Maximum Security
A futuristic GURPS campaign on a penal planet
 
Player Background Information
 
The campaign takes place in the near future (mostly TL 8 with a little TL 9) in a universe where humanity has recently moved beyond its homeworld to begin colonizing planets around other stars.  The central premise of this campaign is that the player characters (PCs) are recently convicted criminals who have just arrived at a penal colony on a newly settled planet.  The genre of the campaign is intended to be hard science fiction, meaning that the fictional technology introduced will be as plausible as possible, given our current understanding of our universe.  However, where fun and realism are at odds, fun will always win out.

Below, players in this campaign will find information which will introduce them to the campaign universe.  Included is a timeline indicating the path humanity has taken up to the present epoch of the campaign beginning.  Also, a description of some aspects of the current social and political state of the human sphere of influence which will help the players define the background for their characters.  A description of available and horizon technology is included, but players are warned that different worlds in the human domain will have different technological levels.  Since the campaign begins at the players' arrival at the penal planet, you will find very little description of that planet or the prison system below.  Players will learn more than enough about that during the course of play.

I heartily welcome players to propose new material for the campaign, whether it be descriptions of the PCs' homeworlds, insights into likely social and/or political conditions in this scenario, or comments on the plausibility of some historical event or new technology.
 

    Contents
  1. History of humanity: 2000 to present
  2. Description of the human domain at present
  3. Human technological achievement
  4. Campaign notes

History of humanity: 2000 to present

This is a brief timeline of the major human events which lead up to the start of the campaign.  A good fraction of this information is common knowledge to all educated humans, although most characters will likely confuse some dates and forget the details of some of the events, especially events before the PC's birth!  Depending on the character's homeworld and educational background, he or she may have more insight into some events than others.
 
A more detailed timeline is available for curious players and characters with the History skill.  Click on the year of the events below to jump to the appropriate entry in the detailed timeline.

Remember:  The detailed timeline is heavy on the 2000-2020 era simply because that is the period to which I could most easily extrapolate.  In reality, this period is about as important to the PCs as the 1910s are to us!  Try to keep player and PC knowledge vaguely separate when necessary.  There is no "Twen-Cen" nostalgia in the campaign present that is any stronger or any more special than 1990s nostalgia for the 1920s or the Victorian era.  In fact, the PCs might despise us and laugh at us just as we despise and laugh at the backwards social and technological state of the 1890s.  For example, our gender inequalities might be viewed by them the way we look at drastic racial inequalities from 50-60 years ago.

 

Major Historical Events

Year(s) Description Commentary/Elaboration
2010 First humans on Mars Colonization of the Solar System
2016 Establishment of Martian New China colony New China and other nations
2022 Artifact discovered History of the Artifact
2031 Start of the "Non" movement Social change in the 21st century
2034 Genetics Standards Board established Genetics and biology
2038-2043 Alien virus infection
2046-2048 Exploration ships leave Earth
2058-2074 First colony ships leave for new planets See links to colony worlds below
2064 Colony established at Alpha Cen B
2075-2086 The Mars War War in the future
2087 Colony established at Groombridge 34 (Origin)
2111 PCs leave Earth on transport ship Crime and punishment
2124 PC prisoners arrive at Origin World See Campaign Notes below
 
Description of the human domain at present
The Nearest Stellar Systems
 
Name Distance (ly) Type Also Known As Notes
Sol 0.00 G2V Sun, etc. Colonies; home system
Proxima Centauri 4.22 M5e    
Alpha Centauri A 4.40 G2V   Abandoned outpost
Alpha Centauri B 4.40 K1V Remus Colonies
Barnard's Star 5.94 sdM4    
Wolf 359 7.6 M8    
Lalande 21185 8.31 M2V Ember  
UV Ceti A 8.4 M6V.    
UV Ceti B 8.4 M6V    
Sirius A 8.60 A0m..    
Sirius B 8.60 dA    
Ross 154 9.69 M3.5Ve    
Ross 248 10.4 M6V    
Epsilon Eridani 10.5 K2V Qijou Colony
Lacaille 9352 10.7 M2/M3V Sufu Colony
Luyten 789-6 10.8 M7    
Ross 128 10.9 M4.5V El Enano  
61 Cygni A 11.4 K5V Fahdbar  
61 Cygni B 11.4 K7V George Colony
Procyon A 11.4 F5IV-V   Colony
Procyon B 11.4 dK7 Puppy  
BD +59 1915 A 11.5 K5 Calamity  
BD +59 1915 B 11.6 K5 Zhoudong Ji Colony ship en route
Groombridge 34 A 11.6 M1V Origin Colony; the campaign planet is in this system
Groombridge 34 B 11.6 M6 Legume  
Epsilon Indi 11.8 K5V Izmunuti  
Tau Ceti 11.9 G8V   Colony established recently; no news yet
HIP 5643 12.1 M5.5Ve Glow Scientific settlement en route
Luyten's Star 12.4 M5    
Table of distances between any two of these stars (only includes the brightest, Hipparcos-selected ones)
(Note: these data are compiled from a few different sources, so they are not necessarily consistent)
 

 

Human technological achievement
 
This section details what technology is available by the beginning of the campaign. This is a list of general categories of high-tech applications of human biology.  If players are interested in using some of these for their characters, consult the GM.  Players will need to spend Unusual Background points to get any illegal services.

Genetic diagnostics:  Scanners use a drop of some body fluid to analyze a person's genetic makeup.  People can be scanned for susceptibilities for specific diseases.  It is very illegal to release this information about a person.
Gene therapy:  Specially tailored viruses enter the body and fix genes that are likely to cause problems in the future.  In this way, many inherited diseases can be prevented.  However, the application of this process is very closely monitored by the Genetic Standards Board.
Gengineering:  Optimal sperm can be selected to join a single egg to form embryos which will grow to have selected traits.  This form of "breeding" is used for animals and plants, but is quite illegal for humans.  However, some misguided parents still try it using black market gengineers.
Biomods and transplants:  Everyone knows this happens, but much of it is illegal.  Most cosmetic bodysculpting is legal and is quite safe.  For people with medical problems, replacement organs/tissues can be grown and transplanted by any qualified hospital.  However, transplants from beings other than the patient are highly illegal except in an emergency.  In fact, the organ donor practices of the 1990s are seen as disgusting and brutal.  But sometimes people go to black market surgeons to get improvements.
Artificial transplant organs:  Cell samples are taken from the patient and cloned to form new organs (like a heart or a pancreas) grown in a vat.
Cloning:  While this technology became popular for animals for many years, it has fallen out of favor since Gengineering can produce a better animal while cloning just maintains the status quo.  Cloning of humans is very, very illegal and is seen as a pointless activity by the average populace.
Suspended animation:  It's not true suspended animation, but people can be put into artificial, very deep hibernation for up to about six months.  Patients are put in a biomonitoring chamber which chills them and feeds them hibernation drugs and nutrients for the duration of the suspension.

Computing technology has exploded in the 21st century.
  • Homes are computerized: security systems; voice activated lights and appliances; AI answering machines; personal assistants to handle many of your day-to-day affairs
  • Local and global communications technology allows anyone to be online from anywhere.  Basically, any information services can be accessed from where ever you are, one way or another
  • Personal technology has made vast advances:
  •    Hardware:  In addition to shrinking, new hardware is made on a flexible plastic substrate.  Consequently, your monitor can be folded like a handkerchief and put in your pocket.  A typical personal machine with net access can be worn as a watch or implanted subdermally.  Even if you do not have a subdermal computer, you typically have a small subdermal data cache with personal data (encryption keys, etc)
       Input: Virtual and audio systems have replaced keyboard and mouse.  Any computer can take voice commands in many languages.  You can achieve more private interaction by wearing rings or having fingertip implants which your computer can use to translate your hand motions into commands, whether you are air-typing or using some more abstract protocol.
       Output: All non-portable machines are capable of voice-output.  Portable computers require one of the following for auditory output: earphone(s) (external or internal!) or a small array of microspeakers to generate an interference pattern that can synthesize sound waves of any normal frequency.  These microspeakers are most often worn in a hat or in a watch band.  Imaging output is often accomplished by lasers in the user's glasses which bounce light off the interior of the lens, creating a hovering translucent display in front of your eyes.
  • Software:  AI is becoming more and more sophisticated.  Laws require an AI to identify itself as such if asked.  AI software can provide decent translation services between all major languages.  Computer privacy is accomplished by an uncrackable algorithm called "Wolf Security" after the mathematician Krishna Wolf.  As mentioned above, crypt keys are often kept in subdermal data caches, so your privacy is as safe as you are.
  • Weapon availability and illegality varies with each nation and each planet.  Below is general guidelines about what exists and how illegal it is.  Generally, Earth is quite restrictive about weapons, but many of the colonies are quite lenient

    Slugthrowers:  Conventional guns have been modified to use electrically heated gas to launch bullets instead of gunpowder.
    Gyrocs:  Slugs with their own propulsion increase the range and accuracy.  In this campaign, the damage is much lower than the 8d quoted in Ultra-Tech.  These are not legal for personal use in most places.
    Electrolasers:  A laser beam ionizes air and an electrical charge follows to strike the target.  Police use stunner versions of these.  The military uses these with a high-powered laser to disable missiles and aircraft.  Low-powered stun versions of these are allowed for personal defense.
    Lasers:  laser pistols are as legal as slugthrowers.  Military-strength laser weapons are illegal.
    Needlers:  Magnetic field to launch an iron shard.  Single shot needlers are about as legal as slugthrowers.  Multi-fire versions are as legal as gyrocs.
    Blasters:  Particle beam weapons like blasters are large, bulky and very, very illegal.
    Tanglers:  Legal, but unusual, these throw a bursting capsule of sticky strands to entrap someone.  The version in this campaign is much weaker than in Ultra-Tech.
    Armor:  It's technically legal to buy all sorts of armor, but buying it will put you on a list of suspicious characters and wearing it openly will make people flee from you.
     

    Campaign notes
     
    I would like everyone to create a detailed history for their characters.  In particular, it is up to the players to decide why the character is being sent to prison and whether or not they are guilty.  See the Crime and Punishment notes for ideas of what crimes might justify exile.  Relevant details about a character's past might include:  nation/planet of origin; past criminal history (if any); friends/family left behind; partners in crime who were also convicted or who got away; past employment/education; familiarity with various parts of the world(s); general outlook on life as well as likes/dislikes.

    I want to meet with each player a couple of times (face-to-face or by phone) before the first session to flesh out character ideas and to make sure your character makes sense in the context of the campaign.  Don't hesitate to come to me for ideas or with tentative ideas you want to toss around.  Just a note: since all of you will vaguely know each other from the trip to Origin (five years subjective time, but most of that asleep), we need to have all of the PCs done plenty in advance of the first session.

    I plan to post summaries of each session on the web within a few days after they are over.  If anyone wants to write up a personal journal for release to all of us, I heartily encourage you.  In some cases, there will be opportunities for offline (i.e. between session) communication between the PCs.  If/when this happens, all communications will be via email through me, not directly between you.  That way I can withhold info or tamper with the messages (heh heh).
     

    Basic Character Types
    Here are the types of characters I've thought of after 60 seconds of brainstorming that would be appropriate (Note: I don't just want five mesomorphic, homicidal psychopaths please!  I'd like PCs that can tolerate being part of a team!).   (Several of these are plagiarized from Jerry Acord's GURPS Union campaign)

    Tech Level:  Some of the achieved technology is listed above.  In general, most everything will be TL 8, but I have thrown in a little TL 9 stuff too.  When in doubt, ask me and I'll make a ruling.  Most of the decisions are in cache in my brain, and many (but not all) of those are in these pages.

    Beginning character points:  I haven't decided for sure (since I've never done GURPS sci-fi), but I expect about 100 points will be the final benchmark  Start with 100 but expect that I may tweak this by as much as +30/-10.  You are allowed up to 40 points of disadvantages, but remember it's more important that they make sense than that they add up to 40!!!  You are allowed up to five points of quirks.

    Allowed Books:  I own Basic, Martial Arts, Ultra Tech and Biotech, all of which could be useful (probably in that order).  Space is mostly for GMs and is not particularly useful for players.  Cybertech might be useful (not too likely in the prison) and certainly there are useful things in Compendium I & II (which I don't own).

    Magic, Supers and Psionics:  None of these are allowed in this campaign.  This campaign strives for hard-SF.

    Fatigue and Hit Points:  In this campaign, fatigue is based on HT and hit points are based on ST. The reasoning behind this change is that stamina is more properly based on Health, and withstanding injury should be based on Strength. Note that HT still determines the chance of staying conscious when below 0 hit points, and rolling to avoid death still occurs at -HT and every 5 points lower.  Muscular/big characters can simply withstand more "initial" punishment than smaller people.

    Low attributes as disadvantages:  For low attributes, only the point costs beyond -15 count towards the disadvantage limit (thus an attribute of 7 gives the character -20 points as usual for a character, but only -5 of those points counts towards the disadvantage limit).

    Will:  A character's Will score (WL) will be separate from IQ, with a base of 10. High and low levels of WL can be bought at +/- 4 points per level up or down. Where strong or weak Will would have modified another attribute (such as a HT roll for staying conscious), apply the difference (WL-10) to the roll. Thus, a character with a WL of 12 gets a 2-point advantage when rolling to stay conscious. Note that -4 points for weak will is not standard GURPS (which has -8 points/level).

    Spending awarded character points:  I will attempt to deliver CPs once for every 8 hours of game play (roughly).  Character point awards may be spent on increasing skill levels (by no more than one level at a time!), buying off disadvantages or buying advantages (this must be logical and role-played).  In all cases of doubt, consult the GM (who must approve all expenditures in any case).

    Improving attributes after character creation:  Improving ST and HT for PCs already in play does not cost double the number character points that a new PC pays.  Instead, pay the straight difference in cost between the start and end attribute level. Double cost for improving DX and IQ is still in effect, however.