Spacemaster - Iron Crown Enterprises - Magazine - Datanet 02

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SPACEMASTER:

Issue #2
DATANET ™

June 2006

Table of Contents Introduction


Introduction ................................................................ 1 Welcome to the second issue Spacemaster
Radiation Rules ............................................................ 2 Datnet. The purpose here is to expand and enhance
Gravity ......................................................................... 6 your Spacemaster game, both by broadening the
Fun ‘N Games: Recreation in the ISC ........................ 9 rules and by deepening the setting details, giving you
The Sensenet ........................................................ 9 a richer and more fulfilling game and game environ-
The Datanet ........................................................ 11 ment. The last issue added many great rules to your
Sports .................................................................. 11 game, and we’ve tried to keep the standards high in
Other Activities .......................................................... 13 this one.
The Arts & Literature ........................................ 13 This issue we outline radiation rules, gravity, and
Black Market Tech ..................................................... 14 we flush out a little more information on what it’s like
Legends of the ISC: The Mad Queen ...................... 15 to live in the ISC. Of course we’ve included more
Radiation Critical Strike Table ................................. 16 Black Market tech. We hope you have as much fun
using this material as we had producing it.
Enjoy.

WARNING! All Items in this PDF should be


considered optional and completely unofficial.

Credits
Author: Rob Defendi
Editor: Heike Kubasch
Editing, Pagemaking, & Layout: Tim Dugger & Sherry Robinson
Artwork: Steven Farris, Jeff Laubenstein, Jennifer Meyer,
Darrell Midgette, Craig Mrusak, Eric Pence, Carl Story
ICE Staff
CEO: Bruce Neidlinger
President: Heike Kubasch
Office Manager/Cust. Service: Lori Dugger
Editor/Jack-of-All-Trades: Tim Dugger, Monica L. Wilson
Pagemaking: Sherry Robinson
Web Mistress: Monica L. Wilson
Office Cats: Rajah, Phoebe, & Matsi
My House Cats: Bandit, Coco, & Rascal
Spacemaster: Datanet Copyright © 2006 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission. Produced and
distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
Web: www.harphq.com and www.ironcrown.com.

Spacemaster: Datanet 1 Issue #2


RADIATION RULES
Particle Radiation: Also known as hard radiation,
this radiation is caused by the decay of unstable
elements. Typically, hard radiation comes in the
form of alpha particles, which are essentially helium
nuclei (two protons, two neutrons). This is the most
dangerous form of radiation.
Electromagnetic Radiation: This is essentially
light, in all its different forms. X-Rays, Gamma
Rays, and Microwaves are all electromagnetic
radiation. Though damaging, it takes a very large
dose of electromagnetic radiation to cause
damage (of course, there is a lot more electro- INITIAL BLAST
magnetic radiation). When the warhead initially detonates, it releases a
There are a lot of myths about radiation and there tremendous burst of radioactivity. The dose of REM the
are a lot of harsh realities. Mutants, giant insects, and character absorbs depends on their distance from the
miraculous super powers are all the stuff of ‘50’s pulp blast. Compare the character’s blast radius to Dose in the
science fiction. Cancer, nausea, epilation, sterility, and REM Table, below.
neural damage are the stuff of real radioactive damage. This is the amount of radiation the character takes
We address both, to some extent, below. in REM. If the character is in a bunker or specially
shielded area, consider them one blast radii farther away.
REALISTIC EFFECTS
We could launch into a great deal of
complicated explanation to describe the
different methods of measuring radiation:
BLAST RADII TABLE (ATMOSPHERE)
Rads, REM, and roentgens, but only one of Blast Radius (in Kilometers)
Mark# Megatons
these is really necessary to a role playing game. 1st 2nd 3rd 4th 5th*
REM stands for Roentgen Equivalent, 6-10 .1-.2. .1 .2 .3 .4 .5
Man. This is the rating of the biological
11-20 .21-.99 .25 .5 .75 1 1.25
impact of radiation. It’s generally equivalent
to a rad or a roentgen. The REM represents 21-30 1-50 .5 1 1.5 2 2.5
the cumulative damage a person has taken 31-40 51-150 1 2 3 4 5
during their lives. It’s essentially a rating, like 41-50 151-300 2 4 6 8 10
Hits, showing just how much radiation 51-60 301-500 3 6 9 12 15
damage a character has taken in his life.
61-75 501-750 4 8 12 16 20
Therefore, to accurately depict the
effects of radiation, the only necessary 76-100 751-1000 5 10 15 20 25
information is how many REM the character *Subsequent blast radii continue at this rate.
has taken. Write the information
down on the character’s record to
keep track of the cumulative effect. BLAST RADII TABLE (VACUUM)
HOLOCAUSTIC WEAPONS Blast Radius (in Meters)
Mark # Megatons
Holocaustic weapons will be 1st 2nd 3rd 4th 5th*
the most common cause of 6-10 .1-.2 25 50 75 100 12 5
radiation in most campaigns. The 11-20 .21-.99 63 125 188 250 313
damage caused by holocaustic 21-30 1-50 125 250 375 500 62 5
weapons comes in two stages:
Initial Blast and Fallout. 31-40 51-150 250 500 750 1,000 1,250
To work out both of these 41-50 151-300 500 1,000 1,500 2,000 2,500
effects, you must first determine the 51-60 301-500 750 1,500 2,250 3,000 3,750
blast radius. The size of the warhead 61-75 501-750 1,000 2,000 3,000 4,000 5,000
shows the size of the blast radii.
76-100 751-1000 1,250 2,500 3,750 5,000 6,250
Measure them from ground zero.
*Subsequent blast radii continue at this rate.

Spacemaster: Datanet 2 Issue #2


FALLOUT DOSAGE EFFECTS
The lingering effects of a holocaustic blast are Every time a character receives a significant dose of
caused by the fallout. Where the fallout occurs depends radiation (GM’s discretion, 10% current REM or
on the wind patterns and the GM will have to judge whenever total REM enters a new level of the chart is a
depending on the conditions. It can occur for dozens of good rule of thumb) the GM needs to check to see what
kilometers away from the blast. The first two blast radii effects the new dose has on the character’s body. This is
always have fallout, but fallout equal to the second blast done with a simple critical roll.
radii’s fallout can occur anywhere the GM decides. The Dosage Effects Table, below, gives the appropri-
Fallout consists of radioactive dust and debris1. It ate criticals for each level of dosage. Roll this critical (see
also consists of any metal object which was exposed to Blaster Law p. 22) and apply any indicated modifiers and
the radioactive blast (which is everything that was in the a bonus equal to the amount of REM taken in the single
area at the time). dose. The result on the critical table is the effect of the
As a rule of thumb, fallout starts at 10,000 REM, per character’s dosage.
hour. This deteriorates according to the seven-ten rule If a subsequent roll determines a result less damag-
which states that for every multiple of seven the time ing than one already rolled, compare the symptoms. If
increases, the dose decreases by 10. See the table below: the symptoms are already duplicated by the more severe
effect, then ignore the result. If not, then the character
picks up these new symptoms as well.

FALLOUT OVER TIME TABLE


Time After Detonation Level of Radiation D OSAGE E FFECTS T ABLE
1 Hour 10k per Hour Total REM Critical
7 Hours 1k per Hour Less than 20 A-50
49 Hours 100 per Hour 21-75 A-25
14.3 Days 10 per Hour 76-100 A
100 Days 1 per Hour 101-150 B
700 Days .1 per Hour 151-200 C
201-300 D
301-400 E
401-500 2 E's*
501-600 3 E's*
600-2,000 4 E's*
2,001-3,000 5 E's†
3,001-4,500 6 E's‡
4,501+ Instantly Fatal
*Roll each of these "E" criticals separately
†Even if the character survives these criticals, they will
die in a matter of minutes from damage to nervous
system.
‡Even if the character survives these criticals, they will
die in a matter of seconds from damage to nervous
system.

Spacemaster: Datanet 3 Issue #2


It should be noted that according to these charts, it’s LONG TERM EXPOSURE
almost impossible to take a significant dose of radiation In addition to the effects of short term exposure, a
from the initial blast of a nuke, in atmosphere. The long but low-level exposure to radiation will trigger a
reason for this is simple: in an atmosphere, if you stand critical. Roll a critical whenever one of the characters sets
close enough to a nuke to take a dose of radiation, you’re off one of these triggers:
already dead from the shock wave or fireball. • If the character takes 5 REM in a single year.
BLASTER LAW • If the character takes 3 REM in a single quarter.
• .2 REM/Month for two years.
There are optional rules in Blaster Law that allow
blasters to cause radiation damage. When using these
Example: Matt has taken 22 REM throughout his life.
rules, simply divide the damage by a number, we
He had to take one critical previously when he hit 21
recommend 10, and apply that many REM to the target.
and entered a new level on the chart, but it had no
For instance, an attack causing 32 hits would also inflict
effect. While on a mission, he is EVA during a sensor
3.2 REM.
malfunction. Because of this, he doesn’t see the solar
NUCLEAR GRENADES flare. He takes 150 REM, raising his total on the chart
to 172. The GM makes him make one roll for every
This rule will make nuclear grenades even more time he went up a step on the table (on A, one B, etc.),
brutal. Although it’s almost impossible to get a lethal so the GM rolls an A for when he hit 76, a B for when
dose of radiation from a holocaustic nuclear blast, he hit 101 and a C for when he hit 151. The GM rolls
nuclear grenades are much smaller in scale and therefore a 25 on the A, causing no damage. He rolls a 22 on the
the atmospheric pressure is proportionally greater, and B, again, causing no damage. He rolls a 58 on the C.
the weight of air pushes back against the shock wave Matt will die of cancer within the year. This is why
effect. Because of this, the radioactive effects of a nuclear Matt usually plays androids.
grenade are much more dangerous than the blast of a
larger weapon. Use the Grenade Column on the table
above to represent these effects, when in an atmosphere.

Spacemaster: Datanet 4 Issue #2


DOSE IN REM TABLE
Dose Dose Dose Dose Dose Dose
Radius Atm. Vac. Grenade Radius Atm. Vac. Grenade Radius Atm. Vac. Grenade
1st 400k 400k 400k 31st neg. 416 neg 61st neg. 107 neg
2nd 590 100k 133k 32nd neg. 391 neg 62nd neg. 104 neg
3rd 147 44k 44k 33rd neg. 367 neg 63rd neg. 101 neg
4th .74 25k 15k 34th neg. 346 neg 64th neg. 98 neg
5th .2 16k 5k 35th neg. 327 neg 65th neg. 95 neg
6th .1 11k 1,646 36th neg. 309 neg 66th neg. 92 neg
7th neg. 8k 548 37th neg. 292 neg 67th neg. 89 neg
8th neg. 6k 182 38th neg. 277 neg 68th neg. 87 neg
9th neg. 5k 60 39th neg. 263 neg 69th neg. 84 neg
10th neg. 4k 20 40th neg. 250 neg 70th neg. 82 neg
11th neg. 3,306 7 41st neg. 237 neg 71st neg. 79 neg
12th neg. 2,778 2 42nd neg. 227 neg 72nd neg. 77 neg
13th neg. 2,367 .7 43rd neg. 216 neg 73rd neg. 75 neg
14th neg. 2,041 .2 44th neg. 207 neg 74th neg. 73 neg
15th neg. 1,778 neg 45th neg. 198 neg 75th neg. 71 neg
16th neg. 1,563 neg 46th neg. 189 neg 76th neg. 69 neg
17th neg. 1,384 neg 47th neg. 181 neg 77th neg. 67 neg
18th neg. 1,235 neg 48th neg. 174 neg 78th neg. 66 neg
19th neg. 1,108 neg 49th neg. 167 neg 79th neg. 64 neg
20th neg. 1k neg 50th neg. 160 neg 80th neg. 63 neg
21st neg. 907 neg 51st neg. 154 neg 81st neg. 61 neg
22nd neg. 826 neg 52nd neg. 148 neg 82nd neg. 59 neg
23rd neg. 756 neg 53rd neg. 142 neg 83rd neg. 58 neg
24th neg. 694 neg 54th neg. 137 neg 84th neg. 57 neg
25th neg. 640 neg 55th neg. 132 neg 85th neg. 55 neg
26th neg. 591 neg 56th neg. 128 neg 86th neg. 54 neg
27th neg. 549 neg 57th neg. 123 neg 87th neg. 53 neg
28th neg. 510 neg 58th neg. 119 neg 88th neg. 52 neg
29th neg. 476 neg 59th neg. 115 neg 89th neg. 50 neg
30th neg. 444 neg 60th neg. 111 neg 90th* neg. 49 neg
*For a quick and dirty method of extending this chart past 92nd blast radius (for vacuum radiation), drop
the REMs by one for each additional radii. For a more accurate member, divide 400,000 by the square of
the radius, e.g. 400,000/(93*93).

SHIELDING shield will stop five times its DB vs. Energy weapons in
Characters can shield themselves from radiation REM per day.
with lead shielding or force shielding. Lead shielding is
heavy. Wearing a lead suit adds a maneuver penalty equal
to 1/5 of the REM per day it blocks. This is considered OTHER DOSAGES
heavy armor for the maneuver in armor skill (the Annual Exposure (at sea level) .2
minimum maneuver penalty is equal to ten percent the Annual Orbital Exposure (unshielded) 35
maximum maneuver penalty).
In space during a solar flare 100-200
Force shielding will stop radiation as well. It will
stop five times its DB vs. projectiles in REM per day from Annual exposure working at a reactor 0
particle radiation. Against electromagnetic radiation, the During a reactor refit .0001

Spacemaster: Datanet 5 Issue #2


If a character was raised of a world with .5 to .75 gs,
GRAVITY then there will be a biological effect. These characters
Once man flees from the shackles of a planetary receive a special penalty of -5 to your Constitution and
body, the subject of gravity and its effects becomes very Strength. Increase all crushing, unbalancing, or impact
important. It’s easy to take gravity for granted. How criticals by one level (an ‘E’ becomes an ‘E’ and an ‘A’). In
should a GM deal with micro gravity? What about heavy addition this will have a noticeable visible effect. These
gravity? What are the effects of gravity on health? On characters would be 125% of their rolled height. Also,
childhood development? On fetal development? they receive a -5 penalty to their presence. Also, these
Sooner or later the GM will have to deal with these characters would have major issues acting in high gs.
questions or make a conscious decision to ignore them. Multiply all penalties for high gs by 1.5. Finally, they’ll
His decision has a lot to do with the feel of his campaign. live about 125% as long as racial average. This would be
In a Space Opera campaign, gravity can be more or a terrible flaw to impose on a character.
less ignored. All ships are assumed to have artificial Mars for instance, is about 1/3 g. This is another
gravity. All planets are assumed to have about one g of level of low-g origin (including all character from worlds
surface gravity. The only time gravity rears its head in a less than half a g). These characters receive a special -8
Space Opera campaign is when the GM wishes to penalty to their Constitution and Strength. Increase all
introduce some high-g, superhuman bad guy. crushing, unbalancing, and impact criticals by two levels
In hard science fiction gravity should always be at (a ‘D’ becomes an ‘E’ and an ‘A’, an ‘E’ becomes an ‘E’ and
the forefront of everyone’s mind. It is for the hard sf a ‘B’). The character would probably be about 150% of
campaigns that this section exists. their rolled height. In addition, they’d receive a -8
penalty to their presence. These characters are terrible at
HIGH-G ORIGIN operating in high gs. Double all penalties from high gs.
Sf stories are filled with people from high-g worlds. Finally, they’ll live about 150% as long as racial average.
How the GM deals with this, or even if he needs to,
depends a great deal on his campaign. It is recommended
that these origins not be allowed to players unless they’re
being allowed as talents (see Future Law).
Some characters will be from worlds where gravity is
about 1.5 to 2 gs. These characters will have a shorter life
(maybe 75% normal), but several advantages. They will
receive a special bonus of +5 to their constitution and
Strength. Reduce all crushing, unbalancing, and impact
criticals by one level (an A becomes an A-25). They also
receive only 75% of any penalties for high-g maneuvers.
However, this has a noticeable effect on the character.
They are only 75% of their rolled height. In addition,
they receive a -5 penalty to their presence.
Some characters will be from higher-g worlds, say 2
gs or more. The effects of this will be similar, though
greater, than the effect of a lesser high gravitational field.
These characters receive a special +8 bonus to their
constitution and strength. Reduce all crushing, unbalanc-
ing, and impact criticals by two levels (an A becomes an
A-50, a B becomes an A-25). These characters function
better in high g. Correspondingly, all penalties from high
gravity are halved as they are only 50% of their rolled
height. In addition, they receive a -8 penalty to their
presence. Finally, they’ll live only about 50% as long as
racial average.

LOW-G ORIGIN
If worlds with high gs have been colonized, then
worlds with low gs have probably been colonized as well.
In fact, with Mars right here in our own Solar System,
low-g worlds will probably be colonized first. How
should a GM handle these?

Spacemaster: Datanet 6 Issue #2


MICRO-G ORIGIN
Also know as Zero-g, a Micro-g origin is almost too
terrifying to consider. A human being raised in micro-g
is huge, deformed, and fragile. They are utterly unable to
survive in gravity, and even pushing off wall in free fall
exhausts the poor creature.
It is unlikely that a character of micro-g origin is fit
to be a player character. These beings would be better
suited to NPCs and background scenery.

LIFE IN FREE FALL


In most sf games, the characters will have to spend
some time in free fall. In some campaigns, this will be
most of the time characters are in space. In others, it will
only be when the artificial gravity is out.
Either way, the GM needs to be prepared to handle
it. It’s the purpose of this section to deal with the realities
of free fall.
All the rules in this section are optional. In a Space
Opera campaign, the GM may not care whether stats
deteriorate in free fall. In a hard sf campaign, it can be a
crucial element of play. A final note, assume that it takes a strength equal to
ten percent a character’s weight in kilograms to carry his
DETERIORATION own weight. A character’s strength and constitution
The biggest problem with free fall is the lack of cannot drop below one.
exercise. Muscles atrophy, the heart becomes lazy, and
bones grow brittle. It’s up to the GM to police these FETAL DEVELOPMENT
effects and make sure they stay realistic. Zero-g fetal development is, if anything, worse than
Stat deterioration is handled in much the same way zero-g adolescent development. The human fetus needs
in space as it’s handled in death. See SM:P, p. 107 for the gravity of some sort to develop properly. The birth
specific details. defects of a zero-g child are staggering. Therefore it
Every day that the character is in free fall, without would behoove most races to make certain that their
exercise, his strength and constitution deteriorate (only pregnant women (or females) reside in a gravitational
temporary stats deteriorate). The only thing that can field or simulated gravity (such as that caused by
stop this from happening is exercise, and lots of it. centrifugal effect) throughout the term or pregnancy.
Each day that a character is in free fall, they must The bottom line is they have to go somewhere.
make a SD moving maneuver (not a static maneuver). Bringing a child to term in zero-g is probably less respon-
This is a Medium maneuver. If this is a success, then sible than bringing a child to term smoking Crack.
the character’s stats do not deteriorate. If it is a failure,
they do. If it is a percentage (less than 100), this is the MEDICAL AND LIFE-SPAN IMPLICATIONS
chance that they do not deteriorate, and the second Despite it’s many harmful aspects, there are some
roll is necessary. great uses for zero-g. Zero-g can extend the life of
This all assumes the ship is equipped with proper inoperable heart patients. It can ease the recovery of full
zero-g exercise equipment and the character is body injuries (the person doesn’t have to pick a side on
following a careful regimen of exercise. What if the which to lay.) The medical implications of zero-g are too
ship isn’t equipped? long to cover here and the GM will have to consider
The character can still attempt a maneuver, but this them on a case by case basis.
one is absurd (yes it does increase the chance of injury, but Life span is another matter. Use the following guidelines:
the character is probably having to fling himself around 1) Reduced, but not non-existent, gs have less biologi-
the ship for exercise). A lot of creativity can go into zero-g cal impact on a life form (there’s less wear and tear).
calisthenics, and a GM should reward particularly creative 2) Increased gs have a greater biological impact on a
innovations with a drop in difficulty. life form (more wear and tear).
The same stands for using a gym not designed for
Micro gravity, though it reduces the wear and tear on
zero-g. The GM should assign a difficulty, somewhere
a life form, also cripples the life form in many ways. This
between Medium and Absurd. Handle the rest normally.
can have dramatic physical effects.

Spacemaster: Datanet 7 Issue #2


Since the third point is the easiest to deal with, we’ll High gs make even the simplest tasks dangerous. In
discuss it first. No additional mechanics are necessary to gravitational fields of 2 gs or greater, the GM should
represent these effects. As a character’s constitution force characters to make maneuver rolls for nearly any
plummets, his susceptibility to disease and injury task, especially standing up or sitting down.
increases. See above. In most military ships, crewmembers that must
As for the extending effects of low gs, assume that travel under heavy acceleration do so in specially made
for every .1 below one g, the character will live 10% chairs. These move much like electric wheel chairs.
longer. For instance, living in .6 g would increase a
character’s life by 40%. ARTIFICIAL GRAVITY
For living in increased gs, on the other hand, divide In many campaigns, artificial gravity will exist.
the character’s life span by the number of gs. For Artificial gravity solves many of the problems outlined
instance, if the character is in 3 gs, his life span is reduced earlier in this section.
to one third. Artificial gravity should be treated as real gravity in
This doesn’t mean that if a character lives at this every way. It is up to the GM to determine the exact
level of gravity for one month it will affect him much. details of any artificial gravity technology in his universe.
But one month at two gs is equal to two months at one g.
ACCELERATION
G TOLERANCE Einstein’s Theory of General Relativity states that
Living under the strain of high gs is dangerous. It’s gravity and acceleration are, for all intents and purposes,
even life threatening. People were not meant to live at identical. Acceleration is often used in spacecraft to
high levels of gravity. simulate gravity.
Exposure to high gs is unpleasant. It requires a In these craft,
resistance roll, every round, just to stay conscious. This is the rear of the
considered a level 1 attack on the character. The craft is designed
character’s RR is modified by three times their Co, but to be “down.”
the roll is penalized by ten times the gs pulled. High gs Meanwhile, the
are considered four or more. If the RR fails, the character ship accelerates at
passes out for one second for every five points of failure. 1 g (9.8 meter/
Example: Aaron’s new, first level character is on second/second).
the bridge of the Deft Hand when the pirates To those inside,
crank the artificial gravity up to 5 gs. This this acceleration
requires Aaron to roll an RR with a 50% chance, feels exactly like
of success, but with a -50 penalty. “normal” gravity.
High gs can be very dangerous. For each point of
failure over one hundred, the character takes one hit.
These rolls continue until the gravity stops or the
character dies.

FALLING DAMAGE AND GS


Occasionally a GM will have to deal with a character
falling in a gravity field other than one g. Dealing with
this is very simple.
The GM handles the fall normally. The distance
fallen, however, is multiplied by the amount of gs pulling
the character down. For instance, a 2 meter fall in a 3 g
field is acts exactly like a 6 meter fall on Earth.

MANEUVERS IN A STRONG G FIELD


If a character attempts a maneuver in a strong g field
(anything more than one g) he should be penalized
according to the strength of the field. Determining the
amount of the penalty is fairly straightforward.
For every .1 g above a normal, Earth gravity, all
maneuvers are penalized by -5. Therefore, a maneuver at
1.7 gs is penalized by -35. A maneuver at 2.3 gs is
penalized by -65.

Spacemaster: Datanet 8 Issue #2


sights, and accurate, virtual life recreations of historical
FUN ‘N GAMES: events. Everything’s on the Sensenet. It’s made movie
RECREATION IN THE ISC theaters and televisions obsolete, and has taken over as
the premier recreational venue.
Every sapient creature seems to have two primary Many people spend a good deal of their time on the
states: working and seeking pleasure. How one seeks Sensenet. One can find all forms of recreation there.
pleasure has to do more with their personality and race Want to watch a holo? Find it on the Sensenet. Want to
than anything else. For some, it is a play or a movie. For play a fully interactive game? Play it on the Sensenet?
others it is reading a technical manual. For others it is Need combat training and don’t have the space to
dancing. For others it is a fast-paced Sensenet game. practice? Try the Sensenet.
The following sections discuss the various common The Sensenet is ruled by law just like any other
forms of recreation in the ISC. thing in the ISC. Most Sensenet laws vary from system
to system. If gambling is illegal in the system, it will be
THE SENSENET illegal in the Sensenet there as well. The quantum
Also properly called the Sense Net, this is a giant, comm net is a bottleneck, and more expensive to use,
virtual universe, spanning the entire ISC. Over the years, so most of the time, people remain in their local system
the Sensenet has become a major facet of ISC life. of the Sensenet.
Experts attribute this to two major facts. Virtual Estate is The Sensenet can be found most everywhere. Even
cheaper that Real Estate. Real estate costs money, but ships have their own versions of the Sensenet. These
anyone can get on the Sensenet with a decent desktop might be somewhat restricted in their usage, but they are
computer, a little software, and a power line. there. On planetary Sensenet nodes, most any program
The Virtual Universe knows no bounds. One can can be found. When a new program is made, it propa-
access virtual estate from anywhere, as the net is linked gates quickly through quantum comm net, and is
in a quantum comm net. This has many benefits. For available everywhere in a few days.
example: though the House of Commons has a building Aside from accessing things through the quantum
in the Capital, it is only used for impeachment proceed- comm net (if you want to gamble or have to access
ings. The House actually meets in a virtual version of another system’s net, for instance), most areas of the
this building, allowing the Representatives to log in from Sensenet cost no extra money. A person’s monthly fee is
their own living rooms. divided proportionally among the different programs he
The Sensenet has many other functions too. It uses. If a person spends thirty percent of the time in
features the hottest clubs, the coolest games, the neatest clubs, and the rest in the hottest new massive multiplayer
virtual reality game, then the clubs would get thirty
percent of the person’s fee and the rest would go to the
companies that make the game.
The standard rate for the Sensenet is two credits a day
(paid in monthly installments). Accessing the comm net
costs a credit an hour or more (depending on the distance).
NEURAL INTERFACE
A neural interface can be achieved with a minimum
of equipment. Whereas it used to require a hardwired
neural jack, it can now be achieved with a headset the
size of a pair of sunglasses (in fact, many are made to
look like normal sunglasses).
A neural interface is a completely realistic experi-
ence. The user cannot distinguish between it and reality
(unless the experience has been programmed to look
artificial or the designer was lazy). The user can usually
adjust the levels of experience, editing out pain, etc.
SENSENET ADDICTION
A big problem in the ISC is Sensenet addiction.
Many people spend hours a day on the Sensenet. Most
systems monitor usage to determine level of addiction
and have mandatory social programs which kick in at
certain thresholds. Other worlds (especially those where
the population doesn’t use it very often) pay no attention

Spacemaster: Datanet 9 Issue #2


to addiction, and the person in question or their friends up the falar. Even still, she was one of the foremost
must seek out rehab for them. diplomats of her time. She was instrumental in
The problem is that the Sensenet is so realistic and forming InSpecCom, and when the falar were geared-
so perfect that people can get lost inside. When life is too up, she worked tirelessly to figure out the proper way
hard, a person can escape into the Sensenet to live in a to integrate them into the interstellar community. She
fantasy world. The psychological draw is powerful. usually haunts the House of Commons.
One might think that this would mean entire races Oraphalus Phalluphum: Transferred in 490 PC, this
would become addicted (read: humans). However, with oort is famous for heading the team that discovered
heightened technology comes heightened understanding. the quantum drive. He is a brilliant and clever
The ISC psyche programs have ensured that most people astrophysicist and engineer. He wanders the Sensnet
are relatively healthy, for their race at least. Most ISC now, exploring the multitude of worlds his inven-
citizens are monitored throughout their schooling. tion helped connect.
People exit public school with a fairly healthy grasp on
Pharlupharem Arluph: Transferred in 150 PC, this
things like this.
oort is the founder of Arluph Arms and one of the
SENSENET PERSONALITIES more famous Sensenet personalities. He is a genius
in business and high energy particle physics. He
On rare occasions, a person is selected to be
spends most of his time haunting Arluph Arms or
translated into virtual form after death. This only
the Institute for High Energy Physics on
happens in the rarest cases, and is akin to winning the
Warphalorum III, where he frequently advises and
Nobel Peace Prize.
otherwise involves himself in research and business.
Virtual people are a little slower than their real
world counterparts (unless their real world counterparts Rictin Caleisuss: Transferred in 53 YC, Caleisuss
were about to slip into senility). They are plagued with had a great deal to do with studying the xatosian
none of the problems that AI’s who log onto the nets and human psychic histories. He spent the later part
experience. No one knows why. They can live out all of his life taking the knowledge gleamed from the
eternity on the Sensenet, should they want to. xatosians and integrating it into human psychic
They can, by the way, access the Datanet as well. abilities. Humans know as much as they do about
Sensenet personalities must be built from models the powers of the mind largely do to his efforts. He
taken from a living brain (or within the first hour of tends to haunt human Sensenets, as the xatosians do
death). The ones taken from a living mind are better than not spend enough time there.
those taken from the dead, so when it is known a person Sir Tairen I: This great tulgaran warrior united
will be immortalized in cyberspace, copies of their mind the knighthoods into a cohesive whole. He is
are taken on a monthly, weekly or even daily basis. known as the father of the modern organization,
and revered by all tulgar. Transfered in 41 YC Sir
FAMOUS SENSENET PERSONALITIES Tairen still haunts the Sensenets of the knight-
There are several Sensenet personalities that are well- hood, advising and helping to train young
known throughout the ISC. A short list is included below: knights. Earning a training session with Tairen I is
Chrrrl: It is not common for a a tremendous honor.
falar to accept transfer into the Talmage Jameson: Transferred in 63
Sensenet, but Chrrrl thought that YC, Jameson was the first president of
this new technology was his shot at the ISC. Known for his bold leader-
immortality. Transferred in 51 YC, ship and amazing charisma, this man
Chrrrl was the falar who slew the built a nation out of a loose band of
ISC research crew that first made representatives. He took a scattered
contact with the humans and group of worlds and made them a
oorts. Chrrrl attempted to assert unified whole. All school children
his dominance on all falar, but he learn to honor his name. Thanks to
died before most falar worlds were the Sensenet, most get to hear him
geared-up. Ironically, it was his speak. He spends most of his time
actions which caused the social lecturing on the Sensenet, wherever
upheaval that delayed most of the he is booked.
gear-ups. He roams the Sensenet There are few kagoth, valiesian
in falar worlds, challenging the and xatosian personalities on the
greatest warriors to duels. Sensenet. These races have no
Haroff Pharen: Transferred in 25 interest, as a whole, in being immor-
YC, this oort ambassador was talized in this way.
famous for her resistance to gearing
Spacemaster: Datanet 10 Issue #2
CRIME ON THE SENSENET All mail messages are channeled though the
The Sensenet is very safe. It’s almost impossible to Datanet. These messages are allowed to propagate
override another person’s pain block to commit assault through the quantum comm net without extra charge,
or rape. Murder is out of the question. The only crimes though this can take several hours if the journey is far
common on the Sensenet are nuisance/harassment and through high-traffic bottlenecked areas.
crimes and cheats. For these offenses, most companies SPORTS
keep private security, hosts, moderators, or game masters
online to handle the little blow ups that occur between Sports are a popular form of recreation in the ISC.
human beings. Most punishments involve booting from There are thousands of different games and can be
a location or banning. dozens of different popular sports on a single world.
When the occasional real crime does occur, such as a Listed below are only the most Universal.
serious hack or a real attack on another person through CONVENTIONAL SPORTS
circumvented safeties, the BCI (Bureau of Criminal Investiga-
Conventional sporting events involve skill, strength
tion) intervenes. The BCI Agents investigate the crime, track
and dexterity and prioritize physical ability over mental
the perpetrator in the real world, and arrest them.
(though tactics are almost always involved).
THE DATANET FIELD SLIDING
Also properly called the Data Net, this is the Internet Field Sliding is a dangerous sport that involves
of the future. It is an incredibly vast repository of gliding through chutes and open areas on anti-gravity
knowledge, all accessible through direct neural interface. fields. It is not a new sport, and was practiced on
It includes encyclopedias, “phone” directories, public magnetic fields before anti-gravity was invented. The
records, promotional data, personal home pages and athlete with the fastest time wins.
much, much more. Field sliding is much like the ancient winter sport of
The Datanet has sophisticated search utilities. This skeleton. The athlete lies on his belly with his head
allows the search engines to make judgment calls. It can forward. Minute movements of their body control
be told to search for home pages dedicated to the direction, so athletes that can’t keep good form during
Sensenet show Armageddon and it will weed out biblical high-g maneuvers can careen out of control and crash. In
references, home pages with scant content, etc. This the chutes, the chute guides the athlete, more or less. In
makes the Datanet an extremely powerful tool. the open areas, though, an athlete can travel over one-
The Datanet is a free service. It is considered a hundred kilometers per hour and are aiming at the next
public access utility and it is maintained with tax dollars. chute, which is a hole less than two meters wide. Shat-
Anyone with a computer or datapad and within range of tered bones and death are common in field sliding, and
a node can access the Datanet. Smaller versions are without proper headgear, the brains can be pulverized,
located on ships and other remote areas like this, and making death permanent.
searches will sometimes wait, pending, for the ship to
link back up with the net.

Spacemaster: Datanet 11 Issue #2


With proper protective gear and safety fields, Z-BALL
however, the sport is safer. It can be played on most This game is played in zero-g. Two teams of six
worlds as long as the world’s safety laws are followed. attempt to put a ball into a hole in either wall (called the
An extremely dangerous version of this sport is hoop). The ball can be passed, thrown or intercepted,
conducted with multiple athletes on the same track. In but the player holding the ball must stop when he hits a
this version, there are multiple shoots on the first leg of wall. He must then pass the ball before continuing.
the track. When the athletes exit the first leg into an open Players often use creative means, bouncing off other
area, they must compete for position. The rest of the legs players and the like, to keep themselves moving in the
have only one chute. Jockeying to be the first into a chute direction of the hoop during play.
is very dangerous, and only the most talented competi- The game is played in four 12 minutes quarters.
tors pass inside a chute.
MENTAL SPORTS
GLIDE DANCING
While some people like to watch or play physical
Where most of the sports involve strength, skill and sports, others are more interested in mental competi-
agility, glide dancing involves pure finesse. In it, the artist tions. These can be anything from quiz shows to logic
usually performs to music. The floor of the arena is a games. Most mental sports are divided into oort compe-
field, much like with field sliding and the artist slides on titions and non-oort competitions.
the field like an ice skater. This sport greatly resembles
figure skating of old, but his version is a step above figure QUIZ SHOWS
skating because the artist can use any surface of his body. Quiz shows have always been popular. The modern era
Routines are done as singles or in pairs. This is a is no exception. Most quiz shows involve answering
purely subjective sport that is judged by an impartial questions and trying to prove the more encyclopedic
panel, and is therefore subject to controversy. Still, it is knowledge. Others test to see whether a person can solve
very popular. scientific problems. Most quiz shows are played for money.
PASS JACK LOGIC CONTESTS
Pass Jack is a field sport played by two teams of In a logic contest, the contestants must think their
eight. The sport revolves around an ephemeral sphere of way out of a situation. This type of contest involves proper
light, referred to as “the ball.” This object can be passed thinking more than straight knowledge. Unconventional
from team member to team member like a normal ball. thinking and reasoning are rewarded in these contests.
It can only be caught or handled with a special glove.
The ball carrier places the ball against his chest. It then MYSTERIES
merges with his body, causing him to glow. Not a sport as much as a form of recreation, most
The ball carrier can make the ball exit his body at people who like mysteries like to participate in them
any time. If he is tackled by the other team, the referee solo. Most mysteries are murder mysteries (it’s often best
calls the game and the players line up with the ball in the to stick with tradition). Most mysteries take place in
hands of the other team. Sensenet sims.
The goal of the game is to run the ball into an end-
zone. There are runners, blockers and strippers. PSYCHOLOGICAL SPORTS
Runners are the only ones allowed to advance the ball. Psychological sports are many and varied. In a
Blockers try to stop the ball carrier or clear a path for psychological sport, the contestants are trying to survive
the ball carrier. Strippers are the only players capable of (and often apply) psychological pressure. Games where
taking a ball from the ball carrier without tackling him. contestants must politic and vote each other out of the
Their gloves only need to touch the ball carrier to game are one form of psychological sport. Other sports
extract the ball. involve high pressure situations such as locking a group
Play is continuous and often brutal. Anyone can of contestants in a small room under harsh and unpleas-
pass, but to move the ball toward the goal, a player needs ant conditions until they crack.
to be a runner. The game is played in three eighteen- Psychological sports come in all shapes and sizes. There
minute periods. are few conventions, and individual sports often play out on
the Sensenet for a season or two and then disappear.
TRACK AND FIELD
Track and field events are still popular in the ISC. PSYCHIC SPORTS
They haven’t changed much in the intervening years. There are many psychic sports as well, although
Sprints, long runs, hurdles and jumps are popular. these have a very narrow audience (often just the
Events are often segregated by race and sex. contestants). These contestants compete in some sort of

Spacemaster: Datanet 12 Issue #2


battle of wills. Sometimes they will try to lift heavy hence the type of damage) that can be applied. For the
objects. Other times, they fight psychically and the first most part, blood sports are illegal on most worlds. Falar
one paralyzed or unconscious loses. In others, they try to worlds tend to make them legal without restriction.
raise or drop the temperature of a room. Tulgar worlds tend to legalize blood sports, but only to
Psychic sports have little appeal to those other than resolve duels of honor. Some human worlds legalize
the contestants. They battles going on are often too blood sports at various levels of restriction.
subtle, too difficult to follow. Who can tell what is going Most people in the ISC find blood sports distasteful.
on in a battle of the minds? Still, the ISC is a nation of compromise and allowances
were made.
BLOOD SPORTS In systems where blood sports are illegal, those who
Some of the most controversial of all sporting desire them have to rely on the Sensenet.
events, blood sports are very popular among the falar
(and even the tulgar, in the case of duels of honor). OTHER ACTIVITIES
Contests fight, with weapons or without, to the death. There are activities that don’t fall into any of the
Only killing is allowed in a true blood sport. If quarter is other categories. There are still people who do the
asked for, none is given. gravchute equivalent of bungee jumping. Some people
ISC law has to allow for races to conduct their gamble. Others mountain climb or prefer to go biking.
cultural practices. This means that blood sports cannot Vacation activities are still popular as well. Despite the
be outlawed. To do so would be to purposely goad the Sensenet, most people prefer to be at a place rather than
falar and the tulgar into revolt (each for different simulate it. This means that cruises, site seeing and general
reasons.) ISC law states that unless there is a legal issue travel are still popular among the beings of the ISC.
involved, no blood sport may end in permanent death. Hunting is still a popular activity, especially on falar
Legal issues usually mean legal duels. On falar and tulgar and tulgar worlds. On these worlds, game reserves are
worlds, this means that if one’s honor has been chal- carefully preserved. Some people prefer to hunt alone
lenged, it is permissible to kill them, if the duel is while others prefer to hunt in parties.
conducted legally. In the past, duelists had seconds. Now, And of course, there is always prostitution. Prostitu-
the seconds are usually law enforcement officials. tion is legalized or banned on a system-to-system basis.
Temporary death means that however the loser is
killed, they must be able to be revived later. The ISC’s THE ARTS AND LITERATURE
medicine is very advanced. This means that anything ISC art and literature is still as varied as the worlds
short of direct brain damage can be fixed with relative with which it comes from. Paintings, literature and
ease. Even brain damage can be healed is it isn’t too poetry (including tulgaran scent poems) are still popular.
extreme, but this often results in diminished capacity. Plays, orchestras and operas are also popular. Sculpture,
This means that in any blood sport, both combat- whether from wood, stone, clay or static fields are still
ants must have their heads protected at all times. The popular as well. This doesn’t rule out more modern
weapons used must not be able to penetrate the head forms either, such as tonal poetry, visual graphics, and
protection. Monoswords and the like are banned unless mood altering light shows.
it is a death duel. The ISC has a rich art culture. Writings and art from
Beyond these laws, individual systems are allowed to a over three hundred worlds, going back as long as
make their own laws. In some systems, blood sports are history allows, are still appreciated by a trillion sapient
made legal. On others, they are allowed, but heavy beings (minus the valiesians).
restrictions are placed on the type of weapons (and

Spacemaster: Datanet 13 Issue #2


BLACK MARKET TECH
The following data is hot off the most carefully
concealed black market site. It is classified FOUO (For
Office Use Only).

ILLEGAL SHIP GEAR


Come on kiddies….we knows how it is. You got
stuff you need to move and you need to move it now.
But the Big Eye is always watchin’, always checking your
ships, sniffing around the holds with its robohounds. We
gots you covered kiddies.
MULTI-TRANSPONDER BEACONS
Hey, you gots your ship tripped out with racing
stripes and a custom paint job. We know. Hell, you
might have a flaming squirrel painted all up one side. We
ain’t here to judge, kiddies. Let me tell yous a secret.
They never even look at your ship. Hell, most space-
traffic systems don’t even bother to scan your ship for its
particulars. No, instead they bounce a signal off your
ship and your baby responds with its ID. They don’t
bother to check with their own sensors. Honest. They
don’t think this is strange.
Our special transponder beacons have multiple
identities and only an oort with a techscanner can tell
the difference. We wouldn’t recommend you actually
putting out the wrong hull type or anything, but other
than that, you can program this little beauty with up to
ten different profiles. Use it to imitate a postal carrier, we
don’t care. Just get in and get out whole with a big ol’
smoking pile of profit. Then spend it here.
Game Stats: The Multi-Transponder beacon
carries ten profiles. While it can’t fool an actual
scan of the ship, it is a must have for anyone
who’s ship operates outside the law. It can be
activated and reprogrammed from any autho-
rized ship consoles.
Base Cost: 1,000.
SMUGGLING COMPARTMENTS
Now, kiddies, the Big Eye is gonna’ try to keep you
from buying one of these babies. They say that they are
only good for smuggling illicit goods to the gods fearing
people of the ISC. Well I say they are short sighted. My
ship has ten of these babies and I only use them for
hiding my mother’s day presents. Can I help it if I have
ten different mothers? My father’s fickle.
Anyway, kiddies, each of these babies will hold four
kiloliters of material. As for tonnage, that depends on
your ship, but why you buying weapon-grade plutonium
for momma anyway? Never mind. I don’t wanna know.
Game Stats: A standard smuggling compartment
carries four kiloliters of goods. They are usually
concealed in a wall or in the floor and sealed with
a special genetic lock. Spotting one without

Spacemaster: Datanet 14 Issue #2


scanning equipment requires and absurd Alertness Game Stats: These items grant a +50 bonus to
or Observation maneuver. Finding one with a tech any attempts to conceal them. Using one of these
scanner requires a hard maneuver due to shielding. tools without the gloves in a situation that
Base Cost: 10,000. requires torque (such as a wrench) causes an E
slash critical to the fingers.
HOUSEHOLD ITEMS Base Cost for Simple Tools: x100 tool cost.
Why you wanna buy this stuff through me? Are you Base Cost for Complex Tools
so hot on the nets that every bit of beat meat on the force (bypass kits, etc.): x1000
is looking for you? Don’t tell me you can’t even order Protective Gloves: 100
from the supermarket? Hell, maybe you just can’t make
your money look honest. Whatever. I’ve got you covered
SCENT NEUTRALIZER
like a form-skin jumpsuit, kiddie. What do you mean dogs? I’m worried about the
damn tulgar and falar! Spread this stuff around your
READY TO EAT MEALS body, especially the stinky bits, and you’ll smell a lot less
What are you, from the damn Empire? You need me like a person. Will it be enough? Hell, tricking a tulgar’s
to tell you how to use a fork too? nose is like trying to beat an old woman at bingo, it can
Game Stats: This is a single serving meal in a be done, but I wouldn’t bet my paycheck on it.
plastic-molded container. It comes with built in Game Stats: A character using an application of
plastic eating utensils. Prepared by the greatest scent neutralizer applies a –50 penalty to anyone
chefs willing to work for a megacorporation, these attempting to locate them by smell and neutral-
meals are almost entirely made of actual food izes the Acute Sense of Smell bonus to tracking.
stuffs. Peeling back the cover exposes them to air, Base Cost: 100 per application.
triggering a chemical reaction that heats the food
in seconds. Most every citizen in the ISC eats one LEGENDS OF THE ISC:
of these for every meal.
Base Cost: 1 (nicer meals can cost 10 or more). THE MAD QUEEN
Everyone knows that xatosians avoid the Sensenet.
DEPILATORY CREAM
They certainly never want to have their personalities
I ain’t your daddy. Ask him how to shave. immortalized for eternity. The xatosians say that this is
Game Stats: This cream removes hair from the because the copy lacks a soul. They say that on the
applied area almost instantly. In addition it Sensenet, they have no powers, and they are no better
deadens the follicles so that no hair will grow for a than the Mind Blind.
month (they could make it longer lasting, but the Others think that there is another reason.
companies need repeat sales). They say that
Base Cost: 10 per 100 uses. the first xatosian
ever to be trans-
THIEVING GEAR ferred permanently
No no, kiddie, we get it. You locked your keys in into the Sensenet
your car. The DNA lock on your apartment won’t let you was a queen of
in. You need to get your datapad back out of your ex’s immense power.
apartment. Don’t worry, kiddie, we won’t judge. In The process of
addition to the normal supply of bypass gear, we got two cutting her off from
new beauties for sale. the Sea of Minds
drove her insane . . .
MICROTHIN TOOLS quite insane. Now
Yeah, kiddie, we get this question all the time. You she roams the
have a faux skin patch and you want to carry something Sensenet, her
a little more useful next to your unmentionables. Well, powers recovered,
we now have a complete series of tools, all of them made killing at her whim.
from flexible memory plastic. Strap these babies to your Whenever someone
birthday suit and they will conform to your skin, bend dies without any
when you do. Give them a firm snap and they become explanation while
rigid. But be warned, if you need to apply some serious on the Sensenet, it is
torque with these tools you’ll need to wear special gloves, said that the Mad
unless you’re happy losing a few fingers. Even legitimate Queen got them.
users will want these. Great for storage!

Spacemaster: Datanet 15 Issue #2


Radiation Critical Strike Table
A B C D E
What radiation? They're only sub-atomic particles. Nothing worse than a flight to Denver. He looks a little peeked. Luckiest man alive.
01-05
+0H +0H +0H +0H +0H
A warm breeze. Zip. You must have a genetic resistance. This damage won't heal without anti-rad It must have been those cool sunglasses.
treatments.
06-10
+0H +0H +0H +3H +5H
The experts say it's nothing to worry Target has very little to worry about. Insignificant damage. Skin damage requires anti-rad treatments Target's mustache falls out.
about. to heal
11-15
+0H +0H +0H +4H +8H
That probably took a week off his Ah…you've had x-rays that were worse. Foe has a mild headache. Mild irradiation. Foe won't feel himself Sickness persists until anti-rad treatments.
life. again without anti-rad treatments.
16-20
+0H +0H (-1) +0H – (-10) +0H – (-10)
Has he been using a tanning bed? His little rad-badge is turning all black. Damage is permanent until foe receives Foe will get cancer in the next 5 years. Horrible sores form, requiring anti-rad
anti-rad treatments. treatments.
21-30
+0H +0H +4H +0H +10H – ∫ – (-60)
Microbes on target's skin have a Foe is nauseous for 6 hours. Mild radiation sickness. Hair falls out in Target's vision is messed up. Damage Severe damage. Foe weakened and ill unti
tough time of it. three days. and vision persist until ant-rad treament. anti-rad treatment.
31-40
+0H +2H – (-5) +0H – (-30) +5H – (-30) +0H – 6∑ – (-70)
A few cells have their DNA 12 hours of nausea. 50% chance of Target has 10% chance of fainting each Organ damage. One of foe's organs will Radiation sickens foe and drops MPs by
shattered. They die before they tumor within five years. minute. Then he is out for 1-10 hours, fail within d10 hours. 1d10. Anti-rad treatments are required.
41-50 mutate. and sick for 5 days.
+0H +0H – (-10) +0H – (-20) +0H +15H – (-50)
In one hour target will feel queasy, it 24 hours of intense nausea. Mild radiation sickness. Hair falls out, Sickness weakens foe. This persists until Foe nearly unconcious until anti-rad
will last for four hours. sores develop in 1-5 days. 50% chance of anti-rad treatment. treatments are administered.
51-55 cancer within a year.
+0H – (-10) +0H – (-15) +0H – (-30) +0H – (-40) +17H
Target will feel unwell for about a 36 hours of nausea, lose d10 MPs for the Foe will develop cancer by year end. Damage and brief nausea are intense. Foe's skin cracked and blackened. Guess
week. duration. Damage cannot be healed without anti- what sort of treatment he needs…
56-60 rad treatments.
+0H – (-10) +0H – (-20) +0H +20H – 6∑ +10H – 4∫ – (-80)
Foe starts vomiting after 6 hours, 48 hours of nausea. Intense headache Nice headache, got any aspirin? Lose 1- Psychic powers may not be used for one Damaged skin and optic nerve leaves foe
for about 3 hours. lasts d10 hours. 10 MPs. day. Sickness lasts until anti-rad bleeding and blind. Normal treatments will
61-65 treatments are administered. not heal this damage.
+0H – (-10) +0H – (-20) +0H – (-15) +0H – (-20) +15H – 6∫ – (-50)
Foe will never produce offspring. His Terrible cancer develops. Foe dies after Cancer causes death after one month. Target will die in one hour due to massive Cellular and neural damage are extensive.
reproductive organs are very sterile. two months. Sad. organ damage. Foe slips into a coma and will die in d10
66 minutes.
+0H – (+25) (+25) (+25) (+25) +40H – (+25)
Minor loss of hand-eye coordination Nausea and loss of hand-eye coordination Target's hand-eye coordination goes to Target dazed. Sickness persists until anti- Foe suffers all effects of radiation sickness.
for the next 2 days. for 72 hours. hell. Condition persists until treated. rad treatments.
67-70
+0H – (-15) +0H – (-25) +0H – (-30) +0H – (-20) +0H – (-90)
Foe looks a bit green. He suffers a Intense nausea for 4 days. Foe has Sores appear until treated. Radiation sickness. Hair, nails, and teeth Foe bed ridden until specially treated. The
12 hour bout of nausea after one trouble concentrating. fall out. Sores form within one day. prognosis is bad.
71-75 hour. Target loses d10 MP, and will die within
d10 days.
+0H – (-15) +0H – (-25) +0H - (-30) +10H – (-40) +30H – (-100)
Foe is nauseous for 12 hours. Minor Nausea lasts 5 days. The dehydration and Lingering radiation sickness. Foe will get malignant tumor within 6 Severe radiation sickness. Target will die
skin cancer will develop within one malnutrition are an issue. months. Sickness persists until restored. within 24 hours unless treated.
76-80 year.
+0H – (-15) +4H – (-25) +0H – (-35) +0H – (-40) +12H – (-50) – (+25)
Nausea for 24 hours. There is a 50% Six days of nausea. They might want to Damage won't heal without anti-rad Damage to optic nerve leaves foe blind. After 10 minutes, foe is struck by severe
chance of cancer within 5 years. put him on an IV diet. treatments. All effects persist until anti-rad treatments nausea. This lasts for d10 days, then he
81-85 are administered. dies.
+0H – (-20) +7H – (-25) +7H – (-30) +15H +0H – (-60)
Nausea for 36 hours. Seven days of intense nausea, followed Damage causes a random organ to cease Cracked flesh and sores resist healing by Target blinded and sent into a coma. He will
by complete hair loss. functioning in d10 days. This can be all but anti-rad treatments. die within 24 hours.
86-90 treated normally.
+0H – (-25) +0H – (-30) +0H +17H – 3∫ – (-30) (+20)
Nausea for 48 hours. Damaged skin Foe's skin cracks. The nausea lasts 8 Foe's vision is no longer quite right. Foe blinded. He will die within one day Horrible damage kills foe after 24 hours of
will flake off in two weeks. days. His hair falls out to boot. He could unless treated. intense nausea.
91-95 use an IV.
+4H – (-30) +0H – ∫ – (-30) +0H – (-40) 10∑ – (-60) – (+20) +19H – (-70) – (+25)
Nausea for 72 hours. Damaged skin Foe loses vision for d10 hours. Nausea Heavy radiation sickness persists until Neural damage. Foe slips into a coma and A variety of organs fail. Foe drops and dies
will flake off in two weeks. lasts for 9 days. His hair falls out. He is anti-radiation treatment is administered. dies in d10 hours. in d10 rounds. No psychic abilities may be
96-99 not a happy camper. used without drastic neural procedures.

+5H – (-35) +0H – (-35) +0H – (-40) (+20) (+20)


Extreme nausea for 96 hours. Foe will develop terminal cancer and die Heavy radiation sickness. Hair and teeth Neural tissue ceases functioning. Foe dies Massive neural failure. Foe slips into a
Damaged skin will flake off in two within 6 months. Nausea lasts 10 days fall out. Foe dies of cancer after one in 6 rounds. coma and dies after 6 rounds.
100 weeks. and hair falls out. month.
+10H – (-40) – (+20) +0H – (-35) – (+20) +0H – (-45) – (+20) (+20) (+25)

Spacemaster: Datanet 16 Issue #2

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