Primus System Date: Thu, 21 Feb 91 21:17:59 edt From: "Phazer Keneticus (Girardot, David)" To: TORG@SUPERNET.LONESTAR.ORG Subject: ***NEW COSM::: Primus System O.K. folks, for your gaming enjoyment, here is a little cosm I cooked up... Once again, go ahead and give it to your friends, but make sure I get my credit, and you can't make any money off of it. .... The Primus Cosm Copyright 1991, David M Girardot, All rights reserved, (except those trademarks already held by West End Games, and all references to such.) In the Primus Cosm, the time is the year 6000. Man has colonized the Solar System. Earth is an enigma, hidden behind the great Shield. Mutants are scorned and hunted. Only a few Psions of K'rinn ancestry are left. And the ravening forces of the insectoid Ch'Innis have already taken Pluto. Most of the old knowledge is lost, and what is still known is fiercely guarded by the Council Of 1000 on Jupiter. Petty Warlords hold a tenuous truce in the face of the Ch'Innis menace. But a team of Council scientists have breached Earth's shield, and discovered not their Earth, but the war-torn Earth of the possibility raids. Warships led by the deadly Space Marines landed in South America, quickly setting up Hyperwave stations to extend the Council's command net to the Earth. The stations are, of course, stelae, and Primus reality is even now invading the Earth. Meanwhile, in Greenland, the Ch'Innis forces have similarly broken through, bringing their contingents of Droids, and scores of Deathships. They too place stelae (unknowingly) in the statues to the HiveQueen Sckyriia -- Primus reality floods Earth once again. The Terrans know they must defeat the Ch'Innis menace, on what they think is their homeland, and woe betide any who get in their way. For their part, the Ch'Innis see the Earth as an oppurtunity to expand their evil empire. The tone of the cosm is that of political uproar, as the differing factions that make up the last of Humankind fight to hold their System against the incurring Ch'Inniss. Players are basically human, but they may be mutants (homo superior), or Psions (humans with K'rinn blood). The race of the Ch'Innis is also available, as are other alien races. The Highlord In Absentia There is no highlord of the Primus cosm, apparently. While either the Ch'Innisian HiveQueen or the Terran Council are good candidates, one must question why one would allow the other to come to Earth, and manufacture stelae for the other. Also, the Darkness Device is a mystery, where is it? Currently, stelae are placed whenever either culture expands it's military holdings, seemingly automatically. At any rate, neither side of the Priman conflict realize that they are "possibility raiders" at all -- simply, they just want to destroy the other side and any and all who get in their way. While the Priman's lack of knowledge about the Possibility Wars is an advantage, their great technology, and sheer military might more than makes up for this. The cosm itself is currently unreachable. The Primans are unable to go back to their cosm the way they came (under their reality, there is an inpenetrable shield that their scientists can no longer unlock) and so are digging in to prepare for war. Still, they brought many armies with them, thousands of ships, millions of men... Axioms of the Priman Reality Magic: 1. Primus is a system without belief in magic. Belief is in technology, warfare, or money. Social: 20. Basically a feudal system, except that feudal lords have control over whole planets. The exception is Jupiter, which is ruled by the Council of 1000, a huge beauracracy that also controls the largest standing Navy in the system. On the Ch'Innan side, a HiveQueen controls the entire Empire in a Military Autocracy. Spiritual: 11. Though defunct for years, the "Way of the Light" is coming again into the fore. It is a cult of warriors and mystics with deep influence into the Council, a variation is also quite popular with the Ch'Innis (Way of the Dark). Additionally, there are spiritual elements in much of the K'rin psi abilities. Tech: 28. The Terrans once had a Tech level of over 30, but a sucession of brutal wars and cataclysms has caused much of that technology to be lost. A leap forward was made when the K'rinn brought the FTL Arkships, but when the Terrans slaughtered the K'rinn, the knowledge of their making was lost too -- though a dozen or so still remain as reconditioned warships. The Ch'Innis, through their alliance with the Droid Peoples, enjoy better military technology, though they do not have FTL technology at all. The Droids themselves are robotic-life. There are a few scattered remnants of prior Terran technological artifacts laying about the system -- and since the Primans expected to find a great deal on Earth, their axiom wash must have created a few. Cybertechnology is present at about the level of the Cyberpapacy, however, there is a powerful religious movement called the Purists, which outlaw any "defilement of the sacred human form." There is also a counter-culture of Bio-Techs, who seek to perfect cyberware as much as possible. Unfortunately, the Bio- Tech contingent now on Earth is quite small. Psionics Psions are part-humans with highly advanced brains that provide them with certain powers. They gain their powers through their K'rinn ancestry. The K'rinn were a race of catlike pacifists who were wiped out by terran barbarism. Psions are marked by their tell-tale K'rinn eyes, which are similar to those of a cat, green, orange, or yellow, with a vertical slit for a pupil. All psions have a distict abhorrence to killing as the psychic backlash can cause insanity and always causes permanent loss of psionic ability. A pure-blodded K'rinn would die on the spot. This effect is caused by any sort of killing done by PC, whether by gun or mind. Additionally, any sort of death whatsoever causes them distinct nausea. Most Psions are little more than Empaths or Telepaths, yet some have been known to possess Teleportation, Psychokinesis, Pyrokinetics, Emotion/Thought Control, and others. Psions are used in the ultra-highspeed calculations for FTL travel, and are the only type able to use the Psion-Drive necessary for such travel. Psion abilities are determined below. Psionics and Death: As mentioned, psis will not want to use their talents to harm or kill a sentient being, as this causes them mental anguish to a great degree. This is reflected in the Backlash required of damaging attacks. Any Psi who actually kills someone immediately loses the skill he used to kill with, and takes an extra backlash of 30. Example: Korenn uses Pyrokinesis to fry a Ch'Innis. His damage done is 25, the Ch'Innis is toast. Normal backlash was 21 (minus mind of 11, 14; minus result of 15, 0). But for killing a sentient being, Korenn takes 30 BK, (minus 11 mind, for 19 mental damage). Korenn is over come with grief, and is reduced to a babbling mess. Korenn may spend a possibility to reduce the damge (5 WND KO 5) but it is doubtful even that would help. Even if he could reduce the mental damage, his Pyro skill will be forever lost. Mental Damage to Psions: Backlash is reduced by the MIN skill, and also the result points gained in an attempt. (I.E. A Psion with a skill of 12, rolls bn of 2, versus a difficulty of 10, has gained 4 result points which will reduce any backlash.) Shock damage is reduced from MIN score. When MIN is reduced to 0 or less, the Psion may no longer use his powers as he is too fatigued. If a Psion is KO'ed, the power he was using is temporarily unusable until the KO condition is removed. A Knockdown condition indicates that the Psion's mind will be stunned for one round. MIN scores reduced in this way do not reduce Psi abilities or resistance to backlash. MIN heals in much the same way as TOU in terms of shock and K/O conditions. As stated, a knockdown is removed after 1 round. Possibilities may be spent to reduce backlash effects as with physical damage. Empathy(PER): Empathy occurs in two forms, perception and projection. It concerns the emmission and/or perception of basic emotions (love/hate, fear/curiosity, like/dislike jealousy/awe etc.) It can be used to affect reactions or read general emotional feelings if a PER roll is made versus the target's MIN. (Note, if the target is resisting, the difficulty is then his Willpower total.) When intense emotions are projected the target is effected as follows: the Empath decides whether he wants a Test, Intimidate, Taunt, Trick, or Manuver. Telepathy(PER): This ability works in a manner similar to Empathy, but in a more refined and efficient way. Telepaths can send and recieve specific information. In game terms, the difficulty is the targets MIN or Will score, whichever is more appropriate. Telepathy also allows the projection of intense mental energy, or a stun. This effects as Backlash with an effect value equal to the action value over the difficulty (Will of target). Example: Klem tries to stun an Endeinos with a Will of 10. His Telepathy is 13, and he rolls a 19, for a total of 17. That is 7 points over the Endeinos' Will of 10, and so the Endeinos takes the mental equivalent of Knockdown k/o 5. (A knockdown result would indicate the Endeinos menatally stunned for 1 round, the k/o and shock are taken as fatigue versus his MIN or Will.) Will/MIN reduced in this manner will make it easier for sucessive attempts... The range of Telepathy is usually only line-of-sight, but the GM may allow long-distance telepathy at up to distance=val of skill. (With increased difficulty, of course.) Psychokinesis (MIN): Psychokinesis is the ability to affect the physical universe with the mind. Common uses include levitation of objects, manipulation of objects, of mental attacks. In any case, the physical strength of the "lifting" is equal to the value of the skill. Example: Korenn has a mind of 11 and 3 adds in the PsychKin skill, so his mind has an effective strength of 13. Mindstrength blasts do physical damage with an effect value equal to the skill level (bonuses to damage are optional). Example, Korenn could do a MindBlast with an effect value of 13. Unfortunately, MindBlasts have a mental backlash equal to base effect val of damage (Minus MIN of user and bonus rolled). If Korenn rolled a bonus of plus 2, his MindBlast would do 15 dam, and the Backlash would be reduced to (15- 11-2=2,) for O 1 mental damage. Mental damage and Backlash works as with magic. Instead of doing damage, a figure may opt to stun an apponent. In this case the Stun has the effect of a Manuver, with a minimum bonus number of 1, and no Backlash. Other uses of this psi include MentalArmour of TOU adds equal to the adds of the skill. Armour must be concentrated on to remain unless the user wishes to take 18 Backlash per round. Simple flight can be done with a speed value of the adds of the skill, plus bonus number rolled. Pyrokinesis (MIN): Pyrokinesis is the ignition of any substances through the use of will. Use of this skill has various backlashes for different effects, minus result points, minus MIN score. Fireblast: Diff: 8 Backlash: 15 Effect: 15 Rng: MIN Dur:0 A fireblast is the effect of a firery explosion on the target. Damage may be increased by comparing the action value against the power push table at a difficulty of 8. Example, Korenn has Pyro at 12 and wants to increase damage, he rolls a bonus of 4, for 16. That nets him a total damage of 23 (including bonus) and an equal Backlash. Fireshield: Diff: 10 Backlash: 18 Effect: * Rng:0 Dur: 9 Fireshield creates a wall of flame which can resist physical attacks. The effect value of the sheild is equal to the users skill total plus result points achieved. Damage is subtracted first from the sheild. A "KO" condition indicates damage will bypass the sheild through a "hole". "Knockdown" indicates the shield is down for one round. A shield can take 3 wounds before dissapating, or until 1 minute has passed. A fireshield can only protect one person. For each other person so protected, duration is reduced by one. (Ie, 30 seconds for 2 or 3, 15 seconds for 4, 10 seconds for 5, or 1 round for 6.) The power may also be used for boiling water and simple heating of conductive substances. Precognition (PER): This allows foresight into the future. Note that the future is mutable, and so at best this power shows POSSIBLE future. This psion is most usually used for space-travel to predict disasters that are quite prevalent in that industry. This use is highly specialized to the industry and also uses Cyber-Enhancers. In game terms the character can make a skill roll versus an assigned difficulty to discover whether an action would generally be a good idea. The farther into the future a character looks, the harder the precognition will be. The GM may allow a certain "Danger Sense" that will warn of danger to the Psion. In combat this might provide an automatic active- resistant dodge. Note that this danger roll usually provides little advance warning except enough time to leap away. Example: Kemli enters a darkened corridor. Fearing there might be trouble lurking, she tells the GM she is checking her sixth sense. The GM makes a secret roll, (he assigns a random difficulty of 8, Kemli's skill level is 12, plus a bonus of 3; superior success.) "Something smells wrong in here, you are very edgy." The GM should then give Kemli a +7 bonus to dodge (the RP's she got from the sixth sense roll) if she is suddenly attacked. Teleportation (MIN): This psi allows spontaneous movement between locales at a range equal to the skill total. (I.E., a psion with Teleport of 13 could teleport up to 400 meters away.) Teleporting into unfamiliar territory is very dangerous, usually a Precog roll is a good idea first, to make sure one isn't teleporting into solid rock. Base Backlash for the mental strain involved in teleporting is 10. Teleporting with another creates Backlash equal to the total extra weight carried. Example, Kemli wants to teleport her two friends. Her friends and their gear weigh a total of 400 pounds (11 value, for a total of 21 backlash.) Note that the extra backlash is for maximum distance -- modify the distance and Backlash proportionately for shorter distances. IE. Kemli only wants to 'port her friends 250 meters (value 11) so backlash would be reduced by (13- 11) or 2. If she 'ported 50 meters (8) backlash would be only 16. Psycho-Healing (SPI): This psi allows the user to cure mental and physical damage by stimulating life-forces. A sucessful roll versus difficulty 8 will remove all shock and KO conditions in the subject. (Mental and Physical damage must be rolled for seperately). A successful roll versus a difficulty of the wound (10 for wounded, 13 for heavy wounded, and 15 for mortally wounded) will heal one wound level (2 if superior success is achieved). Only one such attempt may be made per wound. Each attempt causes a temporary drain of 1 add in the power (lasts until 1 hour of rest). The psi has a second, less widely used, use -- Life-Pain*. This is the opposite mechanism of healing, but a twisting of the life forces in a body to cause pain and a terrible Wasting Disease. Compare the effect value of the attack against the loser's SPI total, then consult the chart below for specific effects: (Effects may only be cured by a miracle or Psychohealing) Success SPI lost Wound Minimal 1 None Average 2 None Good 4 Wounded Superior 6 Hvy Wnd Spectacular 10 Mortal Spirit Loss: Reduce actual SPI total and appropriate skills. Wound: Spiritual wound that will not heal normally. Possibility Expenditure: One possibility will give back 3 SPI points. 2 Poss. will remove one Spiritual Wound. Backlash: 30 backlash for causing any sort of SPI Wound. * Since Life-Pain is so powerful, the GM may rule that each use requires expenditure of a possibility. With regards to this Pain-Inflicting ability, it has been rumoured that there are some Psychotic Psions who are able to use this ability, and others like it without recourse. Machine Empathy (PER): This ability is really nothing but an added Empathic discipline that allows the user direct connection to computers. Empathy is the prerequisite for this discipline. The effects of this power are something like a psionic telecommunicator. Intelligent machines can be programmed and read BY THE MIND. This psion is considered illegal because of its dangerous implications, telepathy, at least, can be fooled by an agile mind. Transmutation (MIN): This power allows the transmutation of one substance into another substance. Note that this power is useless without intense knowledge of atomic structure and the like. It requires at MIN of at least 13. The only known succesful transmutator was Archime, a psion who used machine empathy to gain access to the immense databanks of a computer, which made his transmutations efficient. Archime died when his subconcious mind produced uranium while he was dreaming. Divination (aura sensing) (PER): This psion allows the detection of auras. Psions of this discipline must learn the identities of specific auras for this power to be useful. At the start the psion is able to see evil beings or objects imbued with evil force from like contact as surrounded by a purplish haze. Psions are also able toi detect possibility- rated figures also. Auras are ALWAYS visible, but their identities and meanings are hardly ever discovered by sheer experimentation. Suitable auras are: danger, emotions (as empathy), psionic ability, metals, life-force, good, evil, etc. (Up to the GM for actual appearance of aura.) Note that all the aura's do not neccessarily make sight difficult, the psion actually has a SECOND SIGHT, a Mindsight, with which he percieves aura's. Also, just because aura's are always present doesn't mean a character SEES them, he must be actively looking for them and concentrating. Auras are usually color coded, the GM should come up with a color-scheme and keep track of it. The player may be able to surmise a few auras thru trial and error. Limited Ancestry (see desc.): This "ability," though it is really more of a characteristic, is has mixed blessings indeed. The effect of this characteristic is that the telltale signs of the psion, i.e. the cat's eyes, are not present. Considering the stigma associated with psions this can be a boon. However, any other powers are purchased at an aditional add each and may never function at above +2 (one may be +3 if a tag skill). Additionally, because of the reduced K'rinn ancestry the PC is less affected by killing, and takes only 15 extra backlash from such an act. The only effect will be slight nausea and discomfort, and this only if the character killed himself with Psion. This "skill" has a cost equal to the number of other psi taken. Spiritwalk(SPI): This psi allows the user to project a mental form of himself (i.e. an "astral form"). This form can move at a rate equal to this skill's level at any form of movement desired. The form can also pass through physical barriers at will. (A skill roll is required to pass though barriers made of energy, magic, psionic, or spiritual force, with a difficulty of 8,10,12, and 15 respectively. Astral forms may not physically affect the physical world, except through mental abilities, like psi. Miracles and such are possible if the components are strictly mental or verbal. The astral form can communicate, however. Dampner(MIN): Psion is able to extend a "psi dampning" field that increases the difficulty of all psionic use by the effect total rolled. Use of this psi may be fatiguing if done for prolonged periods. Range is equal to half value. Domination(MIN): Psion may impose his will on another being. Compare Psion's skill total to victims MIN or Will total. If the Psion's is higher, than an attempt to dominate may be made. Domination requires a skill roll versus the target's MIN or Will. Basic domination allows the Psion to dictate the following effects, depending upon success: Success Effect Notes* Minimal Unskilled +3 bonus on next attempt, cumulative Average Stymied +fatigue effect Good Setback +Domination Superior Player's Call Spectacular Automatic, Total Domination * Note: these effects ARE cumulative. Example, a superior result inflicts a stymie, a setback, a fatigue, a player's call, and a +3 bonus on another attempt. Once domination is achieved, the victim's mind effectively becomes halved for purposes of resisting commands. Domination lasts for as long as the Psion remains within earshot. Total domination means that the victim's MIN is effectively 2. Victim may attempt to resist domination once per minute, or each time he is asked to do something which go agaist his very nature. The resistance difficulty is the Psion's domination skill. Undiscovered Psi: Many useful and powerful psi was lost when the terrans slaughtered most of the K'rinn. Indeed, much of the psi listed here was much more powerful and efficient when wielded by full-blooded K'rinn. Indeed, while today a single or double-talented Psion is rather rare, most K'rinn of old had at least 3 talents, some with many more. Ch'Innis Typically, a Ch'Innis player character is a deserter of his own kind, and an outcast within the Terrans. Ch'Innis deserters often desert because of sudden humanity (the typical Ch'Innis is a ruthless, cold-hearted, killer) or because of mystical calling. For some reason, Ch'Innis tend to be attracted to the Way of Light, and actually gain great powers as a Light Warrior. Ch'Innis appear as huge insects, usually of the Mantis variety, standing over six feet tall. They are covered head to foot in chitin, usually covered by tribal markings. There eyes are eight in number, like a spider, four large compound eyes that are a metallic green or firey red, and four other simply eyes that are yellow or purple. Growing out of their head, abdomen, and joints are their tufts of wiry tactile hairs. Two antenna sprout from the forehead. Ch'Innis are completely able to breath in a vacuum, and their hide is pressurized. They breath atmosphere using spiracles in their abdomen. They can survive in human atmosphere, but prefere a heavy concentration of Oxygen and Nitrogen. The Ch'Innis mouth is marked by eight evil looking mandibulae which are used for grasping and eating. Four limbs are located under the abdomen for locomotion, and four others are used for manipulation and fighting, the lower pair being equipped with the Ch'Innis equivalent of an opposable thumb. The upper pair is ridged with spikes and end in powerful pincers. The Ch'Innis speak using a primitive language of squeaks and whistles. Some Ch'Innis have huge and powerful wings instead of the upper pair of limbs that can fly the solar winds just as readily as the atmosphere. Psychologically the Ch'Innis are hard-hearted, quick to anger, mistrustful, and not very developed intellectually. Ch'Innis posess an acute sense of smell, which even extends into the pheremones of hate, love, and fear. I should note that those last emotions are the only emotions the Ch'Innis are capable of. Special Notes: -Chitin confers +2(18) protection -Those with fighting limbs gain an attack that does STR+3 damage. -Those with wings may fly at immeasurable speeds on the solar winds, or at DEX otherwise. -Ch'Innis take 3 points shock from a "fatigue" result when in human air. -use of the acute smell is similar to the Psionic discipline of Divination, but is limited to good/evil and poss. rated. Mutants Mutants are Terrans that have somehow developed a genetic mutation that is advantageous. Most mutants arise from irradiation in poorly shielded spaceships, and most mutants are minimal or have malignant mutations, such as cancer. However, a few individuals are blessed with the Superion gene (homo superior) which causes mutations to be mostly beneficial (or not at all.) In any case, mutants have a bad reputation, because of the purist movement, and because normal humans tend to fear them. In most places mutants are jailed/shot/hanged on sight, depending upon the lawlessness. Even in societies that accepts registered minimal mutants (hard to tell their different) they are usually treated with scorn and apartheid. For this reason, alot of mutants are outside the law, or live in the prison enclaves beyond jupiter. In all cases it is a hard life. Mutants have attributes as humans, and pick mutations as per below. Each mutation has an applicable adventure cost. Power flaws, see "Nile Empire Sourcebook," (tm) West End Games, for details. Powers available from the sourcebook are: Flight, super skill, super attribute, animal friend, chameleon, darkness, dispersal, fear, force-field, grow, illusion, jump, mega- sense, shrinking, swimming, wallwalking, water breathing, xray eyes. (3)Armoured Skin: Skin adds +4(20) protection. (2)Extra Limbs: Figure has 2 extra limbs, either arms or legs. If legs are chosen, the limit value and speed for running is increased by 3. If arms are chosen then the character gains an additional action. (3)Adaptation: Character is able to adapt to different environments. The character initially starts with other environment, but may learn others by making a skill roll. (This may be attempted each round until adaptation occurs or until the character goes unconcious/dies/etc. Difficulty of roll depends on dangerousness of environment. Deep Space has a difficulty of 22.) The character also recieves a +1 bonus to TOU. (3)Psionic Ability: Mutant gains one psionic ability from the Psion list. All difficulties are 2 higher, but Backlash for killing may be ignored. (3)Flight: See Torg(tm) rulebook. (3)EnergyBlast: As electroray. (6)Protege: The character is especially adept at learning and gains an additional 10 points to distribute among skills. Tag Skill limit is bumped up to 5. A History Lesson: How Earth came to be the Priman cosm. First of all, it had been over three thousand years since man established his first colony on Mars in a joint US- Soviet Effort. Since then there was a nuclear accident on earth which resulted in the destruction of South America and Australia. The radiation created mutations, and also sparked the First Colonization sponsored by MECCA, a huge Multinational Conglomerate. Jupiter and Venus were colonized over a period of fifty years using mutants and advanced terraforming technology. The success of the First Colonization sparked the Second Colonization, or the Exodus as it is mentioned in historical texts, which colonized the rest of the solar system over the next two humdred years. Meanwhile the Mutants were left on Earth. Those who had participated in the Exodus were all non- mutants. Around the time Venus was being colonized, a vast anti-mutant hysteria had begun. Once artificial intelligence was developed the Mutants were no longer required for the hazardous yet delicate terraforming, and the Hysteria sprang into full bloom. Mutants were initially hunted down and placed in concentration camps in all countries except for England. Eventually the Mutants began the revolt of 3050, which began in a series of isolated terroristic incidents. Soon, World War III began, with the renegade mutants fighting the established powers. The war lasted nearly fifty years, with many other political changes taking place. The major change was the annexation of the United States by MECCA, the corporation. It dod not happen all at once, but in stages. MECCA simply took advantage of the war and got into key positions in government, finally establishing martial law and effectively owning the country. Needless to say, other countries followed suit. Perhaps Ironically, Russia was the last country to fall to the Age of the Conglomerates, which overlapped the War from 3090 up through another hundred years after the Exodus. The mutants were decimated by the war, but eventually found themselves in charge of a planet, circa 4200. Some groups fought to oraganize a navy to continue the war with the Colonies. For the next 100 years marked the end of the Conglomerates, as each Colony set to its own business, trade being too expensive. Eventually each Colony proclamed itself soveriegn, and the System Wars began. The Wars technically lasted for two hundred years, but they were really only sporadic battles. Meanwhile, the Mutants back on Earth had managed a few ships, and led by Venger they attacked Moon-colony. However, Huuman technology had advanced considerably, especially in the form of Cybernetics, and the mutants were beaten back by the Cyclops, a genetically engineered behemoth that made short work of nger's troops. Once again Humankind and Mutantkind fought, but this time the Humans were doubly deadly, besides sheer numbers, they had Cybernetic enhancements that rivaled the mutations themselves. What followed was a War (known as the Holocaust) that lasted two hundred years, ending the System Wars in the process. The time was 4500, and the Humans erected the Shield to keep the Mutants within Earth. It was this time that the Philosopy of Purism was founded, primarily in response to the mutants. To Purists, only the human form was sacred. What began a simple anti- mutant dogma grew into anticybernetics, anti-science, and finally, anti-government. The period of time between 4500 and 4600 was known as the Rise of the Purists, which culminated in the Plague of Purity, which wiped out nearly half of the human race, and destroyed most of civilization. Venus, the Moon, and Mars, being terraformed, and not simply covered with domed cities, were the only Colonies to survive, the rest finally expiring to the rigors of an inhospitable planet. The next 500 years was a period of stagnation, where the three remaining colonies struggled to rebuild what had been lost to the Plague (then known as the Great Catyclism). Moon Colony became the technological center, and soon established contact with Mars and Venus. The three colonies became known as the Confederated Planets Union and that government lasted for nearly a millenia, in which time much of the lost technology was reclaimed, however, the Records of the time before 4600 had been irrevocably lost in the Cataclysm, and much knowledge of Terraforming was likewise gone, still, the Confederated Planets Union (or CPU) managed a modest colony on Jupiter, and some forays to the devestated Ancient colonies of Mercury, Neptune, Saturn, Uranus, and Pluto. Also during that period, the Belt Pirates became active. Based in the Asteroid Belt between Jupiter andMars, the Pirates began pirating at ships traveling between the two. The propted a war that lasted nearly 50 years, and ended in a stalemate with the Pirates being named soveriegn of the Belt and the moons of Jupiter. It was now 5150, and contact was established on Pluto. The K'rinn were first met by a CPU scout near Pluto. The K'rinn arrived in great arkships, and though met with mistrust, were led to the Moon, or Planet Luna as it was called. The K'rinn spoke of a homeworld destroyed by marauding beings known as the Ch'Innis, and that they had been fleeing them ever since, been in space for nearly a millenia. They claimed to have come from the Universe's center. The K'rinn had technology, and return, were allowed to colonize Jupiter. The next 500 years was marked by a number of skirmishes between the K'rinn and the deposed Pirates of the Belt. Additionally, the psionic nature of the K'rinn was revealed, and this, plus the dissatisfaction of the Belt Peoples, prompted a resurgence of Pureism. The Year 5650 was marked by the Massacre of the K'rinn, who, after taking severe losses, managed to escape with one of the original hundred arkships. Note that not all Human's sympathized with the purists, many, especially on Luna and Jupiter, hid K'rinn from the Pirate's depradations. The result was some K'rinn/Human halfbreeds, who became known as psions. Soon after the massacre, about fifty years, the Ch'Innis Insurgence began, and the race soon took Pluto. Still, the humans, with the aid of stolen K'rin Technology, had managed to recolonize the Solar System again, and were regaining some of their former glory. The time is now rougly the 6 millenia, the K'rinn are nearly gone, as are the mutants, those few that are present stygmatized by the prevalence of the Purist philosophy. The other major faction, the Bio-Humanists, favor DNA modifications, and cybernetics, viewing Psions and Mutants as freaks of nature. Jupiter is the technological center of the system, headed by the Council of 1000. The other planets are held by vicious warlords who, with Jupiter, are in a tenuous treaty against the Ch'Innis. Piracy is rampant in this time of strife. Smugglers, cutthroats, tthey all run rampant in space. If they don't get you the Ch'Innis will. It's the far future, life is hell and welcome to it. When the Ch'Innis took Saturn, the COuncil was finally be able to squeeze full commitment out of the Overlords, and the Primus System was formed. The Primus Navy (really only a ragtag collection of individual planetary militias, banded together will the remnants of the Council's Imperial Fleet) set out to destroy the Ch'Innis once and for all. The fighting went on for about ten years, and the Primus System still held, when a contingent of Ch'Innis and Droid forces appeared suddenly around Earth. Primus was forced to send in as much of their own navy as they could spare...and then it happened. As the two forces drifted into position in orbit above the shielded Earth, a black spot opened up, sucking in the huge warships like toys. The warships spun through a vortex (we know it was a Maelstrom Bridge, don't we) and landed in South America and Greenland respectively. The Cosm is based in a futuristic era of our solar sytem. The campaign setting (all the history stuff you just read) is a world of political intrigue and high adventure. Men and alien beings fight with swords on distant planets, or in sleek sheeps, or with words at a council meeting. Characters are members of influential societies that move and shape the world around them. All of this is the perfect seed for entertainment and fun. Political intrigue is a major factor of play. Characters can either be free-lance rogue/traders or affiliated with the army or the government. In either case they are sure to have dealings with the dozen or so petty Warlords and the Council of 1000. Eventually, the campaign might center on the war with the Ch'Innis, as it is meant to. How are the rest of the Raiders on Earth reacting to this High-Tech war? The key to managing this particular Cosm is to treat it as a medieval-type world, but with more deadly guns. The state of the system is like that of the Dark Ages, with feudal warlords and the Roman/Turkish menace looming on the borders. As the campaign progresses, you, the GM shouldcraft the campaign like a grand drama. The major plot is the lives of the characters. Overshadowing this is the Ch'Inniss menace, and the Political Intrigue. New Skills Powered Melee Weapons(DEX): Character is able to use all types of powered weapons melee weapons. This includes the grenade. Powered Missile Weapons(DEX): Character is proficient with all types of ranged power weapons. Assess Value(PER): Character is able to appraise valuables within his area of expertise. IE, he starts with things like art, but if he had the computer skill he could appraise electronics too. Gambling(MIN): Character has ability in some of the "finer" tricks of the trade. When he wants to cheat, the GM makes a roll to see if he's caught. Astrogation(MIN): Character has knowledge of how to pilot a starship and navigate over long distances. Computers(MIN): This discipline confers basic knowledge of computer use on the user. Such knowledge is required when operating advanced systems, such as starships, some weaponry, and cybernetics. When doing such things as "jury-rigging" or "hacking" the difficulty is greater. Tactics(MIN): This discipline includes military knowledge and general strategy. It may allow the user to guess what the enemy's actions will be. It's primary use is to minimize the effects of allied setbacks, and to maximize setbacks of enemies. In practice, it raises the effects of skills like taunt, trick, manuver, intimidate, test by one level (and lowers for self). Thus, an Unskilled result becomes Fatigued, etc. Languages, modern(MIN): This includes all dialects of the current human tongue, plus Ch'Innis and K'rinn. Society Rank(*): This reflects the characters standing in a particular society, and his ability to obtain favors and information. The controlling attribute depends upon the society. Societies An important facet of the Primus Cosm is political intrigue and role-playing situations. These goals are easily acquired through the use of societies. Societies are organizations founded on an ideal of common belief. Societies may be mystical, political, or some combination thereof. Characters should try and attain society membership. Membership in societies are measured by a special skill Society Rank. As the score rises throught the characters actions, so does his rank and prestige in the societies eyes. Membership hath it's priviledges. Certain things can be obtained only through societies. There are skills taught only at societies. And of course there are the political connections. A characters societal rank number determines his chance of being allowed a given favor. (Usually modified.) It also is a general measure of his position in the society. A position of above two adds is known as the Inner Cabal, in which the member becomes a driving force in the society. A rank of three adds or more may signify sole leadership of the society. Characters rise in rank through prestigious acts only. Characters also go up for participating in societal missions. Characters may be members of more than one society if they wish. If societies conflict, the character could be in trouble (then again, societies often infiltrate eachother). Mercenarie's Guild(TOU): This society has come into a great deal of power since the war. It is highly respected for its source of skill and muscle. It's leader is Ranulf Highlon a nordic warrior specializing in tactics and fighter combat. Members are expected to fight in battles (for pay, 20% goes back to the Guild) and generally do glorious things. The Mercenaries Guild is a good source of hard to find military items, and its treatment of disabled veterans is second to none. Followers of the Word(MIN): This psuedo-religious society is mainly based on Jupiter and is open to Mystics and some warriors. This society is concerned with charting the galaxy. This is the best source of good transportation there is. Rank is determined by exploration and by monetary donation. Son's of Terra(SPI): This society is concerned with rediscovering Earth. They have close ties with the Bio- Techs. This society is based mainly on Jupiter and Luna. Rank is based on discoveries of merit. The inner cabal of this society knows much of earth. This society teaches a special skill known as Earthlore, that gives basic knowledge of earth. Friend's of Peace(SPI): This society has gotten a bad rep lately, what with it's protesting the war. Members believe that any war is wrong, and are devout pacifists. The Leader is a K'rinn named Maitreya who lives in constant political jepardy. Still, Maitreya will teach loyal followers better use of psionics (Psions only). Rank in this society is gained through acts of peace. The ultimate aim is to end the war and end persecution. Mutant Brotherhood(TOU) This society accepts only mutant members and is illegal nearly everywhere. It is quite popular in the enclaves. This society is a pseudo-militant group concerned with the emancipation of all mutants. Purists(STR): This society was founded on the ideal that only pure humans, un tainted by mutation, cyber, or psion blood, is good. They view everything else as evil. The purists are currently quite powerful, and are led by a mystic named Reynard De'Temps who is a fanatic mutant hater. This society is basically at war with the Mutant brotherhood, and the feeling is mutual. Bio-Techs(MIN): This society is founded on learning more and promoting cybernetic applications. It is the only source of th Cybertechknowlogy skill and of most cybernetics. This society is based on Luna, at the Galactic Academy of Science, and is headed by Gerard Tesla. This society has quite a good reputation since its efforts have greatly helped the war, but the purists are constantly calling cyber evil... Trader's Union(CHA): This is an informal society headed by the Inner Cabal who try to provide services for traders. The society handles most shipping and commerce and thus is probably the most influential society. This society also has an extensive network of spys and informants. This society is able to provide most anything in the way of equipment, and is a good source of transportation. Monetary wealth and favor in the eyes of a cabal member is the only way to rise in rank. This society has bases everywhere, with a huge platform orbiting Io, which is it's main base. The Knights of Orion(SPI): This is perhaps the most enigmatic society, as one of the requirements for membership is high rank in another society, or some sort of superior heroism. The Knights are ultra-powerful, self- styled vigilantes who fly the system in their sleek machines, righting wrongs. Currently, they number about 30, but each member is an army in his own right. The leader of the Knights is Grimslade, a mysterious figure taken to wearing black and a huge metal helmet. There are rumours that he is a cyborg. The other knights don other suits of armour, modeled after the knights of old, to conceal their identities. All of the knights have two things in common: a firm belief in justice and virtue, and feirce loyalty to eachother. There are rumoprs that the Knights plan a Crusade upon Pluto, but noone knows for sure. It is rumored that the knights are based on Mercury, then again, some say they come from old Earth. Warriors of Light/Darkness(STR): Members of this society strive to follow and fight for the Way of Light or Darkness -- basically a pantheistic religion. A requirement for membership is the Faith skill, and to gain more than one add in Rank requires the Focus skill as well. This society will teach the various disciplines and miracles of the Way. The Warriors enjoy an elite position in both the Terran and Ch'Innis armies. USING SOCIETIES IN A CAMPAIGN: Societies are presented to add an added depth to the Cosm. They are intended, too, as an aid to role-playing, and as a motivator to character and high-adventure. Characters should join a society, but do not have to. They may want to start a society of their own, when their powerful enough. GRANTING FAVORS: Societies only grant favors to those that deserve them. A rediculous or out of place request will be denied. Additionally, characters of low-rank can't run out and requisition a battleship! To beginning characters, societies will offer things like information tidbits, or maybe a special device or two. (something not too powerful.) Along with the favor, the society will probably give the character a special mission. Characters who ignore their missions don't get many more favors. Weapons, Armour, and Equipment WEAPONS: Because of advanced technology, most weapons are extremely deadly. For that reason, weapons have been downgraded somewhat to allow reasonable play. Weapons are divided into two groups, that of ARCHAIC and POWERED weapons. These groups are further subdivided into two categories, MELEE and MISSLE. Some weapons will be so heavy that a certain PH is required to weild it properly. Weapons may have multiple rounds, which are noted under #STS (number of shots in magazine) and CPS (which is the cost for ONE SHOT. To determine the cost for a full magazine, simply multiply CPS by #STS. Weapon damage occurs in four categories, Thrusting, Slashing, Crushing, and Energy; to correspond with the categories for armour. Some weapons may be used in multiple damaging categories, while others are limited to but one category. Some weapons use energy, which will be noted in the notes section. Archaic weapons do damage in addition to punching damage. A weapon indicated by *, can be thrown. A weapon with # requires two hands, unless the user has a PH of 12 or more. Powered Melee Weapons: Name of Weapon Tech DMG Notes Force Sword 24 STR+6(25) a Vibro Dagger 23 STR+3(20) a Monofilament Whip 25 STR+6(16) b Shock-Knucks 24 STR+2(18) c Energy Mace 25 STR+4(25) c Force-Cesti 25 STR+2(25) c Energy Lance 27 STR+5(30) c Multi-Barrel Laser Assault Weapon 25 25 d Heavy Fusion Rifle 29 30 d Force-Blade Gun 29 20 d,e Needler 23 18 f Needler, Taser Field 25 19 c,f Maser Gun 26 20 d .77 Calibre Assault Rifle 25 23 g Laser Pistol, Auto. 25 16 g Grenades Name of Grenade TECH DAMG BRAD Notes Electro-Point 26 20 5 c Shock 25 20 5 b,c Poison Gas 21 18 7 Flash 18 -- 5 Fragment 18 18 5 g Chemex 23 19 7 g Smoke 13 -- 5 Psi-Dampen 29 -- 2 d Black Ray 29 4 WND KO 10 5 d(!) NOTES: A: available only through Knights of Orion or Warriors of Light. B: STUN damage C: Electrical Damage. Automatic K condition. D: Very limited availablility. E: Force projectiles ignore armour. F: Poison. Unless Superior success, will not penetrate armour. G: Standard Infantry Gear VEHICLES, ETC. This section describes the various types of vehicles available to the players, and delves briefly into the area of cybernetics and robotics. To make charting easier, vehicles have four types, L)and, A)ir, M)arine, and S)pace. Vehicles have manuverability ratings, simply a modification to the QK of the user operating the vehicle, AC, which indicates the overrall hull strength, MAX SPD/ACC which indicates the maximum speed possible in MA, and the number of MA accelerated per round. Note that the MA value is not physically true to form, and the vehicle is much faster in non-combat situations. VEHICLE NAME MAN MX SPD/ACC AC Cost NOTES L groundcar -3 12 12 5 5k mounts 1 weap. L tank -5 6 1 30 100k 4 weap. L scooter 0 24 24 1 1k A Airscooter +1 30 20 2 10k 1 weap A Aircar -2 50 12 6 30k 2 weaps. AS Fighter -1 100 30 10 80k 1 weap + bomb LAMS Shuttle -3 50 10 5 50k 1 weap. AS Dropship -5 50 5 30 500k 20 weap. ASM Transport -5 40 10 20 700k 10 weap. S Starship -5 - - 250 - 250 weap. AS Cargo Cruiser -6 50 10 10 250k 2 weap. M Carrier -4 20 5 20 200k 15 weap. M Sub -1 50 20 10 50k 2 weap. M BattleShip -3 40 20 40 500k 25 weap. A Rocket Pak 0 24 12 0 500 M Ski-sled 0 24 12 0 500 L Hover sled 0 24 12 0 500 S Power Suit -3 24 12 1 500 MAN= Piloting modifier (x10%) As for fuel consumption, unless the player is obviously being wasteful, assume the player has enough fuel. Just have the character gas-up when appropriate, once a day for a lighter craft, at the end of a long haul for the bigger ones. A tank of fuel costs twice the maximum speed of the item in credits. Weapons are chosen from the weapon lists, and can be fired by the computer (WP 9) or by gunners. A word about the Starship, I don't expect players will be owning one of these babies, as they cost at least a billion credits, Starships are K'rinn ships and so are able to go faster than the speed of light, there are only 20 in existance, 15 are in the power of the council of 1000, 2 are in the possession of the Belt Peoples, 1 is at Luna, and the other one has been missing for twenty years. Starships are immensely powerful, and while I want them in the game, I don't think the players should have one. Considerations for actual speed are really up to the GM. Usually it won't be important to know such things except in the case of combat, otherwise, guess. Other considerations, such as space available are also left up to the GM. Usually, except in the light craft, there is space for a driver, a gunner, and cargo/a passenger. In the actual ships there is ALOT of room. Usually it's best not to worry about such things. However, to get you on the right track I'll include an example below: SHUTTLE Type: All Size: Medium Manuverabilty: Low Armour: Light-Moderate Space: 7 passengers, 1 extragunner, 2 pilots, and about 500 pounds of cargo Top Speed: S:200,000mph LS:200mph A:500mph Fuel Consuption: Medium. Enough Fuel for 1 weeks at normal usage. The example above was crafted from educated guesses and whole cloth. Th fuel consumption is a bit low, but shuttlecraft really aren't ment to do much more than shuttling from a Cargoship in orbit and some occassional scouting. The World Of Cybernetics Much of the System's prior Cybernetic glory was lost in the years of chaos. The knowledge today is limited and well guarded. Mostly, onlt techs and members of the Bio- Technical society have actuall knowledge on how to build and repair cybernetics, or bioware, as it is called. However, the rich and powerful do own numerous bioware (unless they are purists) such as miniature computers, rejuvanative implants, memory enhancers, etc. The possibilities of cybernetics are practically limitless. In game terms they can enhance any attribute beyond human capability, duplicate appropriate skills (weapon knowledge etc.), provide accelerated healing and longjevity, and duplicate Mutant abilities. However, Bioware is prohibitively expensive, beyond the normal means of characters, unless they are a high level tech respected in the Biotech society. GM's Guide To The Universe This game is set in our own solar system for a number of important reasons. FIrst of all, information is readily available on this setting, and secondly it saves you, the GM alot of work. Alot of other SF games boast an entire universe, but that's alot of graph paper! Using the solar system prevents most of the work, while still allowing alot of room for growth. Wherever possible I have tried to create a history, a campaign milieu so that the most fun and adventure is available. In the other GM sections I explain some of the history, about the current state of affairs, and the general campaign framework. However, I don't intend this milieu as a constraint, but as a springboard to better freedom. There still is quite a bit of work left for you, the GM, and theres plenty of adventure. Still, I imagine at some point the players are going to leave the universe, and even if they don't you'll need some encounter tables for the universe as it is. Included herein are some specs for generating alien encounters ad infinitum. Areas of the game: The basic political regions of the system are as follows: Jupiter and Luna: The two centers of "civilization" The Belt Peoples: Ruthless lawless bands roaming the asteroids between Jupiter and Mars. The Frontier: Everything past Jupiter. SOme more enclaves. Pluto: Front of the great Ch'Innis invasion, now a Ch'Innis homeworld. Technology: Again, Jupiter and Luna lead the way, but the Belt Peoples have always had some nasty surprises. The Frontier Colonies have alot of military stuff, of course. Starships are available only on Jupiter and Luna. There are rumours of a Belt ship also... All the good stuff ius rumoured to be left on Earth, beyond the Shield. Beasties: The system is still quite wild. Even on mighty Jupiter there are the barbaric Jupies. (Think of those guys as orcs). The spaceways are plied by Lychers (manta-like things which attack ships for their nuclear piles, Mutant Traders, Rogue Psions and Ch'Innis, Pirates, and of course the immensely unstoppable Star Dragons. On the frontiers there are lots of Man-Beasts and Re- gens (monsters from genetics labs). There are also plenty of droids, etc. Explanation of creature abbreviations: Creatures Aliens Aliens count as any non-human race (beyond those described) that you want to throw at your players. The weapons and equipment they get depends on their tech level (roll 1d6, 3 is system normal; if you get a one then it's dark ages, a 6 is ultimate superweapons plus mucho cybernetics). As soon as players begin searching tthe galaxies you'll need to create a few alien peoples, maybe a bunch of humanoids who can convert sound to electricity, whatever. Comet-Being Comet-Beings are barely sentinet balls of solar fire who streak through the universe randomly pulverizing things. It appears they do this entirely for sport. Comet- Beings hardly ever fight to the death, as they can easily outrun most ships. (They can attain lightspeed if they need to.) Ch'Innis Hordling Chinnis hordlings appear as evil looking insects of various shapes wearing silvery armour. Most are winged or riding droids. Besides their natural claw/claw/bite routine, Chinnis also carry ranged weapons, doing damage equal to 1/2 their AD, and 10 shots. Hordlings appear in groups of 2-8 2AD, 2-5 4AD, and 1 8 AD, modified by party strength. For every 6 AD of Chinnis there will be 1 AD of droids. Droids Droids were created by the Chinnis and are sent out in swarms to plague mankind. They are thickest in the Frontier. Droids are all shapes and types, and all have deepspave capability. The Large 12AD version, called the Ogre, is one of the most devestating weapons. Ogre always has maximum HP, has forcefields that add 15 AC (to above) and cause it to take only 1/2 energy damage. Ogre also carries 20 shots of each grenade (rarely any nukes, though.) Asside from his regular laser attacks, Ogre has a battery of 4 black ray guns, and 4 batteries of 4 plasma rifles each (total of 8d6 per battery). Humanoids (Mutants, Pirates, Psions) Humanoids always use weapons, have skills, and have technology similar to the players. Pirates will have some converted droids, and some armed shuttles. Psions and Mutants may be in fighters. At the GM's option, the humanoids may have advanced technology such as cyber enhancements, but this should be rare. Lychers Lychers are space mantas that fly in flocks through deep space on the solar winds. Lychers will attack almost any ship, latching on and eating. They are quite dangerous. Luckily, an electric shock of 6HP will drive them away. Lychers live in the asteroids, and so may be encountered there. Twice a day, each Lycher my fire a bolt of steel doing 2-8 damage. (usually puncturing space-suits). Man-Beasts (see Regens for animal type) Man-beasts are Regens mutated to human-like intelligence and are imbued with skills, mutant powers, or psion. Most will simply warrior types. Those with the enhancements of mutant powers/psions/cyber are particulary deadly. (And rare.) Man-beasts are humanoid, resembling their stock forms. They all have regular hands. Man-Beasts live in the frontier areas and in the Belt. Some of them are even in the army. Re-Gens Regens are creatures regenerated from earth genetic stock, usually modified to the environment on which they're found. There AC and AD is so high because this genetic meddling has made them tremendously hardy beasts. Regens are usually kept as pets, but there are a few roaming free. Lizardbeasts and wolves are the exception, these types were used in early terraforming, and so run quite free. There are other animal types, these are just the ones the characters will do battle with. Note that it is entirely possible for certain regens to be mutants or Psions, or even have cybernetic enhancements. Types like this (with intelligence) are called Man-Beasts, and are common among the belt peoples. See Man-Beast listing for more information. Space Mother Space mothers are huge amorphous ameboid masses that are vaguely intelligent. They have some empathy, and survive by converting ambient energy into electricity. They can also fire bolts of this energy. Space Mothers are immune to lightning attacks, if they are hit with lightning they split into 2 half blobs which can spend 1 round reforming into a more powerful creature. If Space mothers are hit by sonic, energy they take x2 damage, but also split. Lasers will split a Space Mother if it makes a conversion roll (and it wants to split). ANy round it splits, one of it's bolts will be half strength. Space Mother's are the scourge of deep-space. Common practice is to try to outrun them. Space Mother material, when dead, can be made into a Regenerative Salve Star Dragons Star Dragons are huge creatures, sleek and silvery, resembling the dragons of old, that ply the spaceways. They are immensely intellegent, and like men, some are evil. Star Dragons have skills and psionic abilities. They can be mutants too. THey are all telepaths. Star Dragons are rumoured to have come from the K'rinnish galaxy, and in truth the react well with those of K'rinn blood, but hate rogue Psions. Star dragons are able to breath a Solar Flare. The Flare also 50% of the time ruins all technology (until repaired) and disrupts communication within 100, 000 miles. There is talk of K'rinn who ride the great beasts, through the stars... Wormhole Wormholes aren't actually monsters, but seems to have an uncanny ability to cause problems. Wormholes are random rifts in spacetime which appear sporadically in deep space. If a wormhole encounter occurs a wormhole has appeared right before the hapless ship, and the pilot must avoid it. If he makes it, the wormhole dissapppears and the ship is free. Otherwise the ship is pulled in and finds itself in a random location somewhere in the universe. A suggestion is behind Ch'Innis lines, or maybey the K'rinn homeworld. ============================================================================== | P H A Z E R ' S P H A B U L O U S P H A N T A S Y P H A C T O R Y | |============================================================================| | Resident Super-Being: Phazer P. Keneticus |BITNET: girardot@dickinsn | | Puny Mere Mortal: David M. Girardot |SNAIL: Much too slow. | |============================================================================| |"Reality is for people with no sense of imagination. Sanity is an illusion."| ============================================================================== P.S.: If you have any questions, comments, let me know, and I'll do my best to address them. TTFN