Star Cluster 2 E
Star Cluster 2 E
Star Cluster 2 E
0
Copyright 2004 Flying Mice LLC
StarCluster
Role Playing Game
Version 2.0
Marco Chacon
StarCluster - Table of Contents
Table of Contents - 14 -
StarCluster - Introduction
Introduction
Introduction - 1 -
StarCluster - Introduction
StarCluster ple left for the stars, never enough to make a dent in
the natural increase of the population, but it gave
hope to all that maybe their children, or their child-
Then came the thunderbolt. The richest destination for the new colony ships was
the many wraithlike worlds of the Cluster - over one
A disaster loomed, the scientists explained. The sun hundred stars and five hundred worlds packed closely
would be vaporized, and with it, all life within 60 light together - close enough so that travel between them
years would be destroyed. Everything man had ever by slow fusion drive was possible, although difficult
seen, created, become would be as nothing. But there and time consuming - close enough so that the night
would be time to prepare. No-one now alive would sky glowed with soft intensity.
die in this cataclysm - the disaster was at least 300
years in the future. They didn’t know exactly when, As time went by and ship after ship left the system,
but as time went by they would be able to predict it those left behind began to feel the cold hand of death
more exactly. The peoples of the world heaved a sigh on them. Some escaped into religious fervor and
of relief that it would not happen in their time. asceticism, for after all, were not the prophesied End
Times at hand? Others wallowed in unimaginable
The far sighted began to make plans. The colony ship hedonism, counting nothing as vice. Others strove for
destined for the Ross 154 system was refurbished, power by any means available, because, after all, they
reconstructed with far greater fuel capacity, and redi- were humans. As the time of the last few ships drew
rected to a system well beyond the 60 light year radius near, panics erupted. Starships were stolen, vandal-
- almost 300 LY distant, where the scientists felt the ized, destroyed. Governments toppled and fell, in an
colonists would be safe from the after effects of the effort by a few to secure a place on those precious few
solar destruction. This was just the beginning. starships which had not yet left. They had to reach 60
light years from Earth by the year 2650, or it would be
The Diaspora too late.
Around all the planets and moons of the Solar system,
ships were built. 10 to 20 thousand at a time, the peo-
Introduction - 2 -
StarCluster - Introduction
The last starship to leave the Solar system and reach Each journey was individual, unique. One some there
the Cluster left in 2449. For the next fifty years were bitter sectional feuds between watches, on others
increasingly desperate gangs of hijackers left, burning charismatic religions swept the ship. Many tried creat-
all their fuel in a last-ditch attempt to reach the ing synthetic cultures that each watch would belong
departing Diaspora and capture one of the previously to. Hijackers tried to wrest control from the rightful
launched vessels. Some even succeeded. Many more crews on a few ships. On some the people mixed, on
were never heard from again. others they stayed separate. Sometimes the cultures
disintegrated, on a few of these, the crew hunted each
As the technology progressed, the fusion engines of other through the corridors for meat while the ship’s
the slowboats became more efficient, faster. The first primitive computer brains guided them in.
ships to leave earth were soon overtaken by those
who left later. The last to leave was the first to arrive The Fury on Earth spent itself in a last few convul-
at the Cluster, spending only 1200 years on her jour- sions, then it was gone. About the year 2660, the
ney. The others took considerably longer. Many tech- wavefront of destruction washed over the Diaspora,
niques and devices were tried in an effort to minimize and there were no more signals from home.
the impact of over a thousand years living on a space-
ship, but in the end the peoples who fled the Earth The ship from Centauri Colony made it past the mag-
were not the peoples who arrived at the end of that ical 60 LY mark by the skin of it’s teeth, and is
journey. expected to arrive in the Cluster any day now. Scan the
skies, children.
Introduction - 3 -
StarCluster - Character Generation
StarCluster
Character Generation
Character Generation - 4 -
StarCluster - Character Generation
It should be noted that your character can possibly move around from world to world, thus changing tech levels,
after the character is born. This should be worked out with your GM as you are preparing the character for play.
Your GM will probably give you an age range at which it is appropriate for your character to begin play. As your
character ages, wealth increases and skills increase, but physical stats decline, so what might be challenging for a
character in her late twenties could be boring for a character in her mid fifties. Your GM has reasons for recom-
mending a particular age range.
Adventures typically define the most important part of a year in your character's life, even if they only take a few
weeks to complete, or even a few hours. The balance of the year, your character should be doing whatever char-
acters do in their boring hum-drum lives. At the end of the adventure, your character should age another year on
the worksheet. Your GM will decide which is the appropriate profession to describe what your character has
done for the adventure, and you can then roll on or choose from the appropriate skill tables, or choose a
metaskill, as you wish. If a Physical Deterioration is appropriate, take care of that just as you would while gener-
ating the character.
One thing to remember is that your character is having adventures all the time, even while you are generating
him. You are just not acting those adventures out. The is no real difference between a year which has been gen-
erated and one which has been acted out. You can generate a character to age 25, take part in an acted out adven-
ture for year twenty-six, generate from 27 to 41, and act out another adventure for year 42.
Another thing to remember is that your character is not just arbitrarily drifting from job to job. When a charac-
ter changes employment, it can be thought of as a movement within a larger career. For instance, if a
character goes through a Seminary and becomes a Priest, then after a few years becomes a Social Worker and
later on a Teacher, doesn't mean she ever stopped being a Priest, unless you want it to mean that. Your character
can also always return to professions you have left, retaining all his promotions and pay.
There are two different ways to create a character, Random and Directed. Generally, players new to StarCluster
should choose the Random method until they understand what the choices mean. Random character creation
tends to give a more organic feel to the characters created with it, while characters created with the Directed
method tend to be more focused.
Character Generation - 5 -
StarCluster - Character Generation
Random Method
Roll for initial characteristics and cash
Strength = 2d6
(i.e. 2 six-sided dice added together)
Strength is the character's muscular prowess. Strength is used in Melee, Blade, and Unarmed combat. Strength
is usually abbreviated as STR
Endurance = 2d6
Roll 2d6
Endurance is the ability to keep going. Endurance helps your character with tasks that are repetitive, long last-
ing, or performed under adverse circumstances. Endurance is usually abbreviated as END
IQ = %d
(Roll 2 ten sided dice and read one die as tens, the other as ones. A 9 and a 4 would be 94. A result of 00 is always
read as 100) on the IQ, PSI, and Rank Table, in the IQ column, in the appropriate section for the character's
Tech Level. Look up the result in the IQ column. IQ (Intelligence Quotient) is smarts, problem solving, the abil-
ity to see significance and pattern.
PSI = %d
Roll on the IQ, PSI, and Rank Table, in the IQ column, in the appropriate section for the character's Tech Level.
Psionics are mental abilities which affect the world directly. The PSI number is the potential to use psionic ener-
gies - the number of times per day that your character can use psionic skills. Psionic points regenerate 24 hours
after being used. Psionic is usually abbreviated as PSI
RANK = %d
Roll on the IQ, PSI, and Rank Table, in the IQ column, in the appropriate section for the character's Tech Level.
Starting cash is found here in the next column, in the same row as the character's rank in society. This is what
your family was doing when you were born. This strongly influences the character's upbringing and education,
especially where expenses are concerned.
Charisma= 2d6
Charisma. Attractiveness, persuasiveness. Half physical, half mental. The proportion starts mostly as physical,
but increasingly becomes mental as the character ages. Charisma is usually abbreviated as CHAR
These are your character's abilities at the age of ten. Your character is not finished growing, and will physically
change as age and experience modify the character.
Character Generation - 6 -
StarCluster - Character Generation
Directed Method
Place initial characteristics and cash
You have 35 points to apportion between Strength, Coordination, Agility, Endurance, and Charisma. These stats
can be used as is. If the GM wants more heroic stature characters, bonus points may be given.
You have 150 points to apportion between IQ, PSI, and RANK. These are raw scores, and should be looked up
on the appropriate table for your Tech Level. For example an IQ score of 50 at Tech Level 4 is equal to an IQ of
105.
Strength is the character's muscular prowess. Strength is used in Melee, Blade, and Unarmed combat. Strength
is usually abbreviated as STR
Coordination is the linking of see, will, and do, quickness and deftness in fine motor skills. Coordination is used
in Bow, Gun, and Beam combat. Coordination is usually abbreviated as COOR
Agility. Agility is acrobatics, gymnastics and whole body movement. Agility helps your character with running,
jumping, climbing, and any other activity using the whole body. Agility is usually abbreviated as AGY
Endurance is the ability to keep going. Endurance helps your character with tasks that are repetitive, long last-
ing, or performed under adverse circumstances. Endurance is usually abbreviated as END
IQ (Intelligence Quotient) is smarts, problem solving, the ability to see significance and pattern.
Psionics are mental abilities which affect the world directly. The PSI number is the potential to use psionic ener-
gies - the number of times per day that your character can use psionic skills. Psionics is usually abbreviated as
PSI
Rank is what your family was doing when you were born. This strongly influences the character's upbringing
and education, especially where expenses are concerned.
Charisma is attractiveness and persuasiveness, and is half physical and half mental. The proportion starts mostly
as physical, but increasingly becomes mental as the character ages. Charisma is usually abbreviated as CHAR
These are the character's abilities at the age of ten. The character is not finished growing, and will physically
change as age and experience modify the character.
Character Generation - 7 -
StarCluster - Character Generation
In the Schools Section, select a secondary school (apprenticeship for Primitive Cultures) you would like your
character to go to. This is what your character will be doing for the next six years. If your character has the
money and meets the minimum requirements, great. Deduct the money from the character's starting total and
continue.
If you have the money but don't meet the minimum requirements, try for a waiver. Roll the amount
listed or less, and the requirements are waived for you. Same if you meet the minimum requirements,
but don't have the cash. Remember to add +1 to your die roll for each point of IQ over 120. High IQ
is a big asset here. Your character may waive either the cost or the prerequisite (if allowed), but
not both. If you don't make it into any secondary schools, or you just don't feel the character would
have, use the "No School" column.
Your character receives one skill per year from the list of skills available, with any 3 of the skills doubled. You can
roll the skills randomly or choose them as you wish.
EXAMPLE:
Your character chooses Exclusive Private School. You choose as skills gun, IQ+5, blade, Rank, coordination and
charisma. You can double any 3 of these, so you choose to double gun, coordination and charisma for a total
result of:
If the result is a bonus to a characteristic rather than a skill (i.e. strength+1 or coordination+2, etc.) modify the
appropriate characteristic in lieu of gaining a skill. If the character receives a skill for the first time, that skill is at
level one (i.e. blade+1). If the character receives a skill already gained, that skill level is modified upward (i.e.
blade+2).
In lieu of taking the skill rolled on or chosen from the tables, the character may choose the
metaskill associated with that school instead, or may choose among the social skills available.
If your character’s Rank increases during generation, the character’s cash increases by the difference between the origi-
nal cash amount and the cash available at the new Rank
Character Generation - 8 -
StarCluster - Character Generation
College, Journeymanships, & Grad School
Unlike secondary schools, your character can go to College or Grad School at any time, its just more usual to go
at age 16. You can also go to a second college later on. Primitive Cultures have Journeymanships equivalent to
Colleges for some professions.
If you select a college with no cost, that means you must spend the six years *after* you leave college/grad school in
service to those who sponsored your education. If an employment lists that school as a prerequisite, entering that
employment for six years is considered full payment of your educational debt. If you go to both college and grad
school by this means, both debts must be fulfilled in the order you incurred them. During these six years of employ-
ment, you cannot change your employment.
Your character receives one skill per year for the next 4 years from the list of skills available, with any 1 of the
skills doubled. You may roll for or choose skills as you wish.
EXAMPLE:
Your character chooses Exclusive College. You choose as skills biology, physics, gun, and chemistry. You can
double any 2 of these, so you choose to double physics and chemistry for a total result of:
In lieu of taking the skill rolled on or chosen from the tables, the character may choose the metaskill associated with
that school instead, or may choose among the social skills available.
Character Generation - 9 -
StarCluster - Character Generation
Employment
If you don’t wish for your character to go on to higher education (i.e. college or grad school) or the character
does not qualify or fails all waiver rolls, your character goes immediately into employment. Your character also
goes into employment once schooling is done.
Roll for or select a profession from the appropriate section. If you meet the prerequisites, you are in that profes-
sion as long as you wish to stay. If you do not meet the prerequisites, you may attempt a waiver roll.
Each year your character receives one skill from the Available Skills list for that profession. Every six years or
part thereof in a profession, one skill taken during those years is doubled - i.e. a choice of "streetwise" becomes
"streetwise+2"
In lieu of the skill rolled on or chosen from the tables, the character may choose the metaskill associated with
that profession instead, or may choose among the social skills available.
With each promotion, your character's level within that profession increases. Note this on your character work-
sheet in the following fashion: The first year in a profession is always level one. This is notated so, using the pro-
fession of Psiman as an example: Psiman/1/1. The second year is also always at level one, and is notated thusly:
Psiman/2/1. Note the years in the profession come first, then the level within the profession. At the end of the
second year in the profession, roll for promotion. A %d result of 35 or lower gains the character a promotion.
Note the promotion under "promotions" on the worksheet with a "yes" (and unsuccessful promotion attempts
with a “no”) and the next year, note the promotion as follows: Psiman/3/2.
Promotions come at the end of the year, and take effect at the beginning of the next.
Pay is increased by promotion. On the Employment tables on the right is noted the starting pay and the amount
the pay jumps (increases) with each promotion. Thus if a profession has Start 50 Jump 100, at beginning level in
the profession, the character’s pay is 50. With the first promotion it jumps by 100 to 150, and by 100 with each
succeeding promotion, to 250, 350, 450, etc.
Character Generation - 10 -
StarCluster - Character Generation
Physical Deterioration
Every 3 years starting at age 34, your character must lose one point from a physical attribute (STR, COOR,
AGY, or END) for physical deterioration. You may choose the attribute affected, but must make the decrement
once every 3 years, except when Boost is used.
Boost is a drug available at TL 9 which slows down aging. It stays in effect for 12 years, and allows your charac-
ter to physically age at 1/4 the pace normally allotted. Thus the player decrements a physical attribute once every
12 years, instead of every 3 years. Boost costs 1000cr per 12 year dose at TL9, and 100cr per dose at TL10. It is
available on the black market at TL8 at 10,000cr, and goes up in price by a factor of 10 per tech level downward,
thus 100,000cr at TL7, 1,000,000cr at TL6, and 10,000,000cr at TL5. It is, of course, not available for export to
lower tech worlds, and must be obtained by illegal means, which is why it is so expensive. Some people - a very
small number - are allergic to Boost, while others - a somewhat lager number - are unaffected by it. Since the
chance of either of these happening is vanishingly small, this should be played as character color, and on a purely
voluntary basis.
Social Skills
At any year, the character may choose one from the following social skills, or a professional metaskill, or a skill
rolled on the skill table. The professional metaskills and skill tables are listed under the particular school or
profession. Social skills are skills unrelated to any particular employment, and thus open to any character at any
time. Remember, choosing a Social Skill is in place of rolling on the skill tables, not in addition.
When your character has reached the age at which you wish to play, the character needs to be equipped, then
play can begin.
Character Generation - 11 -
StarCluster - Character Generation
Character Generation - 12 -
StarCluster - Character Generation
IQ, PSI, and Rank for Advanced (Tech Level 8+) Cultures
Character Generation - 13 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
School for the 70cr COOR 10+, CHAR 11+ 20% Create
Arts
1 2 3 4 5 6
Character Generation - 14 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
STR+2 STR+2 END+2 END+2 IQ+3 Husbandry
Husbandry Mineralogy Biology STR+2 Chemistry IQ+3
1 2 3 4 5 6
Character Generation - 15 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
IQ+3 STR+2 COOR+2 END AGY IQ+3
Streetwise Streetwise Drug Drug Melee Unarm
Character Generation - 16 -
StarCluster - Character Generation
Colleges for Tech Level 8-10
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 17 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
Planetology Planetology Biology Biology Chemistry Chemistry
Mineralogy Husbandry Mineralogy IQ+5 Husbandry IQ+5
1 2 3 4 5 6
Character Generation - 18 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Streetwise Streetwise Negotiation Negotiation IQ+5 IQ+5
END+2 Psychology Psychology END+2 Herbalism Drug+2
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 20 -
StarCluster - Character Generation
Post-Graduate Education for Tech Level 8-10
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 21 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
Business+2 Business+2 Negotiate Negotiate Writing Psychology
Psychology IQ+3 Intimidate Intimidate Research Research
Character Generation - 22 -
StarCluster - Character Generation
Employment Table for Tech Level 8+ Cultures
Note: any roll of Transfer for Tech Level 8 or 9 should be treated as pilot
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 23 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 24 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 25 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 26 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 27 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 28 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 29 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 30 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 31 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 32 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 34 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 35 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 36 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 37 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 38 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 39 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 40 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 41 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 42 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 44 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 45 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 46 -
StarCluster - Character Generation
1 2 3 4 5 6
Character Generation - 47 -
StarCluster - Character Generation
Character Generation - 48 -
StarCluster - Character Generation
IQ, PSI, and Rank for Backward (Tech Level 5-7) Cultures
Character Generation - 49 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 50 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
IQ+3 STR+2 COOR+2 END AGY IQ+3
Streetwise Streetwise Drug Drug Melee Unarm
Character Generation - 51 -
StarCluster - Character Generation
Colleges for Tech Level 5-7
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 52 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 53 -
StarCluster - Character Generation
Post-Graduate Education for Tech Level 5-7
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 54 -
StarCluster - Character Generation
Employment Table for Tech Level 5-7 (Backward) Cultures
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 55 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 56 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 57 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 58 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 59 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 60 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 61 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 62 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 63 -
StarCluster - Character Generation
Character Generation - 64 -
StarCluster - Character Generation
Character Generation - 65 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 66 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 67 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 68 -
StarCluster - Character Generation
1 2 3 4 5 6
Character Generation - 69 -
StarCluster - Character Generation
Colleges and Journeymanships for Tech Level 1-4
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 70 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 71 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 72 -
StarCluster - Character Generation
1 2 3 4 5 6
Character Generation - 73 -
StarCluster - Character Generation
Post-Graduate Education for Tech Level 1-4
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 74 -
StarCluster - Character Generation
Employment Table for Tech Level1-4 (Primitive) Cultures
1 2 3 4 5 6
1 2 3 4 5 6
Research Research History Sociology History Sociology
Writing Cooking Writing History Linguistics Research
History History Writing Linguistics Taste Writing
1 2 3 4 5 6
Character Generation - 75 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 76 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 77 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 78 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 79 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 80 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 81 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 82 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 83 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 84 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 85 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 86 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 87 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 88 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 89 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Steer Steer
Drinking Streetwise Intimidate Streetwise Unarm Melee
Character Generation - 90 -
StarCluster - Character Generation
1 2 3 4 5 6
1 2 3 4 5 6
1 2 3 4 5 6
Character Generation - 91 -
StarCluster - Character Generation
General Appearance - Optional
Roll or choose one from each column
2d10
Roll Face Eyes Nose Mouth Other Demeanor
2d6
Roll Music Sports Trivox Reading Miscellaneous
Sastras: Roll three times on Body Fur Color. The first color is the Mane. The Lighter of the next two rolls is the Belly Fur, the other being the Body
Fur. Roll once each for Skin and Eye Color.
Vantors: Roll once on Skin color. Then roll 1d6 times on Eye Color for Skin Pattern
Colors. Roll once more on Eye Color for eyes.
Note: A choice can be made instead of any roll. SaHus, VaHus, and HuTas roll or
choose as is appropriate.
*Represents various possible dyes. These colors are non-natural and are manufactured only at TL 7+
Character Generation - 93 -
StarCluster - Skills and Metaskills
StarCluster
Guide to Skills
and Metaskills
Skills and Metaskills
All skills work at a base chance of success of 45% at level+1, and 5% is added per level of skill. Each skill has a
characteristic which modifies it’s chance of success - either a physical characteristic such as strength, coordina-
tion, agility, endurance, or charisma - or IQ. Physical stats modify the chance of success at a rate of 5% for every
2 points over 7 - i.e. at 9, 11, 13, etc. IQ modifies by 1 per point of IQ over 120 - i.e. at an IQ of 137, the modi-
fier would be +17.
Skills and Metaskills - 94 -
StarCluster - Skills and Metaskills
Skills may be used at +0 - no skill - by rolling the modifying stat or lower on percentile die unless the modifying
stat is IQ, which receives a 10% chance. Example: Climb+0. Modifying stat is Agility. Character has an Agility of
11 so the character can climb with a roll of 11 or less on percentile dice. Example: Biology+0. Modifying stat is
IQ. Character has a flat 10% chance of success. High modifying stats give no other additional bonuses to suc-
cess. Skills in shaded rows are psionic skills and require one PSI point to use
When to use skills
Skills should only be rolled if a normally competent individual would have trouble. For example, climbing a lad-
der would not require a climb skill check, whereas climbing a mountain would. Riding a horse would not nor-
mally require a riding check, while shooting from horseback would. If GM keeps in mind the ‘Normally
Competent Individual’ concept, the number of rolls, and thus the number of player failures, will be kept to a
meaningful minimum
.
Biology The study of plants and animals and their effects on mankind IQ
(biology)
Business The ability to bargain, buy, sell inventory, bribe, and otherwise Charisma
(business) use money effectively
Carpentry The ability to shape wood into useful tools and furniture Coordination
[carpentry]
Crypt The ability to encrypt and decrypt data, and the ability to create IQ
[cryptography] new types of encryption
Dash Daring and movement which sweeps all before it. Agility
(dash) A success means the character has performed a marvellous feat
and opponents attempting to hit the dashing character have
a -5 per level of dash to hit.
Disguise The ability to change the outward appearance of some person Charisma
(disguise) or thing using makeup and prosthetics
Drug The ability to use and make drugs to cause and cure injury, IQ
(drug) illness, or sensory abnormalities
Goad To force people into action by annoying and pestering them, Charisma
[goad] without controlling which action the recipient of the goading will take
Gunnery The ability to effectively use cannon and other large, mounted Coordination
(gunnery) guns
Gym The ability to make leaps, somersaults and other gymnastic Agility
[gymnastics] moves
Intimidate The ability to bluff and deceive others as to one's true strength Charisma
(intimidation)
Law The ability to use, circumvent, and deal with law, and project IQ
(law) an entire system from a few examples
Leadership The ability to take command of others by making them want Charisma
(leadership) to follow
Mechanics The ability to use, maintain, and repair mechanical devices and equipmentCoordination
Melee The ability to efficiently use non-blade hand held weapons Strength
(melee) in combat
Mining The ability to tunnel under the ground, through earth and stone, Endurance
[mining] using simple tools
Overdo To push oneself past ones usual limits with a penalty to be Endurance
(overdo) paid later. One can continue fighting past the Unconscious level,
orate for hours in a filibuster, ignore sleep to study, etc. The
penalty should fit the usage, as judged by the GM.
Pick The ability to open locked doors using simple metal tools Coordination
[pick]
Pilot The ability to operate a space faring craft at sub-light speeds Coordination
(pilot) If no pilot skill, use small craft/2
Psychology The ability to understand the hidden drives behind a person’s Charisma
(psychology) actions
Pyrokinesis The ability to create and literally throw fire psionically Coordination
(pyrokinesis) Damage = 50 per level of pyrokinesis skill.
Research The ability to find out information on a given subject using Endurance
(research) libraries and other databases.
Ship’s guns The ability to use ship's energy weapons and missiles Coordination
(ship's guns) in space combat. Level of ship’s guns affects space combat
Shield The ability to avoid the effects of any psionic intrusion Agility
(shield) Against normal attack, functions as armor - +1 = ballistic,
+2 = steel, +3 = ceramic, +4 = plasteel,+5 = plasteel or
chromskin, whichever is better.
Smallcraft The ability to pilot pods (spacecraft 100 tons or under) Coordination
(small craft) If no small craft skill, can use pilot skill/2.
Smithing The ability to shape metal using heat and hammering Strength
[smithing]
Stash The ability to hide things in nooks and crannies or in plain sight IQ
(stash)
Steer The ability to direct large vehicles in the direction desired. Coordination
[Steer]
Streetwise The ability to find connections, rumors, and general urban Charisma
(streetwise) survival
Surgery The ability to cure wounds and other physical ailments Coordination
(surgery) by operating
Telekinesis The ability to move objects psionically. At level +1 may move Strength
(telekinesis) 10 grams 10 meters. Mass and distance X10 per level thereafter.
Speed of movement is 5 KPH per level of Telekinesis max.
Tactics The ability to use personnel and resources on hand to best effect. IQ
(tactics)
Transfer The ability to set up and effect an interstellar jump and transfer Endurance
(Transfer) souls with special equipment. Level of Transfer skill influences
jump duration
Tracking The ability to follow a creature or object by noticing signs of its Agility
[tracking] passage
Zero-G The ability to perform difficult physical acts and maneuver Agility
[zero-G] in zero gravity.
Metaskills are skills which can modify other skills. In StarCluster, the metaskills are typically gained as a choice in
a profession or schooling instead of rolling for a normal skill on the job related skill tables. The player can
*always* opt for the associated metaskill rather than using the skill tables. Metaskills are always named as a verb
rather than a noun, to show that they are intended to be used to do something. The GM is the final judge of
whether a particular combination of metaskill and object are appropriate.
The following nebulous definitions are given to allow the GM something to base decisions on. The wording has
been left as vague as possible to give the GM the widest possible latitude in interpreting it. Remember, how the
characters interpret these definitions never means anything. The important thing is how the GM interprets
them.
Design
Repair
Build
Create
Obtain
Embellish
Analyze
Grow
Focus
Discipline
Relate
Sell
Converse
Organize
Extract
Observe
Orient 3D
Using Metaskills
Case 1 A metaskill may be used to modify other skills. The first plus of the metaskill indicated that the
modification can be done. Each subsequent plus of metaskill is used as a plus of the modified skill. This base
chance is then modified by the listed modifier.
Case 2 A Metaskill may be used to modify objects directly. In this case, the base chance is 20% at skill
level+1, plus 5% per level of skill above +1.
Example: Sell+2 ice to Eskimos. Base chance is 20% (sell+1) +5% (sell+2), for a total of 25%. This is
multiplied by the modifier for sell, *.5, to become a chance of 12.5%, rounded up to 13%.
Remember: The GM is always in control, and should assess any penalties or benefits he wants to assess, and
interprets these descriptions as he sees fit.
SaHus
SaHus can take various forms. They can inherit from either of their parents, in other words have Sastra or
Human build by body part, it is a 50% chance either way. The following body parts are rolled for or chosen:
Sastra Human
SaHus are smaller and slighter than Humans, but not so small as Sastras. They gain a bonus of +1 to their Coor-
dination and Agility scores, and a -1 to their Strength score. Human senses are rated thus: SightX4, Hearing, the
rest being unimportant.
Sastra SaHu
Male Height 11-93 36-00
Female Height 01-45 16-86
Male Weight 16-81 26-00
Female Weight 01-70 16-91
01 1.40 25.00
02-03 1.45 26.00
04-07 1.48 27.00
08-12 1.50 28.00
13-18 1.53 29.00
19-24 1.55 30.00
25-33 1.58 31.00
34-40 1.60 32.00
41-47 1.63 33.00
48-54 1.65 34.00
55-60 1.68 35.00
61-65 1.70 36.00
66-69 1.73 38.00
70-77 1.75 40.00
75-79 1.78 42.00
80-83 1.80 44.00
84-87 1.83 46.00
88-90 1.85 48.00
91-93 1.88 50.00
94-95 1.90 53.00
96-97 1.93 55.00
98-99 1.95 58.00
00 1.98 60.00
VaHus
VaHus, like SaHus, can be like either of their parents
in certain categories. It is 50% chance either way as to whether their Vantor or Human genes predominate for
each body part listed. The following body parts are rolled for or chosen:
Vantor Human
VaHus gain a bonus of+1 to their Endurance score and a -1 to their Agility score. Human senses are rated thus:
SightX4, Hearing, the rest being unimportant.
Vantor VaHu
Male Height 21-98 46-00
Female Height 01-93 21-98
Male Weight 21-85 31-00
Female Weight 01-55 15-85
01 1.00 20.00
02-03 1.05 22.00
04-07 1.10 23.00
08-12 1.15 25.00
13-18 1.20 27.00
19-24 1.25 28.00
25-33 1.30 31.00
34-40 1.33 32.00
41-47 1.38 33.00
48-54 1.40 34.00
55-60 1.43 35.00
61-65 1.48 36.00
66-69 1.50 38.00
70-77 1.53 40.00
75-79 1.58 42.00
80-83 1.60 43.00
84-87 1.63 44.00
88-90 1.68 45.00
91-93 1.70 46.00
94-95 1.75 47.00
96-97 1.80 48.00
98-99 1.83 49.00
00 1.85 50.00
HuTas
HuTas are smaller as a rule than Tagris, but tend to be larger
than most Humans. Like SaHus and VaHus, they have a
chance to inherit their body parts from either parent, 50%
chance either way. The following body parts are rolled for or
chosen:
Tagris Human
HuTas are not quite as strong as Tagris, and so gain a bonus of+1 to their Strength score and a -1 to their
Endurance score. Human senses are rated thus: SightX4, Hearing, the rest being unimportant.
Tagris HuTa
Male Height 16-00 11-50
Female Height 11-50 01-25
Male Weight 21-00 11-40
Female Weight 11-30 01-25
01 2.00 75.00
02-03 2.05 80.00
04-07 2.10 85.00
08-12 2.15 90.00
13-18 2.20 95.00
19-24 2.25 100.00
25-33 2.30 105.00
34-40 2.33 110.00
41-47 2.38 115.00
48-54 2.40 120.00
55-60 2.43 123.00
61-65 2.48 128.00
66-69 2.50 130.00
70-77 2.55 135.00
75-79 2.60 140.00
80-83 2.65 145.00
84-87 2.70 150.00
88-90 2.75 155.00
91-93 2.80 160.00
94-95 2.85 165.00
96-97 2.90 170.00
98-99 2.95 175.00
00 3.00 180.00
Human
Male Height 45-00
Female Height 01-90
Male Weight 24-00
Female Weight 01-68
01 1.4 41
02-03 1.43 45
04-07 1.47 48
08-12 1.5 52
13-18 1.53 56
19-23 1.57 60
24-29 1.6 64
30-38 1.63 68
39-44 1.67 62
45-50 1.7 68
51-56 1.73 75
57-62 1.77 80
63-68 1.8 89
69-74 1.83 93
75-79 1.87 98
80-83 1.9 104
84-87 1.95 108
88-90 2.0 112
91-93 2.05 115
94-95 2.08 118
96-97 2.11 120
98-99 2.12 122
00 2.13 125
StarCluster
Equipment: Personal
5 9 2 8 Lustra
8 2 9 5 Omnian
9 8 2 5 Larylon
5 8 9 2 Hyperian
2 9 8 5 Slek
5 2 9 8 Klustra
9 8 5 2 Damylon
5 5 5 5 Natural
Fabric
The higher a material’s number, the better it is for that quality. Natural fabrics are given as the norms
against which the new synthetics are measured.
Kits
You must have at least skill level+1 to use a kit - i.e. you need at least biology+1 to use the bio kit.
Equipment: Personal - 119 -
StarCluster - Equipment: Personal
Electronics
* Characters from SaVaHuTa get the Baspak for free and the Diaspak for 150cr. Characters from the
Diasporan community get the Diaspak for free and the Baspak for 150cr. Independent and Thieves
World characters have to pay 150cr for either.
WAIST COVERINGS
LEG COVERINGS
HAND COVERINGS
SHOULDER COVERINGS
HEAD COVERINGS
REINFORCEMENTS
APPLIED OVERALL
DECORATION
Gilding none 0.0 500cr
Painting none 0.0 500cr
Enamelling none 0.0 700cr
Bright Colors none 0.0 100cr
Engraving none 0.0 900cr
Inlay none 0.0 900cr
Pick a style of clothing, materials, workmanship, and any finishes wanted. Multiply base costs times
modifying factor for item cost
FOOTWEAR ACCESSORIES
Armor Equivalences
Add up Armor Points from all items and compare to list below:
Note: A person with a wicker shield should be treated as having wicker armor against arrows,
darts, dartguns, and sting weapons.
Equipment: Weapons
Blade/Head Decoration
Superb X 2.0
Excellent X 1.5
Good X 1.0
Poor X 0.5
Slipshod X 0.3
Multiply the base cost of the weapon by the modifiers to find the final cost
.
Star Cluster
The object of the game of StarCluster is to survive. The Constitution is the character's total ability to keep
longer a character survives, the more skills he has. The functioning. The constitution is the character's
more skills, the better chance of survival. High strength, coordination, agility, and endurance added
attributes are most important at young ages, where the together and multiplied times ten. The constitution
character’s skill levels are low. In general, skills are has various levels which indicate how the character is
much more important than high stats, and a character doing:
which has low stats is not necessarily unplayable.
Normal
StarCluster is designed to be played in a linked series
of adventures, with each adventure forming the high- The character is at peak condition, and function-
light of that year for the character. Each adventure ing normally.
may be one or several sessions long. You can skip one
year or several between adventures, or even go back in Hindered
time, if you want to allow the character a certain script
immunity. Because of it’s year-based character pro- The character is hurting. Initiative, To Hit, Dam-
gression, StarCluster excels at this method of play. age, Skill, and any other %d roll is at a penalty of
Characters can move from profession to profession as 20. This may be a +20 where you need to roll low
they will, if they fulfill or waive the requirements for as in initiative or to hit, or a -20 where you prefer
entering the profession. In this process, each character to roll high, such as damage.
becomes an individual person, with all an individual
person’s richness. Unconscious
StarCluster is all about the characters, and it is their The character becomes Unconscious. The charac-
strength which propels the game. ter can be made conscious again by shaking or
shouting, but any damage will make the character
Creating a character Unconscious again. In addition, the character is
also Hindered.
The Character Generation Guide, together with the
Humans and Humanoids Guide, contains all that is Seriously Wounded
necessary to create a StarCluster character. In
StarCluster, you will continually be forced to decide The character is really hurting. The character is
between depth and breadth of knowledge. The deeper Unconscious, cannot be woken up, and is bleed-
your character's knowledge, that is, the higher your ing to death at the rate of 10 points per round.
plus rating in your skills, the better your character can The bleeding will stop if the wound is bound,
use those skills. The broader your character's knowl- another character taking one round to do so, and
edge, the more skills you have to affect things. Your is defenseless while doing so.
character will always be a compromise between depth
and breadth. Every character is unique in StarCluster, Normal Level is 100% of constitution,
and there is no "better" character. StarCluster charac- Hindered Level is 75% of constitution,
ters proceed directly from the life experiences and his- Unconscious Level is 50% of constitution, and
tory of the character. Seriously Wounded Level is 25% of constitution.
Psionics happen immediately, as soon as they are Far - Between 250 and 1000 meters.
used. Characters may make gestures and say (or sing)
words, but these are just mnemonic tricks to help Very Far - Between 1000 and 2000 meters.
them remember, and the skills can be used without
them perfectly well. If the character or enemy makes a A weapon's Range rating is the range at which it is
physical attack, the character or enemy makes a To Hit normally effective, that is, at a penalty of zero. The
roll with %d. If the result is equal or less than the to next range higher is always at minus 40% to hit, the
hit roll necessary to hit that armor, Damage is rolled. range after that is impossible to hit. Closer ranges give
Damage is rolled as %d plus the damage rating of the a +5% for each of the next two range steps, giving a
weapon. For example, a Light Sword has a damage +5% to hit for the next nearer range step and +10%
rating of +50, so the player rolls %d and adds 50 for the next range step closer than that. Targets closer
points, for a result between 51 and 150. If the damage than this are impossible to hit with this weapon.
rating is negative, the number is subtracted from the
%d roll, with any negative result rounded to zero, so a For example, Mike has a gun+5 and a COOR of 9.
weapon rating of -20 would have a result of 0 to 80 This gives him a base to hit percentage of 65% to hit
points. This number is subtracted from the constitu- "Skin" for gun weapons, modified up +5% for his
tion of the character who was hit. coordination to 70%. Using an Auto Pistol, with a
Range rating of "Medium", Mike hits targets with
Combat in StarCluster tends to be short, brutal, and "Skin" armor at medium range at the nominal per-
bloody, but seldom deadly. One side of the combat centage, which is 70%. At "Long" range with this
will usually end up unconscious, with a few seriously weapon, Mike has a -40%, or 30% chance to hit. At
wounded, and possibly one or two dead. This is good one step nearer, or "Short" range, Mike has a +5% or
for the game, and good for the players, as losing a sin- 75% chance to hit. At one more step closer, that goes
gle combat usually means they are taken prisoner, up 5% again, to 80% at "Point Blank" range.
rather than dead. Flying creatures will swoop and dive
on non-flying creatures, so non-ranged weapons, such In a further example, Mike uses a Sniper Rifle, with a
as swords or unarmed combat, will only affect the fly- Range Rating of "Far". If the target (wearing "Skin"
ing creature during the initiative it attacks, and the ini- armor) is at Far range, Mike has a 70% chance to hit.
tiative immediately preceding and following the If the target is at "Very Far" range, Mike has a -40%
attack. modification giving him a 30% chance to hit. At
"Long" Range, Mike has a +5%, or 75% chance to hit.
Ranges At "Medium" range, he gets a further +5% to hit,
increasing his chance to 80%. At "Short" range and
Ranges in StarCluster are given by weapon. A closer, Mike cannot hit the target, as it is too close. If
weapon's range rating is one of the following: the target is further away than "Very Far", Mike can-
not hit the target because it is too far away.
Point Blank - Within 2 meters. This is the range for
all held weapons that must be used held in the hand, Cover
like most blades and melee weapons.
Cover is the use of obstructions to decrease the prob-
Short - Between 2 and 10 meters. ability of being hit. Examples are hiding behind a
rock, or firing from around a doorway. In StarCluster,
Medium - Between 10 and 50 meters. cover is rated in 4 steps: 25% cover, 50% cover, 75%
Playing the Game - 144 -
StarCluster - Playing the Game
cover, and 100% cover. The effects of such cover are antidotes.
given below.
Healing
25% Cover - The target is behind a small rock or
tree, or perhaps an obscuring curtain of cloth or Healing can be accomplished several ways. Psionically,
leaves. If the shooter rolls a hit, a second roll with heal, the healing takes place immediately. Normal
against the cover is made. A roll of 26 or higher, healing takes place over time, at a rate of 20 points a
unmodified, is a true hit, anything lower hits the day. A successful diagnosis skill check adds a bonus of
cover instead of the target. The target has no pen- +20% to the success of the treatment, drug, herbal-
alty to return fire. ism, or surgery skills. With a successful drug or herb-
alism skill check, the regimen boosts the rate of
50% Cover - The target is behind a low wall, or healing by another 30 points a day. A successful treat-
shooting around a doorway or a large tree, or ment or surgery skill check adds a bonus of another
something similar. If the shooter rolls a hit, a sec- 30 points a day. You can't use certain skills in combi-
ond, unmodified roll is made against the cover. A nation. For instance, surgery and treat work with dif-
roll of 51 or greater is a true hit, anything else hits ferent methods in a similar manner. Thus they cannot
the cover. The target has a -25% penalty to return be used on the same person at the same time. The
fire. same holds true for drug and herbalism. The maxi-
mum natural healing rate, therefore, is 80 points a day.
75% Cover - The target is in a well protected posi- This assumes normal healing (20), plus either drug or
tion, firing through a loophole or small window, or herbalism, plus either surgery or treatment (+30).
some similar situation. If the shooter rolls a hit, a Normal healing requires a minimum of seven hours
second roll against the cover is made. A roll of 76 of sleep per night and non-strenuous work for the
or higher, unmodified, is a true hit, anything lower duration. Without both of these conditions being met,
hits the cover instead of the target. The target has no healing will occur.
a 50% penalty to return fire.
Armor
100% Cover - The target is entirely behind some
large, solid object, and cannot be hit. The target Armor in StarCluster works to prevent you from
cannot return fire, as doing so will reduce the being hit. The classes of armor are:
cover to a 75% rating at least. Cover should be Skin The base condition. No armor, or very little.
adjudicated by the GM using the examples above. Hide An armor made from leathers of various sorts.
Ballistic A somewhat tougher to hit armor, impact
Poison resistant and ablative.
Steel This armor is made of steel, usually in links
Poison can be used in combat, and can be made by Plate Also made from steel, this armor is made in
characters with the Drug, Herbalism, or Chemistry large plates.
skills. The chance to make a poison is equal to the Ceramic Fiber reinforced ceramic composite armor.
normal skill chance minus 20, thus if the character has May be powered.
a skill chance of 50%, the chance to make poison is Plasteel Hullmetal armor, very tough. May be pow-
30%. Poisons made with the Chemistry or Herbalism ered.
skill have a minus 20% on their effectiveness, while Chromskin Armor designed to deflect beam weap-
poisons made with the Drug skill have a plus 20% on ons. Useless against anything else.
their effectiveness. Natural poisons used by creatures Wicker Light and flexible armor, excellent against
have a normal effectiveness. If poison is made, The arrows, darts, dart guns and sting weapons, but mostly
GM and player should adjudicate it’s toxicity and any useless against other things.
Playing the Game - 145 -
StarCluster - Playing the Game
Applicable Skills
Remember, if you feel that in the given situation a dif-
In running a StarCluster game, you may find that for a ferent check would be more suitable, go with your
given situation there are several skills which can be instincts. These are guidelines, not hard and fast rules.
applicable. For instance, Jack Jill, and Judy all need to We laid out these several methods to give GMs a
get over a fence. Jack says he would like to use Dash choice, as we felt that the GMs, who know more
and flip over it, Jill wants to use Gymnastics to vault about the given situation than we ever could, would
it, while Judy wants to use her Climb skill to climb it. be the best ones to decide.
All these are perfectly applicable to the situation. In
many cases you will have to use your judgement as to Weapons and Skills
which skill is applicable, but generous use of common
sense is indicated. The "Skill Required" column in the Equipment:
Weapons guide refers to the skill required to wield the
Checks for tasks with no skill weapon effectively. Anyone can pick up a Molecular
Sword and whack at things with it, but it takes real
There are several different methods used to determine skill to use effectively. A person using a weapon uses it
the chance of success of a character who needs to use at the lowest level of the appropriate skill unless their
a skill he does not have. There are differences skill level meets or exceeds the skill required to wield
between the methods, and we can give some guide- the weapon effectively. For example, Margaret, with a
lines to follow: skill of blade+3, attempts to wield a Molecular Sword,
which requires a skill level of blade+4. Margaret will
When a character is attempting a task for which be effectively blade+1 while using the Molecular
there is an in-game skill, but the character does Sword until her blade skill is at least blade+4. At that
not have it, use a zero level skill check, where you point, Margaret can use the Molecular Sword to its
roll the governing attribute plus attribute modifi- full potential and has an effective skill of blade+4 with
ers or less on %d. This is fine for difficult tasks, the Molecular Sword. Damage is prorated to the level
but for simpler tasks you will probably want to of skill the weapon wielder possesses. For instance a
give a healthy bonus modifier of +5 to+20 at your sword has a damage rating of +15 and requires a skill
discretion. level of blade+2. The damage is divided by the level
and rounded down, so that the sword has a damage
When the character is attempting a task for which rating of +7 in the hands of a person with a skill level
there is no in-game skill, but the character was blade+1 and a damage rating of +15 in the hands of a
employed in a profession that would have some person with a skill level of blade+2. To return to Mar-
call to use that skill or a related skill occasionally, garet, our example from before, she has the following
use the Employment check method. You could to hit and damage ratings at various skill levels:
just assign arbitrary numbers, or you could use
something like governing attribute + Modifiers + At 15 Margaret gets blade+1, making her a blade+1.
3X years spent in that profession. She uses a Molecular Sword with a 45% chance to hit
and a damage of +10.
When the character is attempting a task for which
there is no in-game skill, and the character would At 18, Margaret gains a blade+1, making her a
realistically not know much about the skill, use an blade+2. She is still 45% to hit and her damage is now
Attribute Check at X1 - X4 depending on the ease +20.
or difficulty of the skill. Remember that Attribute At 22, Margaret gains a blade+1, making her a
checks have no modifier for high governing blade+3. She is still 45% to hit and her damage is now
attribute. +30.
Playing the Game - 146 -
StarCluster - Playing the Game
At 30, Margaret gains another blade+1, making her a Full Automatic (Suppressive) Fire
blade+4. She is now 60% to hit, and her damage is the
full +40, which is the maximum damage with this Full automatic fire is generally used to pin down the
weapon. enemy in heavy cover, giving them substantial penal-
ties in firing. It is primarily a defensive option, but if
People with no skill in the appropriate weapon type the fire happens to hit an unprotected human, the
inflict damage as if at the character were at skill level results are generally lethal. For example, a machine
+1, but halved. gun is pinning down a small group of three in a rock-
pile. They are safe as long as they stay under cover. If
For example: Before she was 15, Margaret one of the three breaks cover, a roll to hit is made by
wielded a Molecular Sword at a damage rating of the machine gunner. On a hit, 1d10 rounds hit the tar-
(+10)/2 or +5. get. If a machine gun is used against unsuspecting tar-
gets out in the open, cover rules are not used for the
Automatic fire first round. Full automatic fire is very useful against
vehicles. Submachine-gun rounds cannot penetrate
Automatic fire weapons such as assault rifles, machine any vehicle armor, while machine gun rounds can
guns, and submachine guns can fire more than one penetrate light armor.
bullet with each pull of the trigger. When using auto-
matic fire weapons, there are three possible modes of Grenades
operation:
Grenades burst in an area of effect 10 feet (approx. 3
Single Shot: meters) in diameter. The character using the grenade
picks a particular target. On a hit, the target suffers
When using single shot mode, one bullet for each pull the grenade’s standard damage. If any other character
of the trigger. This is treated exactly the same as a is within the area of effect, and the number rolled for
normal rifle or pistol. Assault rifles and submachine the original hit would hit that other character with a -
guns can use single shot modes. 30 penalty, that character is also hit. Cover rules apply,
but the cover must be between the character and the
Burst Fire: blast.
With burst fire, the weapon fires three rounds with For example, Joe throws a grenade onto a group of
each pull of the trigger. This gives the best compro- three enemy in the wood. He has a target number of
mise between ability to hit and damage. One roll of 65% with grenades, and hits the target with a roll of
the dice is made. The first round is at -20% to hit, the 20. The target number of 65 -30 is 35, which is above
second at -40%, and the third at -60%. For example, his roll of 20, so both other characters in the radius of
Bob hits skin at 85%. He rolls a 35. The target num- effect are also hit. The trees provide some cover, so
ber of 85 is dropped 20 for the first round for a result each of the three characters make cover rolls. The first
of 65, which is higher than the roll, so the first round roll, for the target, fails, as does the second, but the
hits. The second round fired is at -40, resulting in a third cover roll succeeds. Thus targets one and two
target number of 45, which again is higher than the are hit by the blast, while a tree happens to be
roll of 35. so the second round also hits. The third between 3 and the blast, and thus he suffers no dam-
round is at -60, resulting in a target number of 25, age.
which is lower than the roll of 35, so the third round
misses. Assault rifles, submachine guns, and machine Other area of effect weapons such as mines, molotov
guns can use Burst Fire. cocktails, artillery fire, etc. use the same process as
above, varying in the radius of their area of effect and
Playing the Game - 147 -
StarCluster - Playing the Game
the damage suffered on a hit. Area of effect weapons can decipher languages because the roots of the lan-
can be smothered at great risk. A character can throw guage are known and the differences can be deduced.
herself on a grenade if within the area of effect. If she Most people cannot learn languages from these oper-
does, the character suffers 4 times the damage she ational principles, they learn them from doing. The
would normally with no chance of cover. This does GM should decide what languages the characters
protect any others in the area of effect from the blast. speak, and at what level of competence.
Throwing oneself on a grenade is an act of great hero- A person with a Fluency in a language is automatically
ism, and few such heroes survive. rated competent in any nonnative dialect of that lan-
guage, and is automatically rated as Acquainted in
Ammunition Use related languages. For example, using Earth languages,
a Fluency in Standard German means the person is
A full minute round gives time for a lot of shots to be automatically Competent in the Bavarian dialect and is
traded. Assume a character is using up a full allotment automatically Acquainted with Dutch. This simulates
of ammo per round - that is if the ammo is in clips, the fact that root words can be similar enough to be
the player uses up a clip. If the ammo is in a feed understandable between languages. A German
chamber as in a revolver or repeating rifle, the full speaker would be able to - say - ask where the bath-
chamber is used up. Single shot weapons use only the room is and be generally understandable to a Dutch
number of shots actually taken. speaker with a bit of effort on both parts, but would
be unable to have anything approaching a normal
General Knowledge and Languages conversation. With Competence, the people involved
can communicate normally, but many subtleties are
There are a lot of situations in which the character has lost. No one would mistake a Competent person as a
unquantifiable knowledge, such as general geographic native. With Fluency, all shades of meaning come
knowledge of an area or perhaps cultural knowledge through, true translations become possible, and one
of a people. In these cases, the GM should decide if can pass as a native, all other things being equal.
the player knows anything concerning the situation
based on the character's background, and how much Levels of Mastery
the character knows. The level of knowledge can be
placed as 4 basic categories: None, Acquainted, Com- Levels of mastery are skill levels at the multiples of +5
petent, and Fluent. (+5, +10, +15, etc.) Each level of mastery gives the
character repeated attempts at success. In combat, this
None means the character has no knowledge or only translates to multiple attacks per round. A character
the most rudimentary knowledge of a situation. with a single level of mastery gains a second attack,
Acquainted means the character has some knowl- while one with double mastery (+10) has three attacks
edge, but that knowledge is sparse and incomplete. per round. Repeated attacks wouldn't mean much for
Competent means that the character's knowledge is - say - a biology check, so for non-combat skills, each
quite good, and the character can be expected to level of mastery gains the character a re-roll if the pre-
know quite a bit concerning the subject. vious roll fails.
Fluent means that the character knows anything a
native of the area or equivalent would know. Fluent For example, a character with a skill level of +11 not
does not mean the character knows everything. only has a base success chance of 95%, but if the first
roll is a failure, the character has 2 re-rolls to make it.
These categories should be used for languages as well. A character with a double mastery should almost
The skill of linguistics is the study of languages from never fail at that skill.
the inside, as it were, so that one skilled in linguistics
can learn languages quickly from first principles, and
Playing the Game - 148 -
StarCluster - Playing the Game
Degree of success Descriptions of Success or Failure
In many cases use of a skill is on a pass-fail basis - that The players should describe what they are attempting
is, you need only to know whether the test succeeded to do with a success or failure, whether in combat or
or failed, such as “Did my character make the jump?”. non-combat. The GM interprets the degree of suc-
Other times it is best to find out not only if something cess/damage roll according to what was attempted
succeeded, but by how much, such as “Made my Writ- and the remaining constitution of the opponent, if
ing skill check! How good is the story I wrote?” In any.
these cases, the player can make a percentile dice roll,
the higher the result, the better - exactly as in combat For example: Paula: “A 38! That’s a hit! I thrust the
with its to-hit and damage rolls. The player may trade arc knife into the bot’s thin-skinned belly and rip up!”
points between them before the roll is made - i.e. he Paula:”I roll for damage - a 52, plus 20 from my initia-
may trade a decreased likelihood of success (a penalty tive, +20 for the arc knife, makes a 92 total.
on the skill check) for an increase in the quality of the GM: “Ahhh - the bot shudders and jerks away from
work (a bonus on degree of success roll) thus indicat- you, twisting toward Yves. A shower of sparks rains
ing he has tackled something more ambitious than down underneath it.Yves? You are next.”
usual. The degree of Yves: “I swack it away
success can be made at from me with my
any time and for any baton. Umm - drat!
skill where the players That’s a 74! A miss! I
and GM feel it’s needed a 65 or less!”
needed. GM: “Your blow lands
on the curved carapace
of the bot and glances
off, deflecting the force
into a tree. It moves on
past you toward Lonac.
Sample Spaceships
One of the most important things a party will need is a spaceship, but buying a new spaceship - even a small one
- is out of the question for any character or even a small group of characters. They can “find” one, steal one, get
one in a will, go into debt to their eyebrows, or buy a “fixer-upper”. Usually, the GM somehow finagles a ship
into the hands of the players, but it is best if the players buy one collaboratively, as it will help bind the group
together.
Following are 2 spaceships to use in your games. Both ships are inexpensive enough for a small group of charac-
ters to buy pooling their money, but for different reasons. The Kane Class ships have a known defect, while the
Owl Class ships are awkward and old fashioned.
The Kane Class is a fairly new design, first laid down in the year 140 at the Shamshir Yards orbiting Thinker. The
designer is Ibrahim Jamaal al Musa, who created the Kane class as a somewhat larger and more expensive scion
of the wildly successful Egg trader. The Kane was launched with much fanfare, and orders poured in, until it was
discovered that the Kane ships had a nasty defect. After a couple of years of operation, the drives began to go
’flakey’, developing odd and unpredictable quirks. The complaints came in, and the Shamshir Yards tried replac-
ing the drives, but so many had been sold that the company went bankrupt before a tenth of the Kanes sold had
been fixed. Thousands of Kanes were dumped on the market, prices reaching 1/10 the original cost.
Player Characters can pick up a 5-10 year old Kane class ship for 15,000-20,000cr if they are willing to deal with
the quirkiness of the drives. The drives will suddenly shut off, burn out components, run at top thrust for no
reason, unpredictably change thrust, and other annoying and possibly dangerous problems. A good engineer is a
must on a Kane crew. Kane cargo handling is excellent, with a drive on ramp and wide loading doors. The Kanes
have a 9:1 M/AM ratio, so they can run for 1200 hours at 1G on 10% mix, or 400 hours at 3G on Cruise Mix.
The Owl Class Jump Craft is tiny, cramped, and ill-laid out. The last Owl was built around the year 100, and the
craft is ancient, but it has a high cargo-to-weight ratio, and requires a only the smallest of crews. Thousands of
Owls were built over the years, and most of those sturdy, ugly little craft are still running - somewhere.
The Owls are ubiquitous, cheap, and reliable, thus certain smugglers love them. The Owl is as unremarkable as a
beige family sedan, and often escapes notice. They carry a 9:1 Matter to AntiMatter ratio, and can run for 200
hours at 3G on cruise mix or 600 hours at 1G on 10% mix despite the nominal ratings.
With any old ship, maintenance is a problem. Owls are very reliable when maintained well, but break down
quickly if they are neglected. Owl crews need to be trained in a variety of shipboard duties, as the crew is limited
to 2 on mainday and 2 on alterday, and thus each crew member wears a lot of hats. The Owl’s configuration is
awkward - no loading ramps or big cargo doors, thus the size of cargo is limited to what can fit in the elevators -
standard 2 ton container cargo is normally the maximum. Owls can be found for 5,000-10,000cr in decent con-
dition.
Vehicle and Starship Guide - 152 -
StarCluster - Vehicle and Starship Guide
Sample Vehicles
Planetary vehicles, those limited to planet surfaces of- one type or another, are worth their weight in gold in the
proper circumstances. Players love to buy vehicles for their characters, and love to use them in game. Like most
things in the cluster, vehicles are created by design houses, who sell the rights to manufacture the vehicles to off
world manufacturers. Usually only sample vehicles are shipped from world to world, as data files are much
cheaper.
The Pathfinder
by Albrecht M. Dorfman Design Bureau
Tech Level 8
The Pathfinder is a big vehicle, weighing in at 33.8 tons. It is designed for use in remote wilderness areas. It
requires a breathable atmosphere, though turbochargers could be used in thin atmospheres. The Pathfinder has
a crew of 2, with one computerized driver station and one computerized gunner station, and a six person living/
sleeping section with WC and kitchenette facilities. The machine rides on 6 oversize wheels, with a high ground
clearance and wide track. The Pathfinder can carry 5 tons of cargo, and sports a turret with twin 20mm autocan-
non on top for a Weapon Factor of 8 each, teleoperated by the gunner. The powerful gas turbine engine pumps
out 7500 energy units, and the vehicle has a top speed of 220 kph on smooth roads, and can expect almost half
that in rugged terrain. The big fuel tanks hold enough kerosine for a 1600 kilometer range. The ceramic shell can
be pigmented in any color or pattern. Cost is around 1050cr
K-Bat
by Kaman Designs
Tech Level 9
The K-Bat is a small, acrobatic airplane, at 20 tons. There is one crewmember - a pilot - who sits at an advanced
driver station near the nose of the craft. The K-Bat is powered by a small turbojet of advanced design, producing
5000 energy units. The craft is well armed, with 1 30mm Weapon Factor 12 autocannon in a fixed mount
beneath the pilot in the nose, and up to 6 sophisticated computer controlled Jaegger missiles rated at a Weapon
Factor of 16 each. The thin, delta wings are supplemented by a small canard in front and a tall stabilizer fin in the
rear. The plane can reach top speeds of 750 kph with 6 missiles, 833 kph with 4 missiles, 937 kph with 2, and
1078 kph with none. The in-wing tanks give the craft a range of 4800 kilometers at a cruising speed of 600 kph.
The plasteel monocoque body is rugged and can be finished in any color or pattern desired. Cost is approxi-
mately 2900cr fully equipped. Replacement Jaegger missiles are available for 300cr each, and weigh 1 ton each.
The Jalousie is a small (4.5 ton) efficient and remarkably flexible ground vehicle. The passenger box contains a
computerized driver station and three passenger stations with interactive displays. The engine compartment is
underneath the passenger box, and accessed through a drop panel in front. The engine is a Duhammel Grande,
an alcohol fueled internal combustion device putting out 1500 energy units, driving four wide track wheels with
high ground clearance, independently sprung with look-ahead sensors. There is a small cargo compartment in
the back for carrying up to 400 kg of cargo. The Jalousie can reach a high speed of 300 kph, but is more com-
fortable cruising at 120. At that speed it carries enough alcohol for a 4000 km radius. The Jalousie is simple to
manufacture, and cheap to buy and operate at approximately 140cr.
Gravmaster Mark 6
by Hologenic Technologies
Tech Level 9
The Gravmaster series of simple A-Grav vehicles is famous for its rugged dependability. Open Simple Rider and
Standard Passenger stations straddle a small (60 kg) alcohol fueled internal combustion engine, pumping out 600
energy units. A big quarter-ton fuel tank is situated behind the passenger station. Folding outrigger booms carry-
ing A-Grav plates stretch ahead and behind, and smaller balancing plates fan out to the left and right of the mid-
section. The Gravmaster Mark 6 weighs a mere 0.9 tons, has a range of 2600 km, and a max/cruising speed of
300 kph. It can be found new for approximately 66cr.
Non-Player Characters
and Character Options
Non-Player Characters
Non-Player Characters are all the other people in your game setting, besides the Players' characters. They are the
farmers whose land the player characters cross. They are the lawyers whose advice the Player Characters seek.
They are the mothers and fathers, sisters and brothers, and long lost cousins who show up on the doorstep
needing a place to stay. All of them are created by the Game Master to propel the game along and populate the
setting.
There are various levels of reality which go into making up Non-Player Characters (NPCs). Some NPCs are
chance met on the road or bumped into at the bar. For example, here is an encounter with a chance met NPC in
the World of Faren setting:
[GEORGE] Hey, the old Erol City Inn is really hopping today! My character Paul Small looks for a drunken
yokel he can fleece in a game of Three Card Monte.
[Game Master) There's a pack of Riggers in from the drillheads, and a group of Archeologists up to see the
Olde Vantor Homeland. The Riggers are singing bawdy drinking songs and the Archeologists are trying to
ignore them.
[ANNA] Anyone else? Nike Adidas looks them over to see if any of them are interesting.
[Game Master] Well, ones a phytofarmer, obviously, but well-to-do. Um... (shuffles some papers, pretends to
read while furiously making things up] there's a human tourist and his uhh... girlfriend of the night, and a petro-
techie, and uh... a big Tagris, and uh...
[ANNA] A Tagris? What's a Tagris doing here on Faren? A Tagris? Give me a break!
[Game Master] Nope. He's uh... sitting, talking to a young human wearing a worn out spacesuit and a pros-
thetic eye.
[LOUIS] Ah the heck with Mr. Typical Smuggler. What's the Tagris wearing?
[Game Master] [Madly inventing] He's wearing an uh... a gold colored over tunic that's seen better days, and a
pair of disreputable pantaloons. Oh! and a scintillating Owl pinned to a red velvet hat.
[ANNA] Hey! That is just too weird! Tagrises are tall. How tall is this one?
[Game Master] Well, he's sitting down now, but he's at least 250 centimeters.
[LOUIS] Whoa! Big Dude! Phineas Phalanx goes over and asks if he wants to arm wrestle!
[Game Master] Paul barely comes up to the Tagris' waist. The Tagris looks around like he's trying to find where
the whining sound is coming from.
[ANNA] Nike doesn't like Tagrises. She thinks they look like animals with all that fur. She dumps her beer into
the Tagris’s lap, then she laughs in his face.
[LOUIS] "Niiiike!"
[Game Master] OK, Nike gets her wish. He jumps up snarling and backhands her. The area clears out, and you
two are standing at either side of a ring of spectators. Just a sec, while I get the character ready. I don't know why
I didn't expect this.
Of course, other NPCs are not just met once and then discarded. Some are coworkers or professionals who
interact frequently with the player characters, and some are folk who hire their services, such as guards, or per-
haps students who follow the characters around to learn from them. If the characters meet up with or travel with
these NPCs frequently, the Game Master will want a bit more detail in the NPC.
The Tagris was now to be an archaeologist, and the Game Master decided to make him be a priest as well. He
needed a hook for the new NPC, so he rolled on the NPC Missions Table. There he rolled that the Tagris was
on a Secret Political Mission. Further amplifying his NPC's background, he chose Relic or Religious Artifact from the
Object of Mission Table. He decided to make this the bones of a human missionary priest who was killed on
Adma during the first contact and subsequently canonized, which the Tagris is returning to the Church. The
mission is secret because the bones of the priest are supposed to have been already recovered. The GM decides
to name the Tagris "Folea Kaumal".
NPC & Character Option Guide - 157 -
StarCluster - NPC & Character Option Guide
The Game Master decides to give Folea Kaumal 3 more relevant skills and 10 incidental skills. He rolls 3 more
times on the Relevant Skill Table and 10 times on the Incidental Skill table. The relevant skills in this case are
important skills an archaeologist would have, and the incidental skills are minor skills which the Game Master
decides should include climbing, riding, linguistics, and such other useful skills. He adds up all of Folea's skill lev-
els and subtracts one out of every 7 skills. Rounding to the nearest whole number results in Folea's approximate
age.
Deciding how many skills to award an NPC is a delicate thing, and should be left to the discretion of the GM.
We offer the following as guidelines:
• Unless a character is very old, she will not have a lot of very high level skills. Remember the trade-off
between many skills and depth in those skills. Typical characters will have mastery (skill+5) in at most one
skill by the age of 25, and perhaps three or four by age 45. Double mastery (skill+10) is rare, and triple
mastery (skill+15)is truly exceptional. Double and triple mastery are indications that the character has
neglected breadth of knowledge for the sake of depth of knowledge.
• Giving a character very many skills, many skill masteries, or both means the character will be old.
Remember to decrease the character's physical attributes appropriately to reflect the character's aging.
• All these tables are there for your convenience as GM. Think of randomly rolling such things as spur to
your imagination. If you decide to just pick something interesting instead of rolling, go for it! If you do roll
randomly, ignore any result that is inconsistent with the setting or anything previously established about the
character.
The listings are very vague. They should be used as spurs for your creativity. For instance, the result of "Fleeing
Persecution" in the NPC Missions table implies that there is persecution to be fled from, that someone/some
organization is persecuting people, and that this someone has a reason for this persecution, good or bad. Fitting
this into your game setting may be impossible, in which case toss out the result and select something different.
On the other hand, this could be a hook deeper into something interesting that you hadn't thought about. Is the
persecution public? Is it deadly? Are the persecutors likely to come here looking to enforce the persecution?
What about the PCs? What will their reaction be? A lot can be built on a vague little two word table result.
The last table the Game Master uses is the NPC Relative Wealth table. This gives an indication of the NPC's
possessions. The Game Master selects a moderately wealthy result. This is to reflect the bizarre but expensive
clothing he has already given Folea Kaumal. With this the character is ready to play for a fairly long term.
01-03 Whimsical
04-06 Brooding
07-09 Pondering
10-12 Joking
13-15 Teasing
16-18 Flighty
19-21 Monomaniacal
22-24 Laid Back
25-27 Focused
28-30 Honorable
31-33 Scheming
34-36 Byzantine
37-39 Straight Arrow
40-42 Patient
43-45 Sneaky
46-48 Despondent
49-51 Sloppy
52-54 Haughty
55-57 Tricky
58-60 Earnest
61-63 Bashful
64-66 Humble
67-69 Angry
70-72 Bitter
73-75 Paranoid
76-78 Watchful
79-81 Planner
82-84 Improvisor
85-87 Whacky
88-90 Reserved
91-93 Brash
94-96 Whining
97-99 Languid
00 Roll twice
01-45 1
46-85 2
86-93 3
94-97 4
98-99 5
00 6
Incidental Skills are skills which the character has learned, but which have not proven vital in the character's life's
work. For instance, Ride skill for a Diplomat is not vital to the Diplomat's performance of duty, although it may
be very useful.
Mook:
STR:8 COOR:8 AGY:8 END:8 Full Constitution: 320
Weapon Skill+2 Armor: Ballistic or Skin Hindered Level: 240
Other Relevant Skills: None Unconscious Level: 160
Unarmed Combat Damage: +10 To Hit:50% Ser. Wounded Level: 80
Thug:
STR:8 COOR:8 AGY:8 END:8 Full Constitution: 320
Weapon Skill+3 Armor: Ballistic or Skin Hindered Level: 240
Other Relevant Skills: None Unconscious Level: 160
Unarmed Combat Damage: +15 To Hit:55% Ser. Wounded Level: 80
Cop:
STR:8 COOR:8 AGY:8 END:8 Full Constitution: 320
Weapon Skill+4 Armor: Ballistic or Skin Hindered Level: 240
Other Relevant Skills: Sneak+1 Unconscious Level: 160
Unarmed Combat Damage: +20 To Hit:60% Ser. Wounded Level: 80
Gunman:
STR:9 COOR:9 AGY:9 END:9 Full Constitution: 360
Weapon Skill:+3 Armor:Ballistic or Steel Hindered Level: 270
Other Relevant Skills: Sneak+1, React+1 Unconscious Level: 180
Unarmed Combat Damage: +20 To Hit:60% Ser. Wounded Level: 90
Army:
STR:9 COOR:9 AGY:9 END:9 Full Constitution: 360
Weapon Skill:+4 Armor: Ballistic or Steel Hindered Level: 270
Other Relevant Skills: Tactics+2 Unconscious Level: 180
Unarmed Combat Damage:+25 To Hit: 65% Ser. Wounded Level: 90
Bodyguard:
STR:10 COOR:10 AGY:10 END:10 Full Constitution: 400
Weapon Skill:+5 Armor:Ballistic or Ceramic Hindered Level: 300
Other Relevant Skills: Observe+3, React+3 Unconscious Level: 200
Unarmed Combat Damage: +30To Hit:70% Ser. Wounded Level: 100
Marine:
STR:10 COOR:10 AGY:10 END:10 Full Constitution: 400
Weapon Skill:+6 Armor:Ballistic Hindered Level: 300
Other Relevant Skills: Dash+2, Observe+2, React+2 Unconscious Level: 200
Unarmed Combat Damage: +35 To Hit: 75% Ser. Wounded Level: 100
Armored Marine:
STR:20(10) COOR:10 AGY:10 END:10 Full Constitution: 400
Weapon Skill:+6 Armor:Ceramic or Plasteel Hindered Level: 300
Other Relevant Skills: Zero-G+2, React+2, Tactics+2 Unconscious Level: 200
Unarmed Combat Damage: +55 To Hit:100% (75%) Ser. Wounded Level: 100
Special Forces:
STR:11 COOR:11 AGY:11 END:11 Full Constitution: 440
Weapon Skill:+7 Armor:Ballistic or Plasteel Hindered Level: 330
Other Relevant Skills: Tactics+3, Demolitions+3, gunnery+3 Unconscious Level: 220
Unarmed Combat Damage: +45 To Hit:85% Ser. Wounded Level: 110
Double Master:
STR:13 COOR:13 AGY:13 END:13 Full Constitution: 520
Weapon Skill:+10 Armor:Any Hindered Level: 390
Other Relevant Skills: React+5, Observe+5 Unconscious Level: 260
Unarmed Combat Damage: +65 To Hit:105% Ser. Wounded Level: 130
Note: The names are for illustrative purposes. The Strength stat of 20 under Armored Marine assumes powered
armor while the number in parentheses is the un-enhanced non-powered stat.
For NPCs which require more than this, the NPC should be created exactly as if the character were a player
character. This will always give the best and most realistic results. Any character which needs to be that realistic
should go through the complete process.
One way to speed things up, and this can be done for a PC as well, is to take employment in blocks. In a ten year
block, an average result would be 2 promotions, so a less than average character would have 1 promotion, a good
character would have 3 promotions, and a very good character would have 4 promotions. Halve that for 5 year
blocks - thus zero for a below average character, one for an average character, and 2 for a very good character.
Physical Deterioration should be assigned. For an NPC, you can select skills rather than roll them. This should
drastically speed character creation up.
The Ex-Marine
The Ex-PSIman
The Ex-Smuggler
The Ex-Engineer
The Ex-Courier
The Ex-Explorer
STR:12 COOR:9 AGY:9 END:10 IQ:131 PSI:0 RANK:G CHAR:6
High School, Art College, Explorer/6/2 Constitution: 400 Money: 365cr
Skills: Drugs+1, Unarmed+1, Paint+2, Sculpt+2, Programming+1, Planetology+1, Biology+1, Pilot+2,
Gun+1, Beam+1
The Ex-Cop
The Ex-Priest
Weapon DF
With constant acceleration, the longer you travel, the faster you go. You have to speed up to the half-
way point then slow down the rest of the way because otherwise you'd overshoot your destination.
The times given for transit are in objective time, that is, time as the universe measures it. The subjec-
tive time, that is, time as the ship measures it, would be somewhat less due to relativistic effects. Since
the speed of light is 670,616,629.38 MPH, there would be some slight time dilation, but the difference
is negligible for the effort expended. Over longer trips with higher maximum speed, time dilation
could be significant, but the math involved is far too difficult for most people.
Moon Orbits
Moon orbits are much smaller than planetary orbits. All moon orbit travel takes less than 24 hours at
1G, so It's not worth the bother of accelerating any faster. Following are the standard moon orbits
established by convention.
Orbit# Distance in Miles from center of Primary
X+1 50000.00
X+2 80000.00
X+3 120000.00
X+4 250000.00
X+5 400000.00
X+6 650000.00
X+7 1200000.00
X+8 3500000.00
X+9 7000000.00
X+10 14000000.00
There may be more than one actual orbiting body in any given standard orbit, but they are treated as
one moon. Any such occurrence is with tiny moonlets which can be taken in aggregate as one moon.
If a name is given, it is for the largest such moonlet. For instance, Saturn's moons Tethys, Telesto, and
Calypso share the exact same orbital radius, and Epimetheus and Janus have less than 50 km differ-
ence in their orbital radius. In this case, only Tethys is a major moon. The others are moonlets.
Use the following tables in the same manner as the preceding planetary orbit tables. In the case of
going to the primary planet from a moon or vice versa, use the Orbit# x+1 column, as the difference
is tiny.
Use the Orbit Transit Time Calculator included in this package for all transits between planets.
Preface tem, Adma in the Iris System, and Faren in the Plush
System. They followed a similar pattern in each case,
The political situation of the Cluster is a fluid, ever destroying about half the existing ecosystem and
changing relationship between many participants. The replacing it wholesale with the imported Old Earth
prevalent doctrine in the academic circles of ecosystem. The technology used must have been phe-
SaVaHuTa is that the current political arrangement is nomenal, and the reason behind it inscrutable. The
an "inevitable consequence", and they marshal endless people deposited, a species known as Homo Erectus,
arguments to prove this inevitability. This is, however, evolved separately in 4 different places.
an artifact of the fact that the past is in the past, and
thus has a certain aura of destiny to it. At the time Jalan, Anson 2
decisions are made, there is no inevitability, and the
people involved in those choices do not confidently On Jalan, the original Homo Erectus stock evolved in
and unerringly take the course which leads to the several different ways, but at least one variety of
present. These choices are made in the heat of the humanoid which evolved there is virtually indistin-
moment with many intangible factors weighing in, for guishable from Diasporan Humanity. The peoples of
most of which we in the future will have no clue as to Jalan did not evolve in a technological manner as
their existence. If nothing else, the very narrow quickly as on Earth, instead developing amazing
escapes SaVaHuTa has had in the past, perhaps most psionic powers far beyond normal human abilities. As
tellingly in the Keltay affair, show that there is no pre- all information on Jalan, as well as contact with the
destination or inevitability to the present situation. It planet, is under SaVaHuTa interdict, and as the
would be astonishingly easy to smash the fragile humanoids of Jalan have had very little impact on the
instrument that is called SaVaHuTa from within or rest of the Cluster, we will move on to more impor-
without, and it is only with great vigilance that the tant matters.
continuation of that instrument can continue.
Tamana, Brass 2
This Guide concentrates on the political/military On Tamana, under the smouldering red sun of Brass,
organization of SaVaHuTa, the dominant alliance in Homo Erectus was at first almost wiped out. The
the Cluster. How that alliance works and how it large and aggressive plains carnivores of Tamana were
achieves its goals are the focus of the work. However, ruthless in harrying the people. The bands of humans
SaVaHuTa does not exist in a vacuum, and the various retreated into the rain forests, where they lived in the
political organizations of the Cluster are also detailed mid-canopy region. As Tamana is cooler than Earth,
here. The rival alliance of the Diasporan Community, they evolved more hair as a covering. Their eyes
the Independent worlds, the worlds of the Thieve's became more receptive to dim light. Their feet
Guild, and the various Alien organizations are cov- evolved into efficient climbing gear with long grasp-
ered to a lesser degree. ing toes and an opposable thumb. Most remarkably,
they evolved a long prehensile tail like some of the
Humans and Humanoids monkeys of Old Earth. Thus equipped, they came to
dominate the forest and move out onto the plains.
Humans and Humanoids have become over the last
500 years the dominant life form in the Cluster. Sastra was their name for themselves. It meant "The
About 1 million years ago an alien race known as the People". They were small, slightly built, and incredibly
"seeders" brought plants, animals, and people from agile. They were also smart. They invented tools, first
Old Earth into the Cluster. They deposited these car- from wood and flint, then from bronze and iron, then
goes all over the Cluster, on various worlds, but the from steel. Eventually, they created a thriving techno-
humans only at four different places in the Cluster. logically driven society. It was then that they were
Jalan in the Anson System, Tamana in the Brass Sys- invaded from space.
Worlds - Politics and Societies - 183 -
StarCluster - Politics and Societies
The creatures called themselves "Humans", and Adma has two moons, both quite large. They perform
looked not too dissimilar from Sastra, but they were a marvelous dance in the sky, and the tides are tricky
strange. They were fleeing the imminent death of their and wild. The Tagris wanted to visit those other
home star and the immediate area of space around it worlds they could see so easily in the sky. They could
by shooting their people off in sub-light colony ships. see the lakes and rivers on the moons and wanted to
They came to the Cluster because of the astonishing colonize them. The Tagris put together a concerted
concentration of habitable worlds here, and this was effort, and finally sent a small ship to the nearest
to be their new world. moon, Flan. When they got there, they found that
Flan was inhabited by creatures called Humans, but
There was a long and bitter war fought there on lately come to Flan, fleeing some disaster on their
Tamana, but before it ended, the Sastra and Humans homeworld.
discovered that they were very closely related to and
could interbreed with humans. The war cooled down The two peoples shared technologies and planets,
and the two sides decided they could get along after with many Humans coming down to Adma to live
all. with the Tagris, but most of the Humans feared the
Tagris, and would not allow them on Flan. There is a
Adma, Iris 4 bit of Xenophobia in Humanity, and Flan was just the
Adma is a beautiful world. The largest continent lies first of many to choose a solitary way.
in the northern hemisphere, and is very well watered,
full of lakes and large rivers. This was the continent Faren, Plush 3
on which the Seeders placed their Homo Erectus col-
Faren is a water world, with only scattered tiny islands
ony. The hominids, however, did not fare well with
breaking up a sea that stretches from pole to pole.
the dangerous native carnivores and the radiation Iris
The original Home Erectus set down by the Seeders
pumped out, and they retreated to the lakes. They
soon stretched the food supply on the islands to the
grew adapted to their semi-aquatic home, growing a
breaking point. Some of the H. Erectus colonizers
dense pelt of fur to ward off the cold winters, and
began actually living in the shallow lagoons. It was a
becoming much larger than they used to be, increas-
blessed respite. The intense amount of radiation
ing their volume to surface area ratio. They also grew
pumped into Faren by Plush was mitigated by the
webbed fingers and toes, with the finger webs extend-
water, and the water supplied plenty of food. The H.
ing halfway up the fingers. They avoided the bright
Erectus soon became very different from their for-
sunlight, becoming nocturnal creatures. Their eyes
bearers. They lost their hair and grew a layer of subcu-
grew much larger and more sensitive to light. Their
taneous fat. Their ears were tiny, and their nostrils
nostrils became flat and sealable, and their external
could shut tight against the water. Their feet grew
ears migrated to the tops of their head, the better to
longer and flatter, and they grew a wide, muscular,
hear while most of the body was under water.
diamond shaped tail. They could propel themselves
through the water very quickly with the tail, using
They called themselves the "Tagris" which means
their paddle-like feet to steer. Their skins became pat-
"we". Their lake dwellings became more and more
terned with wild colors for camouflage and for identi-
elaborate until they became cities. Aquaculture
fication, as each person's pattern was individual.
replaced agriculture, and fish were ranched and water
vegetables were raised. They began building their own
Their hands were left free by this mode of travel, and
lakes by damming the rivers, building their cities and
they took to carrying stingray spines and coral spires
dams in stone. They began refining metals for stone
as tools and weapons. They learned to make plastics
cutting, and learned how to treat steel so that water
from seaweed, using fires on the islands to cure and
did not corrode it.
Worlds - Politics and Societies - 184 -
StarCluster - Politics and Societies
shape it. They built bubble cities underwater, and fac- This event, this tide of Humanity, is called the
tories on the islands, and brought the whole planet Diaspora, which means the Scattering. The influx of
under their sway, lit with electricity powered by the these peoples occurred over a long time period, with
tides. The tides of Faren are enormous, as Faren is a the densest time of arrivals some 300 to 400 years ago.
"Double Planet", with a moon nearly as big as Faren As each colony ship - or sometimes a matched pair -
is. From this moon one day came visitors. Humans was generally filled with people with something in
fleeing from Old Earth had colonized the moon and common, the various worlds they settled became little
been intrigued by the lights in the ocean, and had islands in the sea of space, and the Diasporan com-
gone down to meet with these "Aliens". The Humans munities they harbored became isolated populations.
and the people of Faren, known to themselves as the Each world became a totality, and the small genetic
"Vantor" - which translates to "us" - soon became differences became exaggerated.
partners in colonizing. The Humans building artificial
floating islands for the face of Faren, and the Vantor The worlds of course warped them also. The pro-
settling the seas of the moon, known at the time as gramming of the robot brains was seemingly imper-
"Plush", but since renamed "Committed-to-the-Lord" fect, witness the selection of asteroid moons over lush
after a religious revolution. Committed-to-the-Lord earth-like planets, as happened several times. The
entered the Diasporan Community, but it’s Vantor robots were equipped to deal with settling asteroids,
population are recognized as citizens of the State. however, and they were settled. Many Diasporan
communities descended into barbarism and savagery,
The Vantor and Human cooperation on Faren either at this point or on the trip, and had to figure out
extended further, and it was discovered that they were a way to live in these strange circumstances. This was
virtually indistinguishable via DNA testing, and could the way things were when the speed of light limited all
probably create viable offspring. This was shown to interplanetary travel, and banished interstellar traffic
be the case, and the two people became one. altogether.
Loop eventually bought the Jump drive for 30 years These loose associations were the largest political
output from their porcelain factories and the transla- organizations in the cluster overnight. The virgin sys-
tor rights to their language. They cranked up produc- tem of Leda was claimed for SaVaHuTa’s capital, and
tion and in less than a decade had a functional the four earth-like worlds there were settled as new
prototype unit. From then on, things began to snow- homeworlds for the four races of humanity. Each race
ball. The Kertu-Drua had not stopped with selling the elected leaders who held rotating chairmanship of the
design to Loop, but Loop was the first, and the first to League. The burgeoning number of crossbreeds could
get into production. Within twenty-five years, the be considered as whichever race they preferred. Sas-
jump routes throughout most of Sector Second had tra-Human crossbreeds became known as SaHus
been traced, and a transluminal trade had started up. because of the short form of the Leagues name. Simi-
larly, Vantor-Humans became known as VaHus, and
SaVaHuTa and the Diasporan Commu- Tagris-Humans as HuTas.
nity
The Cluster was divided up by SaVaHuTa into admin-
In the year -1 of the present count, a conference was istrative Sectors at the natural choke points of the
held on the planet Glorianna, Gloria 4. Representa- Jump routes. Leda System became a sector of its own,
tives from many worlds were present for the purpose known as Sector Prime. Sector Second included Iris
of negotiating a League of Humanity which would System and every thing beyond it, with its capital on
encompass all Human settled worlds in the Cluster. Adma. Sector Third included Bullet System and all
The conference turned bitter and acrimonious when beyond, with its capital on Faren. Sector Fifth
representatives from Tamana, Adma, and Faren included Artemis system and everything beyond it,
attempted to be seated. Many of the representatives with its capital on Tamana. Sector Fourth connected
were happy to have them join, but others refused to all the other systems together, with its capital on Glo-
accept them as Human, calling them aliens and worse. rianna. The next year, the first of the leagues, was
called Year Zero, the start of a new calendar adopted
The conference eventually split, producing two sepa- by both SaVaHuTa and the Diasporan Community.
rate leagues, one which included representatives of the
Sastra, Vantor, and Tagris as well as Humans, and one
which did not. The League of Sastras, Vantors,
Humans and Tagris - commonly referred to as
SaVaHuTa - was the first of the leagues formed. The
other was the Diasporan Community. The two leagues
agreed to mutual respect and trade, protocols for
which were drawn up. Both had similar structures
which were simple and worked. Representation was
by State, Colonizer, and Colony. States had one vote,
Worlds - Politics and Societies - 186 -
StarCluster - Politics and Societies
The Office of the Procurator The Navy Sector Fleet is designed around one ines-
The Office of the Procurator oversees - besides col- capable fact: It is impossible to intentionally jump
lection of taxes - citizenship, legal affairs, trade regula- more than one ship in synchronization with another.
tion and enforcement, and certain criminal If vessel A and vessel B hit the Jump Point ten min-
proceedings. Citizenship is not universal, certain con- utes apart, they may arrive at the Exit Point in the des-
ditions having to be met such as service in the tination system almost a year apart. This means that
Worlds - Politics and Societies - 187 -
StarCluster - Politics and Societies
fleets cannot jump as fleets because they will be scat- nonaligned worlds in the Proconsul's Office is "Rogue
tered across months in time. The Fleet must be able Worlds", which perhaps best expresses the feelings of
to jump in discrete units, able to operate indepen- the Office on this matter.
dently for extended periods. A favored configuration
is that of the Jump Carrier, where a large ship carries Rebellion of Member Worlds is technically not possi-
small heavily armed small craft inside of it. A second, ble under the SaVaHuTan constitution. Member
related configuration is that of the Jump Shuttle, Worlds are members voluntarily, and can - and do
where a ship with a vastly oversized Jump Drive pulls sometimes - leave the League at any time and for any
close-by craft with it into Jump. The third favored reason. A revolution on a Member World is the busi-
configuration is that of the massively armed and ness of the World government, not of SaVaHuTa.
armored capital ship. Each has benefits and draw- When a rebellion spreads to other worlds, or where a
backs, and is best used in certain situations and not in rebellion threatens other Member states, or where
others. In any case, the advantage in any encounter SaVaHuTan citizens are systematically threatened,
lies with those already in the system. then SaVaHuTa can and will step in. Indeed, threats
to SaVaHuTa citizens en masse are always occasion to
Naval detachments are usually smaller patrol craft and show the flag and indulge in a little gunboat diplo-
frigates, used to suppress piracy, patrol shipping macy, no matter who is on the other side.
routes, restrain emergent technological cultures from
harming themselves or others, train junior officers The Thieves Worlds are always a thorn in SaVaHuTa's
and crew, and generally "show the flag" to show peo- side. The Guild of Thieves is careful, however, not to
ple that the Navy is there. The Fleet Marines, in addi- cross the line between insolence and threat. They are
tion to invaluable service as security and boarders on too weak to truly defend themselves, and rely on brib-
shipboard, are also elite assault forces when used en ery, diplomacy, and audaciousness to carry them
masse. through. Their very defenselessness is a kind of shield
which they do not hesitate to exploit.
The Sector Army are a much larger force than the
Fleet Marines, and are stationed on military bases The most obvious threat to SaVaHuTa has always
throughout the Cluster. They are the backbone for the been Alien cultures. Their motives are, by definition,
SaVaHuTa military, essential in any major use of force alien, and the difficulty in infiltrating their cultures
to take and hold territory. The Special Forces are limits information gathering to a great degree. Some
highly trained specialists in intrusion, demolition, and cultures, like the Guaru and the Kertu-Drua, are
disruption of the enemy, working autonomously friendly if not allied to SaVaHuTa, but others are neu-
behind enemy lines for long periods of time, and are tral at best, hostile at worst. There have been full scale
masters of improvisation. wars in the past, with some grim struggles barely won.
The militant, expansionist cultures are targeted for the
The military arm faces many different challenges. The highest degree of watchfulness, but no alien culture
ongoing effort to suppress piracy is a constant, some- can ever be deemed "safe", not even the Guaru.
times relegated to the background by more pressing
problems, sometimes thrust to the forefront. The Perhaps the greatest threat is that of rebellion of part
Diasporan Community is always a potential threat, or the whole of the military itself. It is the overriding
though for the most part the two leagues have had a reason why the sector forces are separated, why the
non-shooting rivalry, dealing more often in mutual separation of Procurator and Proconsul is so rigid,
subversion, espionage, and diplomatic feints and why the Proconsul is civilian, and why the Offices are
thrusts. Unaligned worlds are always dangerous, par- overlapped in time. At least four times in SaVaHuTa
ticularly the threat that they should combine into a history, a would be emperor from the Sector capitals
third league. The internal name for such independent, was foiled at the last minute, thrice by their own slop-
Worlds - Politics and Societies - 188 -
StarCluster - Politics and Societies
piness, and once - in the case of the infamous Procon- becomes eligible to be a State. The vote that was for-
sul Keltay - by pure blind luck. merly controlled by the Colonizer reverts to the new
State, and it is theoretically independent. Most former
The SaVaHuTa Legislature, The Han Colonies remain attached to the Colonizer in informal
House ways, ties of relation and trade being usually quite
SaVaHuTa is an alliance, not a democracy. That is, its strong, and remain in the voting block of the Colo-
member states vote, but the citizens do not. The vot- nizer.
ing is uniquely weighted. Each Member State has one
vote, and each Colony has one vote. The votes for the It is possible to delay the independence of a Colony
Colonies are exercised by the States which are colo- through various means, some blatant and some very
nizing them. Thus if a State has 2 colonies, such as subtle. For instance, it is rumored that Glorianna col-
Thinker in the Mink system, it has 3 votes, one for onized Windsor because it was a heavy world, and the
itself, and one for each of its Colonies. The Member economic self-sufficiency of the Colony would either
States are responsible for selecting the person repre- be delayed by the investment in imported A-Grav that
senting them in the Legislative Assembly, called the the Colony would need, or if they did without A-Grav,
Han House after the Sastra word for "relation". Only the productivity of the people would be sharply cur-
States and Colonies are represented in the Han tailed. Either way, the colony would be delayed in
House. Backwards Worlds, those with a Tech Level gaining its independence. Delaying the Colony's inde-
between 5 and 7, are not taxed, and thus are not due pendence, however, is a costly strategy in many cases.
representation. All Colonizers are States, the term A Colony which feels that the Colonizer was delaying
"Colonizer" signifying a temporary condition only. independence artificially - whether true or not - will
be unlikely to remain in the Colonizer's block, and
Colonies must be of a minimum size of 10,000 per- may actively seek to oppose its former Colonizer.
sons to qualify for a vote in the Han House. Settle-
ments below that size are known as "Scientific The Han House is dominated by groups of voters
Colonies", and their purpose is not the establishment known as "blocks". Block members are knit together
of a potentially independent State, but the exploita- with bonds of blood, trade, and history. The most
tion or study of a resource. Most Scientific Colonies common way for a block to form is the special rela-
are established by private enterprise. Small indepen- tionship between a former Colony, now a State, and
dent space stations and such are also not considered its former colonizer. Sometimes blocks form because
Colonies. While they are certainly not a colony of any- of commonalities of trade, particularly when two
thing, they are also not large enough to form a State worlds are in the same system. Sometimes blocks are
of their own. They are "Affiliate Members", and are semi-permanent, sometimes they are evanescent.
not taxed, nor do they have a vote.
Jointly Administered Worlds
Scientific Colonies, Affiliate Members, and Backward There are 6 Jointly Administered worlds in
cultures, like Member States and Colonies, are SaVaHuTa. These are worlds where humans live and
required to give free berthing and access to SaVaHuTa interact closely with an alien species. The Zebra Belt
military, and to supply fuel and military items at cost in the Zebra system is shared with the Uramkup, who
plus 5%. Non-military and requisitioned items and call it Urumit Belt. Whitecap in the Whitecap system
services are to be supplied at standard Market prices is shared with the Guaru, who call the world Slualu.
less taxes and tariffs. Dandylion in the Dandy system is shared with the
Kertu-Drua, who's name for the world is Kertu-Luku.
When a Colony reaches a certain size, somewhat arbi- Lucknow in the Fox system is shared with the
trarily set at 10 million, has a self-sustaining economy Tommu, who call it e'Tommutesu'e. The planet
of at least Tech Level 8, and is united and cohesive, it Oliphant in the system of the same name is shared
Worlds - Politics and Societies - 189 -
StarCluster - Politics and Societies
with the Ronaure, who call the planet Komimu. House. A 'snapshot' of the state of the Han house in
this year (150) can be found later in this Guide.
The idea behind the Jointly Administered worlds was
that by living together, Humanity can better under- In the year 150, the population of SaVaHuTa was
stand the alien species, and the alien species come to approximately 93 billion humanoids on 129 worlds.
understand humanity better. In all but one case, these
worlds have been successes, at least to some extent.
Oliphant/Komimu, however, is judged a dismal fail-
ure. The Humanoid and Ronaure have kept to sepa-
rate hemispheres of the world, and do not mix,
resulting in two half worlds instead of a whole.
Protected Worlds
Certain worlds have been designated as "Protected".
This means that the world in question has been put
under the protection of the power noted. This is for a
variety of reasons, either the culture has been tam-
pered with or the population is a remnant, perhaps
dying out. Protected worlds are set aside and the cul-
ture in trouble is helped as inobtrusively as possible.
In any event, the cultures are strictly observed, and
any intrusion punished swiftly.
Mink Thinker 3
Brinks 2
TOTAL 5
Gloria Glorianna* 3
TOTAL 3
Merovingian Fortinbras 2
Sigebert 2
TOTAL 4
Hoboken Hoboken 2
Doublet 3
TOTAL 5
Cogito Ergo Sum 2
Artemis 1
Set 1
TOTAL 4
Betsy Betsy 1
Nieustadt 1
TOTAL 2
Allez Allez-Oop 1
Imhotep 1
TOTAL 2
TOTAL SMALL BLOCK VOTES 25
Single Worlds
World Votes
Questor 1
Katamaran 2
Fiske 2
New North Jersey 1
Ki Rin 2
Nigel 1
Stammer 2
Loop 4
Tarpon 2
Cork 2
Hooterville 1
Laugher 2
Myoto-Ga-Seke 1
Calder 1
Trefoil Beta 1
TOTAL SINGLE WORLD VOTES 25
AVERAGE
WORLD ORBIT ATMOSPHERE H2O GRAVITY TEMPERATURE
DEGREES F
and so:
Table 2: Aztec System Settlement Data
This is, of course, a rather bare-bones description, and is intentionally so. The descriptions of the worlds have
been left open to the GM’s imagination. StarCluster Game Masters are encouraged to customize the Cluster to
their hearts’ content. The descriptions given in this book are intended as guidelines to assist the GM in fashion-
ing a unique Cluster. We are including this chapter to show the results of one possible interpretation of these
guidelines and extrapolation of them into a full and rich setting.
The second most travelled route is the Jump 2 route between Aztec and the Zebra system, which leads on via
another Jump 2 route to the Harpy-Domino-Phaedra trinary. The last route leads via a Jump 1 route to the
Iolanda system from which a Jump 3 route leads on to the Los Ninos-Juju binary.
The traffic is mostly pass-through, as the settlements in the system are for the most part self sufficient. Most of
the traffic actually destined for this system and not just passing through ends up at Aztec, which is a high tech
level colony world.
Icarus Belt
Icarus Belt is an extensive asteroid belt orbiting close in to the Aztec sun. The belt is composed mostly of car-
bonaceous chondrites, but there are some high quality nickel-iron rocks, and a small mining industry operating
out of the planet Aztec is running profitably. The belt has unusually large amounts of dust and gasses, and
sometimes ships come through looking sand-blasted.
There are no known permanent settlements in the belt, but the belt is extensive and not well charted. Frequently
pirates have been known to operate out of this belt, and smugglers certainly use the rocks for clandestine ren-
dezvous and transshipments.
Merchants forced to use Aztec en route to more heavily populated systems elsewhere can be very vocal when
pirates are present in the rocks, and SaVaHuTa or the DC sometimes send out frigates to clean out the pirate
nests, but sooner or later the high volume of traffic brings more. The largest asteroids in the Icarus Belt are:
The belt could use a thorough exploration and mapping, and a permanent settlement would help immensely in
controlling piracy.
The Retronese decided to settle Retron in spite of the hazards of doing so, for although Retron was a beautiful
world with abundant native life, the crushing weight of 2.1 gravities and the thick, hot, moisture-laden air were
obstacles to earth-life of any kind. They took as their homes the temperate north polar continent of Austerreich
and south polar archipelago of Pesht, and began the business of carving out a living under exceedingly adverse
conditions. The two communities were separated for centuries, and out of contact for most of that time, thus
becoming isolated and distinct cultures. The other 3 continents have been left untouched, and are full of native
life forms.
In the long time after the arrival and before visitors came from outside, Retron slowly slid backwards technolog-
ically. As high technology devices wore out or broke, cruder but natively supportable devices replaced them.
In Austria, the government is a socially active parliamentary democracy. The government funds the ongoing
expansion of the railroads and development of new territories on Austerreich. The people are well-fed and
industrious, and a bit stolid and conformist. There is a strong sense of social responsibility in the Austrian peo-
ple, and there are few truly poor or rich people. The capital of Austria is Wien, population 1,500,000, site of a
large shuttleport and hub of the national rail lines. Other large cities are Tyrol (pop. 1,000,000) and Innsbruck
(pop. 750,000.)
In Pesht, the people are governed by a Constitutional Monarchy. The King - presently Janos III - is elected from
the nobility by the nobility and serves for life as chief executive. The people directly elect representatives who
support their interests as contrasted with those of the King and Nobles. The people are for the most part free-
holder farmers and craftsmen. The Peshti are notoriously less phlegmatic than the Austrians, and their social
gatherings are riotous and chaotic. The wild and energetic songs of Pesht are its major export, but unfortunately
the dancing resembles more a frenetic shuffling under the constraints of the high gravity. The largest cities of
Pesht are Mohacs (pop. 1,250,000,) Janos (pop. 1,000,000,) and high up in the mountains of Buda, the largest
island, the capital of Pecs (500,000,) site of the main shuttleport.
The “Descartes”
Retron’s gravity prevents most starfaring craft from landing on planet. Instead, most traders and visitors dock at
the “Descartes” and switch cargoes and passengers to heavy duty winged landers specially designed to land and
take off again under the heavy pull of Retron’s gravity. The “Descartes” is owned and operated by the Diaspo-
ran Community directly, as it was deserted by the first settlers. The “Descartes” serves both Retron and - to a
far lesser extent - Bailiff.
The ex-colony ship has been refurbished as a space station orbiting Retron. Services available are M/AM fuel-
ing, Deuterium and Proteum fueling, shuttles to Retron, restaurant and bar services, sleepover accommoda-
tions, laundry, bulk food preparation and packaging, and tug services. Small shops on the concourse offer a
limited selection of Retronese and Bailiffine handicrafts and merchandise, as well as souvenirs of doubtful
extraction.
The present inhabitants of the “Descartes” are 1500 direct employees and representatives of the DC, 150 DC
Fleet detachment personnel - mostly revenue agents and ground crew for the 2 revenue cutters, tug, and scoop-
tanker permanently in-system, 55 heavy-duty shuttle ground crew and personnel, 25 employees of Weston-
Nacht Ltd. involved in M/AM fuel production, and 150-200 permanent inhabitants, most of whom run shops
and pushcarts on the Concourse. In a ship built for 20,000 inhabitants, the 2000 or so current inhabitants rattle
around like dried peas in a can.
Bailiff
The bulk of the “Descartes” original crew settled on the drier but more hospitable moon of Bailiff. Initially the
colony met with great success, maintaining a relatively high level of technology for the first 50 years. At that
point a bio-engineered virus was let loose in what appears to be a terrorist incident which got out of hand. A
nuclear war between descendants of the three watches followed, each blaming the other for the virus. When the
smoke had - literally - cleared, the survivors were thrown back onto the most primitive resources, and a brutal
anarchy ensued - with local warlords claiming sovereignty by force in tiny city states. This situation persisted for
almost 300 years until the private yacht “Anatar” dropped out of orbit into the city state of Pyongyang. The
owner and captain, James Silkhand, took over the government of Pyongyang in a coup d’etat, and began a series
of conquests with the aid of the devastating armament on his tiny ship. Most of the former colony had been
reunited under Silkhand when DC peacekeepers landed and destroyed the ‘Anatar’ - and Emperor Silkhand I - in
a pitched battle.
Ever since, the moon has been a protectorate of the Diasporan Community, and Xenoscientists appointed on
Morningstar have ruled the fractious people of Bailiff. Technology has been allowed to trickle in through
strictly regulated trade, and the people of Bailiff are in the main better off than their ancestors. A small amount
of Bailiffine handicrafts is exported, but most so-called Bailiffine works are clever fakes. Caveat Emptor!
The colonized area is scattered all over the moon in an effort to avoid the effects of the wars. The dominant cul-
tures are those established by Cultural Emulation in the original three watches: Post-unification Korean, Neo-
Renaissance Tamil, and Late-21st Century Andalucian. These cultures have been both mingled and splintered by
the stresses of their environment, but survive intact to a great extent.
The current large cities are the former Pyongyang, now renamed Landing (180,000,) Cuddalore (175,000,)
Guadalcanal (150,000,) and Hamhung (130,000.) There are dozens more of these city-states, each retaining a
share of the hinterlands, and there are a subtantial number of nomads who are under nominal control of their
own chieftains. Small scale warfare and raiding is endemic, although the Xenoscientists are attempting to bring
about more peaceful conditions by non-coercive means. Substantial areas remain radioactive to this day.
Quantum
Quantum is the second moon of Retron, a small, heavily cratered globe of 950 km diameter. Gravity is trace
only, barely perceptible to most people. Quantum is most likely a captured asteroid strayed from the Icarus
Belt, and it’s dusty black, rubble-strewn surface has never been colonized nor claimed. The moon seems to be
mostly light elements with an almost complete dearth of the heavier metals.
Aztec
Aztec is the furthest out of the system’s planets, and is home to a thriving, modern colony planted by the
SaVaHuTan world Hytek, in the Iolanda system. Aztec is a cold, dry world, and the colony is strung along a
chain of salt lakes called the Bitter Seas, at the bottom of a great Rift Valley which stretches 2200 kilometers
from northeast to southwest across Aztec’s equator.
The Rift Valley is the lowest point on the surface of Aztec, and the Bitter Seas are long, narrow, and very deep.
The air pressure in the valley is high enough so that oxygen concentrators are not needed by the colonists,
although visitors are subject to blackouts and dizziness without them. The colonists and their livestock were
genetically enhanced for low air pressures, with large chests and wide, flaring nostrils. Even colonists need con-
centrators on the surface above the valley, however.
The capital and largest city is Brindisi, at the southwestern waterfall. Brindisi has some 800,000 inhabitants, and
is the site of the ground component of the Starport - basically a large shuttleport with better cargo-handling.
Other major cities are Venizia at the northeastern waterfall (pop. 250,000,) Firenze on the Tyrrhennian Sea (pop.
200,000,) the floating Tagris City of Mists (pop. 120,000) on the central sea, and the mining city of Padua (pop.
95,000) high up in the northernmost section of the Valley.
The rural population of Aztec is to a large extent uplifted animals, while the humanoids mostly congregate in
the urban areas. The Bitter Seas are too salty for dolphin settlement, and desalination equipment is a part of
every colonist’s emergency kit. The very light gravity of 0.5G makes trade with the colony easy, and the valley is
a well known tourist attraction.
Native Aztec life is limited to spectacularly colored lichen-like plants, which encrust the rocky walls of the valley
with a glorious texture, and slow moving invertebrate animals which, if they bite, tend to cause allergic reactions
in Earth life. These pests are controlled in the valley by use of genetically modified roadrunners which are
allowed to roam freely. They are immune to the allergenic effects of the local animals, and gobble them up with
glee. This is not of great ecological concern because the roadrunners are limited to the valley, while the native life
is widespread at the surface level.
Aztec Orbital
The orbital component of the Starport is the ex-colony ship “Montefiore,” now orbiting Aztec permanently. A
new generation ship, the “Montefiore” was built with A-grav in mind, so has no rotating component. Much of
the mass of the old ship was broken up and brought down to the colony on huge specially-designed landers, car-
ried from Hytek. The present ship/station has only small thrusters and a M/AM generating fusion reactor. The
hydrogen is obtained by scooping and filtering water from the plentiful seas of Bailiff (under license from the
DC), disassociating the hydrogen from the oxygen, and retaining only the Deuterium fuel. The water is scooped
far from the inhabited parts of Bailiff so as not to disturb the ’natives.’
Aztec Orbital, the official name for the reconfigured “Montefiore,” is a bright, sunny place, with huge transpar-
ent plasteel ‘window” panels letting in the light. The orbital is well populated, with 20,000 people of all types
ranging the city. Aztec Orbital can supply any kind of service typically found at modern stations, including a
repair yard able to handle most common ship repair work. There is a quantity of considerable light manufactur-
ing undertaken on-station, and the tourist accommodations are noteworthy.
Design Notes on the reward is worth the possible price. This keeps the
game gritty and close to reality. Secondly, the advance-
StarCluster Game Sys- ment by year facilitates a type of game structure which
tem is difficult with other role-playing games, that of play-
ing an adventure, moving the character forward (or
The basic, core goals of StarCluster are: even backward) in time, and resuming play with the
• To sustain a survival oriented, realistic style of character’s skills appropriately raised (or lowered.)
play Since there is no difference to the character in terms
• To promote unique and memorable characters of advancement whether the adventures in the inter-
• To allow for competent but not vastly superior vening years are played out or not, there is no ques-
characters tion of whether the character is advanced too far or
• To allow for various methods of game structure, not far enough. The GM can choose, with reasonable
both traditional (Campaign, One Shot) and non- fluidity, to use such cinematic techniques as flash-
traditional (Serialized Adventures, Flashbacks) as backs and foreshadowing.
the GM and players wish.
• To allow for various points of emphasis, The ease of switching employments is the key to
Exploration, Story Arc, Combat, and Social another StarCluster core concept, that each character
interaction, among others. is an individual, thus the player should have the widest
choice possible in creating the character. The charac-
Basic Mechanics ter may always choose among several options, thus
The StarCluster game system was designed to be sim- allowing the character to grow as the player sees fit.
ple and accessible to anyone sitting down to a game. The player can always choose to concentrate on rais-
The basic die mechanic of roll-under percentile was ing certain skills at the expense of having more differ-
chosen because it is immediately grasped by anyone. It ent skills, and vice versa. This play between depth of
is an ancient mechanic, hoary with age in RPG terms, skill and breadth of skill is part of making the charac-
but it works. It also suits a rather gritty SF game, like ters unique and organic.
StarCluster. Most percentile games have different
starting percentages for different skills - indeed the Constitution
first version of StarCluster used exactly this mechanic. The game mechanic of Constitution rather than Hit
Based on player feedback and a desire to simplify the Points was chosen as a method of tracking damage
game, we eventually chose to have a single starting taken, to balance the accumulaton of skills by the
percentage, modified by both level of skill and a gov- older character. Since Constitution varies with the
erning attribute, for ease of use in gaming, so that a physical attributes of the character, and since physical
player can immediately see what the chance of success attributes deteriorate over time, the younger, more
is. vital characters stand a decent chance of taking out
older characters, despite the difference in skills. This
Character Generation adds to the gritty, survival oriented atmosphere of the
StarCluster character generation is year based, the game. The actual method of figuring out a character’s
player gaining one skill per year in most cases. This Constitution - (STR + COOR + AGY + END) * 10 -
was done for a number of reasons. For one, it elimi- was chosen to allow percentile dice to be used for
nated the need for experience points, and thus the damage, not just skill checks. This allows a character
temptation to mould play by rewarding appropriate to survive a couple of heavy hits, but not without pen-
behavior. Since StarCluster is a game of survival, the alty.
only appropriate play is character survival itself. Risk-
ing character survival should only be done if the char-
acter feels strongly enough about a point that the
Design Notes - 253 -
StarCluster - Design Notes
The various damage levels of Hindered, Unconscious, Alternate Task Resolution
and Seriously Wounded were created in order to allow There are several methods of alternate task resolution
the character a method of gauging the damage taken, for characters without appropriate skills. This allows
thus allowing it to decide to retreat or press the fight, the characters to possibly succeed against obstacles
as circumstances dictate, as well as to allow for non- despite lack of skill. The GM is encouraged to use
lethal combat results. Since a character is incapacitated whatever method is deemed appropriate for the situa-
well in advance of death, it is rare for a character to be tion.
killed outright, though that risk is always present,
without a deliberate choice being made. The One Minute Combat Round
In a firefight, the vast majority of shots never hit. This
is for a variety of reasons. The people involved are
Levels of Mastery fearful for their lives, and keep to cover, thus there is a
The system of Levels of Mastery - whereby highly lot of blind shooting. The participants are also using a
skilled characters gain additional skill checks for suc- lot of shots expressly for the purpose of suppression,
cess - is designed to reward those players who have making it so risky for the enemy to expose himself in
chosen to narrow their range of skills in order to con- order to get a decent shot that the enemy chooses not
centrate on a few core skills. Since a broad range of to. Also, the enemy is constantly moving, zig-zagging,
skills is its own reward, as having a skill at any level is and ducking for cover.
vastly better than not having it, this rewards those
payers who choose to allow their characters to special- In a game which aims for a fair amount of realism,
ize. This further widens the options open to the then, the player characters and their opponents should
player, as generalists and specialist both become valid miss with the vast majority of their attacks. This how-
character choices. ever, gives rise to the ‘whiff factor’, where players feel
their characters are incompetent and useless because
The actual method of determining Levels of Mastery, they are always missing. This is a cleft stick which is
one level per five levels of skill, was chosen for its ease difficult for designers of such a game to wriggle out
of use. A separate, non level oriented method is given of. Do you increase the chance of success to decrease
as an optional rule in the Appendices, but the default both the whiff factor and the realism, or do you
method is simple in execution and universal in scope. decrease the chance of success, thus increasing both
the whiff factor and the realism?
Appropriate Skill Concept
The concept of allowing differing skills to be used to In StarCluster, we use the one-minute round as an end
resolve a single situation allows characters to run around this problem. In a one-minute round, the
approach task resolution in a non-deterministic way. characters can attack as many times as they like, but
If each situation had one and only one appropriate the vast majority are *assumed* to miss, and are never
skill - for instance there is a fence, you must climb it - played out. The character only rolls a chance for suc-
then characters would all end up taking the same skills cess for those shots which have a good chance of hit-
based on what the most commonly encountered situ- ting, thus avoiding the whiff factor and keeping most
ations were. Since a non-obvious skill can be applied of the realism. The price of this avoidance is an ele-
to a situation, the player is rewarded for resourceful- ment of abstraction in the combat, which is the price
ness and imagination. Thus while Abel may indeed we chose to bear.
climb the fence, Beth may vault it using gymnastics,
Curt may levitate over it using telekinesis, and Deirdre
may use her bow skill to shoot a line over it and pull To Hit, Damage, and Armor
herself over. The goal of the GM is not to thwart the In StarCluster, armor works by decreasing the chance
payers, but to challenge them. to hit. This is intuitively wrong, but was chosen
Design Notes - 254 -
StarCluster - Design Notes
despite this. Statistically, the truly meaningful number for many other forms of technology to arise. This has
is not the chance to hit, but the average damage dealt been the case in history. For example, the invention of
to the opponent per round. This can be controlled by the practical steam engine was the critical step that
modifying one of two parameters: the chance to hit or allowed for railroads and for steamships, breaking the
the damage inflicted per hit. if you decrease the dependence on wind and draft animals.
chance to hit, it is statistically the same as decreasing
the average damage dealt. To change the damage Field Technology
dealt, one must determine the penetrating power of
the weapon vs. the resistance to penetration of the The big advance for Tech Level 8 is taken not as a sin-
armor. To change the to hit roll, a single modifier to gle breakthrough, but as a number of technological
the chance of success may be used. Since front load- steps that allow for a degree of control of electromag-
ing - i.e. changing the chance of success - was so much netic fields that vastly surpass our current capabilities
simpler than back-loading - i.e. changing the damage - both in power, control, and subtlety. As an analogy,
we opted for the simplicity and consequent speed of consider the great difference between the electrical
front loading. It entails a certain amount of abstrac- capabilities of the 19th century (dim electric lights,
tion, but since we already opted to abstract combat, primitive electric motors), and modern cybernetic
we felt the benefits were again worth the price. electronic computer technology. In one sense, they
are simply the same technology, electrical effects; but
Design Notes on the Tech- the sophistication of the 21st century compared to the
19th makes them profoundly different. We also posit
nology of StarCluster some initial control of weak and strong interaction
The technology of StarCluster was designed to be field forces in the latter half of TL8, a technology that
both intellectually consistent and, insofar as feasible, currently does not exist at all.
consistent with known physical law. Players are not
One presumed result of this grand step forward in
expected to need to set aside their intellectual EM field technology is the creation of active reflective
scientific understanding while playing the game. radiation screens. These change nuclear fusion from a
Players and game masters are also not *required* to difficult and massive undertaking into a straightfor-
understand these technologies on more than a ward and practical engine technology. The great diffi-
functional level - i.e. how to make some device work culty for fusion power has been that except in a few,
and what it can do - as they are designed from the very limited regimes of density, confinement times,
beginning to be self-consistent and balanced. and fuel types, more energy is lost by X-rays than is
created by fusion energy. With TL8 active radiation
The science and technology of StarCluster was shields, it becomes possible to reflect these X-rays
designed to be: back into the plasma to be reabsorbed. The fields are
1) Consistent with currently understood physical law, also assumed to act as “third bodies” for momentum
inasmuch as feasible for the setting; transfer, making them work as catalytic surfaces which
2) Balanced so as to challenge players and give them greatly enhance the frequency of the fusion of collid-
considerable freedom of action; ing ions. The beginning control of weak and strong
3) Provide a world with rich possibilities for plot; interaction forces provides the additional ability to
4) Create a player character environment that is nei- make protium fusion practical as well and also to pro-
ther risk-free nor hopelessly dangerous. vide lightweight shielding of neutral particles such as
neutrons. The effects together make fusion power
In the StarCluster game, there are assumed to be a efficient and commonplace.
small number of critical technological steps that allow
Design Notes - 255 -
StarCluster - Design Notes
This field technology is also the basis for the plasma used as a spacecraft drive.
deflectors screens that protect spacecraft against The resulting rules, given in the Antigravity Guide,
incoming energy weapons. (This technology is were created to produce the desired effects, without
assumed to become fully mature only in TL9.) In
seeming excessively contrived.
addition, it is assumed to provide the technology
which allows the extremely high-energy lasers that Transfer Technology
exist in TL8 and more advanced cultures.
The defining technology for Tech Level 10 was
chosen to be a transference technique, mediated by a
Antigravity psionic talent. This was used as the underlying
The great invention of Tech Level 9 is antigravity. principal behind mind transfer, teleportation, and
Antigravity is a useful device in its own right. It frees jump drive.
the game master and the players from having to
choose between large rotating space structures and Teleportation is a standard science fiction device, but
free-fall. It allows for ship pods, hoverplates, and one that is loaded with potentially ruinous
other fun gadgets. But is also provides an intellectually implications in a game setting. The usual concept
consistent source for the new technologies of Tech behind teleportation is that an object is scanned, the
Level 9. information on its makeup is transferred to another
location, and the object is reconstituted there based
With antigravity, the containment of antimatter on a on that information. The difficulty with this type of
fairly large scale becomes feasible. Production of technology is that there is no logical reason why the
minute amounts of antimatter has been possible since information cannot be transmitted to more than one
location, enabling duplicates to be formed. If the
the late 20th century. In Tech Level 8, the production
information of the makeup is stored, you have
of antimatter in moderate quantities is assumed to be
universal replicators.
possible, however, there is no safe way to store it.
Antigravity provides a safe storage mechanism,
Allowing individuals to be copied at will destroys all
intense repulsive gravitational fields providing an
the drama of a game. Characters cannot be placed in
effective means of containment.
any real jeopardy, since they can have backup copies
of themselves safely elsewhere. Universal replicators
Antigravity could have been invoked as a method of
also are damaging, since such a technology removes
ship drive as well, attraction and repulsion from
all material scarcity, removing desire for wealth as a
planets and stars used as a method of propelling ships.
character motivation; and it eliminates virtually all
However, we decided against this: reaction dive has
trade in goods, removing another important plot
more drama. In order to provide all the desired
element. So, we decided to go with an alternative
characteristics, a somewhat complicated force law for
concept of teleportation, operations on space-time to
antigravity had to be concocted, one that
change the physical location of an object. This
1) Is moderately strong (up to several
eliminated the replication problem.
gravities) at moderate distance;
2) Is extremely strong at short distances
It was also decided that we would require both a
(1mm), in order to provide for antimatter
sending and a receiving apparatus. If only a sending
containment
apparatus is required, but not receiver, the
3) Falls off at long distance, to prevent it being
teleportation can be used to place bombs at will on
Design Notes - 256 -
StarCluster - Design Notes
enemies without warning, creating a world that is too distances.
unstable for a lasting story line. If only a receiver is
required, but no sender, then one has a kidnapping Jump drive has certain plot dangers. It could lead to a
device, or an easy method to take out critical parts of massive armada suddenly showing up next to a planet
an opponent’s ship, an equally unsettling state. So we and destroying it, ruining any sort of balance in the
required both. game. It would also allow both the player and their
opponents to simply vanish at the approach of
This same technology was chosen as the basis for a danger. To avoid these problems, limitations were
means to allow for mind transfer, another fun but deliberately placed on the jump drive.
potentially game-damaging capability. The idea here is
that one teleports the mind but not the body. But if The most important limitation is that ships can only
one can transport only part of a persons mind, talents, leave the system to jump to another system from a
personality or knowledge, or separate these out, one particular point in space (the jump point) and at a
has all sorts of mix and match possibilities. While this particular velocity. They can only enter the system
would be quite interesting, it tends to destroy the from another system at another particular point in
concepts of personhood and could be easily abused space, and at a velocity of zero. The exit point is closer
by players. So we decided to insist on the indivisibility to the system's sun than the innermost planet, and the
of the psyche, the idea of an atomic (i.e., indivisible) entry point is further out than the outermost planet.
soul. This also promised to be a way to tie religion and This prevents fast escapes and hit-and-run interstellar
high-tech science together in an interesting and raids.
uncomfortable partnership.
A second limitation is that there is a variable time lag
Jump Drive between the time of making a jump and the time of
For purposes of plot, it was desirable to have entry at the other star system. This creates
characters be able to travel from one star system to uncertainties that hamper exact calculations of when
another star system and back without decades of time ships can be expected to arrive. Thus, even if you
elapsing. Thus there is a need for some form of faster- know that help is arriving from another system, you
than-light travel. There is no form of faster-than-light cannot know when. This aids the drama of the game.
travel or communication that does not implicitly
violate physical law, as it is currently understood. We The effect is to create a situation similar to that of the
chose, however, to limit that violation to as small a sailing ships of earlier centuries. Ship captains cannot
violation as feasible. To that end, we chose to posit be kept on too short a leash because they are subject
jump drive, a discrete event outside the normal to constraints beyond their control (in the past, wind;
bounds of time and space. This eliminated the need to in the StarCluster future, jump time lags) and no form
consider the physics of spacecraft operations during of faster-than-light communication, other than
superluminal drive, superluminal weaponry, etc. It also sending a ship.
did not require positing yet another distinct
technological leap: it uses the same basic transfer The jump points also make massive invasions
science that is use for teleport chambers. However, difficult. In order to be safe, a system need only
here the distances between the stars are traversed by defend discrete points, not all of space; and the
naturally occurring transit loci, rather than the man- various ships in an armada jumping to another system
made ones that are effective over more limited
Design Notes - 257 -
StarCluster - Design Notes
will not arrive all at once, but scattered over time. The advanced than the successor civilizations, and that
effect is that travel and trade are entirely feasible, but characters may find devices from this pre-Diasporan
interstellar war with massive forces is largely Etvar culture intact in the ruins left when that culture
unfeasible. If characters wish to alter another collapsed. If the GM wishes, the technologies of this
civilization, they cannot easily do so by brute force, culture should be positioned between the present
they must use subtler means. dominant Cluster cultures (TL 10) and that of the
Seeders. Perversely, this may prove more unbalancing
Escape Clauses than the technology of the Seeders, because it is closer
We have made these limitations on technology in to the current level of technology, and thus more
order to protect the stability and drama of the game. capable of being understood and widely applied. The
However, at times game masters may wish to include option is open, however, should the GM decide to
some bit of technology that does not follow the rules explore it.
above, and ones with even more potential for abuse,
e.g., time travel. There is an easy way to do this: the
technology of the Seeders, the beings that began life
in the StarCluster. These beings possessed a
technology beyond that of any of the current cultures,
but surviving artifacts may be stumbled upon from
time to time which allow characters (player characters
or their opponents) to do things outside the usual
limitations. Since these artifacts depend on
technologies that are not understood, they cannot be
duplicated or depended upon to function reliably or
under complete control. This gives the game master
the hold needed to prevent these technologies from
getting out of control. If players start to abuse them,
they can always fail or behave erratically. The game
master giveth; the game master taketh away.
Page 259
StarCluster - Character Worksheet
EQUIPMENT SHEET
Clothing and Armor
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Kits
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Electronics
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Accessories
_____________________________________________________________________________
_____________________________________________________________________________
Weapons
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Miscellaneous Equipment
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Vehicles
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Page 262
StarCluster - Character Worksheet
Personal Information
Date of Birth:________________ Place of Birth: ______________________________
Background:__________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Marital Status:__________ Spouse:________________________________________________
Children:_____________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Current Residence:_____________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Family (siblings & parents):______________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
Page 263
StarCluster - Appendix A
Another example: A person with blade +2 makes two attacks per round
using a katana(+5)
A person with a blade+3 uses a shortsword(+1) Average chance to hit = 55% - 15% - 30% = 10%
Average chance to hit = 60% Average damage per katana hit = 100
Average damage with a shortsword hit = 65 Average damage per round = 2*(10%*100) = 20
Average damage per round = 60%*65= 39 Chance of self-injury = 30% per strike = 51% per
Chance of self-injury = 0% round
The low-skilled individual does less damage and great
A person with a blade+3 uses a katana risk of self-injury when choosing to make two attacks
Average chance to hit = 60%-10% = 50% per
Average damage per katana hit = 100 round.
Average damage per round =50%*100 = 50
Chance of self-injury = 0% Example:
A person of intermediate skill gains little by using a A person with blade+3 makes one attack per round
high skill weapon, but they aren't penalized. using a katana(+5)
Average chance to hit = 60% -10% = 50%
Example: Average damage per katana hit = 100
Average damage per round = 50
A person with blade+5 uses an arc sword(+3) Chance of self-injury = 0%
Average chance to hit = 70%
Appendix A - 266 -
StarCluster - Appendix A
A person with a blade+3 makes two attacks per round Average damage per round = 2*(55%*100) = 110
using a katana(+5) Chance of self-injury - 0%
Average chance to hit = 60% - 10% - 25% = 25%
Average damage per katana hit = 100 Now multiple attacks give a 58% advantage over a sin-
Average damage per round = 2*(25%*100) = 50 gle attack per round.
Chance of self-injury = 15% per strike = 27.75% per
round Example:
At skill level +3, there is no overall advantage or dis- A person with blade +6 makes one attack per round
advantage in terms of damage to the enemy in using using a katana(+5)
multiple Average chance to hit = 75%
strike per round, and a significant risk of self-injury. Average damage per katana hit = 100
Average damage per round = 75
Example: Chance of self-injury = 0%
A person with a blade+4 makes one attack per round A person with blade +6 makes two attacks per round
using a katana(+5) using a katana(+5)
Average chance to hit = 65% - 5% = 60% Average chance to hit = 75% - 10% = 65%
Average damage per katana hit = 100 Average damage per katana hit = 100
Average damage per round = 60%*100 = 60 Average damage per round = 2*(65%*100) = 130
Chance of self-injury = 0% Chance of self-injury = 0%
A person with blade +4 makes two attacks per round Now the multiple attacks have a 73% advantage over a
using a katana(+5) single attack.
Average chance to hit = 65% - 5% - 20% = 40%
Average damage per katana hit = 100 This method is more realistic than the standard com-
Average damage per round = 2*(40%*100) = 80 bat system. In the standard system with its levels of
Chance of self -injury = 0% mastery, going from skill+4 to skill+5 more than dou-
bled one’s effectiveness as a fighter, even though it
At this level of proficiency, making multiple attacks implied only 25% more training. Now the transition is
per round makes sense, increasing one's effectiveness more gradual. When using this optional combat sys-
by 33%. tem, there might be situations where a person of low
skill might choose to perform two actions per round,
Example: e.g., run to a position and fire a gun. They would have
very little chance of hitting anyone, but they could get
A person with blade+5 makes one attack per round to position and make the others keep their heads
using a katana(+5) down. Also, there may be times a person with a high
Average chance to hit = 70% skill might choose to make only one attack per round
Average damage per katana hit = 100 in difficult situations: e.g. armored opponents or at
Average damage per round = 70%*100 = 70 long-range.
Chance of self-injury = 0%
Optional Rule: Success and Failure
A person with a blade +5 makes two attacks per
round using a katana(+5) An unmodified roll of 00 on the percentile dice is
Average chance to hit = 70% - 15% = 55% always a failure, even if it should succeed, and an
Average damage per katana hit = 100 unmodified roll of 01 is always a success.
Appendix A - 267 -
StarCluster - Appendix A
OR Optional Rule: Active Defense
If a larger guaranteed success/failure zone is required,
an unmodified roll of 96-00 on the percentile dice is Using this optional rule, a character who is perform-
always a failure, even if it should succeed, and an ing an offensive action may shift points from initia-
unmodified roll of 01-05 is always a success. tive, to-hit, or damage into an active defense. This
OR defense gives the character effective cover of the
If playing with a d20 instead of percentile dice, an amount of points shifted.
unmodified roll of 20 on the 20 sided die is always a
failure, even if it should succeed, and an unmodified For example: Freya shifts 20 points from her to-hit to
roll of 1 is always a success. Active Defense, giving her a -20 penalty to hit and giv-
ing her 20% effective cover. Any attack on her must
Optional Rule: Plot Points penetrate the cover before it hits her. Active Defense
stacks (adds together) with any cover given by the
Using this optional rule, the characters and the GM Dash skill, but does not stack with natural cover.
each receive one Plot Point per session. They can be
used any time during that session, but cannot be accu-
mulated across sessions. The Plot Point can be used
to do one of two things: the player may make any
attempt, by anyone, an automatic success, or an auto-
matic failure. These points should be used any time an
action cannot fail, or must not succeed. The Plot
point need not be used on the player’s character. It
can be used at any time on any character. Plot points
do not accumu-
late if not used.
Appendix A - 268 -
Index