Character Generation
Characters should be built on 100 points with 45 in disadvantages,
including quirks. In order to retain a degree of realism, no more
than 80 points can be spent on attributes for any character, although
less than that amount may be spent. This would allow a 12 in all
attributes, one attribute at 16, or some other balance.
Characters should hold some loyalty to the British Crown and should
not be complete lunatics. The availability of guns and common
sense make the cream of 1915 military hardware out of the question.
Exercise your best judgement on this, or I as the GM will do so
for you.
Skills should be directed towards the appropriate technology.
For example, telegraphy might be useful, while electronics will
definitely not. Oriental skills, such as karate, judo, breath
control, and other martial arts are unavailable to Europeans and
Extra-terrestrials.
Status
Status is very important to the English. Regardless of a character's
base reaction modifier, NPC's of significantly higher status will
always look down on them, while characters of lower status will
almost always defer to them. As such, status is at least as valuable
as charisma or attractiveness.
It should be noted that status is bought independently of wealth.
A poor man who scrapes enough money together to present himself
well might be status 0, or may have a positive reputation that
cancels it out. A businessman may well have all his money tied
up in frozen investments, leaving him with effectively normal
wealth.
LEVELS OF STATUS
Status -2: No money at all
Status -1: Poor
Status 0: Working Bloke
Status 1: Shop owner, Clergyman
Status 2: Successful Businessman
Status 3: Industrialist
Status 4: Minor Titled Noble
Status 5: Titled Noble, Bishop
Status 6: Distant Royal Family
Status 7: Immediate Royal Family
Social Stigma
Independent of social status, certain groups may carry a certain
stigma. If a player chooses, a reputation may be bought to counter
a negative stigma without counting it against the disadvantage
limit.
SOCIAL STIGMAS
Woman: Second Class Citizen (-5)
Alien (Off Homeworld): Outsider (-10)
Minority (Indian or African): Outsider (-10)
Outlaw: Total Outcast (-15)
The Realm of Space
Although the 1915 space campaign is similar in many respects to
the historical 1915, I feel it is important to lay out the premises
with which I have revised history. Other campaign briefs will
be written from the point of view of this fictional 1915. As such,
this is the only one that will mention the real world at all.
What follows are the initial changes made in the laws of science
or in events that I believe lead logically to my chronology.
Sealant Technology
In order to make space travel possible even to the moon, there
has to be the ability for high pressure seals to be constructed
as far back as 1875. Further, Zeppelin's development of the airship
had to begin much earlier in his life, before 1850.
The Ether
Interplanetary travel relies on the existence of an ether, the
theoretical medium through which light would travel. As a result,
Einstein's relativity does not hold true, removing the speed of
light as a maximum speed. As a result, a lantern held in a car
moving at 25 mph will go forward at a greater speed than a lantern
held by a man standing still. Further, the often used science
fiction trick of time dilation will not save travellers from aging.
Time is absolute for all observers. Despite this, nuclear fusion
still occurs, through some unclear atomic process, (though no
scientist would know about it) if only because I can't think of
another way to power the sun.
Heat Transfer and the Spark of Life
The only thing that forbids life as we know it from evolving in
planets outside the belt of life that contains Earth and probably
Mars and Venus is the fact that sunlight decreases in intensity
farther from the sun, making Mercury too hot and the outer planets
too cold. For Mercury, I assumed that Schiaparelli's contention
that the planet kept one side to the sun at all times is true.
As such, that face of the planet shields the areas behind sufficiently
for meager life to grow there. For the other planets and for the
habitable moons, I simply explain it as poorly understand atmospheric
effects akin to those on the real world's Venus. From there, it
simply requires an enormous stroke of luck for so many worlds
to evolve life.
The planet Mars is a planet in decline. Signs abound of a once
thriving and powerful culture that built great stone cities, the
pyramids, and the canals, but somehow disappeared. All of the
technology of the race referred to as the Ancients is lost, leaving
their cities often lost in the sand and the canals running dry.
The planet is divided into three distinct bands of stable climate,
since Mars lacks oceans or large mountain chains that would alter
weather patterns. The central band, occupying the equator and
extended north and south to about 40° latitude, is desert, once
fed by the system of canals. At most one quarter of the canals
still carry water, although others sometimes flood, and the course
of the rest can be seen clearly. Most dead canals still carry
water beneath the surface, occasionally rising to form an oasis
and providing the best places to dig for wells.
Beyond 40° to about 70°lattitude, the canals are fed by shallow
swamp, which in turn are fed by the polar ice caps. Above 70°
lattitude, the temperature is so low as to form tundra and ice
caps.
The Ancient's cities were built primarily in what is currently
the desert region, though archeological evidence shows that Mars
was once water rich, although never with significant oceans. Unknown
climatic shifts forced the building of the canals, which are cut
straight from the stone of the Martian surface.
High Martians
Game Statistics
30 Points
ST -1 (-10), DX +1 (10), Attractive (5), Cultural Adaptability
(25), Intuition (15), Overconfidence (-10), No Hair and Light
Skin Pigment (-5)
Physical Structure
High Martians resemble humans in almost every respect. Their features
are somewhat softer, their skin is pink and more susceptible to
sunburn, and they have no hair anywhere on their bodies whatsoever.
Further, they have no outer ear, hearing instead through pits
in the side of their heads. Perhaps more remarkable than this
is that most humans find them to be attractive.
Their height and weight average slightly less than humans, though
it is what would be expected for their strength.
Culture and Psychology
High Martians are so named because they were first encountered
by German explorers in what later turned out to be cities of the
Martian Ancients, though scientists are now certain that their
species are in fact unrelated. Instead, the High Martians were
copying the social structure of the Ancients as they remembered
it, although they had none of the Ancient's technological secrets.
This proved to be part of a larger pattern of High Martian cultural
mimicry. As a species, they have no culture of their own and simply
join the system of another race. The other Martian races accept
mimicking High Martian as one of their own. If asked, the other
races will say simply, "That is their way." Answers from the High
Martians have been no more enlightening. Numerous High Martians
have adopted Earth cultures, often serving as cultural attaches
and diplomats all over the Solar System.
Language and Naming
It is not clear if High Martians have their own language, but
the language spoken by communities living in Ancient cities use
a sort of bastard combination of the other Martian languages.
Their names are three syllables, formed by combining the last
syllable of their father's name, the last syllable of their mother's
name, and a syllable drawn from distant ancestry. For example,
the son of Kyr-al-kan and Su-rish-al might be Kan-al-kur.
Jackson's Grey Martians
Game Statistics
15 Points
ST -3 (-20), DX +2 (20), HT +1 (10), Sensitive Smell (22), Temperature
Tolerance (10), Running at HT-1 (2), Stealth at DX-1 (2), Kleptomania
(-15), Short Lifespan (-15)
Physical Structure
Grey Martians, first contacted by British explorer Every Jackson,
resemble upright greyhounds. Their upper limbs end in three fingers
and an apposable thumb. They have an excellent sense of smell,
able to identify people based on smell, track effectively, detect
general emotional states due to scent, as well as many other things.
They are 4" taller on average than their strength would indicate,
although their weight is the same. Their lifespans are significantly
shorter than those of humans, living only about three fourths
as long.
Culture and Psychology
Many of the traditions of Grey Martians vary from group to group,
and any one is far more likely to be an individual different from
his tribe than any of the other Martian races. All Grey Martians,
however, share the tradition of proving their personal prowess
through theft. Although some do steal for gain, that is generally
not the case. Rather, it is simply to prove that the Martian is
capable of such an act. A Grey Martian will, for example, gladly
return all items taken if asked, especially if such an act results
in compliments on their abilities. They often take offense, conversely,
at being accused of thievery and being demeaned for their acts.
It is common practice on many of the trading posts of Mars for
Grey Martians to drop their catch at the door on the way out simply
as a way of proving what they could have taken to the shop keeper
and other patrons. Nonetheless, problems can arise when humans
or other non-Martians misunderstand. The other Martian races,
however, take this peculiar habit of the Grey Martians in stride.
Grey Martians live primarily in the swamps and tundra near the
Martian poles, though some are nomadic and travel well into the
desert. The largest number, though, sail shallow boats in the
swamps and canals, making a living from fishing, hunting, trapping,
and foraging. They live in small, permanent villages, constructed
by current techniques. Few have more than 100 individuals.
Language and Naming
All Grey Martians speak a common language, Grunar. It much like
the communication of Earth dogs, although careful pronunciation
results in an enormous and specific vocabulary.
Names are almost without exception drawn from Martian legend of
all races, such as Kugras, Simchas, Kris-dal-pa, and Prabmukg.
Recently, Grey Martians have included the names of non-Martian
heroes as well, such as Gilgamesh and Achilles.
Dark Martians
Game Statistics
30 Points
ST +4 (45), HT +3 (30), DR 1 (5), Bad Temper (-10), Bully (-10),
Overconfidence (-10), Paranoia (-10), Code of Honor: Avenge Insults,
Protect Companions/Tribe, Honor Debts and Promises (-10)
Physical Structure
Dark Martians resemble brawny humans in many respects. Their skin
is thick and can vary in color from red to brown or even dark
grey. Their heads are broad and flat, dominated by two large tusks
that thrust upward from their mouths. They lack body hair, although
their facial and head hair grows quickly. Straight, black hair
predominates, although brown hair and kinky hair are not unheard
of.
They have two large fingers and a thumb on each hand. Their manual
dexterity is equivalent to that of humans despite this, although
items such as rifles must be modified to allow access to their
much larger digits. Dark Martians have only two toes, and these
lack articulation.
On average, Dark Martians are 3"taller and 25 lbs. heavier than
a human of equivalent strengths. Ignoring death due to combat,
their lifespans are comparable to those of humans.
Culture and Psychology
Dark Martians live primarily in the deserts around Mars' central
belt. Most are nomads, raising various forms of Martian cattle,
but a significant number of craftsmen and traders reside on the
edge of the few remaining canals. Regardless of their lifestyle,
however, they are guided by an ages old code of honor that legend
claims is handed down from the Martian Ancients. It establishes
tribal family units ruled by the oldest male. Mating is regulated
by class; the higher classed a male, the larger number of wives
he may have. Lower classed males may be forbidden from mating
altogether.
Dark Martian legend features a rivalry between two great tribes
and their allies, a conflict that some historians contend occurred
shortly after the disappearance of the Ancients and involved all
of the Dark Martian population. The inter-tribe animosity no longer
exists, but the war and insuing chaos is generally blamed for
the Dark Martian's paranoia and the initial reports from explorers
that described them as savages.
Language and Naming
Dark Martians speak a range of tribal languages. Although estimates
place the number of dialects at over 50, all are related in one
way or another the so-called "Dark Tongue" (M/H). It is extremely
guttural and glib. Pronunciation is rather imprecise, allowing
many different sounding words to have the same meaning.
Names are formed from the name of the tribe followed by the word
"kurxg", followed then by either ruling title or personal profession
and then followed by a personal name. For example, Grakh kurxg
Kalx Kurikhad would he Kurikhad, the Kalx (warrior) of clan Grakh.
Low Martians
Game Statistics
-40 Points
ST -2 (-15), DX +1 (10), HT -3 (-20), Cultural Adaptability (25),
Recovery (10), Language Talent +3 (6), Dwarfism (-15), Slave Mentality
(-40), Follow Individual Masters (-1)
Physical Structure
Low Martians are small humanoids with wide, flat heads and broad
noses. Their skin is generally tan in color, though it can range
from peach to olive. Almost all Low Martians have a shock of thick
hair on their heads, in addition to short and lightly colored
body hair. They average 4' tall, but can weigh as much as 150
lbs. This, added to the distribution of body fat, gives them a
pot belly even when malnourished.
Culture and Psychology
Low Martians lack any form of initiative or personal interest,
doing only what they are ordered to do. This casts them in the
natural role of slaves, a role they fill for the other three Martian
races. Low Martians can be very intelligent, but will only use
their skills or provide their opinion if directed. They attach
themselves to a master for life, and will serve that master until
they die. If the master should die first, Low Martians will either
attach themselves to one of their former master's family or companions
or wander aimlessly in search of a new master. Low Martian servants
can be directed to obey someone besides their master, though their
masters orders will always come first. They can follow complex
orders, such as, "Eat dinner at 5:00 unless instructed otherwise.
Goto the market if food drops below two days supply," but they
will follow them explicitly. For example, they will go to the
market when food drops below the given point, regardless of the
time of day.
Although Low Martians will never rebel against cruel treatment,
but it is frowned upon by the other Martian races, even to some
degree the normally brutal Dark Martians. Low Martians are a valuable
resource and although they may lead Spartan lives, they are never
abused senselessly.
Language and Naming
Low Martians respond to whatever name their master gives them
and at the order of their master that name can change at any time.
Similarly, they have no language of their own and will use the
language of their masters in less directed otherwise.
Wild Animals
The following are a few animals common to Mars. Their names in
English are given first, and then their Dark Tongue names. The
wildlife of Mars, although not as diverse as that of Earth, is
nonetheless widely varied. What follows is only a sampler.
Forest Boars (Yilsanid)
Grey Martians make extensive use of Yilsanid, creatures similar
to Earth boars, in the role of hunting dogs and draft animals.
Yilsanid range in size from 50 to 400 lbs, depending on breed.
They most closely resemble African warthogs, having wide mouths
and significant tusks. The largest Yilsanid are even used as riding
animals.
Desert Boars (Yilksinak)
Larger than Yilsanid, Yilksinak resemble a cross between a boar
and a hippopotamus. Weighing in between one and two tons, Yilksinak
are incredibly strong and resilient. Furthermore, they store water
between their muscles and outer skin, allowing them to survive
for long periods in the desert. Although slow, they can march
for long periods. This and their relative intelligence make them
excellent mounts. Dark Martians use them extensively.
Cushna (Lexshikadka)
Like something straight out of Indian mythology, these scraggly
pack dogs are feared and avoided by the Martian races. Reportedly
capable of breathing flaming gas and passing on a form of rabies
through their bite, Lexshikadka have been encountered only a few
times by Europeans.
Martian Crocodile (Draxgurk)
Draxgurk have wide bodies and very narrow but powerful jaws. They
are never seen in the desert, but are common predators in the
shallow swamps of northern and southern Mars. Draxgurk skin ranges
in color from grey to black and is both heavy and flexible, making
it excellent for a variety of uses.
Sand Urchins (Krgadaxx)
These small spiky lizards are fairly common in some parts of the
Martian desert. They take on large amounts of air and spread out
their spines, either rolling along in the stiff desert winds or
burying in the ground. If their spines find purchase in a creature,
a chemical process begins that draws water slowly out of the body
of the urchin's victim. Once the water has filled the urchins
air sack, it pulls back its spines and falls away. If any spines
remain in, the slow loss of water will continue.
The planet Jupiter is the largest in the solar system, marked
by bands of shifting clouds and the prominent red spot which is
itself much larger than the Earth. Little is known of the region
beneath the upper atmosphere. Although many nations have sent
ships into the clouds, none have returned. The reason for this
is a matter of much debate in the scientific world, with theories
ranging from fatally high air pressure to hostile natives.
The planet is mostly of interest for its moons. Although Jupiter
actually has fifteen known moons, four can be seen from Earth.
The Gallilean satellites are (in order from innermost to outermost)
Io, Europa, Ganymede, and Callisto.
Io
The moon Io is under constant pressure from the tidal force of
Jupiter's gravitational pull. The result is extensive volcanic
activity and a barely breathable atmosphere, rich in sulfur and
dust. No life has ever been discovered on Io and surely no large
lifeforms live there. Given its harsh conditions, however, scientists
have not been eager to research and no definitive statement on
the existence of Ionian life can be made.
Europa
Europa is far enough away from Jupiter to avoid the tidal flexing
that spawned chaotic Io. It also seems neither to have developed
life or an atmosphere capable of retaining heat. As such, it is
a massive ball of ice. The curious thing is the presence of huge
cracks and fissures of dark color all along its surface. Some
scientists speculate that some form of life could exist at the
bottom of these cracks, but the cold and airless environment leave
it as open a question as that of life on Io. Even without further
data, respectable scientist generally admit that the chance of
life on Europa is astronomically low.
Ganymede
Ganymede is the only of the Saturnian moons known to harbour advanced
life. Ganymede's surafce, which is larger than that of Mercury,
looks like a deep jungle from pole to pole. On closer examination,
however, it proves to be a carefully controlled environment. The
forest floor is clear of underbrush. There are no dread tropical
diseases, as with the jungles on Earth. This is all the doing
of the extraordinary Green Men [see below]. Plant life dominates
Ganymede. There are no animals aside from the few primitive insects
that aid in pollination and seed spreading.
Callisto
Callisto, slightly smaller than Mercury, has a temperate and fair
climate through most of its surface throughout the year. The land
is smooth and the soil is rich. Although its native life never
developed beyond fern-like plants, crops from Earth can be grown
year round. All of the major powers have colonial farms on Callisto,
and although the farms are so far fairly small, the moon's size
makes disputes seem inevitable in the future.
Game Statistics
Drone: 10/Vox: 35 Points / Healer: 70 Points
ST -4 (-30), DX +2 (20), IQ +1 (10), HT +1 (10), Absolute Timing
(5), Peripheral Vision (15), Recovery (10), Limited Regeneration
(20), Disquieting Appearance (-10), Dependency: Water and Sunlight
(-10), Personality Shifts Between Day and Night: Impulsive/Lazy
(-20), Increased Life Support (-10)
Vox: Universal Translator (25)
Healer: Psionic Healing Power 5 (15), Fatigue +5 (15), Healing at IQ+3
(10), Life Extension at IQ+3 (10), Metabolism Control at IQ+3
(10)
Physical Structure
Although Green Men have a humanoid form and many animal characteristics,
they insist firmly that they. like all native life on Ganymede,
are plants. They use photosynthesis to form almost all the nutrients
they need. During the day, they are active, almost manic, moving
rapidly through the sun. At night, they settle in bodies of stagnant
water, where they almost submerge themselves until dawn. Although
easy to understand most places in the Solar System, it should
be remembered that the sky over Ganymede is dominated by both
the Sun and Jupiter, creating a strange day/night cycle that complicates
this behavioral pattern.
A Green Man's dorsal surface is covered by growth ranging in color
from dark green to black that resemble large moss or lichen. It
is, however, part of the Green Man's body, providing a large surface
area for photosynthesis. The ventral surface varies from light
green to brown and grey. The texture is much like the bark of
young trees, forming thin limbs that terminate in bulbous joints.
Their hands have three long fingers and apposable thumb., while
their feet have only three long toes.
The Green Men's faces have a single compound eye that gives them
a wide field of vision. Below the eye is a thin mouth that, even
when closed, does not fully cover the rows of small , flat teeth
that Green Men use to break down the plants that complete their
diet. Although they require very specific nutrients from the small
amount of food they eat, almost every planet in the Solar System
has some sort of fauna that will serve. Their faces are surrounded
by large manes of the same stuff that cover their backs.
Three types of Green Men have been observed: the Vox, who can
speak the language of any intelligent creature; the Healers, who
can cure disease and injury; and the Drones, who are fully functional,
but lack any special power. They are not discernable by appearance,
and often the only way for a non-Green Man to tell the difference
is to ask. The mechanism of the Vox and Healers' special abilities
is unknown, but it is clear that the powers are hereditary. Rumours
abound that other, more powerful forms exist or that the Drones
harbour some dark, secret power, but no reliable confirmation
has been found.
Green Men weigh what would be expected for their strength, but
average 5'10" tall, a full five inches taller than might be expected!
Whatever the reason, most other races find the Green Men's looks
rather disturbing.
Culture and Psychology
Green Man psychology shifts radically from the day to the night.
Although comparable to psychotic mood swings found in some humans,
it is important to note that the condition is natural and unavoidable.
Green Men take it in stride, fighting it when need be, but living
with it the rest of the time. As a side effect of their tie to
the day/night cycle, Green Men always know how much longer the
sun (or Jupiter) will be in the sky, or how long until it will
rise, even when in dark buildings, or below the ground.
Although intelligent, the Green Men lack an organized society.
In general, they travel in groups of 5-8, usually one Healer,
one Vox, and the rest Drones. Rule is by concensus, disagreements
causing fragmentation of the group.
Since the first British landing on Ganymede, the Green Men have
been invaluable to the Empire. Fair treatment and careful negotiation
by Brigadier Marshford secured exclusive contact rights for the
British, rights which the Green Men applied to all Ganymede! As
a result, Ganymede is the only planet or moon anywhere in the
Solar System to have been utilized by only one national power.
The benefits of the arrangement were enormous. Green Healers were
responsible for the recovery and insuing strength of Queen Victoria.
A second unsuspected result came when Godfrey, a Vox with the
party of Green Men touring the Earth on the H.M.S. Golden Rod,
announced that he wished to speak with the creatures that had
called to him from the sea. Much to the surprise of the Golden
Rod's crew, he meant the whales! After consulting with the Crown,
Godfrey helped British negotiators arrange a treaty with the whales
and dolphins. The British promised to end whaling in Imperial
waters and to destroy any foreign whaling ships encountered by
British war vessels. In return, the cetaceans agreed to provide
intelligence on events at sea, in effect assuring the supremacy
of the British Navy, as well as providing aid to British ships
in distress.
Language and Naming
The Green Men's language is impossible for outsider's to learn,
since it consists of everything from musical tones and clicks
to gestures and subtle expression. The Green Men, however can
learn any language that is M/A or easier. More complex languages
are beyond the abilities of their voice boxes. The Vox, of course,
can communicate in any language intuitively.
When among aliens Green Men take on names that are appropriate
in the host culture. They only choose first names or familiar
forms, however, making for some confusion. The number of Green
Men named "John" is an example. Despite the problems, the Green
Men refuse to take on surnames.