. The altafaans began exploring the space even more single-mindedly. Whenever they encountered sentient life, they kidnapped specimens and analyzed their cells, looking for more encoded intron messages. After that, they would return the specimens and leave their planet be. Eventually, they encountered a civilization as advanced as theirs – the kabauns. The altafaans approached them with care, but without any hostile intentions. Despite this, the kabauns attacked them. A short war broke out, the kabauns were humbled, and a truce was established. Shortly after that, another advanced civilization has come into contact. The appearance of the l’rimra united the three species in a loose alliance of trade and research partners. The alliance of these three factions will be known as the High Three throughout the galaxy. In the current times, the Altafaan High Empire as a part of the High Three became more open to contact. The altafaans still rarely openly interfere in the affairs of other factions. Altafaan scientists are always eager to purchase foscso artifacts or specimens of previously uncontacted aliens for their research. While the latter practice is frowned upon in most societies, many adventurers, mercenaries, or pirates travel to unexplored corners of space to locate worlds with primitive sentient life just for this purpose.

ALTAFAAN [8] Attribute Modifiers: ST-2 [-20]; DX+1 [20]. Advantages: Feathers [1]; Flight (Gliding, -50%; Winged, -25%) [10]; Temperature Tolerance 1 (Cold) [1]; Sharp Beak [1]. Disadvantages: Skinny [-5]. Natural Comfort Zone: -4°C - 32°C (25°F - 90°F), 1.2 atm., 0.5g, oxygen atmosphere.

The altafaans look like humanoid feathered birds. Their feather color ranges from light-blue to white to gray. Their feet and hands do not have talons, but their beaks are very sharp. They are used to living in cold temperatures. Generally, the altafaans are helpful and hospitable, so they often have the Charitable disadvantage. Chummy and Gregarious are common as well. Some of the altafaans are obsessed with finding their creators, which calls for an Obsession, sometimes accompanied by Megalomania or Delusions. Sample Male Names: Klak Forsi, Murak Voss, Trakak Kurosi. Sample Female Names: Tatrakat Maross, Wootakat Kutsso, Mutakat Faros.

14. Fessamid Realms Capital World: Fessamus V. Major Species: Fessamids. Languages: Fessamid. Culture Groups: Fessamid. TL: 9 (TL 11 bio-tech and psi-tech).

Fessamus V is a gas giant, not unlike Jupiter, orbiting a main sequence star. What made the planet special is presence of sentient life. The fessamids, naturally psionic gasbag-like creatures, created a slowly developing culture in the gas layers just above the “surface”. The large and long- lived fessamids were unable to progress technologically in a traditional sense, but had advanced biotechnology. Instead of building everything, they grew everything – from tools to psychotronics to buildings and recently even spaceships. In the ancient past, Fessamus first was used as an “antimatter farm” by a precursor civilization (the susna), and then was a site of an experimental artificial planet construction. The project was abandoned or relocated for ethical reasons when the builders found out about the lifeforms dwelling in the atmosphere of the gas giant. Thus, the fessamids always knew that they were not alone among the stars and now are the only known species that have had confirmed first-hand contact with a now vanished precursor civilization, making the fessamids probably the oldest living sentient species in the known galaxy. Fessamid Realms have been isolated for a long time, because it takes a very long time to grow a spaceship and it took a while before psychokinetic batteries became powerful enough to power a hyperdrive. Only recently have the fessamids started spreading across the stars, colonizing gas giants, and often sabotaging antimatter mining and other exploitation of their gas giant homes. Their advanced bio- and psi-technology makes them valuable allies, even though their grown psychotronic devices are usually repulsive to look at.

FESSAMID [50] Attribute Modifiers: ST+5 (Size Modifier, -20%) [40]. Secondary Characteristic Modifiers: SM+2. Advantages: Ambidexterity [5]; Doesn’t Eat or Drink [10]; Extended Lifespan 1 [2]; Extra- Flexible Arms [10]; Extra Arms 2 (Extra-Flexible, +50%; Weak, Half, -25%) [25]; Flight (Lighter Than Air, -10%) [36]; Injury Tolerance (No Head; No Neck) [12]; Temperature Tolerance 3 (Cold) [3]; TK Grab (Short Ranged) 4 [16]. Disadvantages: Acceleration Weakness [-1]; Cold-Blooded (Below -136°C (-213°F)) [-5]; Dependency (Sunlight; Weekly) [-10]; Flammable [-10]; Hard of Hearing [-10]; Increased Life Support (Extreme Cold; Pressurized) [-20]; Invertebrate [-20]; Mute [-25]; No Legs (Aerial) [0]; Unusual Biochemistry [-5]; Weak Arms (Half) [-5]; Weak Bite [-2]. Racial Skills: TK Grab IQ+0 [4]. Natural Comfort Zone: -100°C - -150°C (-150°F - -235°F), 0.2 atm., 2.5g, hydrogen atmosphere.

Knowing Your Own Strength version [40] Replace ST+5 (Size Modifier, -20%) [40] with ST+3 [30].

Fessamids are a gasbag species adapted to living in the atmosphere of a gas giant. Their large dome-shaped bodies are filled with hydrogen that makes them flammable, but light, allowing the fessamids to fly. A toothless mouth on the bottom is surrounded by four flexible, but weak tentacles with manipulator-feelers. The eyes are situated on the rim near the bottom. The top part of the body is green – the fessamids are photosynthetic, but the bottom and the tentacles are orange, red, or pink. With their biochemistry based on liquid hydrogen, the fessamids are used to extreme cold conditions, but they tend to stiffen up, when it gets cold even for them. The fessamids are mute – they communicate using their complex sign language. They lack ears, but can hear with their membranous skin. Their nervous system is distributed throughout the body – the fessamids have no brain. All fessamids possess inborn telekinetic powers, but most of them develop them further or “branch off” into other psionic powers. Fessamids who often deal with aliens favor telepathy, as it allows them to communicate more easily. Fessamids are peaceful, but they often look repulsive to many other species, especially when inside their biological life support suits. Sample Universal Names: Aohonaal, Woomaawa, Huunamoo.

15. Faxaturian Prosperity and Advancement Foundation Capital World: Faxatur III. Major Species: Faxaturians. Languages: Faxaturian. Culture Groups: Faxaturian. TL: 10.

Faxatur III is a garden world orbiting a hot blue star. Its atmosphere contains large amounts of chlorine as is deadly toxic and corrosive to most non-native lifeforms. As chlorine is heavier than air, it pools in caves and depressions in the land, reaching concentrations that might kill even native life. An advanced civilization of faxaturians arose in the mountains, where concentrations of chlorine are the smallest. The civilization was a loose alliance of republican states, until several large corporations started gaining more influence than the governments. Among them, Faxaturian Prosperity and Advancement Foundation (FPAF) was the largest corporation that dealt with space flight research and genetic engineering. Their most significant project was the of Faxatur IV with simultaneous genetic modification of potential colonists. Many years later, the project was complete, and the faxaturians have established their first extraterrestrial colony, and the FPAF gained access to vast untapped resources. The first contact happened when a MonoTech exploration vessel entered orbit around Faxatur III. The humans, seeing as the faxaturian society is de facto controlled by a megacorporation, wanted to become allies, but were met only with hostility. There was no armed conflict, but the humans were forced to depart the system. The faxaturians, being intimidated by the towering humans, wanted only to isolate themselves from alien contacts and be left alone. Despite that, overpopulation forced them to spread slowly among the stars. It took almost one Earth century for the faxaturians to recover from their first traumatic alien contact and accept the inevitability of interspecies relations. Now, the agents of FPAF can be found in many regions of the galaxy, but they only deal with aliens if it is very profitable for them, and only if they initiate contact. The faxaturians do not welcome aliens, especially larger ones, in their society, and often attack them on sight.

FAXATURIAN [45] Attribute Modifiers: ST-2 [-20]. Secondary Characteristic Modifiers: SM-1. Advantages: 360° Vision [25]; DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Corrosion, -40%; Tough Skin, -40%) [13]; Extra Arms 3 [30]; Extra Legs (Five Legs) [10]; Metabolism Control 2 [10]; Scales [1]; Sharp Teeth [1]; Telescopic Vision 4 [20]. Disadvantages: Hard of Hearing [-10]; Restricted Diet (Chlorine Flesh; Occasional) [-30]; Unusual Biochemistry [-5]. Natural Comfort Zone: 10°C - 40°C (50°F - 105°F), 0.8 atm., 1.2g, chlorine atmosphere.

Faxaturians are hermaphroditic aliens with five-sided radial body symmetry. Their conical body rests on five flexible legs and is covered in thin scales. Five eyes on the bulbous head allow them to see all around themselves. Even though they have five arms, only one of them is primary. Their vision is very sharp – faxaturians make good snipers even with no scopes or other optics. It is known that the faxaturians have evolved from trapping herbivores, and vestigial organs suggest that in the ancient times they could secrete very sticky liquid to trap prey. Even nowadays, the faxaturians are chauvinistic loners, preferring to avoid contact with the unknown. Such mental disadvantages as Intolerance and sometimes even Paranoia can be encountered among the faxaturians. Sample Universal Names: Tuxafan, Oxotal, Furaxel, Tuffax.

16. Foronese Colonies Capital World: Fatul III. Major Species: Forons. Languages: Foronese. Culture Groups: Foronese. TL: 10 (TL 11 bio-tech).

Fatul III is a garden world with a high hydrographic coverage. Orbiting a main sequence star, it become a home for a dense biosphere. Because of higher gravity, the life forms were small relative to humans, and the forons, being huge compared to other animals, became the dominant life form on the planet. These hijacking carnivores stalked other carnivores, scared them away from their kills, and devoured the stolen prey. It is hypothesized that the species was uplifted, but regardless of the cause, the forons have developed a civilization that resided in half-submerged floating cities. Their totalitarian regime managed to achieve many scientific breakthroughs, but led to slow cultural deterioration. Eventually, when the forons developed technologies to reach the stars and sent first colony ships, a large-scale revolution brought down the existing regime and proclaimed the dissolution of the state. All forons became sovereign beings governed by no one, but able to cooperate with each other when it is beneficial. In the current times, the Foronese Colonies have no centralized government of any kind. They have spread across the galaxy, settling in any places where their personal freedoms are not restricted, bartering goods (including typically illegal ones) with alien races, performing any kinds of jobs. Typically, the arrival of a Foronese space caravan bring not only fortune, but also unrest. Some forons have renounced their anarchic way of living and integrated into other races’ societies. For example, they can be found cohabitating with humans, basans, or sto, where unoccupied oceans are available.

FORON [3] Attribute Modifiers: ST+1 [10]. Advantages: Acute Hearing 2 [4]; DR 4 (Tough Skin, -40%) [12]; Doesn’t Breathe (Oxygen Storage, 100x, -30%) [14]; Injury Tolerance (No Neck) [5]; Metabolism Control 2 [10]; Pressure Support 1 [5]; Sharp Teeth [1]; Sonar (Reduced Range, x1/2, -10%) [18]. Disadvantages: Bad Sight (Low Resolution) [-25]; Colorblindness [-10]; Extra Sleep 2 [-4]; One Arm [-20]; Restricted Diet (Carnivore) [-10]; Short Arm [-5]. Quirks: Broad-Minded [-1]. Features: Born Biter 1 [0]; No Legs (Aquatic) [0]; Ultrasonic Speech [0]. Natural Comfort Zone: -10°C - 21°C (15°F - 70°F), 1 atm., 1.3g, oxygen atmosphere.

Forons superficially resemble dolphins of Earth with the addition of a single short arm on the underside. The arm has three fingers, making Foronese tools and weapons very uncomfortable to use for other races. They have thick skin and large jaws filled with sharp teeth. While their sight is impaired, their hearing is very acute, allowing them to hear ultrasonic frequencies they use for communication. As they are unable to speak using normal frequencies, their speech might be annoying for other races. When inspecting underwater environments, the forons employ their innate sonar. Forons are warm-blooded air-breathing creatures with a degree of control over their metabolisms. Forons are hermpahrodites with temporary pair bond. Forons value personal freedom above anything else. Every foron has a heightened sense of private property and might be reluctant to share his possessions with comrades. Such disadvantages as Greed and Selfish are common among the forons, but some have them on quirk levels. Typically, they get along with other races very well, if their personal freedom is not restricted. Their sense of freedom extends even to their bodies. Their so-called “morphological freedom” caused them to advance biotechnology, especially grafting, transplanting, and biomodding. Every foron feels that he is free to modify his body in any way, and because of that, one can encounter vastly different forons. Some add more arms, some add legs to walk on land, some modify internal organs, graft xenotransplants, or adapt themselves to different environments – possibilities are endless. Forons are a very superstitious people, and their sovereign nature caused an uprising of many religious teachings. Quite often, a particular foron can be the only practitioner of a religion he himself has invented. Nonetheless, one superstition is particularly common among the forons – the belief that the hyperspace (the forons call it the Spirit World) is the place of residence of divine spirits and souls of the dead. Objects cannot stay long in hyperspace and cannot travel slower than light because the mortals are not welcome there. Thus, foron navigators usually perform long rituals and prepare gifts for the spirits (often attached to the outer hull of the ship) before jumping into hyperspace. This might call for a quirk and, occasionally, Phobia (Unconsecrated Hyperspace Travel) [-5*]. Sample Universal Names: Sittilik, Tassti, Nuukillik, Vistrissi.

17. Ofrian Sphere Capital World: Ofria III. Major Species: Ofrians. Languages: Ofrian, Hands-Free Ofrian. Culture Groups: Ofrian. TL: 10.

Ofria III is a planet not unlike Earth, but with smaller oceans. Lush forests of tall trees used to cover the land, and the planet was home to a multitude of species. One species – the ofrians – have developed sapience and civilization, mastering the nature around themselves. Eventually, industrialization caused severe ecological damage, forcing the ofrians to adopt strict environment protection laws. When an artificial object orbiting Ofria VII was detected, a space race between the most developed nations of Ofria started. This has increased the overall scientific progress, but also caused unrest and international tension. Eventually, the Arilan Confederation, one of the largest nations of the planet, managed to launch the first unmanned mission towards the unidentified object. The object was a malfunctioning automatic kabaun warship from the Domain of the Eternal King. While most of the technologies were too complex to reverse engineer, this allowed the ofrians to build their first FTL starships. In the current times, the Ofrian Sphere is a large, but loose alliance of worlds, not unlike the United Solar Alliance. Ofrians can often be found on human, belarian, and basan worlds, as they all have similar habitability requirements and similar body morphologies. Ofrians try either to stay away from ecologically damaged worlds or to “resuscitate” them. Their intention to preserve natural wonders and prevent biosphere damage makes them get along well with fessamids.

OFRIAN [10] Advantages: Acute Touch 1 [2]; Flexibility [5]; Payload 1 [1]; Telescopic Vision 1 [5]. Cutaneous Chemical Sense: Detect Chemical Substances (Biological (Passive), -5%; Melee Attack, Reach C, -30%; Nuisance Effect, Must touch with palm of hand or sole of foot for full sensitivity, -5%; Reflexive, +40%; Touch-Based, Reversed, -20%) [8]. Disadvantages: Restricted Diet (Herbivore) [-10]. Perks: Long Fingers/Thumbs [1]. Quirks: Broad-Minded [-1]; Distractible [-1]. Natural Comfort Zone: 1°C - 32°C (35°F - 90°F), 1 atm., 1g, oxygen atmosphere.

A clothed ofrian can be mistaken for a human from afar. Under closer inspection, one will see their elongated faces with two slits instead of a nose. Their skin color ranges from light brown to pale to bronze. Hair is typically very short, but ofrians living with other species have adopted different new hairstyles and often dye their hair. Ofrians have chemical sensors in their skin, especially the palms of their hands and the soles of their feet. They can taste chemical substances as if with their tongue; a Taste roll will detect unobvious tastes or judge concentration. An IQ roll can discern combinations of tastes. Over the general body surface, their chemical sense is more limited. They can recognize strong tastes, but not judge concentrations, and they can’t attempt an IQ roll. This quality makes cleanliness- related quirks and disadvantages very common among the species. Clothing with specific tastes can be bought on ofrian worlds. Ofrians have acute vision and touch. Ofrian language requires usage of both hands to gesture and mouth to speak. One can use only one hand instead of two, but this will drop the effective fluency level by one. In time, ofrians have developed a vocal-only language for workers and soldiers, who rarely have both hands free. Both of these languages can be learned by humans, although ofrians find short-fingered humans trying to speak their language funny. Digestive system of an ofrian cannot digest meat – ofrians are strictly herbivorous creatures. Alien food with strong taste (like oranges or belarian purplefruits) are considered delicacy. Ofrians are hermaphrodites. Like marsupials of Earth, they possess a pouch that can be used to carry newborns or some small items. Ofrians are a very spiritual people. While they have multiple religions, one of the most popular ones is fohoss (One Faith in Ofrian). Fohossites believe that there is only one Overgod and all other deities, including deities of alien faiths, and only its aspects that deserve equal veneration. Spiritualism of ofrians not only sometimes attracts aliens to fohoss, but also attracts ofrians to alien faiths. Sample Names: Maloss Tukalik, Falsis Kolombass, Fusoss Mahovak, Fenolis Vilas.

18. Een Collective Capital World: Eree II. Major Species: Een. Languages: Vocal Een, Chemical Een. Culture Groups: Een. TL: 9.

Eree II is a warm world with a chlorine-laced atmosphere and oceans of bleach. It is home to a race of een that biologically closely resembles Earth fungi. A large part of the xenobiologist community believes that the een are a result of an uplifting project, while some scientist point out that such race could have evolved naturally, though unlikely. When connected to the mycelium that covers most of the planet’s surface, the een are connected by a low-level telepathic field that increases their mental abilities and brings a sense of unity. There were never any states or kingdoms on Eree II, only a single collective, where the individual autonomous units almost instinctively felt what should be done, almost like in a hive mind. For several centuries spaceborne amoeba-like creatures preyed upon the een, so the natives knew about extraterrestrial life for a long time, even before they invented radio. Despite the raids of these non-sapient aliens, the een believed that there are benevolent alien powers in the universe. Eventually, the een have developed weapons and propulsion systems advanced enough to eliminate the threat. First contact was established with a ship of basan gliders that met an exploration ship of the een in an uninhabited system. Disconnected from the mycelium, the een were difficult to interact with, but friendly relations were nonetheless established. Nowadays, the een have spread to many worlds, but they still stay behind technologically relative to most of the other factions. The mycelium was spread to other planets, but its growth is regulated on worlds with other races. Genetically modified een that host symbiotic photosynthetic bacteria can often be found living among the sto. Psis of other races are fascinated by the mycelium telepathic gestalt and some even try to connect with it.

EEN [11] Attribute Modifiers: ST-2 [-20]. Secondary Characteristic Modifiers: SM-1. Advantages: Acute Taste and Smell 4 [8]; Acute Touch 2 [4]; DR 1 [5]; DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Corrosion, -40%; Tough Skin, -40%) [13]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; Injury Tolerance (Homogenous, No Blood, No Neck) [50]; Resistant to Metabolic Hazards +3 [10]; Ultrahearing [5]; Universal Digestion [5]. Feelers: Not Numb (Biological (Passive), -5%; Long, +2 SM, +40%; Partial, Feelers Only, - 60%) [15]. Mycelium Connection [28]: Doesn’t Eat or Drink (Accessibility, Only in mycelium, -20%; Alternative Ability with Reduced Consumption, x1/5; Temporary Disadvantage, No Legs (Sessile), -50%) [3/5=1] + IQ+2 (Accessibility, Only in mycelium, -20%; Telepathy, -10%; Temporary Disadvantage, No Legs (Sessile), -50%) [8] + Intuition (Accessibility, Only in mycelium, -20%; Telepathy, -10%; Temporary Disadvantage, No Legs (Sessile), -50%) [3] + No Hidebound (Accessibility, Only in mycelium, -20%; Telepathy, -10%; Temporary Disadvantage, No Legs (Sessile), -50%) [1] + No Low Empathy (Accessibility, Only in mycelium, -20%; Telepathy, -10%; Temporary Disadvantage, No Legs (Sessile), -50%) [4] + Reduced Consumption 2 (Accessibility, Only when disconnected from mycelium, -20%; Alternative Ability with Doesn’t Eat or Drink) [4] Disadvantages: Bad Sight (Low Resolution) [-25]; Chummy [-5]; Hidebound [-5]; Low Empathy [-20]; No Legs (Sessile; Accessibility, Only when eating, -80%) [-10]; Numb [-20]; Slow Eater [-10]; Unusual Biochemistry [-5]. Perks: Weak Latency (Psi) [1]. Natural Comfort Zone: 1°C - 32°C (35°F - 90°F), 0.9 atm., 0.9g, chlorine atmosphere.

An individual een is just an autonomous extension of the mycelium. It is believed that initially they existed only as a vessel for spores that could defend itself against the predators. It is vaguely humanoid in shape – a barrel-like torso with two legs and two arms that end with three-fingered hands. There is no head, but the top of the torso houses two facet eyes, like that of an insect, and two long feelers. The eyes only see in low resolution, and the long feelers allow the normally numb chitin-covered bodies to feel things a yard away. The feelers are not armored and provide a normal sense of touch. These are not manipulatory organs; an een must use its hands, which suffer the effects of one level of Ham-Fisted unless it takes twice as long to perform the action and can clearly see what it is doing. The feelers are physically comparable to eye-stalks (p. B34) and can be targeted at -6. When an een travel in darkness, it can use its feelers to detect hazards before it walks into them. The een can feed either by slowly absorbing and decomposing any organic matter or by connecting to the mycelium. In any case, the een must remain stationary while feeding. They breathe absorb chlorine from the atmosphere through the surface of their bodies. Their bodies are resistant to their native corrosive atmosphere. The body of an een is covered in this hairs that detect sound, allowing the een to hear normal and ultrasonic frequencies. A membrane between the eyes can vibrate, allowing the een to communicate vocally. Alternatively, they can communicate via chemical emissions that require physical contact or connection with the mycelium. Disconnected een lack creativity and have trouble understanding emotions of others. When connected to the mycelium, their IQ increases by 2, and they lose the Hidebound and Low Empathy disadvantages. The een are collective creatures, and they are very open to new contacts even when disconnected from the mycelium. They try to avoid being alone as much as possible and enjoy company of others, especially other een. They understand that they are very different from other species and pity those who cannot attain unity granted by the mycelium. Each een is capable of spawning spores that grow into a mycelium. Sample Names: Foreek, Saveek, Tooleen, Boopheek, Eereen.

EXTINCT RACES

The universe is old, and xenoarcheologists of all species find traces of those who lived and prospered in the past. There is a plethora of extinct species that has not left its homeworld or home system, but this chapter is dedicated to those who had a significant impact on the galaxy or who are well-known for something else.

1. Foscso The foscso, given this name by humans, were hydrocarbon-based underwater creatures that resembled 7-yard-long whales with two pairs of tentacles. They originated on an ice-covered world, like , and have spread across a large segment of the galaxy. Derelict installations left by the foscso are responsible for the invention of hyperdrives by many species, humans included. The foscso communicated via electric fields and vibrations. They language has been deciphered fully only by the altafaans, and they prefer to contain this knowledge. Not much is known about their culture, as most foscso ruins are industrial facilities. It is known that the foscso are responsible for creating or uplifting of the altafaan race. It is still not certain what caused the foscso’s extinction. Some scientists believe that this is a work of another precursor race, and some point to rare deciphered texts that tell about the race “going for the edge” and interpret it as them just leaving this galaxy for another one.

2. Susna The susna were a silicon- and liquid sulfur-based lifeform that lived on infernal worlds, like Venus. Their bodies were shaped as eight-pointed starfish with an armored shell. The susna are thought to be the creators of the databanks on Kataron III that comprise the Twiceborn World Network. This suggests that the whole species disappeared by uploading themselves into virtual worlds. Some scientists hypothesize that some Kataronian AIs are actually surviving susna uploaded minds.

3. Pudex The pudex were a gasbag hydrogen-based species not unlike the modern fessamids. They contacted the fessamids in the ancient past, and some scientists believe that they tampered with the fessamids’ genes. Images of the pudex created by the fessamids closely resemble the ancient messengers of the sun that uplifted the sto. This leads to theological and historical debates between the two species. Derelict pudex installations can still be found around some gas giants. They show signs of combat damage which leads to the belief that the pudex were at war with some other race (probably susna) before disappearing. Some blame the susna for the extermination of the pudex, some believe that the whole species ascended to another plane of existence, and other think that the modern fessamids actually are devolved pudex.

4. Fromm The fromm is a mystery even among xenoarcheologists. Ruins and ancient records tell them that this underground worm-like species was highly advanced technologically, but has never contacted any other precursor species. Some xenoarcheologists believe that the fromm came from another universe.

5. Omnusians The omnusians were completely exterminated by the storatumans. They were winged bat-like mammals who have had technology barely developed for space flight.

DANGERS, HAZARDS, AND ANTAGONISTS The galaxy is vast and it holds many dangers. There are many opportunities for conflict not only between the described factions, but also within them – corporate espionage, sabotage, covert operations, open warfare, piracy and pillaging. Still, sometimes it is useful to introduce an enemy that is “outside” all that. You can find inspirations in literature, films, anime, video games, tabletop games, or any other media, or use one of the examples (some shamelessly stolen and/or adapted) from the list below.

WR/AC Robots Three decades ago, two large corporations from Colony Alpha – Wexler Robotics and AgriCorp – created a joint project. This cooperation resulted in testing new autonomous agricultural robots on a backwater privately colonized world of New Amsterdam. While the first tests were successful, only two years after deployment the mainframe that controlled the robots was irradiated by solar wind, causing the artificial intelligence to go haywire. The AI took its prime directive (farming) very seriously and saw sentient life as a threat. It turned agricultural robots into killing machines, farming tools into weapons, fertilizers into biological agents, and wiped out the colony. Being creative and versatile, the AI designed new robot models, vehicles, used the colony’s factories to produce spacecraft. Once the world’s soil became barren from overfarming, the AI copied itself and set out to other worlds. Under its directives, sentient life is wiped out, garden worlds are turned into immense crop fields, and the resulting crops are stored in the so- called granary vessels. These granary vessels are juicy targets for space raiders, pirates, and mercenaries that were hired to help developing colonies.

Cosmic Virus This radio signal of extragalactic origin is easily decipherable and contains instructions on how to build and program an AI that will help the civilization to advance and prosper. As soon as it is built, it released a disassembler swarm that destroys all macroscale life on the planet, then rebuilds the whole surface as a relay to transmit the same signal. While the major factions know of this virus and have learned to ignore it after losing a few worlds to it, less developed civilizations often fall prey to it. The signal can be detected emitting from about a half of galaxies in the local group, suggesting that it’s been around for a very long time.

The Ogdoad One USA urban legend says that before disappearing, the foscso constructed eight combat robots that mysteriously dissipate after their destruction but reappear several months later upgraded. These eight robots were dubbed the Ogdoad and named after Egyptian deities. Rumors of apparently directionless destruction caused by the Ogdoad can be heard in many corners of the galaxy, but nobody has yet confirmed the legend.

Asserters The Asserters are thought to be the result of some extinct race’s quest for a replicating biological agent that would infect most life forms and either kill them or render them mentally docile. It is thought that this clawed dog-sized external parasite immediately turned on its creators and now is searching the galaxy for more subjects.

THE SOLAR SYSTEM

GURPS is human-centric, so a chapter that details the state of affairs in the Solar System is required.

1. Mercury Gravity: 0.38 g. Atmospheric Pressure: 10-14 atm. Atmosphere Composition: Oxygen, sodium, hydrogen. Surface Temperature: - Minimum: -315°F (-193°C). - Mean: 26°F (-3°C). - Maximum: 800°F (426°C). Population: 250.

Mercury has never been attractive as a planet to colonize due to its inhospitality. The only notable feature is a solar physics research outpost established by the Martian Republic in 2457.

2. Venus Gravity: 0.9 g. Atmospheric Pressure: 92 atm. Atmosphere Composition: Carbon dioxide. Mean Surface Temperature: 866°F (462°C). Population: 3 billion.

Venus is a very hot greenhouse world, way too hot even for the shee or l’rimra. Nonetheless, humans colonized the world shortly after the first colonies appeared on Mars and the Moon. Floating habitats tethered to the mountain peaks of Venus allowed the colonists to live in much less harsh conditions than on the surface. More than that, the conditions in the habitats are very close to those of Earth. This fact eliminates the need for biological of cybernetic modifications for the ability to live there and makes Venusians very close genetically to the baseline humans. The first floating habitat was deployed in 2106, a year after the Venus terraforming project was rejected by Smith-Mikado Group, who decided to allocate more resources towards terraforming Mars. Indian space agency used old floating habitat concepts created by NASA to produce and deploy a large hydrogen balloon that allowed supporting a city-sized habitat 50 kilometers above the surface of Venus. The first habitat was tethered to Akna Montes and was named Lakshmi. The first colonists worked for several years for the habitat to become self-sufficient, using solar power, extracting oxygen and water from the atmosphere, and producing food on aeroponic farms. The next wave of Indian colonists was attracted by the state colonization initiative that reduced taxes and gave some other privileges to the colonists. Eventually, Lakshmi became overcrowded, and ten new habitats were deployed. These new habitats were not tethered, which allowed them to float with the winds around the atmosphere. From 2120 to 2176, during the United Earth Hegemony rule, Venus became a center of biotech research. Political dissidents were sent to Venus to become test subjects for biotech scientists. While some test were ethically questionable (modern Venusians try to forget about them), this initiative allowed for several scientific breakthroughs that made life in other colonies safer and simpler. When the United Earth Hegemony fell, Venus became independent and united under the name of the Venusian Democratic Republic. Many underestimate the population the floating habitats can support – currently there is around 500 floating habitats with the total population of 3 billion. Venus is the most ethnically homogenous planet of the Solar System – 94% of its population is Indian.

3. Earth Gravity: 1 g. Atmospheric Pressure: 1 atm. Atmosphere Composition: Oxygen, sulfur. Surface Temperature: - Minimum: -280°F (-35°C). - Mean: 77°F (25°C). - Maximum: 185°F (85°C). Population: 0.

Earth is the birthplace of the human race, even though after contacting MonoTech and MacroDynamics Tech Alliance, many started doubting this fact. In the past, Earth’s population was heavily fragmentized, but then was united under the tyrannical rule of the United Earth Hegemony. In 2176, a large asteroid collided with the planet, decreasing its population by 70%. The surface temperature rose thanks to triggered massive volcanic eruptions, and the atmosphere was contaminated. All survivors were relocated to extraterrestrial colonies that revolted and overthrew the colonial governments of the United Earth Hegemony. Currently, no humans live on Earth, but some flora and fauna has survived the past cataclysm. Rumors exist that smugglers often use Earth for their transactions.

3.1 Moon Gravity: 0.16 g. Atmospheric Pressure: None. Atmosphere Composition: None. Surface Temperature: - Minimum: -280°F (-173°C). - Mean: -64°F (-53°C). - Maximum: 242°F (117°C). Population: 785 million.

The first permanent extraterrestrial settlement of humans was found on the Moon in 2053 by China. New Xi’an, now the capital city of the Moon, originally was a small research outpost that with time grew into a bustling domed metropolis. While first settlements were mostly populated by the Chinese, later there were Russian, Arabic, and later multicultural American and European settlements. Throughout the years, the ethnicities have intermingled, but some still keep the traditions of old. Culturally the lunars are hospitable, friendly, but nationalistic. Even on frontier USA world in the present day one can witness a nationalistic person be called a loony. In the past, the lunar cities were governed by the national Earth governments, then the United Earth Hegemony, but now they are ruled by the Panlunar Consortium, a megacorp (a minicorp in comparison with MonoTech and MacroDynamics Tech Alliance) and is the main producer of spaceships in the Solar System.

4. Mars Gravity: 0.37 g. Atmospheric Pressure: 0.6 atm. Atmosphere Composition: Oxygen. Surface Temperature: - Minimum: -130°F (-90°C). - Mean: -25°F (-32°C). - Maximum: 95°F (35°C). Population: 4 billion.

The first settlement on Mars appeared in 2099 and was named New Kiev by the Russian colonists. Smith-Mikado Group, an American-Japanese company from Earth started the terraforming process of Mars in 2105. Triggering volcanic eruptions, planting genetically modified plants, and using other means they have managed to make the atmosphere denser and even breathable, and raise the mean temperature, but it took more than 200 years to achieve this effect. Martian colonies attempted to become independent even before the United Earth Hegemony fell, but their attempts had no success. After the Hegemony’s fall, Mars’ geopolitical map became a patchwork of various small nations – Ausonia Republic, New Arabia, Martian India, Neonetherlands, Borealis Rus, and many others. Despite the cultural differences, in the year 2185, the nations managed to unite almost bloodlessly under the name of the Martian Republic – a planetary egalitarian state. If not for the Jovian Federation’s discovery of proteanium, the Martian Republic would definitely have become the most powerful faction in the Solar System. While both factions are part of the USA now, they still often have territorial disputes about the asteroid belt. In the current times, Mars holds the majority of the Solar System’s population. Its domed metropolises contain people of all possible ethnicities, and all languages can be heard on the Red Planet’s soil. While there were attempts to create a common Martian language, they all met with failure, and now the most widely used languages on Mars are English, Spanish, Russian, Arabic, and Japanese.

5. Jupiter Gravity: 2.52 g. Cloud Layer Atmospheric Pressure: 0.2-2 atm. Atmosphere Composition: Hydrogen. Mean Surface Temperature: -162°F (-108°C). Population: 0.

Humans have no interest in Jupiter itself, and while there were suggested projects of constructing floating cities in the atmosphere, they were discarded as unnecessary. Now the only features of this planet are antimatter mines and a fessamid embassy.

5.1 Ganymede Gravity: 0.14 g. Atmospheric Pressure: None. Atmosphere Composition: None. Surface Temperature: - Minimum: -333°F (-203°C). - Mean: -261°F (-163°C). - Maximum: -186°F (-121°C). Population: 1.2 billion.

While now Ganymede is the capital world of the USA, it started out as a British research outpost in 2102. When the first antimatter mines were deployed in Jupiter’s atmosphere, and the antimatter power plants made living on Ganymede easier, it started attracting colonists who wanted to live in an exotic environment with beautiful sky. Of course, many of them were disappointed, when they found out that most of the living happens underground, but usually they had not enough money to go back. Gradually, the underground settlements grew into domed cities, and when the United Earth Hegemony fell, the colonial government did not even resist the independence movement and resigned voluntarily. Several years later, when other Jovian colonies overthrew their governments, they all united under the name of the Jovian Federation. Now Ganymede and its capital of Uruk in particular, is the seat of power of the USA. Many aliens can be encountered on this world, and even separate districts with specialized life support systems for aliens exist. The USA Senate is seated on Ganymede, where representatives of all major factions of the USA do their political things.

5.2 Callisto Gravity: 0.13 g. Atmospheric Pressure: None. Atmosphere Composition: None. Surface Temperature: - Minimum: -315°F (-193°C). - Mean: -218°F (-139°C). - Maximum: -162°F (-108°C). Population: 750 million.

Callisto was colonized two years earlier than Ganymede, in 2100. Colonization was easier thanks to the presence of water ice, geological stability, and Callisto being less irradiated than the other moons of Jupiter. The first colonists came from the South-East Asian Alliance and named the first settlement New Kuala Lumpur. In 2142, the United Earth Hegemony started sending political dissidents and criminals to work in the mines of Callisto. Eventually, in 2176, the Hegemony fell, and the Callisto Revolution began – a bloody 2-year-long war with the colonial government. The established Free Callisto Republic joined the Jovian Federation and became a beacon of personal freedom in the Solar System. Now, Callisto is a relatively large colony where people who do not enjoy strict governments live. In the past, Malay was the most widely used language on Callisto, but now English and French are widespread too. Callisto is known for cheap weapons, lax laws, and tolerance of different cultures and faiths.

5.3 Io Gravity: 0.18 g. Atmospheric Pressure: 3x10-4 atm. Atmosphere Composition: Sulfur dioxide. Surface Temperature: - Minimum: -297°F (-183°C). - Mean: -261°F (-163°C). - Maximum: -225°F (-143°C). Population: 0.

Io is the only Galilean moon of the planet Jupiter that has not been colonized. Its constant geological activity, almost complete lack of water, and toxic composition have turned away the colonists. While there were terraforming proposals, they were rejected, because with the invention of the FTL-drive it became easier to settle on a world with better conditions in a different system.

5.4 Europa Gravity: 0.13 g. Atmospheric Pressure: 10-12 atm. Atmosphere Composition: Molecular oxygen. Surface Temperature: - Minimum: -369°F (-223°C). - Mean: -276°F (-171°C). - Maximum: -234°F (-148°C). Population: 250 million.

Europa was colonized in 2107 by the former United States of America. A small base with access to liquid water was established under the icy crust, and over time, the colony grew, spreading even on the surface. The Europan Colony was the site of a genetic engineering experiment that resulted in the creation of a human clade adapted to living in the subsurface ocean of the moon. This subspecies, called the europans (like Triton (BT71), but with Doesn’t Breathe (Gills, -50%) [10] replaced with Doesn’t Breathe (Gills) [0]), now can be encountered on other ocean worlds. In 2716, when the United Earth Hegemony fell, the Europan Colony threw off the tyrannical shackles quite easily and joined the Jovian Federation.

6. Saturn Gravity: 1.06 g. Cloud Layer Atmospheric Pressure: 0.5-2 atm. Atmosphere Composition: Hydrogen. Mean Surface Temperature: -218°F (-139°C). Population: 0.

Like Jupiter, Saturn does not interest humans. It is only used to mine antimatter and hydrogen.

6.1 Gravity: 0.14 g. Atmospheric Pressure: 1.45 atm. Atmosphere Composition: Nitrogen, methane. Mean Surface Temperature: -290°F (-180°C). Population: 1 billion.

Titan always has been an attractive target for colonization, as it had a dense atmosphere and many other elements that would make living there easier. The first international colony ship was sent out to Titan in 2120, just before the establishment of the United Earth Hegemony. When the ship reached Titan, they immediately rejected the new regime. Luckily, the Hegemony turned a blind eye to this incident. The Titan colony, being independent from the Hegemony, had to survive all alone by itself. The colonists have established the energy system, farming, housing, and eventually became a refuge for humans not content with the rule of the United Earth Hegemony. Just when the Hegemony began preparing for a military campaign against the Independent Titan Republic, the cataclysm of 2176 happened, and saved the Titaneans from the war. In the current times, the ITR is a strong power in the Solar System, second only to the Jovian Federation. Titan is well known for producing energy cells, reactors, and electronics.

6.2 Enceladus Gravity: 0.01 g. Atmospheric Pressure: None. Atmosphere Composition: None. Surface Temperature: - Minimum: -400°F (-240°C). - Mean: -324°F (-198°C). - Maximum: -198°F (-128°C). Population: 0.

Enceladus was unremarkable until the year 2195, when a relatively large deposit of proteanium, an exotic mineral that allowed creating artificial gravity, was discovered on it. In 2254, the proteanium veins were all mined out, and the mining stations were abandoned.

7. Uranus Gravity: 0.88 g. Cloud Layer Atmospheric Pressure: 0.1-100 atm. Atmosphere Composition: Hydrogen, helium. Mean Surface Temperature: -322°F (-197°C). Population: 10 million.

The first massive space habitats were created in orbit of Uranus. Genetically modified spacers lived inside huge rotating constructions that also served as antimatter traps and gas mines. The first habitat was constructed in 2185, after the United Earth Hegemony’s fall. Over time, a few more habitats were launched, and the spacers proclaimed independence as the Outer Solar Colonies. Even now, the OSC are not densely populated, as the spacers moved to habitats in other systems, but the Uranian Shipyards are second only to the Panlunar Consortium in the productivity.

7.1 Titania Gravity: 0.38 g. Atmospheric Pressure: None. Atmosphere Composition: None. Surface Temperature: - Minimum: -351°F (-213°C). - Mean: -333°F (-203°C). - Maximum: -299°F (-184°C). Population: 18 million.

Titania is the only celestial body beyond Saturn to have a permanent settlement. Ursula, the capital settlement, was found in 2210 first as a laser research outpost. Later, the outpost grew into a small city and then into a single metropolis, where shady business is commonplace. Nowadays, Titania is known as a producer of high-quality laser weapons (thanks to Titania Tech Group), and a place where one can purchase illegal goods (this is still expensive and dangerous, thanks to the Alliance Police Force).

8. Neptune Gravity: 1.14 g. Cloud Layer Atmospheric Pressure: 0.1-5 atm. Atmosphere Composition: Hydrogen, helium. Mean Surface Temperature: -330°F (-201°C). Population: 0.

Neptune is a lifeless ice giant, where not even a single antimatter mine exists.

8.1 Proteus Gravity: 0.07 g. Atmospheric Pressure: None. Atmosphere Composition: None. Mean Surface Temperature: -367°F (-222°C). Population: 0.

Proteus would be an unremarkable natural satellite, if not for a discovery of an artificial structure of unknown origins in 2190 by a Jovian Federation probe. After a more thorough investigation, it became clear that this was a disabled by the passage of time robotic mining station of some unknown civilization. This station was built for mining of a previously unknown mineral (later named “proteanium”), that had some perplexing properties. This mining station, dubbed by the scientists as FOSCS – First One-Sided Contact Station (and the creators of FOSCS were named by the scientists as FOSCSO – First One-Sided Contact Station Owners, later this acronym became a normal term “foscso” used to refer to these unknown aliens), had a derelict alien cargo spaceship. After some research of this new mineral and reverse engineering of some of the alien spaceship’s systems, the scientists managed to construct the first human-made artificial gravity generator powered by proteanium. This breakthrough made possible the manufacturing of the first reactionless drive (“Proteus drive”) and made space travel more safe and available. In 2245, when the deposits on proteanium were exhausted, humans have left Proteus. Ships that fly by Proteus note that there are automated defense systems and sensor jammers installed. The USA government is silent on that matter; all data about the automated installations on Proteus are classified.

COSMOLOGY AND FTL TECH

Traditionally, science fiction has hyperspace that allows ships to travel faster than light. Warp drives that warp space and allow FTL travel without leaving the realspace are often used too. Natural or artificial wormholes allow for instantaneous travel, but require massive installations or are restricted to specific routes. I want all three methods to be present, so each one of them should have advantages and disadvantages. 1. Hyperspace - standard FTL rating 25, requires lots of energy, so has to recharge for a number of days equal to the number of parsecs traveled. Both the start and end points of a hyperspace jump must be between 10 and 25 AU from the star, and the points must be in different star systems. Uses Navigation (Hyperspace) to plot the course. Can be disrupted with reality stabilizers. Rare hyperspace fluxes can prevent ships from entering/leaving hyperspace. Hyperdrives use an exotic material called proteanium. Once the route is set, it cannot be changed until the spaceship leaves hyperspace. 2. Warp - standard FTL rating 15, can be detected by gravitational sensors. Both the start and end points of a warp jump must be between 10 and 25 AU from the star, and the points must be in different star systems. Uses Navigation (Space) to plot the course and Piloting (FTL) for difficult maneuvers. Can be disrupted with reality stabilizers. Warp drives use an exotic material called material X. A ship using a warp drive cannot be affected by any external entities. 3. Wormholes - instant travel, requires a natural or an artificial wormhole. Limited to TL 12^ civilizations with access to precursor tech.

There is at least three layers or planes in addition to the realspace. Hyperspace is a bleak gray dimension where sublight movement is impossible. Thus, nothing static can exist in hyperspace. Quasispace is speculated to be another, deeper layer of hyperspace, but only the High Three possess reliable ways of accessing it by tearing open a portal while in hyperspace. Quasispace contains a network of natural wormholes that provide instant access to different regions of hyperspace. While a location in hyperspace corresponds with a location in realspace, quasispace does not work that way. Opening a portal from quasispace to hyperspace can shift the exit point in hyperspace by a significant margin, for better or worse. Subspace is another layer of space that can only be accessed from realspace. Thus, warp travelers can access subspace, while hyperspace travelers cannot. It is thought to be impossible to shift macroscale objects to subspace, but it is possible to transmit modulated radio waves through subspace at an FTL rating of 10. Sending and receiving such messages requires expensive and large installations, so FTL communications are limited to planets and very large spaceships. Scientists speculate that other layers exist, each one with unique laws of physics. Some conspiracy theorists believe that the thought to be extinct precursor races just moved to another plane of existence and may return any moment, or that some extradimensional horror is responsible for their disappearance and that all cosmological research must cease to keep the horror dormant. SKILLS

The following are useful and new skill specialties. Acrobatics (DX/Hard) This skill gets a new specialty. Astrobatics (Zero-Gravity Acrobatics): It requires Free-Fall as a prerequisite, and defaults to Aerobatics at -2, other forms of Acrobatics at -6. Perfect Balance gives no benefit, but 3D Spatial Sense does give a +2 bonus.

Area Knowledge† (IQ/Easy) This skill can be taken not only for geographical areas, but also for virtual worlds and networks. In this case, the skill defaults not to Geography but to Computer Operation or a relevant Current Affairs specialty, at -3.

Artist† (IQ/Hard) This skill gets a new specialty. Virtual: Virtual environments or all kinds. Defaults to Artist (Interior Decorating) at -2, Computer Operation at -2, and Artist (Sculpting) at -4.

Boating/TL† (DX/Average) This skill gets a new specialty. Hydrofoils: Governs the use of powered vessels that ride on underwater hydrofoils rather than floating. It defaults to Large Powerboat-2 and Motorboat-3.

Electronics Operation/TL† (IQ/Average) This skill gets a new specialty. Robots: This skill governs the remote operation of robots, drones, and swarmbots.

Environment Suit/TL (DX/Average) This skill gets a new specialty. Hydrosuit: This is the skill of wearing a water-filled suit when moving about in air or vacuum. It is learned by aquatic beings who want to explore other environments. Just about all hydrosuits include some kind of powered exoskeleton. The skill defaults to DX-5 or Battlesuit-2.

Expert Skill† (IQ/Hard) This skill gets a new specialty. Memetics: Can stand in for Brainwashing, Diplomacy, Fast-Talk, Interrogation, Leadership, Merchant, Politics, Propaganda, Psychology, Sociology, and Teaching to answer questions about the use of memetic techniques or identify memes being spread in a given population.

Explosives/TL† (IQ/Average) This skill gets a new specialty. Nuclear Demolition: The use of nuclear charges to demolish structures or excavate rock and soil. As with Nuclear Ordnance Disposal, setting the charges requires a double critical failure to cause a spontaneous detonation. However, a critical failure in placing the charge can have catastrophic effects after detonation, in the form of landslides, shockwave damage, flying debris, and radioactive contamination. Nuclear Demolition defaults to conventional Demolition at -2, to Engineer (Mining) at -3, and to Nuclear Ordnance Disposal at -4.

Mimicry/TL† (IQ/Hard) This skill gets a new specialty. Alien Speech: This skill lets a character imitate the sound of a particular alien race’s speech. It may involve the use of handclaps, musical instruments, or other sound effects. As with mimicry of human speech, it doesn’t give one the ability to speak an alien language, but it would fool another non-speaker. Obviously this only works with alien languages that use sound!

Navigation/TL† (IQ/Average) This skill gets new specialties. Hyperspace: Also called “astrogation.” Similar to Navigation (Space), but used when traveling through hyperspace. Modifiers are as for Navigation (Space). Defaults: Astronomy-4, Mathematics (Applied)-4, Navigation (Space)-5, or Navigation (Quasispace)-5. Quasispace: Similar to Navigation (Space), but used when traveling through quasispace. Modifiers are as for Navigation (Space). Defaults: Astronomy-4, Mathematics (Applied)-4, Navigation (Space)-5, or Navigation (Hyperspace)-5.

Philosophy† (IQ/Hard) This skill gets a new specialty. Simulationism: This is a belief in that the world is not real, but is just a simulation akin to the common virtual world, and that it is possible to transcend to the real world.

Physics/TL (IQ/Very Hard) This skill gets a new optional specialty. Paraspatial Physics: This is the science of hyperspace, subspace, quasispace, and other hypothetical dimensions parallel to realspace.

Piloting/TL† (DX/Hard) This skill gets a new specialty. FTL: This skill governs piloting at faster than light speed in normal space when using a warp drive or a similar device. It defaults to High- or Low-Performance Spacecraft at -3.

Religious Ritual† (IQ/Hard) This skill gets new specialties. Fohoss: This is one of the most popular religions of the ofrians. Fohossites believe that there is only one Overgod and all other deities, including deities of alien faiths, are only its aspects that deserve equal veneration. Star Worship: This is the main religion of the sto. Defaults to Storatumanism at -4. Storatumanism: This is the radical belief of a specific sect of sto star worshippers. Defaults to Star Worship at -4.

Theology† (IQ/Hard) See Religious Ritual above.

TECHNOLOGY

AI and Computers Artificial intelligence is a software in the setting. Due to technical limitations, an AI can spend only a limited number of points on a particular skill. Dedicated AI can raise its skills up to (base stat)+10. Non-Volitional AI can raise its skills up to (base stat)+8. Volitional AI can raise its skills up to (base stat)+6. This should make all three categories of AI relevant and not make living people redundant. FTL computing does not exist, but additional options from Thinking Machines (Pyramid #3-37) are available.

Alien Technologies GURPS Ultra-Tech assumes equipment for humans or humanoids, and the rules described in Gear for Nonhumans (p. UT16) should not be forgotten. These rules should apply not only to hardware, but also for software, as aliens use different operating systems.

AR and VR Augmented reality is ubiquitous across the galaxy. A simple wall may look unremarkable to an unaided eye, but full of ads to somebody in AR goggles. VR is as widespread as AR, if not more. Companies hold meetings in virtual offices, VR addicts spend most of their time in virtual worlds, combat simulations are done on virtual battlefields, and sentient entities that have not ever seen the real world live in massive databanks. Cyberspace hackers, netrunners, console cowboys, deckers – all those should use the rules from Console Cowboys and Cyberspace Kung-Fu from Pyramid #3-21 to make hacking more interesting. If that is not required, then they can resort to simple Computer Hacking rolls.

Armor New armor: Reactionary Armor. New armor: Hardlight Armor. Powered armor provides bonuses to Striking ST and Lifting ST. When using Knowing Your Own Strength, these bonuses must be replaced as shown on the table below. Armor Source LST SST KYOS LST KYOS SST Bonus Bonus Bonus Bonus Heavy Exoskeleton p. UT181 +12 +8 +7 +5 Light Exoskeleton p. UT181 +10 +6 +6 +4 Ranger Exoskeleton p. UT181 +12 +12 +7 +7 Stealth Exoskeleton p. UT181 +4 +4 +2 +2 Exofield Belt p. UT181 +20 +20 +10 +10 Combat Walker p. UT182 +20 +20 +10 +10 Powered Combat Armor p. UT183 +10 +10 +6 +6 Commando Battlesuit p. UT183 +15 +15 +8 +8 Command Battlesuit p. UT184 +18 +18 +9 +9 Scout Battlesuit p. UT184 +16 +16 +8 +8 HEX Suit p. UT184 +8 +4 +5 +2 Cybersuit (TL 11) p. UT185 +5 +5 +3 +3 Cybersuit (TL 12) p. UT185 +8 +8 +5 +5 Military Cybersuit p. UT185 +10 +10 +6 +6 Dreadnought Battlesuit p. UT185 +30 +30 +12 +12 Nanosuit p. UT185 +10 +10 +6 +6 Warsuit p. UT185 +40 +40 +14 +14

Artificial Gravity Proteanium, an exotic material that can be found on some worlds, allows for creation of artificial gravity. Typically, it is used on spaceships to create more comfortable conditions (see Gravity Control (p. UT78-79)), but it is also used in contragravity drives. Such drives only work where natural gravity exists, and can only lift the vehicle or structure to a certain altitude (~3 yards). As such, such devices as Antigrav Hammock (p. UT70), Floating Furniture (p. UT70), Contragrav Modules (p. UT75), and Gravpacks (p. UT75) are possible, but not widespread. Castles in the Air (p. UT71) are possible, but impractical with the altitude limitations. Gravity cannot be controlled very precisely. This rules out Gravitic Tools (p. UT85) and Graviton Beams (p. UT129), but allows Grav Hammers (p. UT84), Tractor-Pressor Beams (p. UT87), Gravity Web (p. UT103), Pressor Weapons, and Force Weapons (p. UT128).

Ballistic Weapons Conventional firearms have not fallen out of use, especially among TL 9 and TL 10 civilization, where they often are better than beam weapons. Conventional firearms have their statistics changed, mostly according to Douglas Cole’s GunDay posts, as shown on the table below. Guns (Pistol) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 9 Heavy Pistol, 3d+2 pi+ 2 215/1,950 2.3/.45 3 15(3) 10 -2 2 $650 3 10mmCLP 9 Holdout Pistol, 2d+1 pi 1 225/1,725 1.2/.2 3 8(3) 8 -1 2 $325 3 7.8mmCLP 9 Magnum Pistol, 5d pi++ 2 450/2,950 4.5/.7 3 6(3) 12 -3 4 $2,000 3 15mmCLP 9 Medium Pistol, 2d+2 pi 2 250/1,900 2/.4 3 20(3) 8 -2 2 $700 3 7.8mmCLP 9 Service Pistol, 2d(2) pi+ 2 575/3,200 1.95/.2 3 20(3) 8 -2 2 $1,000 3 5.9x30mmCTLA 9 Holdout Pistol, 1d+2(2) 1 575/2,900 1/.2 3 10(3) 8 -1 2 $600 3 5.9x30mmCTLA pi+ Guns (SMG) (DX-4, or most other Guns at -2) 9 Machine Pistol, 4d pi+ 2 220/2,125 3.5/1.3 12 50(3) 9 -3 2 $1,650 2 10mmCLP 9 Compact SMG, 4d+1 pi+ 4 220/2,125 5/1.1 12 45(3) 9† -3 2 $1,650 2 10mmCLP 9 Personal Defense 3d+1 pi 3 500/3,350 4/1.0 20 60(5) 9† -3 2 $1,650 2 Weapon, 5.9x30mmCCTA 9 Urban Assault Weapon SMG barrel, 4d+1 pi+ 4 220/2,125 8/1.1 12 45(3) 9† -3 3 $2,650 2 10mmCLP Shotgun barrel, 4d+4 pi++ 2 100/500 -/0.75 2 5+1(3i) 10† - 1 - 18.5mmPC 9 SMG, 7.8mmCLP 3d pi+ 3 250/2,125 5.2/1.7 14 100(5) 9† -4 2 $1,250 2 Guns (Rifle) (DX-4, or most other Guns at -2) 9 Anti-Materiel Rifle, 6dx3 pi+ 6+3 925/6,950 30/3.5 3 10(3) 12B† -6 4 $8,000 2 15mmCL 9 Assault Rifle, 6d pi 5 675/4,400 7.5/1.5 12 50(3) 9† -4 2 $1,600 2 7mmCL 9 Hunting Rifle, 6d+1 pi 5 720/4,550 7/.3 3 (3) 9† -5 2 $800 3 7mmCL 9 Gatling Carbine, 3d+1 pi 3 500/3,350 14.5/5.5 60 240(5) 10† -4 2 $2,400 1 5.9x30mmCCTA 9 Payload Rifle, 10d pi++ 3+3 550/3,600 24.5/4.5 3 8(3) 12B† -6 4 $8,000 1 25mmCL 9 Storm Rifle, 10d pi+ 5+3 775/5,500 10/1.2 3 15(3) 10† -4 3 $2,700 2 10mmCL 9 Rifle, 6.5mmAPX 8d(2) pi++ 5 1,000/6,975 8.25/3.25 9/30 120+1(3) 10† -4 3/1 $1,750 2

Conventional Ammunition Table Pistol Ammo TL Ammo WPS CPS LC 9 5.9x30mmCTLA 0.015 $5 3 9 7.8mmCLP 0.016 $0.12 3 Rifle and PDW Ammo TL Ammo WPS CPS LC 9 5.9x30mmCCTA 0.022 $0.18 3 9 6.5mmAPX 0.026 $2 2

ETK weapons do not exist, unless found as precursor artifacts. Gauss weapons are changed to make them more competitive with ETC conventional firearms according to this forum post: 1. Increase the basic damage of all EM guns by 25%, rounding up to the nearest whole die (or multiplier, for "6dxN" damage). Leave any "adds" as-is. For example, the Gauss CAW goes from 8d to 10d, while the Gauss Rifle goes from 6d+2 to 8d+2. 2. All 4mm rounds do piercing (pi) rather than small piercing (pi-). Yes, they are thin, but they are also long, and thus have considerable mass. 3. Drop the (3) armor divisor from all EM guns. Their standard ammo is fast but relatively fragile, which is not great against armor. 4. Remove all restrictions on EM guns loading APHC, APDS, or APEP ammo - so you can get that armor divisor back by loading one of these ammo types. The (2) armor divisor from APHEX warheads is now an improvement, not a downgrade. (See GURPS Ultra-Tech, pp. 152). For convenience, a table with recalculated numbers is presented below. Artillery (Cannon) (IQ-5) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 10 Electromag 6dx4 4 1,000/6,000 50/10 1 4(5) 12M -10 2 $40,000 1 Mortar, pi++ 64mm Guns (Pistol) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 10 Gauss 1d+1 pi- 1 50/200 0.1/0.03 4 25(3) 3 -1 2 $800 3 Minineedler, 3mm 10 Gauss Pistol, 4d pi 3 500/2,100 2/0.5 3 40(3) 9 -2 2 $1,700 3 4mm Guns (SMG) (DX-4, or most other Guns at -2) 10 Gauss 4d pi 3 500/2,100 3/0.5 20 40(3) 9 -2 2 $2,600 2 Machine Pistol, 4mm 10 Gauss 2d+2 pi- 2 100/300 1.5/0.5 12 100(3) 7† -2 2 $2,000 2 Needler, 3mm 10 Gauss PDW, 5d pi 6+1 700/2,900 4.6/1 16 80(3) 9† -3 2 $3,600 2 4mm Guns (Rifle) (DX-4, or most other Guns at -2) 9 Sniper 5dx3 pi 7+3 2,400/10,000 20/1.4 1 30(3) 11B† -6 2 $18,000 2 Railgun, 7mm 10 Gauss 3d pi- 4 500/2,000 6/1 20 100(3) 8† -3 2 $3,000 2 Needle Rifle, 3mm 10 Gauss Rifle, 8d+2 pi 7+2 1,200/4,800 8.5/1.4 12 60(3) 10† -4 2 $7,100 2 4mm 10 Portable 5dx4 7 3,000/12,000 20/1.5 3 25(3) 10† -6 3 $18,000 1 Railgun, pi+ 10mm Guns (Shotgun) (DX-4, or most other Guns at -2) 10 Gauss 10d 4 200/1,000 10/1.5 15 30(3) 10† -4 3 $2,400 2 CAW, pi++ 18.5mm 10 Gauss 10d 2 200/1,000 3/0.5 3 10(3) 10 -3 4 $2,000 3 Shotgun pi++ Pistol, 18.5mm Guns (Grenade Launcher) (DX-4, or most other Guns at -4) 10 EMGL, 5d pi++ 3 150/1,000 10/3 1 3(5) 8† -5 2 $7,000 1 40mmG 10 Underbarrel 5d pi++ 4+2 360/2,200 2/1 1 3(3) 10 - 2 $1,000 1 EMGL, 25mmG Guns (LSW) (DX-4, or most other Guns at -2) 10 Gauss LSW, 8d+2 pi 7+2 1,200/4,800 20/7 20 300(5) 12B† -5 2 $13,000 1 4mm

Gunner (Cannon) (DX-4, or other Gunner at -4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 10 Auto 10d 4 300/2,000 64/10 1 20(5) 14† -8 2 $54,000 1 EMGL, pi++ 40mmG 10 Railgun, 8dx25 8 8,000/29,000 4,000/150p 20 200(5) 57M -10 2 $630,000 1 40mm pi++ Gunner (Machine Gun) (DX-4, or other Gunner at -4) 10 Gauss 20d pi 8 3,000/12,000 64/20 20 200(5) 20M -8 2 $44,000 1 HMG, 7mm 10 Gauss 13d pi 8 1,800/7,200 64/20 100 1,000(5) 20M -8 2 $44,000 1 Minigun, 4mm

Some of the grav weapons have their damage reduced as shown on the following table. Grav guns cannot penetrate areas concealed by prism smoke (p. UT160), because they rely on a laser beam. Guns (Rifle) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 11^ Grav 3d+2(10) 10 2,000/6,000 6/1 20 1,000(3) 8† -3 1 $10,000 2 Needle imp inc Rifle 11^ Sniper 7d(10) 11 4,000/12,000 10/1 3 1,000(3) 9† -4 1 $18,000 1 Grav Gun imp inc

Shaped charge warhead (p. UT154) cost 2x -> 15x. HEMP warhead (p. UT155) cost 2x -> 20x. Vortex warheads (p. UT159) do not exist, unless found as precursor artifacts. New weapons: More Ultra-Tech Guns and Heavy Weapons (Pyramid #3-37). New weapons: 30mm Gyrocs. New weapons: Monodisk Guns.

Beam Weapons Beam weapons are very widespread in the galaxy, but some changes to those presented in GURPS Ultra-Tech are in order. First, while neural disruptors (p. UT121) exist, death beam setting (p. UT122) and mindrippers (p. UT122) do not, unless found as precursor artifacts. Similarly, the following beam weapons do not exist: sonic screamers (p. UT125), disintegrators (p. UT130), disintegrator fields (p. UT103), conversion beams (p. UT131), ghost particle beams (p. UT131), reality disintegrators (p. UT131), displacers (p. UT131), field-jacketed lasers (p. UT133), and FTL lasers (p. UT133). Handheld grasers have reduced damage, as shown on the table below. Gamma-Ray Laser Table Beam Weapons (Pistol) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 12 Graser 2d+2(10) burn sur 6 10/30 mi. 1.5/C 10 66(3) 4 -2 1 $3,300 3 Pistol 12 Heavy 3d(10) burn sur 6 50/150 mi. 3.3/2C 10 56(3) 6 -2 1 $7,200 3 Graser Pistol 12 Holdout 1d+2(10) burn sur 3 17/50 mi. 0.35/B 10 22(3) 3 -1 1 $900 3 Graser Beam Weapons (Rifle) (DX-4, or most other Guns at -2) 12 Dinosaur 7d(10) burn sur 12 200/600 mi. 19/Dp 1 35(5) 10† -5 1 $28,000 1 Graser 12 Graser 4d(10) burn sur 12 80/240 mi. 5.6/2C 10 28(3) 5† -3 1 $13,000 2 Carbine 12 Graser 5d(10) burn sur 12 120/360 mi. 9/Dp 10 83(5) 7† -4 1 $24,000 2 Rifle

New weapons: Neutral Particle Beams (Pyramid #3-37, p. 11). New weapons: Electrobeam Weapons. New weapons: Hardlight Guns.

Communication Technologies As was described previously, FTL communication is done via courier ships and massive installations that are present only on highly populated worlds and, perhaps, capital ships. This will allow for interstellar empire creation, but preserve the “slow” tone, where every world should be independent enough. This should create more opportunities for adventures, as communications are by no means instant. The lack of ubiquitous FTL communications prevents the interstellar “Internet” from forming, limiting networks to the planetary scale. FTL Radio (Very Large) (p. UT46) is TL 10^/11^ instead of TL 11^/12^ Causality Communicators (p. UT45) do not exist, unless found as precursor artifacts.

Deception and Intrusion Distortion Field gadgets (p. UT99) are available despite being superscience. Exophase Field Generators (p. UT96) and Universal Molecular Bonders (p. UT84) do not exist, unless found as precursor artifacts. Characters using an exophase field are vulnerable to gravity effects, such as force weapons. Thermo-Optic Chameleon Surface, Multispectral Chameleon Surface, Dynamic Multispectral Chameleon Surface, Ultimate Chameleon Surface, and Chameleon Net (p. UT98- 99) requires power. C/30 minutes. Chameleon Cloak (p. UT99) requires power. C/20 minutes.

DR, HT, HP, and KYOS ST of Weapons While HP, HT, DR (p. UT17) lists the normal HP, HT, and DR values for gadgets, weapons typically are made using more sturdy materials. This blog post suggests using the following values, basing HP on weight as normal: - At TL9: DR6; HT stays at 10. - At TL10: DR9; HT 11. - At TL11: DR14; HT 11. - At TL12: DR20; HT 12. For ease of use, you can refer to this blog post when you need to quickly determine a weapon’s HT, DR, HP, or ST value when using Knowing Your Own Strength.

Encryption Encryption is more secure than GURPS Ultra-Tech assumes it to be, as secure encryption is required for the working economy. Increase the time required to break basic encryption (p. UT47) from an hour to a week, and time required to break secure encryption (p. UT47) from an hour to six months. Post-quantum encryption algorithms can be used to remove the +5 bonus to decryption granted by a quantum computer. Basic post-quantum encryption costs $500. Secure post-quantum encryption costs $8,000.

Exotic Materials While mundane resources are abundant in the universe, some materials are rare even on the universal scale. Proteanium is a purplish mineral that is of utmost importance for most civilizations. It is used to create artificial gravity, reactionless drives, hyperspace drives, and force fields. Polymodular crystals is a more rare resource that is only used to create stasis devices and broadcast power. Material X is a gray crystal that bends space. It is used in warp drives, reality stabilizers, and metric engineering. Other exotic materials exist, such as dark matter, dark energy, magnetic monopoles, and so on.

Firearm Accessories Smartgun Electronics (p. UT 149) are not included by default. HUD Link (p. UT149) costs $250 and is LC 2. Multispectral Laser Sight (p. UT149) costs $100 and is LC 3. Self-Destruct Anti-Theft (p. UT150) and Gravitic Compensator (p. UT152) do not exist, unless found as precursor artifacts.

Force Fields Personal Force Screen (p. UT191) DR 60->80. Force screens protect against Disintegrators fully. Force screens protect against Graviton Weapons at 1/10 DR instead of 1/100 DR. Hypertime Fields (p. UT195) and Tau-Shields (p. UT195) do not exist, unless found as precursor artifacts.

Holography Holography is one of the few superscience technologies that is widely used in this setting. It does not require any exotic materials.

Mecha Walking vehicles are occasionally deployed in small-to-medium scale military operations, but rarely in large-scale conflicts, where they present an easy target for anti-vehicular ordnance. Some mecha are products of bio-tech (see Biomecha in Pyramid #3-24).

Medical Technology Medscanners (p. UT200), Pocket Regenerators (p. UT202), Regenerator Rays (p. UT202), Forced Growth Tanks (p. BT21), Chronowombs (p. BT21), Upspeed (Pyramid #3-24, p. 29), Ultramemine (Pyramid #3-24, p. 30), Tomoranow (Pyramid #3-24, p. 30), Rosetta (Pyramid #3- 24, p. 31) do not exist, unless found as precursor artifacts.

Megastructures Megascale habitats, such as Dyson spheres or ringworlds, are possible, but only to very technologically advanced civilizations. As such, they are very rarely encountered, at least intact.

Metric Engineering Changing the very structure of spacetime requires vast amounts of energy and resources even for TL 12 civilizations, but it is possible. Those who can create wormholes, pocket universes (p. UT73), dimensional interfaces (p. UT73), and other such technological marvels are very unlikely to share their secrets.

Muscle-Powered Ranged Weapons See The Arrow of Progress in Pyramid #3-96.

Nanotech Replicators (p. UT93) and Universal Repair Paste (p. UT84) do not exist, unless found as precursor artifacts. Replicator-Based Downloading (p. UT221) is impossible.

Power Cells Devices are designed to use a specific size, type, and TL of cells. For example, one must use a TL 10 Ofrian power cell to power a TL 10 Ofrian device. Not only different species, but sometimes even different nations or cultures use different voltages or sizes for their cells. Jury- rigging is done as per Jury-Rigging Power Cells (p. UT19). TL 11+ and superscience devices are not adaptive. Cosmic power cells do not exist, unless found as precursor artifacts. Even if they are found as one, they require jury-rigging. Backpack power units (Pyramid #3-12, p. 4), Quantum Nucleonic Reactors (Pyramid #3- 51, p. 5), and Zero Point Energy Reactors (Pyramid #3-51, p. 5) do not exist, unless found as precursor artifacts.

Psychotronics When a psychotronic device is described both in GURPS Ultra-Tech and GURPS Psi-Tech, use the one from GURPS Psi-Tech. Psychotronic devices were rearranged among the TLs in the following way: TL 9^: Psiberface Port, no wireless; Psiberface Helmet; Psiberface Implant; Brainlock; Psi- Amplifier Throne; Universal Psi-Amplifier; Dedicated Psi-Amplifier; Gestalt Web; Electro- Psionic Neutralizer; Null-Field Tower; Portable Overload Field; Semi-Portable Overload Field; Overload-Field Tower; Diagnostic Overload Projector; Overload Grenade; Psi-Impeder Helmet; P-Web Shield; Laboratory Deathscanner; Psi Scanner; Psitector Band; PK Battery; Kinetic Bubble; TKS Structure; Psiberweave; Psychotronic Bodyshield; Empathic Mirror; Memory Crystal; Mindscanner; Mind-Shield Helmet (TL-6 bonus); Mind-Shield Circuitry (TL-6 bonus); Telepathic Barrier (TL-6 bonus); Blocker; Blue Fire; Brainstorm; Catalyst Drug; Muffler; Shatter; Trance; Window; Brain-Tissue Grafts; Drones; Soma-Traumatic Latency Therapy. TL 10^: Psiberface Field; Psi-Amplifier Helmet; Backpack Psi-Amplifier; Psi-Amplifier Citadel; Psychotronic Generators; Psychotronic Battery; Dedicated Psychotronic Battery; Portable Null Field; Semi-Portable Null Field; Pocket Overload Field; Psi-Impeder Band; Dedicated Psi- Impeder; Psycho-Optic Filter Goggles; Psycho-Optic Filter Mode; Psychotronic Para-Stealth; Portable Deathscanner; Event Recorder; Psychokinetic Bridge; Fear Extractor; Psi-Bomb; Mini Mind Shield (TL-6 bonus); Psychic Lock; Empathic Lock; Psychic Probe; Telepathic Switches; Actuality Shield; Local Jump Vortex; Teleport Jammer; Mind Hype; Monobloc; Psi-Booster; Shiver; Neuro-Psi Implants; Psibernetic Implants. TL 11^: Dream Net (p. UT103); Karmic Collector; Psi-Amplifier Headband; Pocket Null Field; Null-Neutralizer Node; Mind Disruptor; Mindseeker; Thought Globe; Jump Beacon; Portable Jump Vortex; Psychotronic Teleportal; Somatic Exofield; Psiborgs. TL 12^: Mental Translator; Psionic Computers; Symbiotic Crystal; World Web; Mind- Transfer Machine.

Sensors The lack of FTL radio makes distress signals and active sensors quite limited in space. Gravscanners (p. UT63) are used to detect sources of artificial gravity and gravitational disturbances created by hyperdrives and warp drives. Vessels traveling through hyperspace and vessels moving at warp speeds are detected using the Size and Speed/Range Table (p. B550), but substituting AUs for yards. Ultrascanners (p. UT66) and Timescanners (p. UT67) do not exist, unless found as precursor artifacts.

Teleportation Teleportation technology does not exist (although some adventurers have claimed to have found precursor artifacts that allow that), but some teleportation effects can be replicated with psychotronics. Nonetheless, Matter Transmission (p. UT50) and MT Interceptors (p. UT103) do not exist.

BRANDS

Equipment can be less generic if we assign it a brand with minor benefits or drawbacks. Here are some human-made brands.

Panlunar Consortium Originally a corporate alliance of five mining corporations from different countries on Earth, Panlunar Consortium (often shortened to PLC) over time became not only a conglomerate that dominated the mining industry on the Moon, but also a producer of arms, vehicles, life support systems, and spaceships. The company tends to follow safe trends and rarely innovates. PLC products can not only be seen and bought on the Moon, but on almost any other USA world. Company Type: Baseline. Standard Modifiers: None.

Ausonia Research Group Ausonia Research Group (ARG) was founded in Ausonia Republic before the unification of Mars. Researching advanced materials, the ARG quickly became the main constructor of Martian dome cities. Later, it absorbed several weaponry and body armor producers. The company is known for its reliable and sturdy products. Company Type: Niche. Standard Modifiers: +1 to HT, +2 DR (+10% price increase).

Malay Callisto Armory Malay Callisto Armory (MCA) was originally a small weapon-producing company in New Kuala Lumpur on Callisto. The company would not become well known and successful if not for the Callisto Revolution of 2176, when the rebels of New Malaysia required lots of arms and armor to overthrow the colonial government. Malay Callisto Armory sacrificed quality for quantity and started mass production of cheap weapons. Even now, centuries later, it is still known for its poorly made but cheap products. Company Type: Niche. Standard Modifiers: -1 to HT, 10% heavier (-10% price decrease).

Goldberg-Matsushito Ltd. Goldberg-Matsushito Ltd. (GM) was found on Colony Alpha in 2241. Originally producing only life support systems and mining equipment, in 2254, when Joseph Goldberg took over the company, the product range was expanded with pharmaceuticals and handheld weapons. The products of Goldberg-Matsushito Ltd. are known for their efficient, but intricate design. Company Type: Niche. Standard Modifiers: 10% lighter, 10% increase of duration or shots for energy weapons, -2 to rolls to repair/maintain/modify (no price increase).

MacroDynamics Tech Alliance MDTA is an interstellar megacorporation that produces almost anything imaginable. While their products are mostly used within their territories, they can also see use among rebel and guerilla forces in MonoTech territories, and recently in the USA too. While MDTA likes to innovate, their main product range does not have any remarkable features. Company Type: Baseline. Standard Modifiers: None.

MonoTech MDTA is an interstellar megacorporation that produces almost anything imaginable. Being an ultimate monopoly, it produces equipment that is more expensive than normal, but is reliable and ergonomic. Company Type: Niche. Standard Modifiers: +1 to HT, +1 to long tasks performed with the gear, -1 to rolls to repair/maintain/modify (+5% price increase).

Jovian Arms Inc. Jovian Arms Inc. is a large weapon-producing corporation found on Ganymede. Despite being found on there, after the creation of the USA, most of the factories were relocated to Colony Beta, where cheap workforce was available. Factory workers, being used to 0.9g gravity, ended up producing weapons that were heavier than normal for people used to 1g gravity. When the corporation HQ found out about this, it was too late to fix, so they threw their hands up and just reduced the price to compensate. Company Type: Niche. Standard Modifiers: 10% heavier (-5% price decrease).

Titania Tech Group Originally a small laser weaponry research foundation, Titania Tech Group (TTG) became a full- blown corporation with factories not only on Titania, a moon of Uranus, but also in other star systems. TTG is known for their wide range of easily customizable products. Whenever the company starts producing a new weapon, they also produce different modules that can be used to easily modify each individual product. Company Type: Niche. Standard Modifiers: +2 to rolls to repair/maintain/modify (+10% price increase).

POWERS

Despite the universe working according to a set of laws of physics, there are still some unexplained phenomena that puzzle scientists and excite the imagination of conspiracy theorists, xenoarcheologists, fringe scientists, theologians, and fanatics. Other characters might seem to possess supernatural powers, but are actually enhanced with advanced technological devices. Such abilities that are bought with points will also be described in this section. Power modifiers will be shown in boxes.

Biological Some abilities are granted by biomods, xenotransplants, or are innate to the character’s species. Biological, -10% Your power is a physical capability of your body. It’s fatiguing to use because your metabolism must supply all of the energy: pay an extra 1 FP whenever you use an active ability (Costs Fatigue, 1 FP, -5%). Anything that upsets your unique metabolism might deprive you of your power – including targeted pathogens, drugs, and nanotech designed by your enemies (technological countermeasures, -5%). For passive abilities, GMs can charge 1 FP to activate them (making them Switchable if necessary); if he does not to apply this last modifier, reduce the power modifier to -5%.

Technological Various implants, technological body enhancements, bionics, cybernetics – this category covers it all. The exact nature determines the power modifier. Mechanical, -10% The baseline version of Technological. The power’s abilities require weekly maintenance, at 1 hour per ability (-5%). In addition, they can be detected by X-ray scans and other forms of medical imaging, and may also trigger metal detectors, smell of oil or exhaust fumes, or get hot enough to show up on infrared (-5%). Very rarely used.

Electronic, -30% The typical version of Technological at TL7-8. The power’s abilities require weekly maintenance, at 1 hour per ability (-5%). In addition, they can be detected by X-ray scans and other forms of medical imaging, and may also generate radio static or an odor of ozone (-5%). Finally, they’re vulnerable to electrical disruption as defined for the disadvantage Electrical (p. B134; -20%).

Advanced Electronic, -20% In a mature TL10+ civilizations with pervasive nanotech, photonics, and so on, implants will be distinguishable only via medical imaging. The technology may have lifetimes that rival those of natural body parts. These use Advanced Electronic (-20%), which is Temporary Disadvantage, Electrical.

Nanotech, -15% An advanced version of Technological available at TL9 and above – or as experimental technology at TL8. The power’s abilities require weekly maintenance, at 1 hour per ability (- 5%). In addition, they can be countered by nanotech designed by adversaries (-5%). The operation of nanotech is biologically stressful: Pay an extra 1 FP whenever you use an active ability in the same way as for the Biological modifier (-5%). For passive abilities, GMs can charge 1 FP to activate them (making them Switchable if necessary); if he does not to apply this last modifier, reduce the power modifier to -10% for Nanotech.

Psionics Simply put, psionics is the art of tapping the mind’s potential. A psionic character is blessed with a form of innate ability that enables him or her to use mental power to achieve goals or perform tasks that non-psionic characters can accomplish—if they’re even capable of doing them at all—only by using gross physical skills such as brute strength or raw agility, or by using intellect or force of will distinct from the natural power of the mind itself. Psionic, -10% Your power is an innate capability of your mind. The energy comes from within, but a large number of countermeasures exist, including anti-powers in the form of Antipsi power (-5%) and technological countermeasures in the form of “psychotronic” or “psi-tech” defenses (-5%). Psionic potential is considered inborn and somehow related to proteanium – an exotic material, because no humans have exhibited psionic abilities before the discovery of proteanium. Nowadays, psis can unlock their powers via rigorous training, special drugs, or cybernetic implants. - Use GURPS Psionic Powers when making psionic characters. - Optional Crippling Rules (GURPS Psionic Powers, p. 7) are in use. - Telekinetic Control (GURPS Psionic Powers, p. 54) is not in use. - Telespeak (GURPS Psionic Powers, p. 59) is in use, but does not replace Telesend and Telereceive. - RL Exoteleport (GURPS Psionic Powers, p. 70) is in use. - Powers of Astral Projection, Biokinesis, Dream Control, Necropsi, Plant Telepathy, Psychic Healing, and Psychic Vampirism do not exist. - Additional Psychokinesis abilities: Expanded Psychokinesis and Sonokinesis (Pyramid #3- 29, pg. 4-9); Psi-Shield and Psi-Sword (Pyramid #3-69, pg. 17-19). - Additional Psychoportation abilities: Pyramid #3-20, pg. 4-7; Pyramid #3-63, pg. 14-16. - Additional psionic perks: Pyramid #3-69, pg. 4-11, 16-17. - Additional psi techniques: Pyramid #3-69, p. 14. - New skill: Psychic Recovery (Pyramid #3-97, p. 6). - Epic Techniques: Pyramid #3-97, pg. 7-11.

Savant You can enter a state of intense concentration, through self-hypnosis or innate neurodiversity. This lets you maximize your brain’s processing of sensory information. This works best with cognitive or sensory abilities such as Eidetic Memory or Intuitive Mathematician. Savant, -10% Your powers come from a state of intense concentration, which may be the effect of self- hypnosis, drugs, or biological peculiarities. While you are using them, you are totally focused on your own thoughts and perceptions. This gives you two temporary disadvantages: Oblivious, making it difficult for you to interact with other people (Temporary Disadvantage, -5%), and Incurious (12), making it hard for you to turn your attention to anything novel (Temporary Disadvantage, -5%).

Hypermeditation, -30% Same as above, but with the addition of Trigger (Common), -20%. The character must inject a specific expensive drug ($160 per dose) to enter a state of deep trance for one minute. He can prolong this state for one more minute by making a Will roll with a cumulative -1 penalty. This state of hypermeditation allows the character feats that would be impossible otherwise, including Dimensional Control (GURPS Powers: The Weird, pp. 24-26), Logos (GURPS Powers: The Weird, p. 27), and ESP (GURPS Powers, p. 127).

Gift of Influence Certain species are known to exhibit specific reactions to specific words. Scientists believe that the cause of this is some sort of biological programming embedded into the genetic code of those species and claim that this proves the origin of them. Some religious fanatics believe this to be divine influence that the deity imposes only on its creations. No one knows for sure. Regardless of the origin, this power lets the user control minds and cause physical reactions, such as nausea or pain. Gift of Influence, -45% The power requires specific words to use (Requires Words, -10%), and only works on certain species – humans, ofrians, altafaans, een, belari (Accessibility, -15%). All abilities are Maledictions or similar effects with Hearing-Based, -20%.

Clarketech Clarketech is any form of precursor tech that can be used in some useful way, a way that may or may not be related to its originally intended purpose. However, this technology cannot be understood or replicated even by TL 12^ civilizations. The name originatesfrom a famous saying by Arthur C. Clarke – “Any sufficiently advanced technology is indistinguishable from magic.” Typically, such devices are unique and can only be found in precursor ruins, on black markets, in private collections, or in the most guarded laboratories. People who devote their lives to finding such devices are called clarkers. Almost any ability can be justified with clarketech. Clarketech, -X% Almost all shard-given advantages can be bought with the package of limitations Can Be Stolen (usually -20% or -30%) and Unique (-25%). Everything else depends on the device in question.

MARTIAL ARTS

Martial arts are not unknown in the worlds of laser rifles and gatling guns. Practitioners of the following martial arts can be encountered on many worlds: Battlesuit-Blade (Pyramid #3-9, p. 26), Battlesuit Drill (Pyramid #3-9, p. 27), Battlesuit Shooter (Pyramid #3-55, p. 11), Captivator (Pyramid #3-85, p. 6), Extra-Vehicular Combat (Pyramid #3-85, p. 31), Force Sword-and-Shield Combat (Pyramid #3-9, p. 27), Free Fall Assault Training (Pyramid #3-85, p. 30), Missileer (Pyramid #3-85, p. 7), Monowire Mugging (Pyramid #3-9, p. 28), Shock Boxing (Pyramid #3-9, p. 29), Space Marine (Pyramid #3-55, p. 12), Support Shotgunner (Pyramid #3-85, p. 8).

RECOMMENDED OPTIONAL RULES

- Body Hits optional rule (p. HT162) is highly recommended to reduce the lethality of ultra- tech firearms. - Cybernetics, bionics, biomods, and other similar things are bought for points at character generation. To get then during the game, the character must spend points and money. He is allowed to go into “point debt” by getting disadvantages that represent the modification not working properly temporarily. Note the additional options from Live Better with Cybernetics (Pyramid #3-51). - Knowing Your Own Strength (Pyramid #3-83 – Alternate GURPS IV) is highly recommended. - It is suggested to change the point cost of Damage Resistance. Douglas Cole suggests invoking diminishing returns by making DR cost = 15 * DR . - For those who want more detailed rules for gadget repair, it is suggested to use the rules from Mr. Fixit (Pyramid #3-37). - Many species and subspecies live underwater, justifying the need of underwater action rules. Those can be found in GURPS Fathom Five (Pyramid #3-26). - For those who want more detailed zero-G and free falling rules, it is suggested to use the rules from Free Falling (Pyramid #3-85). - To help powers users compete with ultra-tech gear, it is suggested to use either the Godlike Extra Effort (GURPS Powers, p. 161) or Super-Extra Effort (Pyramid #3-105, p. 4) rules.