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Gurps 4th edition pdf download

Gurps 4th edition pdf download

Characters (GURPS, 4th Edition),Item Preview

Basic Set: Characters GURPS Game Design by STEVE JACKSON GURPS Fourth Edition Revision by DAVID L. PULVER and SEAN M. PUNCH Cover Design by VICTOR R. 06/10/ · pdf-gurps-lite-fourth-edition Identifier-ark ark://t3qwf Ocr tesseract beta Ocr_detected_lang en Ocr_detected_lang_conf DOWNLOAD PDF FILE. Table of contents: Introduction Publication History About the Author About GURPS 1. Lock And Load What Is Tactical Shooting? M.A., began writing for Download Gurps Horror 4th Edition [PDF] Type: PDF. Size: MB. Download as PDF Download as DOCX Download as PPTX. Download Original PDF. This document was GURPS System Design STEVE JACKSON GURPS Line Editor SEAN PUNCH Managing Editor PHILIP REED e23 Manager STEVEN MARSH. About GURPS Steve Jackson Games is ... read more




The satellites would compensate for that, of course. She giggled. The first night on a new planet was almost always fun. outlet for population growth. Monsanto had won the bidding for the agricultural facilities, while Weygand-Yulani and Taggert Pan-Galactic had formed a joint venture to exploit the deposits of iridium and platinum detected by automated probes on the northern continent, all under contract with the UE government. Luna University was contracted to provide an objective study of the planet, and confirm the early survey results. Now their task was to study the planet in greater depth, in preparation for the arrival of the first wave of colonists, tentatively scheduled in another 18 months. The oldest of eight children, Ken learned both leadership and teamwork growing up back in Rockhampton.


The meeting would begin the process formally, each person presenting a plan for action and study, while Atchison determined priorities and resource allocation, such as use of the shuttlecraft, use of the orbital satellites, who got to use the most computer time and when, etc. Atchison would also compile all reports and make sure they were properly transmitted to higher authorities at regular intervals. A hand-communicator could not reach the satellites, but it could reach the base camp and an automatic relay. For deliberate trips away from camp, a larger communicator able to reach the satellites was carried. The ground stations sent a burst transmission to the satellites every hour, with weather data, any messages deliberately added, copies of communicator transmissions, and a passive sensor sweep of the camp.


The satellites kept the last 30 of these transmissions in a buffer, and if the transmissions stopped, would store whatever they had on file and send an alert message into the subspace network. Fortunately their marriage was strong enough to survive working together on the same project, something that they had seen harm many other relationships. The Andorian Dr. He would study the plant and animal life of the world and also watch for any disease organisms which might impact the group. Elur had taken a vow of poverty and chastity as part of his religious training many years ago. He was a member of the An- Encampment One, Southern Continent, Planet MWV, October 25, Y, Hours Local Time Ken awoke with an ache in his back, Maiah gently snoring next to him. Glancing out the front of the shelter, he saw that Gloria and Michiko were already awake, drinking coffee under the dining fly. Sitting outside his own shelter, Dr. Elur was doing stretching exercises. Sarest, Isabe, and Ecirp were nowhere he could see, possibly still sleeping, exploring, or tending equipment out of his sight range.


The sun was bright and wispy clouds floated by, a beautiful day. MWV was technically at Pre-Colonization Phase D: Pioneering. The planet had been discovered by an automated probe nine years ago, then visited by the survey ship Amerigo Vespucci six years later for an initial survey. She was cross-trained in geology and would assist Maiah when necessary. Gloria Fernandez, from Novelda, Spain, on Earth, was the lead botanist and ecologist, working closely with Dr. Elur in studying the native life forms. He was also a skilled hunter and tracker, and took his security and protection responsibilities very seriously. A former captain in the Star Fleet Marines, Isabe was discharged after being accused of violating the Prime Directive while serving aboard the starship Hood eight years ago.


Atchison felt that Isabe had been railroaded in the court-martial and made a scapegoat for the actions of higher officers. He knew Isabe well and the man had always acted in good faith. The only group member who was an outsider was Sarest, the Vulcan generalist with expertise in many different disciplines. He was also a qualified shuttle pilot, like Isabe, Michiko, and Ken himself. Sarest was the newest member of the team, and had been assigned at the last minute when Dr. Sarest had previously worked for private industry and this was his first mission for the University. She stood before him in all her glory.


Not enough time. Encampment One, Southern Continent, Planet MWV, October 25, Y, Hours Local Time The team gathered under the dining fly, replicated coffee and doughnuts on the table. Anyone seen Ecirp? No one had. Standard schedule like on our last assignment, we meet at for the daily meeting over breakfast. You are free to eat lunch on your own, but the evening meal at is mandatory unless you are out of camp on a mission. The setup should be complete by this afternoon and you can get started on your individual projects then. Any objections? To business then. The data from the biological sampler indicates that the local flora utilize a rather unique set of nucleic acids, more like life forms typical to a ClassK ecosystem than a Class-M, despite the planetary classification.


I can help with that. I noticed the same thing and have it on my list. Your turn, Michiko. Temperate climate, moderate precipitation. Perhaps a bit cold in the winter months, but not too bad. I will take some soil and silt samples of course, help determine the longer-range cycles. No rush. Some preliminaries to finish first. Elur today, but tomorrow you will accompany Maiah on her research trip. Come in, Ecirp. The link with the satellites in orbit enabled the tricorders to extend their scanning range significantly. No humanoid life forms except us.


At least we know where to start. He could be seriously injured, not dead. Sarest, Gloria, you stay here. Get the shuttle prepped for launch in case we need to search. Send a signal to the Speedwell, inform them we may have a medical emergency and might need them to return quickly. Elur, get your med kit. Gloria preferred a fanny pack, while Atchison preferred a small rucksack. Most had a spare pair of socks. Everybody kept their bag ready to go and close at hand. Isabe had the point, phaser rifle ready, followed by Atchison, Maiah, and Michiko, armed with phaser pistols, and Dr. Elur with his medical tricorder. But his communicator is just ahead. He reached the pile of clothing, poked at it with his rifle, then waved the team forward. Just clothes. Elur shook his head. Aside from a slight fungal infection on his left foot, he was perfectly healthy. What about that? It was resistant to the antifungal cream he had with him, but I gave him a good dose of oral xenofungazole which should have cleared it up in a day or two.


My tests indicated the organism was susceptible to that drug. it was years ago. Remember, Elur? Star Fleet landing party from one of the survey cruisers caught a fungus, ate into their brains, turned them violent. Ecirp had the fungus for several weeks, with no indication of any serious problems, aside from the itch. But go over the readings from his physical again, just to be sure. Michiko looked lost in thought. Ken tried to engage her. You know it could be anything. an energy creature, a disease, a parasite, some shape-shifting native predator, Klingons, Orions. A creature of some sort probably would have. Hell, Ecirp could be working for the Orions for all we know.


Someone had shot up the equipment with a phaser. could that have been Sarest? Or Ecirp? Or any of them under the control of some sort of creature? Everyone went silent. Why are we thinking this way? Ken thought to himself. We definitely need to get the Speedwell back here, though. Fernandez, this is Ken Atchison, do you read? Very serious. They returned to the camp to find Sarest and Gloria missing. Tricorder scans detected no humanoid life forms. Worse than that, their communications were cut off. Someone had taken a phaser to all three portable computer nodes, severing the links between the satellites in orbit and the ground equipment. Tricorder logs showed the links broken during the time the team was at the pond. With the portable computer memory reduced to burned metal slag, there was no way to know if Sarest and Gloria had signaled the Speedwell before they vanished.


There were no obvious signs of a struggle. Isabe thought he might be able to make makeshift repairs on the shuttle, but it would take some time. Michiko and Elur did a scan of the camp, but found nothing missing. Atchison decided to abandon the main part of the camp and consolidate around the shuttlecraft as a sort of fortress, keeping everyone together while Isabe made his repair attempt. They gathered weapons, rations, water, and medical supplies. While Isabe worked, the rest of the team considered the situation. The only thing I noticed was a marked drop in the level of detail, starting about a month ago. We can at least get some power going.


I need you at the controls here. Some of the automatic functions might not be working and it might take both of us to keep this thing stable. Hold on a second; let me get this last trans-stator in place. If it spikes, shut it down. Several indicators flickered briefly, then the panels came to life. How does it look? Helm controls look OK. Life support is good for a week. External sensors gone. Navigational computer. damn, nothing there. Isabe was looking out the front shuttle window. A decision had to be made. Go take a closer look, phasers at the ready? They could solve this mystery once and for all, discover what happened to their three compatriots, hopefully rescue them. or perhaps share their fate. They could take the shuttle up into the atmosphere, save themselves temporarily and get an aerial look at whatever was going on. The screech grew even louder. Ken decided. Everyone buckle in!


The shuttle lifted slowly then jerked to starboard and downward slightly. Isabe compensated but was having trouble maintaining a steady course. Half the panel indicators were out. From what he could tell, the engines were operating normally on a mechanical basis, but the systems that controlled the automatic functions were only partially functional. He tried to do a circular course over the camp area, but the steering was sluggish. The other team members were peering out the hatch window, scanning visually. We all did! It got the others, you know it. What was happening? It will take two of us to handle the controls but everything seems all right. Get us into orbit, then track down one of the communications satellites.


This is beyond our ability to deal with right now. See if you can find the satellite. Michiko, see if you can get a comm signal. What else can go wrong, thought Atchison. Or perhaps a Free Traitor. The shuttle shook. Shut her down. Ken turned to his team. It makes no sense. One crewman exceeded his orders and caused too much damage to your shuttlecraft. The crewman responsible has been. We had intended to leave you a means of easy escape. You will be reunited at the right time. With your communications cut off, we were hoping you would leave orbit and warp out, enabling us to finish our task before you returned with help. But once I received the report of my landing party, I realized that you would be unable to leave and that we would have to take all of you into custody.


Indeed, this new plan is likely to be far more profitable for both myself and my clients than our original scheme. The original concept would have gotten us just a few additional weeks of data, perhaps just days. Now we will have months! What is so valuable about this planet that you needed to go through all of this trouble? Why not just kill us? Why all the charades? If we had left the planet as you expected, we would certainly have returned to find my missing friends, with the Speedwell or even Star Fleet or police backup. Several different contracts are involved and certain clients have special needs.


And, to be frank, I have never been especially comfortable with. But it is not my main focus. I prefer to obtain profit through subtler means. The University is going to be expecting progress reports. If we stay silent for too long, they will send a ship out to investigate. And the Speedwell will return in six months anyhow. At least the recfe was good quality. The Captain softened a bit. The Speedwell will return, and you and your team will be on the planet, just as they expect. Tree pollen on this planet has unusual biochemical properties, acting as a stimulant for certain areas of the central nervous system of most humanoids. Rigellians are immune, but other species are vulnerable to these effects, to a greater or lesser extent.


My clients are interested in studying this pollen in detail, and perhaps enhancing the effect. But we can discuss the details later once you begin your research. That is exactly what I want you to believe. Atchison rose, considered saying something defiant, then realized that any such comment was both pointless and likely to antagonize the pirates. He nodded meekly, then left in custody of the guards. The Orion Captain took the last sip of recfe from his own mug, then sat back to consider the state of affairs. Despite the botched attempt to scare the scientists away, quick thinking on his part had saved the situation.


His clients were extremely pleased with his solution. It promised six additional months of unfettered research into the unusual biochemistry of the life on this world. What his clients wanted this research for did not concern him, but they were paying handsomely for it. The data would have to be checked, of course, to make sure the scientists were performing valid research and not faking or contaminating their results. His clients seemed confident that their own experts would detect any flaws. Persuasion could be brought to bear, if necessary, given the emotional ties obviously present in the group, although he would hold this option in reserve as a last resort. He was undecided about the eventual disposition of the scientists; perhaps his clients would be interested in acquiring their services permanently, either voluntarily or otherwise. The newest addition to his crew was an intriguing case.


In fact, this lack of trust had been part of the reason they rushed the operation so quickly after the Speedwell left, not wanting to give him time to change his mind. But if the new man worked out as well as the captain hoped, he would definitely be of great value in the future, both on this mission and on others. Someone hit the door chime. Come in, Doctor. As we agreed last month, your contract includes a lifetime supply of premium Gahannaese recfe. Notes for GMs In a gaming setting, this story could evolve and resolve in several different ways. How much is the team willing to cooperate with the Orions?


Will they make an escape attempt? Is Ecirp really a traitor or is he just playing the Orions along? Are the Orions really going to leave the team on the planet when the research is finished or will they sell them into slavery or simply kill them? Who are the clients the Orions are working for and what do they want the tree pollen for? Will the pollen impact the different species in the group in different ways? Will the Speedwell or another ship return to the planet ahead of schedule? The disappearing Ecirp could have been eaten by a tentacled beastie living in the muck at the bottom of the pond. Perhaps he and the missing team members fell victim to a disincarnate energy being, maybe even a benign-but-misunderstood one in typical tradition of the genre. Ecirp could have gone crazy from the fungal infection, an insect bite, or the pollen in the air. Sarest could be a traitor, rather than Ecirp, or there could be no traitor at all.


With an entire galaxy of planets to choose from, the limits are only those of your imagination. There are over a thousand planets with a significant population over 10, , and at least 50 have native populations species which evolved there, or at least were transplanted there in the dim past and can be considered indigenous at the present time , but the planets are only a part of the concept that is the UFP. This concept also includes the people of various species , numerous military organizations and forces, a constitution and legal system, a powerful economic system, and a trans-planetary system of knowledge and popular culture.


The cultures of each planet and each region of each planet have never synthesized into one united culture, but all of them hold and respect core elements: freedom of expression, of opportunity, of mobility; freedom from fear, from want, and from oppression. There is a joint expectation to receive and a joint duty to provide protection from domestic tyranny, foreign aggression, and criminal exploitation. There is a unified belief in economic expansion through free trade and technological development, and a drive to gather up as many key resources and markets as possible. Unique among the known empires, there is a respect for the opportunity of planets which have yet to reach starfaring status to develop naturally without interference — the vaunted Prime Directive for which the game is named.


The people of the Federation jealously guard the right to the self-government of their respective planets, but are comfortable in the knowledge that should the government they elected for themselves prove corrupt, incompetent, or tyranical, the Federation will reluctantly and only temporarily intervene to put things back on the right path. The people of the Federation admire and respect their military forces, but keep those forces rigorously controlled by a civilian government. Every member of Star Fleet swears a sacred oath to support and defend the Charter of the Federation, and the military will not tolerate those among its ranks who — even for a moment — would contemplate the intervention by the military into civilian affairs. Except in rare and short-lived emergency situations usually natural disasters or imminent military threat , no civilian takes orders from the military.


Even in wartime, the military asks the civilians for what it needs, rather than demanding it, and if the military must order civilians around during an emergency, it is for the protection of those civilians, not for the benefit of the military. Every citizen has the duty to take responsiblity for his failures and the right to take credit for his success. To protect successes and enforce responsibility, a complex system of laws, ordinances, and regulations guide and govern the economy. Every benefit of citizenship comes with an obligation. Everyone gets free medical care, but each adult must earn that right by supporting himself and paying his fair share of taxes. Everyone has a right to a basic education and has the opportunity to earn an advanced education with which to better himself through scholarship grants or student loans. Anyone who is out of work receives government-paid benefits, but this comes along with the obligation to obtain gainful employment at the earliest opportunity.


To that end, those unemployed without marketable skills are given the opportunity to learn new skills that are in demand by an ever-changing economy. Government at every level of the Federation operates not by forcing people to move or change jobs for the benefit of the government, but by striving to provide opportunities and making those opportunities worth pursuing. No citizen is forced to move to another planet, but civilized planets start and support colonies on other worlds and make these exciting and worthwhile places for their citizens to consider, not a dumping ground for surplus warm bodies. These people feel comfortably at home on any world of the greater political whole. The Federation was chartered in one day but was not built in one day. It evolved over a century and continues to evolve from its many elements into the ultimate expression of what a free society can achieve. This document outlines the basic rights, laws, and structure of the overall government, while respecting the rights of the original planetary governments.


AMENDING THE CHARTER The Charter can be amended by a two-thirds vote of the Federation General Assembly, followed by a two-thirds vote of the Federation Council. NEW WORLDS New planets that wish to join the Federation present a petition. In some cases, the General Assembly will invite a promising planet to submit such a petition. If the petition is accepted by a majority vote of the Assembly, the planet becomes a Probationary Member. After a minimum threeyear waiting period, the planet may petition for status as a Prospective Member, which also requires approval by majority vote of the Assembly. The next step is Associate Member status, which requires a two-thirds vote in the Assembly for approval.


Full Membership is granted only by three-quarters vote of the Assembly and a unanimous vote of the Federation Council. See the chapter on colonization for more detailed information. The first meeting of the Conference on Interstellar Organization convened on November 2, Y1, in the city of San Francisco on Earth. Representatives of Earth, Vulcan, Andor, and Rigel were present. Alpha Centauri was not represented at the first meeting, but was invited to send representatives in the spring of Y2. As the universal translator had not yet been developed, linguistic experts were brought in from all the worlds represented at the conference to form the core of the Interpretation and Translation Corps. Many of these were merchants who had traveled space for years and had learned languages and cultures on their own.


The results were mixed. Ambassadors strove to overcome the inevitable misunderstandings and mutual suspicions between the newly met species, while linguists worked hard to iron out the language and cultural barriers. The Vulcans, even at this early point in Federation history, were the predominant agents in helping the various parties overcome their concerns. However, each species had something important and unique to contribute. The Humans, for example, helped bridge the gap between the Vulcans and Andorians, who had come close to war in years past.


It should be pointed out that all of the species made extreme efforts to be accommodating. Drawing upon the best aspects of each of their cultural frameworks, the Conference succeeded in drafting a truly multi-cultural charter. The First Charter of the United Federation of Planets was signed in Y4. As in most parliamentary systems, voters vote by party list, rather than for a specific candidate. There are four main political parties in the Federation, plus numerous smaller parties. Their critics charge that this simply means spending a lot of money on the military that could be better spent elsewhere. In domestic policy they tend to be concerned with keeping taxation as low as possible, and to avoid rapid expansion of social programs, although they do not challenge the existence of the social safety net itself.


The Federalists are closely tied with industrial consortiums and military contractors. The Federalists usually form a coalition with the Conservative Party during their peri13 HISTORY AND CULTUREX ods of governance. The Federalists are particularly strong on Mars, Alpha Centauri, and Cygnus. Andor , the Peace and Bread League popular on Rigel , and the Justice Party based on Earth and Mars on the left end of the political spectrum, with the Originalists mainly based on Earth, Mars, and Alpha Centauri , the Independence Party popular on Andor , and the Freedom Party Antares and Tellar on the right.


The Orion Pride Party has significant strength within the Orion Enclave. The OPP is non-ideological and focuses mainly on maintaining Orion interests. As this party includes many faiths, they do not always all agree on any given point. It should be noted that not every politician or member of a party thinks the same about every issue, especially among the Federalists and Unionists. Generally speaking, the larger the party, the less monolithic and ideological it is; both the Federalists and Unionists are in some ways more akin to political coalitions than ideological parties, no matter what their opponents may say in election season.


The average Federalist politician probably has more in common with his fellow Unionist Assembly member than he does with an Originalist or Freedom League member. Most politicians in the major parties are pragmatists, rather than ideologues, even if they paint cartoonish caricatures of their opponents on trivideo campaign commercials. While as concerned with defending the Federation as anyone else, they tend to favor boosting the National Guard and associated ground forces rather than in expanding Star Fleet. Their critics charge that they are more interested in spending military money on their home planets as a sort of jobs program than actually defending anything.


Based on their reading of history, particularly Vulcan history, Unionists believe that a Star Fleet which is too large is not only expensive, but a temptation to seek violent solutions to conflicts that can be resolved peacefully. When faced with a crisis, a Unionist leader would be more likely to look at the Cuban Missile Crisis, where a devastating war was avoided through negotiation, as an example to follow. The Unionists tend to support higher levels of domestic spending and taxation than the Federalists. They are closely tied with the service and high-tech, but nonmilitary, industries. The Unionists are strongest on Vulcan, Rigel, and Arcturia. The Conservative Party The Conservative Party has pockets of strength on Mars, Alpha Centauri, Andor, and parts of Earth, but has virtually no presence on Vulcan, Arcturia, and Rigel. Often cooperating with the Federalists but even more to the right on the spectrum, the Conservatives are the most hawkish of the four major parties.


Federation Elections Elections for the Federation Assembly must be held within six standard years of the last election, but can be called sooner if the Assembly votes no-confidence in the current government, or if no party is able to establish or maintain a majority government in coalition with smaller parties, or if the ruling government finds some reason to call elections earlier. After the election results are certified, the sitting President who is head of state but has little actual political power beyond symbolism asks the party with the most seats in the new Assembly to form a new government. In theory, the President could ask any party to form a government, but as the Assembly has to vote to confirm each cabinet minister, there is little point in asking a party unable to gain a majority.


If a party has an outright majority which is rare , it can form the new government, selecting the Council and Chairman. In Y, the Federation Charter was amended to ensure that no one individual could be Council Chairman for more than 12 years in his lifetime. The President is elected by the Assembly every 12 years. There is no term limit, although no one has served as president for longer than 15 years. Smaller Parties There are usually about a half-dozen smaller parties which pick up enough votes to have a few seats in the Assembly. These parties change over time, are sometimes absorbed into the larger parties or simply disappear, and are often closely tied with the specific concerns of member planets. There is a strong tradition, developed over the last years, for the President to be from one of the less powerful planets, although this is not ensconced in law.


The first election for the Federation General Assembly and Council occurred in Y8, four years after the ratification of the Federation Charter. Chairman Karl Schmidt Federalist Party , YY A human from Stuttgart, Germany, Schmidt was a trained economist and former Prime Minister of United Earth. A protégé of Richardson, Schmidt faced a very difficult task in trying to coordinate the political and military efforts of the various Federation member worlds to face the Romulan attack. In Y42, he was forced to resign after it was revealed that he had given tacit support to a secret United Earth initiative to bring Tellar into the Federation without the knowledge of the rest of the Council.


Although a vote of no-confidence narrowly failed in the Assembly, Schmidt resigned to end the political crisis. He is regarded by modern historians as something of a premature visionary in the field of foreign policy, though his domestic political policies are less well-regarded. This helped ease political tensions left over from the Schmidt administration, and most disagreements were tabled until the end of hostilities. In the long run, the treaty was fundamentally a bad deal for the Federation, as the Orions insisted on a variety of economic concessions vis-à-vis the other member planets, plus language that enabled the Enclave to leave the Federation under certain conditions. But in the short run, Orion aid was the critical factor that enabled the Federation to win the war. Although the Federalists had retained power in the wartime election of Y44, Sissah-Al called for an early election in Y46 after the war was over, hoping to use the victory to propel the Federalist Party into another six years of governance.


This backfired. A brilliant politician able to reach across both sides of the aisle, he was reelected by a massive margin in Y52 thanks to a booming economy. A great deal of money was poured into scientific research in this period, resulting in the development of tactical warp drives and transporters. There was also massive improvement in consumer goods technology, raising the standard of living. Many historians regard him as the most successful peacetime chairman in history, and he became a long-standing political hero for Unionists. During his administration, he started the Social Contract programs which later proved to be too expensive and had to be modified in a series of heated political debates. He returned to Rigel and rejoined the Primacy Council following his chairmanship. A BRIEF POLITICAL HISTORY A full documenting of the political history of the Federation would require a multi-volume book series and would take years if not decades to research and write.


The following is a general overview, structured around elections and major events. Deeply involved in the drafting of the Federation Charter, Li Zhaoxing provided stable and intelligent leadership as the Federation found its footing and was easily reelected in Y He retired from the chairmanship before the Y20 elections, and was then elected President of the Federation by the Assembly. Chairman Solak Union Party YY Formerly the Vulcan ambassador to the Federation, Solak continued the peaceful expansion and diplomacy policies of the Union Party as the Federation grew in the early years.


He was primarily responsible for the establishment of strong trade relations with the Orions following contact with that species in Y Solak who was years old resigned for health reasons in Y24, turning the chairmanship over to Thelam of Andor. Chairman Thelam Union Party YY An Andorian industrialist who was previously Secretary of Industry under Solak, Thelam replaced Solak but served as Chairman for only two years before the Union Party narrowly lost the Y26 elections over economic concerns. Thelam retired to Andor, where he returned to his previous position as head of the largest industrial tyk. Chairman Victor Paul Richardson Federalist Party YY Born in San Antonio, Richardson had previously served as Governor of Texas, President of the United States, and President of the United Americas.


He boosted Federation military spending and attempted to improve coordination between the various national fleets, but found this difficult to get through the Council and Assembly. Nevertheless, his preparedness program was a major reason that the Federation was able to withstand the Romulan onslaught when war broke out in Y He retired from politics after his second term, writing books about politics and history, and becoming president of Texas Tech University. He died of a heart attack shortly after being reelected by a larger margin in Y The chairmanships of Hortefeux and Tankanv are regarded with admiration by many historians, despite the political difficulties they faced in centralizing Federation power. Tankanv returned to Andor and became High General of the Andorian National Guard.


Chairman Abdel Naguib Taleb Union Party Y71Y A native of Alexandria, Egypt, Taleb took office following the razor-thin electoral victory of the Unionists in Y His government confirmed bipartisan support for the formation of the United Star Fleet and expanded the military infrastructure to support its operations. The first of the Republic-class starships were laid down during his administration. Due to family concerns, he retired after one term in office. After a promising start, her administration was rocked in the last two years by a slowing economy, as well as a series of diplomatic blunders involving non-aligned planets, giving rise to a series of reforms in Star Fleet and the Diplomatic Corps.


This eventually resulted in the adoption of the Prime Directive in Y Tensions with the Kzintis were growing in this period as well. A war was narrowly averted in Y83, but this was only a temporary respite. She spent parts of her childhood on Vulcan, Rigel, and Tellar, and was educated at the best universities on Earth and Andor. Despite her cosmopolitan views and wide-ranging education, her chairmanship brought mixed results. On the positive side, she negotiated a series of commercial treaties with the Klingon Empire following First Contact with that species in Y She felt that the Klingons were natural allies of the Federation, despite the dictatorial nature of their government, due to the threat posed to both powers by the sentienteating Kzintis. Her internal economic policies also succeeded in boosting domestic growth rates. Isenhavel had serious problems holding the Federalist coalition together after the Kzintis struck.


Forced from the chairmanship after the Y90 elections, she remained in the public eye, founding the Foundation for Interstellar Union, a private organization encouraging greater cooperation between member worlds. Her work in this regard gave her broad popularity with the public, and she was elected Federation President in Y Her public support for the controversial Federation Defense Act in Y helped Chairman Rustvem pass the legislation through the Assembly. Chairman Sudheendra Kulkami Federalist Party YY A human from Calcutta, India, Kulkami took office following the narrow Federalist victory in the wartime Y90 elections. Although they won the election, a schism in the party between conservative and moderate factions over the course of the First Federation-Kzinti War made it impossible for Chairman Isenhavel to continue in her post.


Kulkami, a compromise candidate, was able to bridge the gap and led the war effort to a successful conclusion. As Chairman Sissah-Al did during the Romulan War, Kulkami brought leaders from other parties into the cabinet during the war. The Federalists won these elections, but did not obtain an outright majority and were forced to rely heavily on the support of the Conservatives and smaller right-wing parties to form a government. The coalition collapsed during the severe economic recession of Y, forcing a new election. One key component of his plan was solving the poorly defined border problem in regards to the Kzintis and Klingons, resulting in the Border Declaration of Y The limit was defined by the distance from the capital to the Romulan Neutral Zone.


It included territory claimed and in some cases occupied by both the Kzintis and Klingons, and set the seeds for future conflict with both empires. His second term was dominated by the outbreak of war with the Klingons in Y Star Fleet performed well in this conflict, and the war ended with a status-quo-antebellum arrangement within less than a year, which Formin believed was due to his diplomatic prowess and which his opponents including some of his allies in the Council believed was due to internal Klingon politics. By the end of his tenure economic growth had slowed again, thanks to a breakdown in trade agreements between Orion, Andorian, and Tellarite industrial cartels. Member planets were also stalling on the disbandment of the National Fleets Chairman Rustvem Federalist Party YY The Federalist Party was elected in late Y on a platform of solving economic problems, and centralizing and strengthening Star Fleet.


Chairman Rustvem, an Andorian economist, used momentum from the election to push through the Federation Defense Act, upgrading Star Fleet while also creating the National Guards to act as a reserve and local defense force. Sixteen Orion starships and over 9, crewmen mutinied and disappeared, heading to secret Orion colonies in Romulan space and forming the core of the Orion Pirates, thus humiliating the Rustvem government. Although a vote of no-confidence in Y failed, the Federalists were blamed for the Orion mutiny and Rustvem lost most of his political capital. Chairman Sanal Union Party YY The Unionists won election handily in Y, on a platform of using scientific research and colonial exploration as a way to unify the bickering member planets. Chairman Sanal, a well-known Vulcan diplomat who had served as the ambassador to the Federation for several years, successfully negotiated a series of agreements that eased tensions between Andor, Tellar, and Vulcan interests, although some aggressive Earth and Orion corporations remained dissatisfied.


In Y, Sanal pushed through the Exploration and Expansion Act, beginning a massive program of exploration toward the galactic core. The Unionists were reelected in Y, but cost overruns in the exploration program and the mysterious disappearance of the Aurora Colony in Y caused a major political scandal. Former president of the United States of Africa and a cabinet minister in the last Federalist government, he cut back the expensive Unionist exploration program and reduced taxes. The last year of his tenure was marked by increasing tensions with the Kzinti Hegemony over planets such as Cygnus and Mantor.


In October Y, a Kzinti cruiser acting without orders destroyed the Federation police ship Behan, but last-second negotiations prevented the outbreak of war. An exhausted Obasanjo suffered a debilitating stroke in November Y, but the moderate and conservative wings of the Federalist party were unable to agree on a candidate to replace him as Chairman, forcing an election several months earlier than constitutionally mandated. Chairman Ignacio Guerrero Juarez Union Party YY A human from Monterrey, Mexico, Chairman Guerrero took office after the Unionists barely won the hastily called March Y election. He was thrown into crisis almost immediately due to the outbreak of war with the Kzintis in August. The new Kzinti Patriarch, seeking resources from the disputed regions to fund planned future wars with the Klingons and Lyrans, believed that the Federation was weak and politically fractured by democracy and the constant arguments between member planets.


But the Kzintis gravely underestimated Federation resolve. The initial offensive, while successful on the surface, failed to knock the Federation out of the war with the first blow, and the superior Federation economy eventually ground the Kzintis down. Like most wartime Federation leaders, Guerrero brought political opponents into his cabinet during the conflict. Guerrero proved to be a very effective war leader, rallying morale and support even after initial reverses along the Kzinti front. The war was brought to a successful conclusion in Y, formalizing the pre-war border and bringing Cygnus, Mantor, and many 17 HISTORY AND CULTUREX other worlds firmly into the Federation orbit.


Guerrero and his government were easily reelected in the euphoria that followed. However, his second term was much less successful. Internal disputes between member planets over as usual economic concerns split the moderate and liberal wings of the Unionist party, bogging down the Council and Assembly in infighting and leading to a Federalist resurgence in Y Chairman Rena Manfe Federalist Party YY Alpha-Centauran political figure Rena Manfe took over as Chairman following the Federalist victory in the Y election. Disagreements between Vulcan, Andor, Tellar, and Orion over admitting new worlds to the Federation were particularly common. When the Conservative Party left the coalition with the Federalists in Y, Manfe was forced to call new elections. Chairman Qnorna Kannal Union Party YY Granddaughter of popular Chairman Moerv Kannal, Qnorna Kannal led the Unionists to a victory late in Y on a platform promising economic revival, a new exploration drive, and a reform of Star Fleet and the rest of the Federation military.


Kannal backed a major expansion of the National Guard and planetary defenses, in part to make sure that there were plenty of local government contracts available to satisfy the various member planets. Star Fleet was not expanded in terms of fleet size, but additional money was allocated into technological research to improve the quality of the fleet, and to provide more jobs and reduce bickering among the member planets. This program was successful in reducing economic friction between the various worlds.


All three wars were resolved through negotiation. Kannal presided over the signing of the Treaty of Pelione that that ended the war with the Romulans and re-established the old border and neutral zone. Formal diplomatic relations were opened and strictly controlled trade began to cross the border for the first time. The Organian Peace Treaty ended the conflict with the Klingons. Brokered by the powerful but not omnipotent Organians, the new treaty allowed for economic development and scientific exploration of uninhabited planets within the neutral zone between the two powers. The Organians also agreed to act as neutral arbiters in disputes between the two powers. Alas, in some ways the treaty actually increased tensions, rather than preventing them, as many planets within the neutral zone became focal points for conflict rather than cooperation. The upgrade of border base stations to battle stations which had begun much earlier was completed in Y Here, the Federation apologized for attempting to colonize the territory of the then-unknown Gorns, while the Gorns paid reparations for the destruction of the Federation colony on Cestus III.


That planet was beyond the limits of the Y declaration, and its establishment had been hotly debated. The Federalists felt that since no one was there, the limit was not relevant. The Unionists felt that the principle was important, and that there were plenty of worlds inside the declared limit. When it was discovered that there was another species in that direction, the Federalists were humiliated. The Gorns were happy to accept a border based on the Y Border Declaration. Trade routes were established, and the two sides began a series of diplomatic and cultural exchanges. Reelected by a huge margin in Y, Kannal herself believed that this flurry of diplomacy only postponed a wider war, although she did not make this belief public, as she still hoped to avoid it.


In her second term, she began pushing for greater military spending, but found this difficult to get through the Assembly. The Klingon-Romulan Treaty of Smarba brought the two empires closer to each other, and boxed the Federation in. Kannal attempted to counter the closer relations between the Romulans and Klingons by opening up the Romulan Empire to the galaxy through détente; she hoped to reduce the Romulan xenophobia, and to pursue closer relations with the Kzintis and Gorns. Kannal also began a new exploration drive toward the galactic core, looking for more resources. This was highly controversial, as any sustained drive would quickly go beyond the Y Border Declaration. By the end of her second term in Y, Kannal felt that war was still possible but no longer inevitable, provided that wise leadership remained in power. She retired to academia at the end of her tenure, but during the General War she returned to public life and served as the ambassador to the Gorns under the Baranov and Kirnad administrations.


She helped convinced the Gorns to join the war in Y In Y, she was assassinated. The culprits were never caught, but Romulan operatives were suspected. Chairman Randolph C. Buckner following the Unionist victory in the Y elections. An experienced figure in the politics of Luna, United Earth, and the Federation, Buckner had served in two previous Unionist cabinets, was a general in the United Earth Defense Organization, and was considered the ideal and obvious candidate to follow up Kannal. His military policy was more controversial. Star Fleet wanted to build new classes of ships carriers, a new class of light cruisers, light dreadnoughts, fast cruisers, and more while Buckner wanted to restrict the military budget to spend more on social programs and focus more of the military budget on National Guard forces popular with Unionist politicians who increasingly used this as another social program.


As a compromise, Buckner supported the modernization of existing Star Fleet ships, adding drone racks and more phasers, and accepted the design and production of a very limited number of new ships, with an equal number of old light cruisers placed into mothballs. Opposed to spending so much money on new ships, Buckner allowed that program to become law without his signature by refusing to sign or veto it within the Chartermandated period of 30 days. Buckner put little political muscle behind the modernization program, bending to domestic economic concerns and limiting the pace of refits and new construction. This program, while helpful, was far less than what Star Fleet wanted or needed, and left the Federation unprepared for the war to come. Buckner and the Unionists were reelected narrowly in the spring of Y on a platform of keeping the Federation out of the Second Four Powers War while supporting the Kzintis with massive sales of weapons and supplies on credit.


Tensions with the Klingons were very high, but a diplomatic initiative to resolve the crisis collapsed when the Organians, who had served as neutral brokers for 15 years, disappeared. At that point everything fell apart. Buckner had several personality flaws that made him a poor war leader. He was a micromanager, and found it very difficult to delegate responsibility to those who knew more than he did. Outwardly confident, inside he was plagued with self-doubt and guilt. When the invasion began, Buckner panicked and began interfering with military deployments in an attempt to stop the onslaught.


His political opponents accused him of using the fleet to shield the worlds of his political allies. Some historians agree with this, while others believe that Buckner was simply incompetent and out of his depth. The front stiffened in Y when the Klingon offensive ran out of its initial stockpile of ships and supplies. Romulan and Klingon ships even raided Federation member planets. By the middle of the year, the situation seemed almost beyond hope. Vice Chairman Baranov and several others disagreed with this decision and wanted to fight on or at least hold out for better terms , but were outvoted. Star Fleet was outraged and the Federalist Party called for a vote of no confidence, which was stalled by parliamentary maneuvering.


Born in Vladivostok in Y, Baranov was a dynamic figure. He had no military experience, but was extremely skilled in economics, politics, and diplomacy, and was a quick study about any topic to which he put his mind. Baranov faced an immediate crisis in the looming noconfidence vote, which the Unionists were certain to lose. Faced with the choice of defeat or resignation, he masterminded a political compromise, pointing out that a no-confidence vote and hurried new elections in the middle of an invasion would disrupt the Federation government at the worst possible moment. To remain in power, he formed what was effectively a coalition government with the Federalists, naming noted conservative Federalist Andorian politician and jurist Aelastok Kirnad as Vice Chairman, and retired Admiral Kincaid MacKenzie as Defense Minister. If exposed to sunlight it generates one Power Point. A solar panel array is an exposed system and is not protected by spacecraft armor!


SPACE SAILS TL9 [HULL] divide it by the square of the average distance. For stars with different luminosity than our own sun, multiply by relative luminosity. Typical thrust is 0. Top speed cannot exceed mps. A magsail requires one Power Point to activate, but no power to maintain once powered. Giant sails that can generate thrust from starlight or solar wind. Acceleration is very low, but there is no reaction mass consumption. Space sails are exposed systems unprotected by spacecraft armor. A space sail cannot be deployed at the same time as a stasis field or a different type of space sail. Multiple systems represent a larger sail. There are two subtypes: Lightsail TL9 : This solar sail generates thrust from starlight or a battery of launching lasers. Typical thrust in our inner solar system at 1 AU from a Sol-type star is 0. Super Stardrive Engine: In some settings, more powerful stardrives are available that have the same mass.


This engine can provide FTL-1 if given one Power Point or boost up to FTL-2 if given two Power Points!! This is a faster-than-light drive, such as a hyperdrive, jump drive, or warp drive, as well as all necessary fuel supplies or energy banks required to operate it. The exact mechanism is up to the GM. Multiple stardrive engines normally improve performance. In general, the base speed of a stardrive is multiplied by the number of stardrive engines. For jump drives or other designs that instantly travel an unlimited distance, the time required to prepare a jump drive may be divided by number of engines.


Repair Skill: Mechanic Stardrive. Viewed from the outside, an object encased in a stasis web is a perfectly reflecting mirror, and no sensors of any type can penetrate it. In space combat, stasis webs are turned on during power allocation and last for the duration set by the operator; a spacecraft using a stasis web is effectively indestructible but able to do nothing but perform an uncontrolled drift. This system places the spacecraft inside a bubble of time that runs far slower than the rest of the universe. It can be set to last anywhere from six minutes to billions of years as observed by the rest of the universe, while only microseconds pass within the bubble.


Anything in stasis is frozen, unable to do anything, but is outside the normal space-time continuum, and cannot be affected by anything within it. UPPER STAGE TL7 [SPECIAL] The entire front section of a spacecraft i. Instead of systems, an upper stage is occupied by a different spacecraft that is one SM smaller than the lower stage, which can be ejected at any time. While an upper stage is still attached, it may not use any fuel tanks or engines installed in it, nor may it use any weapons or arrays that were installed in its rear hull. All other systems are operational. Upper stages may themselves have upper stages in their forward hulls, etc.


The lower stages of a spacecraft are usually disposable, typically containing only fuel tanks and drives. First, decide if the weapon will be in a single turret or fixed mount. Fixed mounts can only fire at targets that are facing the hull section the battery is installed in e. Turrets have a wide firing arc: batteries in the front or rear hull can also fire at targets that are facing the central hull; batteries in the central hull can fire at any targets. Each turret also includes an integral dedicated control station allowing the turret to be manually controlled from within the system. There are three broad classes of weapon that can be installed in a major battery: beams, launchers, and guns. Each type is divided into several subtypes.


Beams: These are directed-energy weapons. They are rated for output in KJ kilojoules , MJ megajoules , GJ gigajoules , or TJ terajoules. Refer to Beam Types p. Guns: These are shell-firing cannons. Refer to Gun Types p. Note that some low-tech conventional guns are not high-energy systems. Launchers: These fire self-propelled missiles. Refer to Launcher Types p. For reference, the table also shows the dice of d-damage of a typical beam weapon e. Actual damage varies by weapon type — see Chapter 4. It is possible to mix weapon types in the battery. Each weapon not installed allows carrying tons of cargo equal to the Uninstalled number. WEAPONS, SECONDARY BATTERY TL7 [HULL! WEAPONS, TERTIARY BATTERY TL7 [HULL! Each weapon not installed allows carrying tons of cargo equal to the Uninstalled number shown. A spinal battery is actually three systems: one system may occupy any non-core front hull location, one system is located in the core of the central hull, and one system may be in any non-core rear hull location.


The weapon fires out of the front hull unless specifically noted as being rear-facing, in which case it fires out the rear hull. A spinal battery needs three Power Points to energize one for each system. Use the rules under Major Batteries for spinal battery installation, with the exception that all spinal batteries are always fixed mounts. If the battery is rear-facing, note this. If any one system in a spinal battery is disabled or destroyed, the entire battery is non-functional. For purposes of determining if ammunition explosions occur as a result of damage, missiles or shots in the battery are assumed to be in central and rear systems.


Repair Skill: Armoury Heavy Weapons. WEAPON TYPES Various weapons can be installed in weapons batteries. For detailed weapon effects, see the Beam Weapon Table in Chapter 4. Note: If conventional guns or missile launchers are mixed with other weapons in the same battery one Power Point is still required to energize the other weapons, but if that Power Point is not spent, the conventional guns in the battery will still be able to fire. Beam Types These are directed-energy weapons. Use Gunner Beams skill except for ghost particle beams, which uses Artillery Beams.


Laser TL9 : A beam laser operating in visible light or nearultraviolet frequencies. Particle TL10 : A neutral particle beam optimized for space combat. It has superior armor penetration, but range and accuracy are inferior to lasers. UV Laser TL10 : A free electron laser operating in farultraviolet frequencies with superior range to lasers. Antiparticle TL11 : Accelerates a beam of antiparticles, causing surface explosions and radiation effects; similar to a particle beam, but with greater damage. Range and accuracy are inferior to a laser. Use Artillery Beams to fire it. X-Ray Laser TL11 : A free-electron laser operating in the Xray frequency, with superior range to lasers and excellent penetration. Range and damage are inferior to lasers, but ignores armor and has superior force field penetration. Graser TL12 : A gamma-ray laser similar to an X-ray laser, but with greater penetration.


The projectiles fired are often slower than the spacecraft, especially with conventional guns. Range is theoretically unlimited in vacuum but ability to hit is severely limited at a distance. To compensate, guns fire shell packages with small thrusters and guidance systems for limited course correction. Use Gunner Cannon skill. Conventional Gun TL7 : A large caliber conventional gun similar to a modern tank or heavy naval gun, with a mechanical autoloader. It is not a high-energy system. Electromagnetic Gun TL9 : A coil gun or railgun with much higher muzzle velocity. Two mutually-incompatible options can be added to any gun: Option: Very Rapid Fire VRF : A multi-barrel or fast electromagnetic gun. Launcher Types There are two types of launcher, rated for their caliber in cm. Use Gunner Guided Missile skill. Missile Launchers TL7 : These fire self-propelled guided missiles. They are not high-energy systems. They are high-energy systems. Option: Rapid Fire: Use half the listed caliber but it has a higher RoF and five times the shots, e.


DESIGN FEATURES This is a list of additional options that can be added to systems or vessels. They do not count as systems. Artificial gravity may be set for each hull section, and, in habitats or work spaces, for each room from within the room. Gravitic Compensators: This field negates up to To reduce technical crew, a spacecraft can have automation. Total Automation is available for any system that requires workspaces. It eliminates that requirement. Ejection takes only one second a free action in space combat turns as long as the control room was not destroyed. Treat an ejected control station as a lifepod p. Hardened Armor and Indestructible Armor Armor other than ice, organic, or stone may be hardened. This might represent technologies such as multi-layer composites designed to defeat penetration or thin layers of ultra-hard or hyperdense plating.


If used, it must be applied to all armor systems on a given hull section. Fictional versions often have certain weaknesses — e. Ram-Rockets The nuclear thermal rocket, antimatter thermal rocket, fusion torch, super fusion torch, antimatter plasma torch, and super antimatter plasma torch drives may have an auxiliary air-breathing air-ram mode for atmosphere. They suck in air with a turbine, heat it using their onboard drive reactor, and expel it for thrust. Multiply cost by 5. Spin Gravity Larger unstreamlined spacecraft may be designed so part or all of the ship can spin to simulate interior gravity via the Coriolis effect. The maximum gravity G possible is shown on the Spin Gravity Table; it can spin slower for lower G.


Spin gravity does not provide simulated gravity to core systems. A spacecraft using spin gravity is a -2 on its Handling while spinning. Subtract TL-6 ¥ 2 from rolls to detect it. Dynamic Chameleon TL10 : The spacecraft has a digital chameleon surface that can blend the vessel into the background or paint the surface with any desired markings or imagery. It gives -4 penalty to detect the vehicle with ordinary vision only. It has a wing and perhaps a tail and structural strengthening, providing extra lift and better handling when flying in atmosphere. Specific switches are often applied to all spacecraft in a setting. Cosmic Power In some space opera universes, vessels employ starkly powerful energies far surpassing baseline levels! To handle this, apply the Cosmic Power switch. Any antimatter or superscience Reactor may be designated as producing Cosmic Power Points instead of Power Points.


Typically, their reactor fuel will incorporate some rare hypothetical element or be stored in compact superdense form at 10¥ refueling cost or more. Cosmic force screens get 10 ¥ dDR. In addition, the following superscience systems can be specified as requiring Cosmic Power Points to work at all: cloaking device, contragravity lifter, jump gate, reactionless drive, replicator, stardrive engine, stasis web. Reactionless drives will usually use either super reactionless or subwarp variants. If the Cosmic Switch is used, assume spacecraft have enough auxiliary power to power any ordinary systems that use mere high-energy systems without installing power plants! Some Ultra-Tech gadgets e. Cosmic armor has 10¥dDR perhaps due to enhancing the nuclear forces binding matter together or a coating of low-cost hyperdense matter made possible due the vast amount of extra power available to such a society.


Drive Field Some reactionless drive engines or star drives may generate defensive fields as a side effect of their drive. The GM may rule that any reactionless engine is also a low-powered force screen at no extra power cost. Electro-Mechanical Computers Computers can be much slower than the baseline. Exposed Radiators If this switch is used, spacecraft have large radiator arrays. This is realistic, but often ignored even in hard science fiction! It is not a system — its mass is included with the power plant or drive. But it is vulnerable to damage and special rules apply to using them or retracting them in combat — see Main Radiators in Combat p. Coolant Tanks: A spacecraft with a main radiator array may fill some fuel tanks with coolant to prevent overheating if the radiator is damaged or retracted.


In some settings, specific options may be mandatory. The cost modifier may be applied to the cost of the force screen system, but this is recommended only if multiple variants exist in the same setting. Adjustable: Screens can be angled to increase their current dDR across a particular hull section by ¥2 at the cost of halving round down current dDR across both other hull sections. In combat, this is done when screens are powered up. Cloaking: Functions as both a screen and cloaking device p. Energy: Only protects against beam weapons or energy melee weapons like force swords , radiation, and the burning damage of nuclear or antimatter blasts. Hardened: The screen is hardened p. B47 vs. all attacks, e. Kinetic: Only protects against physical attacks, including collisions, conventional gun or missile warheads, and the crushing damage from explosions including nuclear or antimatter blasts in atmosphere. Useful for GMs who want to downplay missiles without diminishing beams.


Nuclear Damper: Provides no dDR but instead prevents nuclear warheads from detonating. You can have both a nuclear damper and another force screen. The vessel can be detected and attacked, but sensor analysis tasks against the vessel are impossible and enemy gunners may not target precise locations. People inside can see out normally. Partial: Screens only affect the hull section they are placed in, but have triple dDR. Reality-Stabilized: Teleport projectors and optionally other teleport or Warp effects will not penetrate it. ghost particle beams. Two-Way: Screened vessel may not fire or launch anything the screen stops. Velocity: Slow moving objects can pass through the screen. You can walk or throw a baseball through it, but anything over mph Move 50 is stopped.


Does not protect against minimal-speed collisions. Unless noted, options can be combined at cumulative effect on cost. A screen may not combine energy, EM, and kinetic. FTL active sensors usually also have extended ranges, but in game terms mainly serve to justify safe navigation using warp drives. The GM may multiply active sensor ranges by 10, or vastly increase them measured in AU, or even parsecs. FTL comms allow communication over interstellar distances. GMs can assume FTL signals are instant and comm suite ranges in AU are now measured in parsecs, or give the signal a finite but faster-than-light speed.


See GURPS Space for various options. high-energy or cosmic energy systems but the drives are 10¥ as expensive. Pseudo-Velocity Reactionless drives and stardrives may produce motion without accumulating momentum or kinetic energy. If turned off or disabled, a vessel loses all speed gained as a result of acceleration while under pseudo-velocity. In the event of a collision involving the vessel, do not count velocity reached while under pseudo-velocity drive. Gunners may opt to turn on or off gravitic focus. Any stardrive or reactionless drive engine may be a singularity drive, using a miniature black hole or similar object as its power source. Multiscanner arrays can use their active sensors to scan for life, chemical composition, energy readings, etc. Typically, the contents of an entire fuel tank provides enough fuel for one stardrive engine for one jump if a jump drive or one week of travel for hyperdrive or warp drive.


Fuel may be hydrogen, or more exotic. Stardrive Reactionless Any reactionless drive may be an NMP drive. It uses the juxtaposition of ordinary positive mass and exotic matter that has negative mass and negative inertia to provide continuous thrust. It requires neither reaction mass nor energy, and does so without violating the principles of conservation of momentum or energy. It does require the creation of a sizable negative mass, which is expensive. NMP drives are not A stardrive usually a warp drive or hyperdrive with this option can function at sublight speeds exactly as if it were a reactionless drive.


CREW Suggested crew requirements are given below. Bridge crew, gunners, and administrators may be sapient computer programs; others must be live or robots. Control Room Crew One per control station. Turret Gunners Weapons battery turrets can be controlled from the control room, but also include their own dedicated control station. They are often assigned one gunner per turret. Technicians for Workspaces Add up the number of workspaces on the vessel, modifying for automation p. Either list that total number of technicians, or for greater detail, specify them by job title based on the Repair skill required e. Warships sometimes carry ¥ that number of technicians, for extra damage control parties and to replace casualties. Medics If a spacecraft habitat has sickbay beds, it should have one medic per 10 or fraction thereof non-automed sickbay beds or 20 stretchers. Passenger Care and Entertainment Accommodations assigned to paying passengers usually have a passenger attendant for every two luxury-class, five first-class, or 20 economy-class passengers.


Craft used only occasionally e. Craft are maintained by hangar workspace techs. Specialists Spacecraft whose habitats contain labs, establishments, offices, ops centers, etc. may need appropriate workers entertainers, administrators, scientists, computer operators, etc. B85 are common alternatives. Complete details on spacecraft financing will appear in the next volume. Basic Statistics Block Cost Total up the cost of all systems, design features, and switches to get the base cost of mass production. Limited production e. Buying Spacecraft Characters with appropriate Rank and Duty may get spacecraft from the organization they work for which can also take it away.


Wealthy characters may buy spacecraft outright, or share the cost between PCs. Debt p. B26 against Wealth, representing bank loans to buy the vessel, If it has a maneuver drive engine, determine the skill required to pilot it: Piloting Lightsail for vessels with lightsail propulsion, Piloting Low-Performance Spacecraft for other vessels with acceleration under 0. Vessels using warp drives for sublight travel use Piloting Starship. TL: Record the TL. Adjust as follows: Hnd Modifier Acceleration 0. Move: If the spaceship uses a reactionless drive, record combined acceleration of its engines in G gravities followed by a slash, then the notation c it can accelerate to nearlightspeed. If it uses a reaction drive, record the combined acceleration of these engines in G and then, as its top speed, the delta-V calculated under Fuel Tanks p.


If fitted with more than one type of maneuver drive, it will have different performance statistics depending on which drive is in use; add explanatory notes as necessary. LWt: Refer to the Hull Table p. First, decide if the occupancy statistic will refer to accommodation or short-term occupancy. Usually accommodations are listed if they vessel has them; otherwise record short-term occupancy. If none, record 0. Long-term accommodations provide full life support for an indefinite period. Occupancy is two per cabin or luxury cabin, four per bunkroom, cell, or cage. Record occupancy followed by the suffixes A accommodations , S sealed and V Vacuum support , e. Short-term occupancy provides limited life support for one man-day times occupancy.


Crew occupancy is one person per control station, turret, or workspace, and two per lab, establishment, or office. The passenger occupancy is one per seat, stretcher, or sickbay bed, 10 per briefing room, 30 per establishment, per open space. Usually this statistic is only recorded only if the vessel has no long-term occupancy. Hibernation chambers are indicated in footnotes. Load: This is the sum of the capacities, in tons, of all cargo hold, steerage cargo, and hangar bay systems, plus 0. Cost: Record the total cost of all systems. Notes may be added for extra details, e. B , i. A ship can fly in atmosphere if it is winged, or has an acceleration greater than local gravity, or is equipped with contragravity lifters. Use Piloting Aerospace or if flying with contragravity, Piloting Contragravity.


Speed depends on acceleration of all drives used in atmosphere. The table below shows speeds in mph for streamlined craft with accelerations of 0. For craft with different accelerations, find the square root of acceleration in G; then multiply by 2, if streamlined or if unstreamlined. Air Performance Table G 1G 2G 3G 4G 5G Speed 2, mph 3, mph 4, mph 5, mph 5, mph G 6G 7G 8G 9G 10G Speed 6, mph 6, mph 7, mph 7, mph 7, mph For half-G increments round up but multiply by 0. Move: As on p. B, the first number for air Move is acceleration and the second is top speed in yards per second.


For air acceleration, multiply acceleration in G of all drives used in atmosphere by To get top speed, halve the calculated air speed in mph. Max Hnd. This chapter presents basic rules for space travel, as well as common ship- board activities such as sensor scans, routine maintenance, and refueling. It also includes cost and mass statistics for consumables such as food and ordnance. Distance and Speed Units Astronomical Unit AU. The basic unit of interplanetary measurement, equal to the average distance between the Sun and the Earth. One AU is about 93 million miles. Parsec Pc : This is the unit of interstellar measurement used in GURPS Space. One parsec is about 3.


Miles Per Second mps : The basic unit of velocity and delta-V used in this book. One mile per second is approximately a Move of 1, yards per second. MANEUVER DRIVES Maneuver drives are used to propel a spacecraft through normal space, and if powerful enough, can be used to lift off from a planet or maneuver through an atmosphere. Interplanetary Voyages The distance separating two planets in a star system may be as short as the difference between their distances from their star or as long as the sum of those distances, depending on their orbital positions. For an approximation, assume the distance between two worlds is equal to the average orbital radius distance from its star of the world furthest from that star.


The table below shows the orbital radii of planets and other significant bodies in our own solar system. GURPS Space can be used to determine these statistics for other systems, or the GM can just make up numbers using our solar system as a guideline. The table shows orbital velocity how fast the planet is moving in its orbit around the sun in miles per second and orbital period the time it takes to orbit the sun in Earth years. These two statistics are used when calculating Interplanetary Transfer Orbits p. Also shown are gravity G and escape velocity, two statistics important for determining if a spacecraft can take off or leave orbit. G 28G 0. Escape Velocity mps 2. Oort cloud statistics are for a typical long-period comet.


The GM will want to know how far the destination is, in miles or AU, as well as the escape velocity in mps and gravity in G of the origin or destination worlds. Example: The Princess of Helium is a passenger liner with a fusion torch drive. She has enough reaction mass in her fuel tanks to give the ship a deltaV reserve of 55 mps, and her drive has a 1G acceleration using her fusion torch engines. This is 5. To reach low orbit around a celestial body and then break orbit, escaping its pull of gravity, requires a delta-V equal to escape velocity. This is about 7 mps for Earth. This is about 2 mps to leave Earth orbit. A winged or contragravity lifter-equipped spacecraft with jet engines or reaction engines with the ram-rocket design feature in a very thin or denser atmosphere p.


B needs less delta-V to reach orbit or escape velocity. First calculate air speed see Air Performance, p. T is time in hours. dV is the total delta-V required. Example: The Princess of Helium is orbiting Mars and wants to break orbit. The escape velocity of Mars is 3. She reduces the reaction mass in her tanks from 55 mps to She could accelerate at full 1G, but since her passengers are from Mars, she decides to use less than that: a gentle 0. Accelerating at 0. Space Travel with Reaction Drives Orbital maneuvers, or interplanetary travel once a spacecraft has escaped orbit, require accelerating to the desired cruising velocity, coasting through space, then decelerating to the velocity required to orbit the destination.


This delta-V is the cruising velocity. SPACE TRAVEL 37 Example: The Princess of Helium has just escaped Mars orbit and is boosting for Earth! She has a reserve of The navigator decides to accelerate to a cruising velocity of 25 mps, and as the spacecraft nears Earth, another 25 mps — 2. Travel Time The full travel time breaks down into acceleration, cruise, and deceleration steps. Time to Accelerate First, determine time the spacecraft will spend accelerating to the desired cruising delta-V. This is the acceleration time. dV is the total delta-V required for the acceleration and deceleration. The spacecraft will normally spend the same time decelerating. Example: Since Princess of Helium has an acceleration of 0. In the process, the occupants experience a gentle one-half of an Earth gravity acceleration.


The ship will need to decelerate for the same time at the other end of its trip. Distance Traveled during Boost An additional complication that is important during short voyages is the distance that was traveled during the acceleration and deceleration phases of the journey. T is the acceleration time in hours as calculated above. A is the acceleration in G. cD is the distance traveled in AU during constant acceleration. Example: Since Princess of Helium spent 2. We double that to include the deceleration burn, for 0. Cruise Time If the distance traveled during the acceleration and deceleration phase is less than the total distance to the destination, the spacecraft will also spend time coasting. tD is the distance to the destination in astronomical units AU minus the distance traveled during boost while accelerating and decelerating.


dV is the cruising delta-V in mps. Example: The distance from Mars to Earth is 1. Princess of Helium has already traveled 0. Special Case: Ramscoops Spacecraft using reaction drives whose reaction mass is being provided by ramscoops can travel as if they had reactionless drive. However, they will generally first need to accelerate normally up to the ramscoop velocity 1, mps or more! They can continuously accelerate as long as the drives have power, although most are limited to velocities a fraction below light speed , mps. Exact travel times will vary depending on the time of year. However, you can estimate the statistics of typical low-energy transfer orbit between two planets or other bodies starting in orbit around one and ending in orbit around the other using their orbital velocities and orbital periods.


The Solar System Travel Table p. Use the first step of the reaction drive travel rules to find the time spent maneuvering. The majority of the trip is spent drifting in the lowenergy orbit. Multiply by for days. SPACE TRAVEL 38 Blast Off! A spacecraft using a reactionless drive can fly into space if it has anacceleration less than the planetary gravity, or is winged in a very thin or denser atmosphere , or is using contragravity lifters. T is time in minutes. If not, treat as 0. D is the distance in AU. The table below gives some typical times and distances. Peak velocity in mps will be: Space Travel Time long voyages Once a spacecraft has broken orbit, the time in hours required to travel a distance measured in AU, including acceleration and deceleration, is shown below. Travel Times AU 0. The time in minutes required to travel a distance measured in miles, including acceleration and deceleration, is shown below.


D is the distance in miles. Peak velocity in mps will be 0. C-Fractional Velocity High acceleration reactionless drives may just boost up to near-light speeds. A is acceleration in G. Lightsails and Magsails Treat space sails as reaction drives but with no limit on the delta-V they can spend though their top speed is limited as noted in their description. They get more acceleration the closer they are to a star. This is a somewhat unrealistic simplification of actual sail flight. Most light sail or magnetic sails will accelerate into low-energy transfer orbits! D is the distance in parsecs. Ty is the travel time in years. Vc is the cruising velocity as a fraction of light speed. T is the travel time in seconds. cV is as above. Short Voyages measured in miles A ship can travel , miles ¥ Vc every second.


Atmospheric Flight Spacecraft with wings, contragravity lifters, or if streamlined and with an acceleration greater than local gravity, can fly in an atmosphere. Use the rules on p. B for air travel. Use Piloting Aerospace skill rather than their normal spaceship operation skill. Ships using contragravity lifters use Piloting Contragravity. Atmospheric Landings In a very thin or denser atmosphere p. B , a streamlined winged spaceship can glide down for orbit, landing like an airplane, even without engines, as can any spacecraft with a soft landing system Roll against Piloting Aerospace as described on p. In busy airspace, the pilot may get in trouble for violating regulations. Roll: front hull, center hull. Apply modifiers for terrain and weather. Spacecraft sensors can mean visibility is not a problem, but wind, hail, storms, ice, mountains, or built-up areas all give penalties: -1 mountains , -2 skyscrapers, strong winds, thin atmosphere , -3 electrical storm , -4 hail, very thin atmosphere , -5 blizzard , -6 hurricane.


A Piloting roll is needed every five minutes minimum one roll. If the vessel is streamlined and landing in atmosphere, this is easier: halve the time required. Modifiers are as for atmospheric landing, though weather is ignored in vacuum. Use the space handling rather than air handling modifiers if landing in a vacuum. If using a reaction drive, this requires spending deltaV reserve equal to 0. Roll vs. Piloting skill. Success means a proper landing, failure means you may abort or suffer a crash landing as detailed above , critical failure means you have a crash landing. Thus, their performance depends on the intended scope of the campaign more than anything else. The GM should work out the mechanics of stardrive operation to suit the campaign. GURPS Space has detailed guidelines on the many different options and possibilities for GMs who wish to design their stardrives to suit a campaign.


For GMs without GURPS Space, this section presents some ready-to-use examples. Typically, a starship must set a course to a specific destination, the navigator must plot a course, and then power up the drive to enter hyperspace. Some variants of hyperdrive also require first accelerating to a minimum velocity which may be as high as near-light speeds while heading in the general direction of the target. Once in hyperspace, a starship does not interact with the normal universe and may not maneuver or deviate from its plotted course. This may work differently in some universes! Then the spaceship emerges into normal space.


Any restrictions that apply to entering hyperspace usually apply to leaving it, e. Skip accuracy typically is up to the GM, but often a successful Navigation Hyperspace roll is required. Plotting normally SPACE TRAVEL 40 finite time. Jump points are often located thousands or millions of miles from planets, stars, and other jump points, so lengthy voyages through normal space may also be required. Therefore, a jump drive is usually installed in addition to another type of space drive. Jump Drive Variations takes about 30 minutes and usually can only be done from the general area of space where the skip is being performed.


Success gets the spacecraft as close as it can safely come to the destination depending on drive technology. Critical failure may be off by parsecs, an arrival someplace unpleasant, or an arrival closer than the safe distance with the drive disabled destroyed on a failed HT roll. JUMP DRIVE This drive assumes the existence of natural or artificial jump points. Solar systems on main travel routes will have two or more jump points leading to different destinations, creating a network of jump point routes that connect one system to the next. There may also be cul-de-sacs systems — dead ends with only one jump point. Jump point connections may or may not relate to real space: a jump point may connect to the nearest star, halfway across the galaxy, or even to alternate dimensions or times. Their size is also up to the GM — they could be thousands of miles across, or small enough that they limit the size of ships that can traverse them.


To use a jump point, a ship travels to it, powers up the jump drive, and is transported through to the other end of the jump point. A jump is normally instantaneous although the GM may rule it requires a Hyper Jump Drive: The starship must be at a jump point to use the drive, but the destination may be any other jump point within range and the drive otherwise functions like a hyperdrive. Probability Drive: When activated, probability is altered so the spacecraft vanishes from its own location and appears somewhere else, without crossing intervening space. Range is up to the GM; it could even be infinite. Using a probability drive requires Navigation or Electronics Operation Matter Transmission rolls, with a hefty minus e. Failure results in the starship becoming lost — it could turn up just about anywhere — and disables the drive until repaired.


A critical failure may warp probability in strange ways, producing bizarre events or stranding the vessel in an entirely different dimension. WARP DRIVE This allows the ship to travel and maneuver at faster-thanlight speeds while still interacting with the normal universe. A typical warp drive ship has a speed in parsecs per day equal to its FTL rating. A speed of one parsec per day is equivalent to ,, miles per second. Standard warp drives only function in deep space. Some are automatically slowed to sublight speed when in close proximity to a star e. Airlock An airlock allows people to enter or leave a ship in space without decompressing the vessel. The airlock is chamber with a heavy, pressure-tight door, valve, or hatch at either end.


Some superscience airlocks may use rigid, airtight force fields instead of doors, although these are risky if the power fails! The outer door connects the chamber to the outside. A control panel is outside the spacecraft next to the outer door. A second panel is in the airlock chamber. A third panel is in the spacecraft corridor beside the inner door. Each panel includes airlock controls, an intercom, and a camera. Otherwise, a visitor must insert an access key, type an access code, submit to a biometric scan, or call someone for permission to enter procedures will vary for each spacecraft. Air pressure sensors and a pump are installed in the inner chamber. Airlock Capacity The capacity of an airlock is the maximum number of human-sized individuals that can occupy it.


They are HP Entering a Spacecraft via Airlock 1. Option: Use airlock controls to alter the pressure in the airlock chamber to the same pressure as the outside environment. It takes 1 minute ¥ pressure differential in atmospheres, e. Unlock and open the outer door. The atmosphere in the airlock chamber if any and outside environment will mix. Enter airlock chamber. Use airlock controls to close and lock outer door. Option: If the airlock chamber is equipped with decontamination systems, initiate these procedures. This takes a further TL minutes. Use controls to unlock and open outer door. Enter spacecraft. Chambers can typically vary their pressure from 0 to 5n atmospheres, where n is the hull dDR. Exiting an Airlock 1. From inside the spacecraft, unlock and open the inner door.


Close and lock inner door. Option: If the airlocks are equipped with decontamination systems, use controls to initiate decontamination. These procedures take TL minutes. Option: If the external pressure is less than that of the spacecraft, e. This will prevent the occupants being blown out into space when the door is opened! This takes two seconds to initiate. A depressurization warning sounds. The cycle can be halted or reversed. Unlock and open outer door. The airlock chamber is exposed to the outside environment. If the outside environment is at a lower pressure than the chamber, any air rushes out, possibly also sucking out any occupants of the airlock chamber. Leave airlock unless blown out already!


Docking Standard airlock doors are designed so that a spaceship can mate airlocks directly with a station, or so that a small craft can mate directly with a larger spacecraft. Airlocks designed by different spacefaring cultures are normally incompatible, but regular trade might result in agreements that standardize these fixtures, even between aliens! Docking generally takes about one minute and requires a Piloting roll by the pilot of any craft that is actively maneuvering. The larger craft will usually hold its course as the smaller one docks only the pilot of the smaller craft rolls , but if both vessels are maneuvering, both pilots must roll. Failure means that another minute is needed.


Critical failure results in an emergency situation. Roll again: any success means trouble is averted, but a second failure or critical failure results in a minimal-speed collision p. Passage Tubes A passage tube is a flexible tube that connects the airlocks of two spacecraft in space that have compatible atmospheres. It holds pressure, allowing the occupants to travel between ships without the need to cycle airlocks. It may be extended out to 30 yards, is about two yards in diameter, and hooks to standard fittings around exterior airlocks. Rigging it takes about an hour in free fall 30 minutes with multiple workers , and requires a Mechanic Vehicle Type roll.


Emergency Pressure Doors Spacecraft may have pressure-tight doors to seal off compartments. If the spacecraft hull is breached or a cargo bay door is opened, the entire spacecraft is affected. A breach or open cargo bay door will affect the hull section it occurs in. A breach or open bay door only affects that particular system. A door seals shut automatically if emergency sensors detect pressure loss, fire, or smoke in the compartments on either side of the door. Doors will seal in two seconds and will do ship SM dice crushing damage each turn to anyone caught in them.


A character next to a door can roll vs. DX to try and jam the door or dive through it. Failure means the character was caught by the door and takes spacecraft SM dice of crushing damage. Roll hit location — if the door fails to kill the character torso or head or destroy a limb or whatever was jammed into it , then it is stuck open. Moreover, the entire bay is designed to function as a giant airlock! It can be evacuated storing the air in holding tanks before the doors are opened. It takes 1. Thus, it usually takes 1. A given hull section has one set of cargo bay doors, which provide access to all cargo holds in that part of the hull. Doors have the same dDR as the spacecraft hull. They are not airlocks — air spilled is lost. It takes two seconds to open or close cargo bay door, using controls next to the bay doors on the outside and inside. Computer AIs and control stations can also open or lock them. The maximum SM object that easily fits through cargo hold doors is the hull SM-5 if the hull section has cargo holds, or hull SM-4 if it has A successful Freight Handling roll lets an object of one SM greater to be maneuvered through the door.


Failure means the item is stuck, requiring minor repairs dismantling the door or the object to clear access. The normal procedure is to evacuate the hangar bay and keep it evacuated during all launch or recovery operations. If a spacecraft hull section front, central, or rear has hangar bays, it has hangar bay doors. They take two seconds to open or close. A given hull section has one set of hangar bay doors, which accesses all hangar bays in it. Squeezing larger objects through is not possible, as the airlocks are more complex than cargo bay doors. Hull Breaches Another way to get into or out of a spacecraft is through a big hole. The hull is breached if any non-core system is disabled or destroyed. Typical breach diameter in yards is shown on the table below. For disabled systems, roll for diameter. For destroyed systems, the breach is automatically the maximum possible size that can be rolled e. Most spacecraft systems are designed to survive decompression, but plants in open spaces and delicate furnishings or supplies in habitats e.


will be lost if exposed. Teleport Projectors Why bother with doors? See Teleport Projector p. Roll against Freight Handling and Hazardous Materials, if necessary skill to properly load cargo. Success means everything is stowed properly. Failure means it was stowed haphazardly: any attempts to unload the cargo take twice as long. Critical failure results in unsafe stowage: triple unload time, and the cargo may break, leak, or escape! COMPUTERS AND SOFTWARE Spacecraft with computer networks use the rules on p. These rules ignore most software. Ship navigation, targeting, etc. Weapon sAcc values already include targeting programs. The major advantage of better computers is to run high complexity programs like cryptographic analysis, language translation, or even Artificial Intelligences that can function as crew members!


See GURPS Ultra-Tech for AIs and other software. Unless given the FTL option, detection and communications occur at the speed of light, and over long distances. Time lag is one second per , miles, or seconds per AU, each way. Passive sensors are operated from a control station or by a sapient program. The operator uses Electronics Operation Sensors skill, using the Sensors rules p. The sensors are vehicular imaging sensors p. B that provide Hyperspectral Vision p. B60 with Extended Low Band and Extended High Band, for science and multipurpose arrays , Telescopic Vision p. B92 and ° Vision p. Passive sensors can also detect and locate any operating active sensor or broadcast signal within twice its own range see Signal Detection, below.


Spacecraft will usually be using passive sensors to detect other spacecraft. The relevant modifiers are summarized below. Passive sensors only detect objects in line of sight — something behind a world, larger station, underwater, etc. Time Spent: Assume a complete scan around the vessel takes 20 seconds. Time spent modifiers apply e. Range: Apply the Range modifiers from p. In space combat, at zero yards , at point-blank miles , at close miles , at short 2, miles , at long 10, miles , at extreme 50, miles. For astronomical ranges: at , miles 1 LS , at 1 million miles 5 LS , at 10 million miles LS , at million miles 1 AU , at 1 billion miles 10 AU , at 7 billion miles 75 AU; scan entire solar system.


Telescopic Vision: Reduce the above range penalty by the level of Telescopic Vision. This includes attempts to get a better look at a detected target, rolls to spot targets whose orbits are already charted e. or whose radio, radar, or transponder emissions have been detected. Damage: If an enhanced, tactical, multipurpose, or science array is disabled or destroyed, a vessel can use its basic array. A basic array is only destroyed if the control room or spacecraft is destroyed. All arrays are at -1 if the spacecraft is reduced to 0 HP or less.


Note that this is cumulative with the plain sight modifier. IR Signature: Spacecraft often put out a lot of heat and light! Countermeasures: The following modifiers apply: if target is using a cloaking device.



English Pages 22 [23] Year DOWNLOAD PDF FILE. BIG LIZZIE TM Written by W. DAVID GEORGE and GABBY RUENES An e23 Sourcebook for GURPS ® STEVE JACKSON GAMES Stock Version 1. SETTING UP. LIZARD BASIN. Our address is SJ Games, P. Box , Austin, TX Please include a self-addressed, stamped envelope SASE any time you write us! We can also be reached by e-mail: [email protected] Resources include: New supplements and adventures. Our e-publishing division offers GURPS adventures, play aids, and support in PDF form. digital copies of our books, plus exclusive material available only on e23! Just head over to e Pyramid www. Our monthly PDF magazine includes new rules and articles for GURPS, systemless locations, adventures, and much more.


Look for each themed issue from e23! Visit us on the World Wide Web at www. To discuss GURPS with our staff and your fellow gamers, visit our forums at forums. The web page for GURPS Big Lizzie is located at www. Everyone makes mistakes, including us — but we do our best to fix our errors. Up-to-date errata pages for all GURPS releases, including this book, are available on our website — see above. Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth Edition. Page references that begin with B refer to that book, not this one. It has more in common with. Ray Harryhausen. The Father of Dynamation and Super Dynamation, Super Dynarama, and Dynarama. The talent behind Jason and the Argonauts, The Mysterious Island, One Million Years B. And The Valley of Gwangi. You see, there are dinosaurs here. Neanderthal men. Plus a few Aztecs. And one eighth-century Irishman.


riding a wooly mammoth. As far as they are concerned, this should be a standard western romp in pursuit of the badmen and kidnapped school marm Donna Nesbitt. Your players will come riding to the rescue. This s-style adventure is intended for four to eight point PCs. The lethality is largely dependent on the number and type of dinosaurs that the party faces, and is thus controllable by the GM. Although specific roles are provided for this scenario, premade characters are not, so the GM should allow time for character creation before the adventure. This adventure may seem easy at first. The posse may kill several without incident — good for them! However, when one of the fearsome beasts finally gets through. well, someone will be dead or hurting. One PC gone means a fraction of the firepower is gone, leading to more dinosaurs getting through.


The GM, however, is free to tinker with dinosaur hit points if he so desires. If a shorter adventure is needed, cut Encounters 4 to 10 pp. With these essential features in mind, the adventure can be adapted with little modification to take place in Victorian England or modern Colorado. Those who want to recreate combat scenes will find the following Cardboard Heroes sets handy: Fantasy Set 6 — Monsters I for Neanderthals , Fantasy Set 4 — Animals for representing dinosaurs and other creatures , Fantasy Set 13 — Dragons as an approximation of larger critters , and Cowboys and Indians for its selection of genre figures. ABOUT THE AUTHOR W.


Bill Armintrout began his game design career in with the publication of Hot Spot, a Metagaming microgame. In addition to his freelance work, he has worked for Steve Jackson Games, Bard Games, Origin Systems, Electronic Arts, Turbine, Psygnosis, Vicarious Visions; designing, developing, and programming board games, RPGs, computer games, and video games. He currently is the proprietor of The Miniatures Page www. com , a website for miniature wargamers. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Big Lizzie, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Big Lizzie is copyright © by Steve Jackson Games Incorporated.


Some art © JupiterImages Corporation. All rights reserved. The scanning, uploading, and distribution of this material 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. A hastily organized party of townsfolk and a rancher family set off in pursuit. As the outlaws head south toward Mexico, they and their pursuers blunder into an interdimensional region where dinosaurs still walk. The adventure is intended for brand-new PCs; each individual takes a role appropriate to the adventure the Doctor, the Eldest Bother, the Gambler, etc. from the list provided on p. Where can you be? The GM may randomly choose roles for the players — 12 roles are given, so not all will be used — or he may wish to describe them and have the players pick.


Note that there are two PC groups — the Family four Brothers, Father, Grandpa, and the Cook and Townsfolk Blacksmith, Gambler, Store Owner, Trapper, and Doctor. Once this is accomplished, and eight roles have been assigned or chosen, the subsequent steps are: 1. Players must name their heroes. Family members the Cook and Grandpa excepted must choose a common last name. Character Creation. Character stats are assigned now. If desired, PCs may be the same sex as their players. See The Love Table p. The Cook and female PCs need not roll. For the female heroes, Donna is the best friend they have in this world. The Cook, meanwhile, knows that his employers adore Donna, so he too is devoted to seeing her safe. Each role description on p. The GM may also approve other gear if he desires — bear traps for the Trapper, for instance.


ROMANCE POINTS Romance is at the heart of this adventure. That is what keeps the heroes in pursuit of the outlaws, goads them into fighting dinosaurs they could easily outrun, and makes things fun. The GM awards Romance Points secretly during the game, to male and female PCs alike. Killing a Dinosaur: Worth 20 Romance Points or the Encounter Number from one to five on the Encounter Tables, p. For encounters with ranges, use the first number in the range to determine the number of points received. Each Shot: Each successful shot at a dinosaur is worth 5 Romance Points. Wounds: Each wounded PC receives 20 Romance Points. Death: A hero who is killed receives 50 Romance Points. SETTING UP 4 The Love Table For each male PC one at a time, in any order , roll a die.


On a , roll a second die on Column A of the Love Table below ; on a , roll a second die on Column B. Read the text to the player, then write the name of the role next to the entry to mark it as used. A marked entry cannot be reused — if one comes up again, reroll it. You have loved the school marm, Donna Nesbitt, ever since. You have to admire a gal that shoots hard and straight. In the morning, you dimly remember Donna throwing a blanket on you where you lay. Donna thanked you for your kindness, and her smile dazzled you with its radiance. You hate those brothers. If this is given to a Family member, it refers to the other members of the family. You like a woman with spunk. Expertise: Whenever someone successfully uses one of his skills such as when the Trapper tracks, or when the Doctor heals , he receives 20 Romance Points.


When a Token is encountered, it is found by one of the heroes with the three lowest Romance Point totals roll randomly.



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DOWNLOAD PDF FILE. Recommend Papers. GURPS 4th edition. GURPS Update. 41 KB Read more. GURPS 4th edition. GURPS Update. KB Read more. Download Gurps Horror 4th Edition [PDF] Type: PDF. Size: MB. Download as PDF Download as DOCX Download as PPTX. Download Original PDF. This document was Written by W.G. ARMINTROUT Edited by JASON “PK” LEVINE and NIKOLA VRTIS Illustrated by SCOTT COOPER, PAT ORTEGA, and LOSTON WALLACE Maps by J. DAVID GEORGE and GURPS System Design STEVE JACKSON GURPS Line Editor SEAN PUNCH Managing Editor PHILIP REED e23 Manager STEVEN MARSH. About GURPS Steve Jackson Games is Like this paper and download? You can publish your own PDF file online for free in a few minutes! He is the co-author of the GURPS Basic Set 4th Edition and author of 06/10/ · pdf-gurps-lite-fourth-edition Identifier-ark ark://t3qwf Ocr tesseract beta Ocr_detected_lang en Ocr_detected_lang_conf ... read more



Stoddard 0 0 0 Like this paper and download? If necessary, the GM should remind players that intraparty murder and mayhem typical in some roleplaying adventures is hard to justify in this adventure — and killing your fellow travelers will not make points with Donna. Communication in a firefight can be difficult, but failure do to so effectively is often fatal. Each ton of cargo capacity sacrificed provides 0. things may get sticky.



B and the relevant medical equipment High-Tech, pp. Rapid Fire p. There is a joint expectation to receive and a joint duty to provide protection from domestic tyranny, foreign aggression, and criminal exploitation. Generic Aztec ST 11; DX 11; IQ 9; HT Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials, gurps 4th edition pdf download.

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