ebook img

GURPS Space PDF

242 Pages·2006·7.425 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview GURPS Space

Written by JON F. ZEIGLER and JAMES L. CAMBIAS Edited by WIL UPCHURCH Cover Art by ALAN GUTIERREZ, CHRIS QUILLIAMS, and BOB STEVLIC Illustrated by JESSE DEGRAFF, ALAN GUTIERREZ, CHRIS QUILLIAMS, and BOB STEVLIC ISBN 1-55634-245-4 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES C ONTENTS INTRODUCTION. . . . . . . . . . . 4 Life Support. . . . . . . . . . . . . . . . . . . . . . 43 Step 14: Bases and Installations. . . . . 96 PUBLICATIONHISTORY . . . . . . . . . . . . . .4 GWreaavpitoyn.s .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 4434 5. ADVANCED About the Authors. . . . . . . . . . . . . . . . . . 4 Defenses. . . . . . . . . . . . . . . . . . . . . . . . . 45 WORLDBUILDING. . . . . . 99 1. SPACE. . . . . . . . . . . . . . . . 5 Sensors. . . . . . . . . . . . . . . . . . . . . . . . . . 46 GENERATINGSTARSYSTEMS . . . . . .100 Communications. . . . . . . . . . . . . . . . . . 46 SPACEANDSPACEFICTION . . . . . . . . . .6 Power. . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Stellar Classification . . . . . . . . . . . . . . 100 Why Space Travel?. . . . . . . . . . . . . . . . . 6 Laboratories. . . . . . . . . . . . . . . . . . . . . . 47 Step 15: Number of Stars. . . . . . . . . . 100 What’s Notin This Book. . . . . . . . . . . . . 6 Infrastructure . . . . . . . . . . . . . . . . . . . . 48 Step 16: Star Masses. . . . . . . . . . . . . . 101 Designing the Space Campaign. . . . . . . 7 Small Craft. . . . . . . . . . . . . . . . . . . . . . . 48 Step 17: Star System Age. . . . . . . . . . 101 Hard and Soft Science Fiction . . . . . . . . 7 Step 18: Stellar Characteristics. . . . . 102 Scale and Scope . . . . . . . . . . . . . . . . . . . 8 3. TECHNOLOGY. . . . . . . . . 49 Step 19: Companion Star Orbits. . . . 105 Ships and Outposts. . . . . . . . . . . . . . . . . 8 Step 20: Locate Orbital Zones. . . . . . 106 CAMPAIGNTYPES . . . . . . . . . . . . . . . . . .11 ATEDCDHINNGOLMOIGRYACALREESA .S . .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..5501 SStteepp 2212:: PPllaaccien Pgl aFnirestta Pryla Onrebtsits. .. .. .. .. .. 110078 Realism. . . . . . . . . . . . . . . . . . . . . . . . . . 11 Biotechnology. . . . . . . . . . . . . . . . . . . . 51 Step 23: Place Worlds. . . . . . . . . . . . . 109 Strange New Worlds. . . . . . . . . . . . . . . 11 Suspended Animation. . . . . . . . . . . . . . 53 Step 24: Place Moons. . . . . . . . . . . . . 111 The High Frontier. . . . . . . . . . . . . . . . . 12 Alien Archaeology. . . . . . . . . . . . . . . . . . 12 Bioships. . . . . . . . . . . . . . . . . . . . . . . . . 53 GENERATINGWORLDDETAILS . . . . .113 Computers and Communications. . . . 55 Military Campaigns . . . . . . . . . . . . . . . 14 Step 25: World Types . . . . . . . . . . . . . 113 Stop in the Name of the Law. . . . . . . . 16 The Transparent Society. . . . . . . . . . . . . 56 Step 26: Atmosphere. . . . . . . . . . . . . . 114 Nanotechnology . . . . . . . . . . . . . . . . . . 58 Media and Politics . . . . . . . . . . . . . . . . 17 Step 27: Hydrographics. . . . . . . . . . . 114 Transportation. . . . . . . . . . . . . . . . . . . . 60 Working Stiffs. . . . . . . . . . . . . . . . . . . . 19 Step 28: Climate. . . . . . . . . . . . . . . . . 114 Weapons and Defenses. . . . . . . . . . . . . 61 Heroic Engineering . . . . . . . . . . . . . . . . 20 Step 29: World Sizes. . . . . . . . . . . . . . 114 The Swashbuckler Option. . . . . . . . . . . 61 The Absurdist Campaign. . . . . . . . . . . 20 Step 30: Dynamic Parameters. . . . . . 115 ALIWENhSo N. e. e. d. s. .S .t a. r.s .h .i p. s. ?. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 2211 4U.S IBNGASWICORWLDOS R. .L . D. .B . U. .I L. .D . I. N. .G . . .. .. . 6.623 SStteeppH 33a12b::i tGRaeebsoiollioutygric.c e. sA. ac. tn.i .dv i. t.y . .. .. .. .. .. .. .. .. .. 111291 SOCIETIES . . . . . . . . . . . . . . . . . . . . . . . . .22 Dramatic Roles. . . . . . . . . . . . . . . . . . . 63 Step 33: Settlement Type. . . . . . . . . . 121 INTERSTELLARORGANIZATIONS . . . . .24 Depth of Detail . . . . . . . . . . . . . . . . . . . 66 Step 34: Technology Level. . . . . . . . . 122 PLANETSANDPLACES . . . . . . . . . . . . . .27 MAPPINGTHEGALAXY . . . . . . . . . . . . .67 Step 35: Population. . . . . . . . . . . . . . . 122 Astronomical Features. . . . . . . . . . . . . 68 Step 36: Society Type. . . . . . . . . . . . . 123 2. SPACE TRAVEL. . . . . . . . . 28 Distances and Scales. . . . . . . . . . . . . . . 68 Step 37: Control Rating. . . . . . . . . . . 123 A TAXONOMYOFMIRACLES . . . . . . . .29 The Frequency of Worlds. . . . . . . . . . . 70 Step 38: Economics . . . . . . . . . . . . . . 123 SPACEFLIGHTANDSTORY Choosing a Preferred Scale . . . . . . . . . . 72 Step 39: Bases and Installations. . . . 123 REQUIREMENTS . . . . . . . . . . . . . . .30 WORLDDESIGNSEQUENCE . . . . . . . .73 SPECIALCASES . . . . . . . . . . . . . . . . . . . .124 Step 1: Concept. . . . . . . . . . . . . . . . . . . 74 Gas Giant Moons . . . . . . . . . . . . . . . . 124 MANEUVERDRIVES . . . . . . . . . . . . . . . .31 Step 2: World Type. . . . . . . . . . . . . . . . 74 Tide-Locked Worlds. . . . . . . . . . . . . . 125 Reaction Drives. . . . . . . . . . . . . . . . . . . 31 Why World Types?. . . . . . . . . . . . . . . . . 77 Massive Stars. . . . . . . . . . . . . . . . . . . . 126 The Rocket Equation. . . . . . . . . . . . . . . 31 Step 3: Atmosphere. . . . . . . . . . . . . . . . 78 Red Dwarf Stars. . . . . . . . . . . . . . . . . 127 Sample Delta-V Requirements . . . . . . . 32 Toxicity Rules. . . . . . . . . . . . . . . . . . . . . 78 Brown Dwarf Stars. . . . . . . . . . . . . . . 128 Sails . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Step 4: Hydrographic Coverage. . . . . . 81 Rogue Worlds. . . . . . . . . . . . . . . . . . . 128 Catapults and Tethers. . . . . . . . . . . . . . 34 Step 5: Climate . . . . . . . . . . . . . . . . . . . 83 Terraformed Worlds. . . . . . . . . . . . . . 129 Reactionless Drives. . . . . . . . . . . . . . . . 36 Step 6: World Size. . . . . . . . . . . . . . . . . 84 OTHEROBJECTS . . . . . . . . . . . . . . . . . .130 Relativity Effects. . . . . . . . . . . . . . . . . . . 36 Step 7: Resources and Habitability. . . 87 Asteroids and Comets. . . . . . . . . . . . . 130 Generation Ships. . . . . . . . . . . . . . . . . . 37 Habitability for Aliens. . . . . . . . . . . . . . 89 Artificial Structures . . . . . . . . . . . . . . 132 STARDRIVES . . . . . . . . . . . . . . . . . . . . . .37 SOCIALPARAMETERS . . . . . . . . . . . . . . .89 Who Needs Planets, Anyway?. . . . . . . 132 Hyperdrive. . . . . . . . . . . . . . . . . . . . . . . 37 Step 8: Settlement Type. . . . . . . . . . . . 89 Megastructures. . . . . . . . . . . . . . . . . . 133 Jump Drive . . . . . . . . . . . . . . . . . . . . . . 38 Step 9: Technology Level. . . . . . . . . . . 90 Warp Drive. . . . . . . . . . . . . . . . . . . . . . . 40 Step 10: Population. . . . . . . . . . . . . . . . 91 6. ALIEN LIFE AND Designing a Stardrive. . . . . . . . . . . . . . 41 Altering the Colony Population Table. . . 93 ALIEN MINDS. . . . . . . 134 Navigation Errors . . . . . . . . . . . . . . . . . 42 SHIPBOARDSYSTEMS . . . . . . . . . . . . . .43 SStteepp 1121:: CSoocnitertoyl TRyaptein.g . .. .. .. .. .. .. .. .. .. .. .. .. 9943 ALIENSINTHECAMPAIGN . . . . . . . . .135 Some Common Aliens. . . . . . . . . . . . . 136 Control Systems . . . . . . . . . . . . . . . . . . 43 Step 13: Economics . . . . . . . . . . . . . . . 95 GURPSSystem Design❚ STEVE JACKSON ProductionArtist ❚ ALEX FERNANDEZ Sales Manager❚ ROSSJEPSON GURPSLine Editor❚ SEAN PUNCH Page Design ❚ PHILIP REED Errata Coordinator❚ ANDY VETROMILE Managing Editor❚ CHRIS AYLOTT Print Buyer ❚ MONIQUECHAPMAN GURPSFAQ Maintainer ❚ ❍❍❍❍❍ Production Manager ❚MONICA STEPHENS Marketing Director ❚ PAUL CHAPMAN STÉPHANE THÉRIAULT Lead Playtester: Jeff Wilson Playtesters: Doug Berry, Frederick Brackin, Daniel Boese, Darcy Casselman, Paul Chapman, James Cloos, Douglas Cole, Peter Dell’Orto, Paul Drye, Shawn Fisher, Chris Goodin, Martin Heidemann, Leonardo M. Holschuh, Anthony Jackson, Stefan Jones, Robert Kim, Susan Koziel, Michael Lloyd, Paraj Mandrekar, Phil Masters, David Morgan-Mar, Fabio Milito Pagliara, Robert Prior, Sean Punch, Luis M. Rebollar, Emily Smirle, Michael Smith, William H. Stoddard, Paul Tevis, George Valaitis, Bryan Weaver, and Roger Burton West GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramidand the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPSSpaceis copyright © 1988, 1990, 1999, 2002, 2006 by Steve Jackson Games Incorporated. Some public-domain images used in this book were taken from NASA and the STScl Hubble image collection. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. 2 C ONTENTS LIFE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136 Metabolism. . . . . . . . . . . . . . . . . . . . . 156 Corruptibility. . . . . . . . . . . . . . . . . . . . 174 Life as We Know It. . . . . . . . . . . . . . . 136 Alien Creation VI. . . . . . . . . . . . . . . . . 157 SOCIETYANDBIOLOGY . . . . . . . . . . . .175 Clashing Definitions . . . . . . . . . . . . . . 137 Reproduction. . . . . . . . . . . . . . . . . . . . 158 SOCIETYANDTECHNOLOGY . . . . . . .177 ONtohne-rC Chhememiciastl rLieisfe.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 113480 LAilfieesnp Canrea. t.i o. n. .V . I.I . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 115691 ECONOMICS . . . . . . . . . . . . . . . . . . . . . . .180 Alien Creation I. . . . . . . . . . . . . . . . . . 140 Senses. . . . . . . . . . . . . . . . . . . . . . . . . . 161 Unobtainium. . . . . . . . . . . . . . . . . . . . 181 Artificial Life. . . . . . . . . . . . . . . . . . . . . 141 Communication . . . . . . . . . . . . . . . . . 163 Money. . . . . . . . . . . . . . . . . . . . . . . . . . 182 ECOLOGIESANDNICHES . . . . . . . . . .141 ASplieenci aClr eAabtiilointi eVsI.I .I .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 116654 LAWThAeN LDeisJuUrSe TSIoCcEie t.y . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 118824 Energy Flow . . . . . . . . . . . . . . . . . . . . 141 Alien Creation II. . . . . . . . . . . . . . . . . . 143 ALIENMINDS . . . . . . . . . . . . . . . . . . . . .166 MILITARYFORCES . . . . . . . . . . . . . . . . .187 Autotrophs and Decomposers. . . . . . 143 Brains. . . . . . . . . . . . . . . . . . . . . . . . . . 166 Alternate Armies. . . . . . . . . . . . . . . . . . 189 Herbivores. . . . . . . . . . . . . . . . . . . . . . 144 Nature: The Influence of Biology. . . 167 How Much Military Rank?. . . . . . . . . 189 Carnivores. . . . . . . . . . . . . . . . . . . . . . 144 Nurture: The Influence of Society. . . 167 INTERSTELLARGOVERNMENTS . . . .190 Parasites and Symbionts. . . . . . . . . . . 146 Alien Creation IX. . . . . . . . . . . . . . . . . 168 Anarchy. . . . . . . . . . . . . . . . . . . . . . . . 190 ALIENANATOMY . . . . . . . . . . . . . . . . . .146 Alien Creation X. . . . . . . . . . . . . . . . . . 169 Alliance. . . . . . . . . . . . . . . . . . . . . . . . . 191 Mobility. . . . . . . . . . . . . . . . . . . . . . . . 146 Federation. . . . . . . . . . . . . . . . . . . . . . 193 Size. . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 7. FUTURE AND ALIEN Corporate State. . . . . . . . . . . . . . . . . . 195 Alien Creation III. . . . . . . . . . . . . . . . . 149 CIVILIZATIONS. . . . . . . 171 Empire. . . . . . . . . . . . . . . . . . . . . . . . . 197 Body Plan. . . . . . . . . . . . . . . . . . . . . . . 150 STORYCONCERNS . . . . . . . . . . . . . . . . .172 Why People Support Alien Creation IV. . . . . . . . . . . . . . . . . 151 Control and Intrusiveness. . . . . . . . . 173 Rotten Empires. . . . . . . . . . . . . . . 197 Alien Creation V. . . . . . . . . . . . . . . . . . 154 Avenues to Power. . . . . . . . . . . . . . . . 174 Alternate Empires. . . . . . . . . . . . . . . . . 199 Skin, Hide, and Alternatives . . . . . . . 155 Alien Governments. . . . . . . . . . . . . . . 199 Planetary Governments. . . . . . . . . . . 201 History and Government. . . . . . . . . . . 201 ORGANIZATIONS . . . . . . . . . . . . . . . . . . .202 About GURPS 8. ADVENTURES . . . . . . . . 207 THEHOOK . . . . . . . . . . . . . . . . . . . . . . .208 Steve Jackson Games is committed to full support of GURPS The Default Adventure. . . . . . . . . . . . . 208 players. Our address is SJ Games, Box 18957, Austin, TX 78760. Please Metaplot. . . . . . . . . . . . . . . . . . . . . . . . 209 include a self-addressed, stamped envelope (SASE) any time you write GOALS . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 us! We can also be reached by e-mail: [email protected]. Resources OBSTACLES . . . . . . . . . . . . . . . . . . . . . . .210 include: Puzzles and Mysteries . . . . . . . . . . . . 210 Alien Psychology. . . . . . . . . . . . . . . . . . 211 Pyramid (www.sjgames.com/pyramid/). Our online magazine Adversaries. . . . . . . . . . . . . . . . . . . . . . 211 Adventure Seeds. . . . . . . . . . . . . . . . . . 212 includes new GURPSrules and articles. It also covers the d20system, Ars Magica, BESM, Call of Cthulhu,and many more top games – and 9. CHARACTERS . . . . . . . . 214 other Steve Jackson Games releases like Illuminati, Car Wars, GROUPSTRUCTURES . . . . . . . . . . . . . .214 Transhuman Space,and more. Pyramidsubscribers also get opportu- CHARACTERCONCEPTS . . . . . . . . . . . .215 nities to playtest new GURPSbooks! Astronauts. . . . . . . . . . . . . . . . . . . . . . 215 New supplements and adventures. GURPS continues to grow, and Space Knights. . . . . . . . . . . . . . . . . . . 215 Niche Protection . . . . . . . . . . . . . . . . . 215 we’ll be happy to let you know what’s new. For a current catalog, send Tramp Freighters and us a legal-sized SASE, or just visit www.warehouse23.com. Merchant Princes. . . . . . . . . . . . . 216 e23.Our e-publishing division offers GURPSadventures, play aids, Modified Humans. . . . . . . . . . . . . . . . 216 and support not available anywhere else! Just head over to Uplifted Animals . . . . . . . . . . . . . . . . . 217 Psionic Mutants. . . . . . . . . . . . . . . . . . 217 www.sjgames.com/e23/. Robots and AIs. . . . . . . . . . . . . . . . . . . 218 Errata.Everyone makes mistakes, including us – but we do our best Aliens . . . . . . . . . . . . . . . . . . . . . . . . . . 218 to fix our errors. Up-to-date errata sheets for all GURPS releases, ADVANTAGES, DISADVANTAGES, including this book, are available on our website – see below. ANDSKILLS . . . . . . . . . . . . . . . . . .219 Internet. Visit us on the World Wide Web at www.sjgames.com CHARACTERTEMPLATES . . . . . . . . . . .226 for errata, updates, Q&A, free webforums, and much more. To Astronaut. . . . . . . . . . . . . . . . . . . . . . . 226 discuss GURPS with SJ Games staff and fellow gamers, come to our Bounty Hunter . . . . . . . . . . . . . . . . . . 227 Colonist . . . . . . . . . . . . . . . . . . . . . . . . 227 forums at forums.sjgames.com. The GURPS Space web page is Con Man . . . . . . . . . . . . . . . . . . . . . . . 228 www.sjgames.com/gurps/books/space/. Detective. . . . . . . . . . . . . . . . . . . . . . . . 228 Bibliographies.Many of our books have extensive bibliographies, and Doctor. . . . . . . . . . . . . . . . . . . . . . . . . . 229 we’re putting them online – with links to let you buy the books that Explorer. . . . . . . . . . . . . . . . . . . . . . . . 230 Scientist. . . . . . . . . . . . . . . . . . . . . . . . 231 interest you! Go to the book’s web page and look for the “Bibliography” Secret Agent. . . . . . . . . . . . . . . . . . . . . 231 link. Security Officer. . . . . . . . . . . . . . . . . . 232 GURPSnet. This e-mail list hosts much of the online discussion of Soldier. . . . . . . . . . . . . . . . . . . . . . . . . 233 GURPS. To join, point your web browser to www.sjgames.com/ Space Knight. . . . . . . . . . . . . . . . . . . . 234 Space Worker . . . . . . . . . . . . . . . . . . . 234 mailman/listinfo/gurpsnet-l/. Technician. . . . . . . . . . . . . . . . . . . . . . 235 Thief. . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth Edition. Page references that begin with B refer to BIBLIOGRAPHY . . . . . . . . . 236 that book, not this one. INDEX . . . . . . . . . . . . . . . 238 C 3 ONTENTS I NTRODUCTION Why do we dream of voyages to space? Why do we make up tales of distant worlds and other stars? Isn’t Earth enough? Well, no. Earth is a big planet with plenty of weird stuff on it, but it’s get- ting too well-known. Human civiliza- tion is increasingly close-knit, so even in the most exotic lands one sees familiar brand names and hears famil- iar pop music. We want wonders. We want to climb 26 miles to the top of Mons Olympus on Mars, see the rings of Saturn filling half the sky, watch the double sunset on Alpha Centauri IV, see stars being born in the Orion Nebula, and watch them spiral in to die in the central black hole of the adventures are achievable. Anyone revised their text for the third edition. galaxy. Space exploration brings a can join in, no royal birth or ancient The current edition includes a great whole universe of wonders within prophecy required. Those odd soci- deal of text from these earlier versions. reach. eties? They’re real, too – or can be. If This book also incorporates mate- We want to play with ideas. What this book has a message, it’s: we can do rial from several other GURPSbooks. would life be like on a planet of a flare this. Humans are capable of great The concepts of tone, scale, and scope star? What are some other ways to run things. Sure, Earth is a great place, used in Chapter 1 were pioneered by a society, or distribute wealth? How but if we limit ourselves to a single Ken Hite in the third edition of does hyperspace travel affect interstel- planet, it’s an admission of defeat. GURPS Horror. The world design lar military strategy? Space travel and sequences in Chapters 4 and 5 are colonization lets us create new soci- eties and examine different ways of PUBLICATION descended from the one designed by Jon F. Zeigler for GURPS Traveller: doing things. H ISTORY First In; a simpler version of the cur- We also want someone to talk to. rent system also appears in GURPS An alien perspective would tell us This is the fourth edition of GURPS Traveller: Interstellar Wars. The many things about the universe, and Space. Steve Jackson and William alien design sequence in Chapter 6 about ourselves. Alien music and alien Barton collaborated on the first and was inspired by the one Stefan Jones art might revitalize our jaded tastes second editions, and David Pulver created for GURPS Uplift. and inbred styles. Civilizations older than our own might know the answers to some of our questions – and ask About the Authors some questions we haven’t even thought of. James L. Cambias is a game designer and science fiction writer, cur- Finally, as gamers we want adven- rently resident in western Massachusetts. He is putting the finishing tures. We want to chase our foes touches on his plan to gain a complete monopoly on science fiction role- across the icy plains of Pluto, or hide playing sourcebooks. Earlier stages in the project include GURPS from them in the clouds of Neptune. Planet Krishna, GURPS Mars, GURPS Planet of Adventure; Star We want to make a killing doing busi- Heroand Terran Empirefrom Hero Games; and several science fiction ness with intelligent fungi from Altair, short stories. With the appearance of this book, total science fiction or lead troops into battle against robot domination is within his grasp! hordes. Space is fun. Jon F. Zeigler has been a science fiction fan since the cradle What makes space different is that (literally). He and his wife and two children live in Maryland, where it’s real. The wonders are really out he works for the federal government as a network security analyst. there, along with others we haven’t He has written several books for GURPS, especially for the GURPS seen. There are real alien civilizations TravellerandTranshuman Spaceproduct lines. out there somewhere, probably more strange than we’ve imagined. Space 4 I NTRODUCTION C O HAPTER NE S PACE I dodged the thing’s deadly beam-blasts and leaped over one of the tumbled stone slabs to find cover. Captain Panatic was hunkered down behind the same slab, his proton gun ready. “I’m wondering why I’m here, Dr. Wallace. I could have stayed back in the Patrol and fought pirates.” The slab cracked as a beam-blast struck it. Panatic popped up and fired off a couple of bursts at the giant glittering menace slowly approaching us. “Or I could have taken my brother’s offer and gone into “But I didn’t do those things. I heard you were looking for a business as a merchant. I think I’d make a pretty good pilot, so I took the job. Do you know why, Dr. Wallace?” merchant, don’t you?” Panatic took out a couple of spare power cells and began I ducked as a blast shattered the wall above me, showering prying at the casings. He got them open, used a strip of foil to us both with fragments of blackened stone. connect them somehow, counted under his breath, and tossed Captain Panatic took my rucksack and began rummaging them over the slab at the machine. A second later, there was a through it. “I might even have bought some land on a colony tremendous explosion. world, maybe raise dairy cattle and make cheese. Do you like When the dust had cleared and we could stop coughing, cheese, Dr. Wallace?” Panatic and I peeked over the slab. The ancient alien machine I risked a look. The huge golden machine that I’d mistaken was toppled over and still. for an alien idol was now only five meters away, shoving aside “I signed on with you because I figured an archaeology slabs bigger than the one we were hiding behind. voyage would be nice and safe. What could possibly happen?” I decided not to tell him about the psi-worms yet. S 5 PACE S S F PACE AND PACE ICTION A L “superscience” methods of negating things up, SF writers began a long ITTLE gravity to allow their heroes to visit tradition of coming up with ways to LITERARY other worlds. cheat Einstein. E.E. “Doc” Smith’s At the start of the 20th century, pio- “Lensman” series used the “inertia- H ISTORY neering scientists like Konstantin less” drive to let spaceships crack the Tsiolkovsky and Robert Goddard lightspeed barrier; others postulated Space travel has always been the began to investigate the possibilities of short cuts through hyperspace, most important trope in science fic- rockets as a practical means of space instantaneous “jump” drives, space- tion. To many people, it’s “all that exploration, and space travel moved bending warp drives, and a long list outer space stuff.” And certainly SF solidly into the realm of hard SF, of methods ranging from barely writers have been interested in the where it has remained ever since. possible to ridiculous. subject for a very long time. Johannes Science-fiction writers (and fans) In modern science fiction, space Kepler wrote about a voyage to the were soon bandying about technical voyages and interstellar faster-than- Moon in 1634, and although his hero concepts like specific impulse, delta-V, light travel are part of the “furniture” gets there by means of magic, ullage, and gyrostabilization. Some of of the genre. Authors no longer have Kepler’s description of conditions on them, like Arthur C. Clarke, mixed SF to explain how the spaceships work or the Moon was pure “hard” science writing with research and theoretical waste much time describing the thun- fiction. work on space exploration. der of the mighty rocket engines, Early accounts of space voyages Unfortunately for science-fiction because those are all so familiar to the were often fantasies, either explicitly writers, astronomers during the same readers from movies and televised like Kepler’s, or with a wink at the era were discovering some uncomfort- space missions. reader, as when Francis Godwin used able facts about the solar system. As migratory geese to carry his hero to early as the 1890s, it was known that WHY SPACE the Moon in The Man in the Mooneor Mars was too cold and dry to support Edgar Allan Poe used a balloon to T ? any advanced life, and in the 1960s RAVEL carry Hans Pfaal there in “The scientists learned that Venus was Unparalleled Adventure of one Hans Given that science fiction covers all equally inhospitable. A few writers Pfaal.” But by the middle of the 19th possible futures, alternate pasts, other tried handwaving about asteroids with century, authors began speculating realities, and transformations of the Earthlike conditions or speculation about ways by which people might human body and mind, it may seem about the moons of the outer giant really be able to leave the Earth. odd that so much energy in the field is planets, but the majority of SF writers Edward Everett Hale proposed a giant devoted to stories about voyages in began looking to the stars. catapult powered by spinning fly- outer space. Some see this as a contin- Tales of space exploration wheels to launch an artificial satellite uation of the American idea of the fron- remained limited to the Solar system in “The Brick Moon,” and Jules Verne tier, with space fiction as nothing more until about World War II, when writ- envisioned a titanic cannon in From than Westerns with ray guns. Others ers began working on a larger scale. the Earth to the Moon. Later authors speculate archly about the sexual Because of Albert Einstein’s theory of like H.G. Wells and George Griffiths imagery of rockets. Certainly there isa relativity, the readers were also aware realized the problems with those lot of powerful symbolism involved in that journeys to other stars were like- methods and concocted imaginary the idea of rising up away from Earth ly to take a very long time. To speed and mundane concerns to soar among the stars. In just about all mythologies the sky is where the gods live. But there is more to space travel What’s Not in This Book than just the symbols. The simple fact Though GURPS Spaceis intended as the chief sourcebook for sci- is that space travel (and interstellar ence fiction roleplaying using the GURPSsystem, the main focus of travel) are the most plausible ways to this book is adventures in space and on other worlds. There are whole have stories about humans in settings subgenres of SF that aren’t covered here, because they’re important that are not Earthly locales and inter- enough to get their own sourcebooks. Descriptions of specific game acting with beings who are not other universes are covered in GURPS worldbooks. GURPS Infinite people like themselves. This is not Worlds covers time travel, interdimensional travel, and alternate very different from descriptions of histories – and presents a campaign framework that links all the fantasy settings – Narnia and Middle- GURPS worldbooks. GURPS Powers describes psionics and other Earth are not Earthly locales and super-powers. Forthcoming “tech books” will provide shopping lists have nonhuman inhabitants – but of futuristic gadgets. there is an important difference. Alien worlds in outer space are fairylands 6 S PACE that could be real, and that don’t extraordinary voyages to Africa or the D ESIGNING THE require special magic to visit. Even ocean deeps let his readers visit those the other worlds of the Solar system exotic places, space fiction lets SPACE CAMPAIGN turn out to be strange and interesting Earthbound readers “play tourist” Much of the excitement of a star- in ways unlike anything on Earth. among the wonders of the Universe. spanning campaign comes from hav- Just as Jules Verne’s stories of ing a detailed, believable background, and this section provides an overview of how to create one. These rules are Hard and not tied to any single vision of the future. This book is not intended to Soft Science Fiction impose a background on the game; rather, it gives creative GMs the tools In discussions of science fiction, “hard SF” refers to stories in which to develop any type of outer-space the science is as accurate as possible, and usually the focus of the story campaign. as well. “Soft SF” has shifted slightly in meaning over the years. Designing a complete space cam- Originally it referred to stories focusing on the “soft sciences” – psychol- paign involves several decisions. ogy, sociology, history, etc. Those are the sciences concerned with human behavior, and in time soft SF began to refer to stories that de- Type emphasized the science in favor of closer attention to the characters and their emotions. This is the big one: what kind of What started simply as a matter of classification turned into a mine- campaign will it be? What will the PCs field when some fans and authors tried to insist that only hard SF was do? Are they military officers, explor- “real” science fiction, and that any stories that subordinated the science ers, or traders? Would they rather to the characters were somehow inferior or pretentiously imitating engage in combat or diplomacy? mainstream fiction. In an interesting boomerang effect, many critics Game Masters may wish to poll their outside the field have taken much the same line, insisting that all SF is potential players to see what type of campaign most of them like best. “just about gadgets,” and any stories that portray human emotions and relationships aren’t science fiction because they’re too goodfor the field. In this book we’re going to avoid any judgments about what sort of Scope and fiction is best. Hard SF refers to stories with a strong emphasis on sci- Interstellar Travel entific accuracy, while soft SF here means stories or campaigns that do not. Which is best depends on what the players and GM do. How much space does the cam- paign universe cover? Will it be set Science Fantasy within a single star system, around a few dozen nearby stars, or in a whole One might expect the least realistic form of SF to be what’s often spiral arm of the galaxy? This deci- called “science fantasy,” in which scientific and magical elements are sion is tied to the choice of faster- blended. Examples include Heinlein’s story “Waldo” and Christopher than-light drives available: the faster Stasheff’s Warlockseries. the drive, the more territory that can But in point of fact science fantasy can have its own varying degrees be covered. Are habitable worlds of realism. If the magic is tightly defined and the interactions between rare, common, or innumerable? And magic and science are carefully thought out, then it can be just as real- how close are they in terms of travel istic as any moderately hard SF with one or two bits of imaginary sci- time? The more quickly the PCs can ence. The magic just fills the niche of “rubber science.” A great example travel between worlds, the likelier of highly realistic science fantasy is the GURPS Technomancersetting, they are to interact on a large scale – which blends “technothriller” technology with rigorously explored sharing governments, trading, extra- magic, and addresses all the social and political implications of indus- diting criminals, or fighting wars. trial-scale magic in a scientific and rational society. By contrast, most superhero settings include both magic and super- science, and treat neither one with much realism at all. Wizards, sen- Interstellar Societies tient machines, aliens, avatars of powerful gods, and mutants with and Organizations strange powers all coexist, yet the society in which they operate shows Do the characters live in a mas- no effect at all. Nothing is realistic, but it’s all a lot of fun and allows cool sive empire or a loose-knit alliance? adventures in capes and spandex. Is the government restrictive? Are Game Masters can certainly combine fantasy and SF in a GURPS the police and military effective? Are Spacecampaign; treat the magic as just another area of “rubber sci- there many societies, or just one ence” and set the realism level as needed for the desired style of cam- large super-civilization? Note that paign. Obviously, a full discussion of fantasy is beyond the scope of the number and size of societies in this book, but GURPS Fantasyand other sourcebooks can supply the the campaign are tied to the scope. missing ingredients. What interstellar organizations are important? And what is the historyof interstellar civilization? S 7 PACE General Technology What are the campaign’s average and maximum tech levels? What sort Ships and Outposts of FTL communication, weaponry, A common and very useful situation in science fiction is to chronicle medicine, and personal gear will be the adventures of a daring spaceship crew as they voyage through the available? The technology in a cam- galaxy. Undoubtedly Star Trek’s U.S.S. Enterprise is the most famous paign affects what type of adventures example, but there are scores of others. All of them can trace their are possible, so Game Masters must ancestry back to sea stories, from the Horatio Hornblower novels clear be sure that the available tech fits the back to the Odysseyor the story of Jason and the Argonauts. desired campaign type. A tremendous strength of the ship-based dramatic framework is its flexibility. The characters are in a familiar setting, but that setting is Drawing the Map mobile, letting them interact with new antagonists and encounter new Where are things in the campaign situations. This applies to roleplaying campaigns as well as fiction. The relative to each other? What are ship itself becomes a natural “home base” for the characters. Players important places and why? may get quite attached to their in-game starship, drawing up deck Traditionally science-fiction universes plans, poring through the ship-design rules for upgrades to drool over, feature a “core” of advanced, heavily or designing insignia. But since the ship moves around, the GM can eas- populated worlds and a frontier zone ily introduce the characters to new adventures. The relative cost of a or “rim” where colonies are young and spacecraft is very important: if only governments can afford them, the the government’s power is weak. If setting will have a very different feel than if a group of startup entrepre- rival empires are cheek-by-jowl the neurs can get a used ship and start trading. political situation will be very different Probably the most important bit of preparation for any ship-based than if they are separated by wide campaign is to create the starship itself. If one or more of the players expanses of unclaimed space. have a “gearhead” bent and are interested in delving into technical minutiae, it may be a good idea to let them do the design work, within the limits of budgetary and technological restrictions imposed by the Aliens and Other Game Master (and possibly the campaign setting). The ship they create Nonhumans can be a great guide for the GM in creating adventures. Players who In the campaign are the “good stuff their ships with weapons obviously want to be able to point those guys” all human? What exactly consti- weapons at something. Let them chase space pirates or fight off an alien tutes “human” anyway if cyborgs, invasion. If they pack the sensor suite with planetary-survey instru- mutants, and uplifted animals are part ments and give the ship enough onboard fuel purifiers and repair shops of the setting? Are there allied species? to keep it running for years away from civilization, they’re probably Are there “bad guy” civilizations? going to want to explore the great beyond. What about vanished races? What is The Outpost the role of artificial intelligences? A variant campaign idea is that of the outpost or space station. Like a ship, an outpost framework provides a cozy “home base” for the char- Local Societies acters. Unlike ships, outposts are stationary; adventure has to come to What are the specific worlds and them. Important outposts in SF include the titular space stations of the places the characters will spend time Babylon 5and Deep Space 9television series, and the giant space hospi- in like? How do they interact with tal of James White’s “Sector General” stories. interstellar society? What are the local Outpost campaigns have many of the same concerns as those built laws and customs, what starship around a starship. Typically a station is larger and more self-sufficient repair facilities are available, and than a ship, but this just means its enemies get to be more powerful. what’s the best place to get a plate of Visitors to the outpost are the obvious adventure hooks, but occasional- Rigelian chili? ly the crew does get to go off on missions within the station’s area of responsibility. Because of the more static nature of an outpost cam- S CALE paign, adventures are likely to be less action-oriented and involve more roleplaying and politicking. S AND COPE The scope of the campaign is the size of the environment in which the The crew of a small merchant starship level of complexity and size before characters operate, and the scale is the that voyages among distant galaxies introducing the next. As the charac- level at which they can affect that envi- has a colossal scope but a limited ters improve in personal abilities and ronment. Characters who are the scale. gain wealth and power from their commanders of a space station in a The two are linked. A gradually actions in the game, their scale game confined to that station have increasing physical scope gives the naturally tends to increase as well. limited scope but relatively high scale. players a chance to get used to each An increase in scope can provide 8 S PACE increasingly powerful characters with instance, even a trip to Mars takes a travel times. A game spanning the appropriate challenges by bringing year, and voyages to the outer planets whole galaxy would feel compact if a them into contact with new and can take decades. In that case, the personal spaceship can get from the mightier opponents. So what if they scope feels large because of the long rim to the core in an afternoon. are masters of a whole star system when there is a whole vast galaxy out there? Ship-based campaigns necessarily have a large physical scope. Colony campaigns and post-apocalyptic set- tings may be relatively limited, but since a theme in both subgenres is “pushing back the frontier,” the scope will likely expand. Physical scope is linked closely to technology, especially transportation. A large scope means little if rapid transport makes everyplace effectively “next door.” For a campaign to feel big, there must be some effect of distance. Some places must be “far away” and take a long time to reach. In a hard-SF game set in the real Solar system, for Tone The tone is the “feel” of a campaign – the mood the suitable in exploration (focusing on alien or cosmic GM wants to invoke in the setting. There is a vast range menaces), law enforcement (concentrating on sadistic of possible tones. To some extent, every author and every killers and social horrors), or military (exploring story or film has a slightly different one. In classic sci- psychological horror). ence fiction, however, several tones predominate. Romance Action-Adventure For a long time science fiction avoided “mushy stuff” Common in all types of SF, especially film and mili- like relationships between characters. That began to tary SF, action-adventure science fiction emphasizes change in the 1960s, and recent decades have seen the danger, motion, and physical conflict. Problems are rise of a whole romantic subgenre of science fiction, solved with fisticuffs or blaster fire, usually while hang- written by authors like Catherine Asaro and Lois ing off the edge of an orbital elevator capsule or speed- McMaster Bujold. In romantic SF the focus is on inter- ing hovercraft. There is usually a sense that the heroes actions and relationships among the characters, though will triumph despite all the danger and opposition. there is still plenty of room for exploding spaceships and Campaigns especially suitable for action-adventure are alien menaces. military, law-enforcement, criminal, and planetary romance. However, just about any roleplaying campaign Space Opera is likely to have at least some action-adventure moments. Sometimes considered a subgenre of its own, space opera is SF with the dials all cranked to 11. The scale is Horror titanic; seldom are characters concerned with the fate of Horror and SF are Siamese twin genres, born at anything less than a whole planet. The range is usually about the same time from Gothic fiction and maturing vast. Psychological realism takes a back seat to battles of together in the pulp magazines. Horror is all about fear: Ultimate Good against blackest Evil. Scientific realism is what the characters fear, what the playersfear, and what back there, too, cowering helplessly as physical laws everyone fears. Fear works best when the opposition are broken with contemptuous ease. Spaceships are seems unbeatable and implacably hostile. Science fic- huge and baroque, doing battle with brightly colored tion can provide a scientific rationale for “conventional” beam weapons. Aliens are many and exotic. Settings horror about monsters or psycho killers, but it also emphasize wonder (see below) and plots emphasize lends itself well to “cosmic” horror, in which the true action (see above). fear comes from realizing just how tiny and unimpor- tant humans are in the face of a vast universe. Horror Continued on next page . . . can creep into most SF campaigns, but is especially S 9 PACE

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.