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.
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.
| 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 |
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 |
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.
| 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. |
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.
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 TypesHere 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!).
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.