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19 October 1988 The folowing erata should be noted for 2300 AD. ADVENTURER’S GUIDE ‘On page 54, the statement inthe sidebar denies the BH:21 Com: bat Walker as the frst wales ever produced. That is lncoret. ‘On page 60, the speeds of the First-Line Mutipurpase Fighter should be “koh,” not “raph ‘On page BI, the sidebar concerning Manchuria mentions DM +4 123 a the Eber home system; tis, rather, the Sung home system DIRECTOR'S GUIDE ‘On page 50, under “Fre Combat," note that weapon rate of fe Is the nurber of aed shots or aes fre bursts that a weapon can fre in ‘combat round {inate point), ot combe! turn ‘On page 59. in he “Optional Wound Rules” box of he "Target His dagram, "Arm was not lited. An am hit should glve die moder of +0. (This correction should be made on page 9 ofthe “Play Ald book as well) ‘On pages 60 ard 61, afew chonges should be made fo the combat 2300 AD Errata pw example First, treat Frank as having an FAM.90, not an SK-19, Second. noe that characters with Combat Réleran-3 need a3 10 a cise range (Routine task =6, ~3 for sill, nota 4. Third, when Angele performs a diving blow toward Georgete, Angele rolls 106 ard adds io her Sze x 2, but George (a recehve) should Just add her own Strath and Size together. As long as the resutan fotals are equal, both characters will sufler damage. Fourth, the iniormarion about the potent ight wound tha results or Angela should say "a 4's rolled fr its elect," not a9. Las. Angela's nal sirke atack occurs in ur the, a aanve pont 1 heh i hall of her adutediniaive of 3). Tur sb never occurs, and even if id, Angele would not act unl Initave pola 3 ‘On page 74, he Anjou-cias cargo vese! has life suppor enough for 25 people, not 24 as is indicated In the thd paragraph ‘On page B2, the Kaler X-ray Missile should have 8 Movement of 6, ot ‘On page 87. the fst column of the Lite Zones table should read ‘Lumines, not “Distance Current copies of 2300 AD coniain, as 2 bonus, a ree adventure module, Kafer Dawn, Armor Careers. Character Data Form. Character Generation Character Generation Table. Colonies The Colonies of the Earth Table Equipment History Introduction Map of the American Arm. Map of the Chinese Arm. Map of the French Arm. 82 14 13 6 12 76 85 24 62 4 a1 92 Inside Back Cover The Nations of the Earth Table 86 Near Star Map, ‘Outside Back Cover Political Geography, 70 Skil 18 Technology. 2 Travel Table. 89 Upkeep. 21 Vehicle Data Form 88 Vehicles 56 Weapons. 36 Weapons Data Form. 87 Gow CC-10007R7 Introduction. - . Gncntnineneh ‘Character Generation 6 Character Generation Table Destaatieae Character Data Form. rinse Cate “2 ra Skis sero nkon AB Upkeep =a Technology 22 Equipment oat Weapons... 36 Armor 52 Vehicles 56 Hagel yearn i 62 Polical Geography. SS 70 Colonies. ae : : 6 The Colonies of the Earth Tabi 85 The Nations of the Eath Table... 86 Weapons Data Form. iadietatseporcnmroio dT Vehicle Date Form, erie = mn “Travel Table = tires BO ‘Map of the American Arm, 91 Map of the Chinese Arm. : “92 ‘Map of the French Arm. 3 inside Bock Cover Near Star Map. So euiside Back Cover The 2300 AD Director's Guide includes Aliens, Animal Encounters, The Colonies of the Earth Table, Combat, Combat Ex amples, Combat Resolution Tables, Experience and Renown, Event Resolution, Iniroduction, Map of the American Arm, Map of the Chinese Arm, Map of the Fench Arm, Near Star Map, Non-Player Characters, NPC Data Form, Organizations, Running ‘Adventures, Ship Listings, Space Combat, Star/Worid/Colony Form, Star Travel, Task Resolution Table, Weapons Data Form, World Generation, World Generation Tables, and World Mapping, Copyright©1988 GDW. All rights reserved. Printed in USA, Made in USA. ISBN 0.942580.62-5 12300 AD is GDW's trademark for is scence‘iction roleplaying game set in the 24th century GDW PO Box 1646, Bloomington, Ilinois 61702-1646 USA “There can be no thought of finishing, for ‘aiming atthe stars,’ both literally and figuratively isa problem to occupy generations, so that no matter how much progress one makes, there Is always the thrill of just beginning,” Dr. Robert Goddard (in a letter to H. G. Wells) ‘THE 2300 AD DESIGN STAFF Mare W. Miller. The designe ofthe bestselling Traveller science-fiction role-playing game and many historical and scence fiction Boardgames, including Imperium and Telplanetary. His games have been recognized across he fei specrum of gaming: they have won the Charles Roberts Award, the H.'G. Well Award, the Srategts’ Club ‘Award. andthe Game Designers’ Gull Award. Mare was elected ¥o the Adventure Gaming Hall of Fane in 1981 Frank Chadwick. Designer af he bes! seling Twilight: 2000 role-playing game. Fronk sone of he are! systems designers in modern gains he i responsible for game sstems for mare than 0 tiles, including the Thed World War series, he Assault series, and much of the Europa series. Frank has designed award winners in boardaames, role playin, and miitures. He was elected to The Adkentre Gaming Hall of Fame In 1985, “Timothy B. Brown. Experienced wile, developer, edior, and designe. He worked his way up through the GOW ‘organization, showing his alerts and making himselt indispensible. He natural gravitated to development, where he made his mark on Twilight: 2000 end Traveller oroducts. Lester W. Smith. A relaive newcomer tothe GOW stl, rginaly a pootreader. His wide experience wth RPGs ‘oor led him into design and development, where he has tken ever many dutes connected wth 2300 AD, including the game's revision, The background hsion for 2300 AD was developed aver the course of 1985-86 using a rand soci pica econanic riliaydiplomate simulation known fondly here as The Game. The Rue cour a Nistor depended not on jut one persons ideas of wha he furue would be ike, but on the interaction of many people's ideas—the ones thal survived ‘were the ones that withstood the conflict and diplomacy of The Game. Beginning withthe conduct of World War I pavers manipulated thelr nations on fe- or YOyear turns to bing them othe future of the year 2300, Players in ‘The Game were: Joho Ase (Mesieo, Remania, and Ind). Rich Banner (Ressia, Zimbabwe, and Conoda} Kevin Brown (Cabe, the Utraine, and Ausra) Timothy B. Brown (United Kingdom, Algeria, and Manchuria} Lanny Bute (Venezuela, Nal, Ian, and Angola. John, Harshman (France, Argentina, and Irael) Dr. David MacDonald (Milt Government af the United States, Poland, and Canton, Mace W. Miler (Azania, Japan, Boia, and Egy) Man Renner (Cian Government of the Unied States, Sueden, and Niger) Wayne Roh (Brat, Spain. and Turkey) Loren Wiseman (New America, Germany, and Indonesia) Frank Chadick (refer and hibizing player). SIGNIFICANT CONTRIBUTIONS ‘Adiona help inthe desig, development and production of 2300 AD came from many quarters. They include ‘Loren Wiseman for bac scence fiction conceptalzaiens ond background development Gary Thomas ard Joe Fuge ‘of Digest Group for he Inia ask system design and development; John Harshman for some basic sclence fiction ‘onceptalzatons, Mat Renner and Kevin Brown for character generation systems: Steve Ventes forthe 2300 AD. ogo. equipment sad weapons concepwalzajions, and the box cover painting. Bryan Gibson for vehicle designs; Deb Zeiger forthe Sung, the Xiang, ond the IEX; and Willa H. Keth, 1 for the Kae ‘Antsts contributing fo this game: Mlustations: DJ. Bar, Steve Venters, Liz Daonh, AC. Farley, Brvan Gb son. Tom Petes. Thm Brads! Rob aswel Je Dee; Cover Misraton: A.C. Faiey, Ant Director: abe Prat, Graphic Design and Production: Laurea Obinger, Dana Reacher, James R. Kunz, Kelly Walsh The GDW production staff includes: Tex’ Menage Michele Surgeon, Typeseting: Miche Sturgeon, Kell Walsh, Robhi Gaver: Tex Processing: Tim Ryan, Julla Marin, Chuck Fosse Shena Salamann, Essabetn Dak, Caro er Karen Lumb THE INTELLIGENT RACES == | : LS Bes Introduction ‘The year's 2300 AD—a future that is athe seme time valy diferent rom the 20th century and very much the same “There Is no world government, for example. Individual nations sil rule her oun erties, and they sil ght among themselves. On the other hand, here have ben no nuclear was since ‘World War Il, the Twilight War (during which period the role-playing game Twilight: 2000 'sset), and all nations agree fairly well hat their homeworld cannot again be contaminated with radioactivity. The last 300 yeas have seen humanity's collective wisdom grout, a least in cet fain areas, allowing the world Yo surve, Nourish, and embrace a new age in which humans travel amang the stars and lve on other words. An iteselar hur culture i sti he first stages of blooming Bur new crises eaten, The savage Keer, a allen race from beyond Arcturus, have launched 2 vicious asa on one branch of human colony worlds, An underground soci of anarchists wage 2 war of terrorism on a second branch. And on a third, human colonial expansion has Stagnated in a deed end that scientists labor to breach In order fo open the way o srange and ‘exotic new systems where untold dangers may lurk. Meanwhile, throughout human space, police forces bate incessantly wth smugglers, thieves, and pirates. 2300 AD is a scencesicon roleplaying game set inthe early years ofthe 24th century. Players become characters wha lve In this futurist world, traveling to star systems thatthe Earth has colonized, wang with implacable aliens, bating high tech criminals, exploring new ‘stems, hunting bizarre and dangerous alien animals, or any ofa multitude of other possbites. WHAT IS A ROLE-PLAYING GAME? ‘Arole playing game is 2 game In which a group of pleyers join together and, with the help ‘of a relree, pay through adventures which involve the imagination andthe mental resources ‘of everyone present. n many was, ike living through an adventure novel, pecorming the actions thai make up ts plo, rather than simply reading what someone else has writen It's so ike performing a pay wth only the ouine of a crpt an fling in the cialogue and action {or yoursel. Mest imporanl, is seing in ich you and your ends work together In a word of your imaginations, ceaing shared memories of excitement and adventure that you can cany with you Tor years to come ‘THE ROLE OF THE PLAYER ‘The way In which a player Interacts wih his world of imagination is through a characte. A player charac Is oe tha! he player ats out n much the sae way ha movie o elevision {cor plays 2 role, but withthe adtion ofa se of dtined characterises that determine what skils and capabilies that character has. Roleplaying mears that a player can assume the role ‘ofan individual much diferent then himsell: A smart player can essume the role of @ dum character; a weak player can assume the role of a strong character. A a player acs out the role of his characte, he stves to achieve goals that have been se for that character, usually Set by the player himset. Several layers together form a group in which each character's srenaths and weaknesses interplay with thse of he ether players a5 they cooperate (rfl to cooperate) to reach a shared goa. While a players jb in @ roleplaying game is fo act out he role of his character, a player's responsibilty I o lay that character well and fo have fun while making the game fun forthe cthers involved, including he referee. You can judge for yourself you are succes this because the ether people involved ull want you To come back fr further adventures IF you intend o be a player, you wll need to read through the book you now holdin your hands. explains how fo create acharcler and the basics of what you should know abou! the universe your character lives in. No all of ths book needs Yo be read af once, however ist leary how to create a character ota wit, and reed the other mae 3s you have the me and terest. Some players may want fo read potions ofthe Director's Guide as wel norder to gain 2 fll understanding of how the rules work. But remember that the referee Is the final arbiter in any rules dispute and even holds the power to countermand the rules necessary Jo ensure that play proceeds smoothly and enjoyably. ‘THE REFEREE'S TASK The refer i really ust a special type of role player. Instead of acting the part of one character, as a player does, the referee acs out the pars ofall the characters that the player characters meet in their edventures. These characters are typically called non-player characters, or NPCs for hon, to dsinguish ther from player characters (sometimes abbreviated to PCs). The releree keeps rack of what is happening in the universe outside of the players’ view and setles any questions of rules during play, The referee also has the responsibility of making play flow so that everyone involved has as much fun as possible. A referee can judge how wel he is doing his job by how his players act after an adventure. If vhey are eager to come back for further sessions, that referee is a success, ‘As you can see, the referee must bea very resourcetul person. The reerge must know everyting the players know and then some. Consequently, the releree must be familar wih the content ‘ofthe Adventurer’s Guid, but in order to aid him in his task, another book, the Direcor’s Guide is included in this game as well. The game rules are more fully explained in that book, and Instucion and advice are also given there fo prepare the relewee for play MATERIALS NEEDED FOR PLAY ‘There are few requiremen’s for playing 2300 AD. You will of course, need a copy of the ‘game. Next, decide who will become the referee: the others willbe players. Players will need Photocopies of player-character forms on which to list characteristics, skls, and equipment. A ‘number of pencis and dice would be helpful, as well as blank paper on which to sketch maps, write notes, and the lke. ‘Some groups aso use miniature figures fo represent thelr characters on maps or miniature ferrin, but these are not strictly necessary It simply depends upon the sivle of play your group develops. Snacks and drinks are highly recommended. Role-playing sessions are socal events much lke pares, and they usually fake atleast a couple of hours, Having something to snack on elas make for the sort of relaxed atmosphere desired. Finally, the releree will need to have an adventure prepered. The Director's Guide explains how to do this THE MOST IMPORTANT RULE Regardless of the dell and realism you want to put into your play, remember that it's game, end you are supposed to have fun. We have bull @ universe where we can all ploy, with a ‘hopeful outlook forthe future ‘of mankind, bt nevertheless loaded with adventure and inrigue—the world of 2300 AD. Enjoy! READING THE DICE Tuo types of dice are in cluded with the game: a 10-sided die and four sh ‘Sided dice. They wil auays bbe refered to inthe rules in 2 ype of shorthand notation that makes them very vsible for reference during play The 10-sided de is referred foas 1D10:the I being how ‘many are rolled the D being ‘an abbreviation for “dle,” and the 10 being the ‘number of sides. To read a roll of 1D10, simply look at the number on the top face when it stops rolling. Simi ly, 3D6 means roll tree sx- sided dice and add the resus together. Sometimes a nota {ion wil Include a nuraber to bbe added to or subracied ‘fom the final tora. For ex ample, 1010+ 4 means roll ‘one J0-sided die and add four to the result; 206-2 ‘means roll two six-sided ce, add them together, and sub tract two from the result. Character Generation Every 2300 AD player participates in the game through his character. Where the player is ‘he actor nthe drama of the game, the character i he pan, iterally the role inthe role- plying ‘game. And like roles in drama, the player and the character can be very diferent, Characters are generated witha degree of randomness in order to make each new one unique and interesting. However, the procedure of character generation is under the direction of the player himsell, and the player's decisions shape the abliies and the sills that he character has, For those who do not like to randomly generate characteristics, a point-based system is also Included atthe end of this chapter. AY each step during the character generation process, the player may decide to use either systern ‘Overview: Character generation is conducted by the player in a seties of steps. ‘A homeworld is determined, which in turn determines the character's background and the araviy level in which he grew up. ‘The player determines a basic body type for the character from a selection of four builds. Physical and psychological atibutes (numerical values) are generated using dice and various modifications The player selects a career field and determines how long the characer spends ini. The ime spent in the career determines a quanity of career points, which can be spent 10 acquire skills for the character. IN is possible to change careers once during the process. At the end of carger resolution, the player determines several secondary charactersis, In cluding age, birthplace, mass, nationality, and nafve language. Characters in 2300 AD are defined using a series of atributes and skls, normally defined in numerical form. The exceptions to this general rule are the various background attributes, ‘consisting of homeworld background and body type. Homeworld background is defined as Core ‘or Frontier world and the grat type. Body type, described more completely below, is single word defintion ofthe character's overall physical structure. The eight other basic aributes are divided into two distinct categories: physical and psychological. There are four physical atbutes— size, strength, dexeily, and physical endurance. There are also four psychological atibutes— determination, inteligence, eloquence, and education For ease in generating characters, a characte data record is provided, both at the end of this chapler and inthe forms booklet: once generation is complete, the data i ecorded on the character data record, CHARACTER BACKGROUND The first background determination that must be made for a character is the deliniion of his homeworld. The choice of homeworld determines the gravity type fo which the character is ac ccusiomed, as well as what kinds of background skills he will have. Homeworld wil also help determine the character's nationality and language Homeworld “There are fwo broad categories of homeworlds—Core and Frontier, Core worlds are those ‘worlds a the center and hulb of human cilization. People from this background will generally have had access to better educational facilites and be beter versed in urban situations. Frontier worlds represent hose worlds on the edge of explored space. People from this background wil have had more exposure fo the survival type of actives encountered on these more primitive worlds, ‘A character's homeworld also determines what gravity ype that character developed in, Gravy Iype is vided into four headings: high (1.4 G or more), normal (les than 1.4 CG but greater than 0.8 G), low (0.8 G to 0.8), and zero-G (anything less than 0.4 G), A character from the Core can choose either normal or zero:G. One from the Frontier can choose from any ofthe four categories. Gravity type limits body type choice, as wll as determining a character's physical performance in diferent gravitational environments Inhabited worlds in 2300 AD are listed in the Earth's Colonies chart on page B6 by str, world name, importance (homeworld, colony, enclave, or eutpos!}, nationality, year established, ‘and gravity ype. Earth and Trane (Alpha Ceniaur) are Core worlds; all thers are Frontier Worlds. Allo this information will be of help to the player when creating a character. To determine a character's homeworld classification and gravity type, roll 1D10 neice and ‘consult the Homeworld table on the Character Generation chart. The firs rll will determine Core or Frontier, and the second wil indicate gravity type Body Type “The creating player must determine which of four diferent categories of body type applies to his character, These body types are very general descriptions of human physical makeup, and are termed mesomorph, ectomorph, endomorph, and riormal, Mesomorph: A mesomorph tends foward being very muscular and husky. Mesomorphs will be quite strong, but usually make up for this with a slight deiciency in physical dexteriy. The ‘generally tall and wide stature of a mesomorph makes him especially adept at such tasks as iting and threatening, but unacceptable as aircraft pilots and many other space. air and ground vehicle operations. Ectomorph: The opposite ofa mesomorph, an ectomorph tends toward being tal and slender, possessing very slight muscle mass. Ectomorphic indwviduals are usualy quite agile, able 10 manewver themselves and manipulate objects wth great skill. Typical professions for ectomarphs Include starship personnel, engineers and mechanics Endomorph: Endomorphs are short and stocky, often possessed of increased constution, though atthe expense of dexterity, Endomorphs display great physical endurance and are able to put their bulk and size to good use. Endomorphs do not do well in the confines of space and air vehicles, but are quite adept at mast other tasks. However, since endomorphis suffer less [ram the effects of extene gravity and acceleration than other body types, they do at times. make excellent fighter pilots. "Normal: A normal individual is just that, He Is average in all respects, and can be expected to perform nearly every task with some degree of success. Body type is partly dependent upon the homeworld gravity type chosen above, A character from a zeroG environment can be an Ectomorph or Normal. One from 2 low gravity world can be an Ectomorph, Normal, or a Mesomorph. A cheracier from a heavy gravity world can be Normal, an Endomorph, or a Mesomorph. A normal gravity world will allow the character to choose from all four body types. JASON ANDERSSON Jason Andersson wil serve as an example of the creation ‘of a pica player character Before iniiol generation described on these two pages begins, Jason's player hhas already decided upon Jason's name. He then goes '0n fo rol for his homeworld type: An initial roll of 8 ‘means that lason is from @ Frontier word; a subsequent roll of 4 means that his homeworld is LowG. ‘Now Jason's player rolls for body ype. A rol of 3 In dicates that he is an e- tomorph. The player could just as well have simply chosen Jason’s homeworld ‘and body type, rolled forthe homeworld and chosen the ‘body type, or vice versa ‘On the next pages. Jason's other attnbures and skills wil be determined. JASON ANDERSSON Using the example of Jason Andersson again, we proceed fo generate his af- Inbutes and skis. Rolling dice for his physical at Inbues, we roll Jason @ 15 for size, a 12 for dexterity, ‘and an 8 for endurance. His ‘strength Is therefore 3. 13: Size 15, ~2 for his ectomor: DBhic body type. Jason's dex- tery and endurance are also ‘madiied by his body type, ‘ging hima final dexiery of 15 (12+3) and 2 final en- durance of 8 (8:+0) Rolling for his psycho- logical atibutes, we geta 14 for determination, 3 10 for Inteligence, an 11 for elo ‘quence, and an 8 for educa tion, The Education Modi- fers table gives adjustments (of + 2for determination and +0/or intelligence, yielding 4 final education of 10. Knowing that we can reroll ‘one physical and one psy chological atiibute, we decide to reroll Jason's en durance and his eloquence. We rall a 7 for endurance and opt 1 keep the original roll of 8: but for eloquence, we roll a 13 and keep it in- stead of the original roll of 11 Jason has 5 background still points (his education of 10 divided by 2), and we decide o spend I on Com- boat Rifleman (bringing it to Tee! 0), 3 0n P-suit (bring- {ng it to level 2), and 1 on ‘Metee (giving him level). (Continued) CHARACTER ATTRIBUTES: Character attributes are divided into. two main types: physical and psychological Physical Attributes Prysicalatibutes ae size, strength, dexerity, and endurance, ranging in vale Irom 1 to 20. (A 4D6~4 roll produces a range of 016 20, Disregard 0 and rll again) ‘Size: Throw 4D6~4 fr size. Ths gives the bulk ofthe individual relave to his bod type ‘Amesomorph or endomarph wil mass more than an eciomerph fall have the same size number ‘Strength: Siength is determined using size plus the value korn the Physical Atributs lable {or body type. A size 12 mesomorph will hve a srengihatrbue of 16 (12+) Dexterity: Roi 4D6 ~4 and add any value for body type trom the Physical Arbus table For example, an endomorphic character roling 6 would have 5 (61) for dexter Endurance: Roll 406-4 and add any modifier for body type rom the Physical Aibutes table An endomorphic character rling 9 would have 12 (93) fr his endurance atibue Psychological Attributes Psychological tributes reflect a character's mental abilties. They range in value from 1 10 20, Determination: Perhaos the single most important psychological aiibute. determination ic generated using 4D6~4. There are no modiliers for determination Intelligence: Intelligence js rolled with 4D6~4, There are no modifiers fo inteligence Eloquence: The ability to communicate one's ideas by a variety of media, eloquence is deer mined by rolling 4D6~4, There are no modifiers for eloquence, Education: Education is rolled using 4D6~4 and Is modified by the Education Modtiers table. For example, an inieligence of 16 would modify education by +4, and a determination ‘of 8 would modity't by ~2, yielding a total change of +2. in this case, an education rol of 7 would be adjusted to 9 (7 + +2). Education isnot a strict equivalence tothe amount of time spent in school; very motivated people (high determination) and ver inelgent people get mare cut of the educational process than do others. Finalizing Attributes Once atiibutes have been generated, they must be finalized Rerolling Attributes: The random luck othe die may generate some disappointing numbers, but a few reals are allowed. Alter al eight atibutes have been generated, he player may rerll any one physical and any one psychological afibute. Eiher the new number or the old may be kept. Note that strength cannot be rerolled but will change if size changes. Rerolled atrbutes may change the modifiers to other atributes.. Filling in Strength and Dexterity: Once the value has been established forthe gravity ofthe character's homeworld, sirength and dexlery numbers must be filled out forthe other gravity types. This is accomplished by using the Gravity table onthe Character Generation chart SKILLS Beyond their basic atributes, characters will have a variety of skis. Skills are used when characters are called upon to perform tasks and resolve problems. In 2300 AD, skills are represented by a number from 0 10 10, with O indicating only a bare familiarization with a par ficular area and 10 representing extreme proficiency inthe area in question. Characters with no rating tall for a skill may sill atempt to perform tasks requiring that sil, but i is more dificult to succeed, (The releree will explain how skils work when the time comes.) Skill Purchase Characters buy skills using skill points that they recelve during their careers and training ‘Background skls are purchased using points provided by education—the number of backaround stil points a character has equals his education divided by two (tound fractions up). Career sks {are purchased using points provided by the character's career; one point Is received fr each ‘year spent in the career (but this is modlied by the character's determination and infeigence). Skill levels are bought independently, and each requires the previous level as a prerequisite For example, a character must have Unarmed Combat-2 before he can buy Unarmed Comibat3 Background Skills Background skil points equal the characer’s education divided by two (round fractions up) CCharacers from Core worlds can spend the points on any Core skills; characters fram Frontier worlds can spend them on any Frontier skill. Points not spent are lost; they cannot be applied to other skills. (Referees may permit players fo spend career skil points on background skills) Each shi level costs one half its rating in background skil points (round fractions up). For ex: ample, o go from Melee-4 fo Melee:5 cos three poinis (ive divided by two equals two and 2 hall, rounded up to three). Rounding up also means that skill level O costs 1 skill point Career Skills Career sls are purchased by a character who is pursuing a spectic career. Each career descrip- ‘ion lists the skills that can be learned in that carer, plus restrictions on acquisition of those skills. Initial Training: When a characer fist enters a career, he undergoes intial training and 1s provided skill points to use on specified shils. These skill points must be spent immediately ‘on the sills indicated. They may not be spent on other skills, and i they are not used a this time, they are los. In effect, nial training rases skill levels toa minimum level, bu rarely higher. Further Training: A career is divided into a series of periods, each separated from the next by a turning point. When a turning point is reached, avalable career skil points are counted and must then be spent on career skils A character recelves one career sill point for each year since beginning the career or since the last turning point Ifthe sum of inkeligence and determination is less than 10, reduce the career sill points by 2 (bu never to less than 1). Ifthe sum of inieligence and determination 's greater than 30, increase the career skil points by 2. ‘The Careers chapter lists skls as either primary fo a career or related to it. Skill not men: fioned are unrelated skills. Primary skills represent those sklls that make up the lion's share cof a career Related stills are those skils that are more auxiliary in nature, but sill useful fo a career. Unrelated skills ae all other skills. Primary skills are purchased at the same cost as background sills: one half ofthe skil level, rounded up, Related skils cost twice that: Cost is equal to the skil level. Unrelated skills cost thvee times as much as primary skils: Cost fs equal to one and half imes the skil level, round: ed up. For example, to go from Computer to Computer5, purchased as an unrelated skill, would cost 8 points (5%1.5=7.5, rounded up 10 8) ‘Turning Points ‘Turing points occur every 1D10 years during a character's career. Upon starting a career, the player throws 1D10 to discover the number of years spent inthe career unl the fist turning point, That number for years equals the number of skil points thal are avaliable for skill pur ‘chase (modtied by inteligence and determination, remember). Once the skils have been boucht the turning point must be resolved, This isa task, as given in the sidebar, (Your referee will explain how to roll tasks). ‘Successfully passing a turning point allows the character to continue inthe career; allure forces the characier to end the career and end character generation, Each turning point after the second becomes successively more dificult. The fist and second ‘are easy the thirds routine, the fourth is dificult, the fifths formidable, and the sith is imposst bile, No character can pass the sith turning point ‘Alter each turning point is passed, the character rolls 1D10 to determine the number of years Until the next turning point Skill points are counted and spent, and the task of passing the next turing point is undertaken. Career Changes: A character can change careers once in lifetime. The individual must successully pass & turning point. He can then state that he is slarting a new career, selec it, and begin is inal taining. ‘A character who has failed to pass a turning point cannot select a new career. Final Career: Whatever career a character isn when he finally fils to pass a turning point Js considered the character's career during play from then on. This does not mean that during {an adventure a character In space miltay cannot hire on as a colonial froubleshooter; it does "mean that for purposes of classcaion and experience, the characteris a specialist n space military Now we choose 2 career for Jason—Iroubleshootr. Initial training gives him 1 skill point in Combat Fileman (rasing it to level 1), 1 pointin Sear (bring ing it to level 0), 3 points in Melee (raising it to. level 2-the last point is not ‘enough to ras it higher, so itis lst), 2 points in Sree wise (bringing it 0 level 1), 1 point in Survival bringing 4 t0 level 0), 1 point in Steath (giving him level 0), and 2 points in P-sut (ais ing i 10 level 3). We roll for Jason's length of service and get 2 5. Ths ‘ako how many kil points he gets. We spend 3 on Information-gathering, 2 primary skill for his career (bringing it 10 level 2), and 2 points on Pio, a related sil (bringing it to level 0, as related skills cost twice ora) Jason has reached his fist turning point When we rl we find that he passes it and wwe decide 0 have him change careers to indepen: dent Trader. He goes ‘through initia raining inthis career, gaining some new skils, and we roll a 7 for ‘ears unl his next turning Doint which gives us 7 more points to spend on skis. By now you ge he idea of how they are spent. When we oll for Jason's. next turning point, he fails and we roll supericial damage on the ‘Mishap table, Jason has had 2 minor accident, ending his Career with the company that Trained him, ands ready for the final steps of character creation on the nest pages Task: To pass the frst turing point: Simple, Deter- ‘mination. Instant JASON ANDERSSON [Now that we have finished determining Jason's. basic characteristics and skis, we will determine his other atributes. Jason’s mass is 75 kilograms, figured. from 50+(3%size)~20 flor an fectomorph. Also, his con- sciousness level is his mass divided by 20, which equals 3, and his he evel 7, his ‘mass divided by 10. Jason can carry 54 ‘ilograms in normal gravity without being encumbered (double his size of 15 plus bis strength of 12). He can throw a one-hilogram object a distance In meters of eight times his strength, or 96 meters. For his. coolness under fie, we rol a 5, un= ‘moditied by his nonmiltary For homeworld, we decide ‘upon Rho Eriden, 2 lows colony werld well out on the Chinese Arm. We notice from the fable that Bavari, the Inca Republic, and Texas all have major colonies there—we decide 10 make him Bavarian, making his native languege German. Since he hada stint. as an In dependent Trader, a. Mer- cantle carer, he also knows the English language. (Coninued,) FINALIZING THE CHARACTER When 2 player decides fo terminate character generation (by choice, or because a turning point was not successully passed), the character can then be finalized. The following secondary attributes can then be fled out Mass: A character's mass in kilograms is figured by muliphing his size by 3, adding 50, and applying the fliouing final modes: Mesomarph +35, Ectomorph ~ 20, Endomorph +20, Normal +0, Consciousness and Life Levels: Consciousness level fora character is equal his mass ‘vide by 20 (ound results down}; fe level i equa fo his mass divided by 10 {round resuls down) Encumbrance: A character has a carving capacity, In ilograms, of twice the sum of his size and srength “Throw lange: A character can throw a one kilogram objet a dstnce, in meters, of eight fies his stenath ‘Coolness Under Fite: A character's coolness under fire ts equal tothe roll of 1D6, +1 {or each turning point passe in arity, law enforcemeny, field agent, oF exraleal carer. ‘Homeworld, Nationality, and Languages Known: A characters homeweridis, ofcourse chosen eat during characer generation inorder to define the characters bod type. Theol may now selec! as the characters nationally any hurnan national presen’ on the character's homeworld. Th wil alo determine the characie’s naive language. (Languages ae listed by ration on the Nations af Earth chart on page 87) I the character has been in 9 Government and Civlan career, he wil also know French. It he has been in a Mercantile, Space Miltary, Exploratory, or Ship Crew career, he will aso now English. A characer in an Academic career ‘e's one other language of choice Linguistics kil provides n alton language pe sil level Eyesight, Hearing, and Appearance: Eyesight, hearing, and appearance are each rolled ‘on the Secondary Afributes table of the Character Generation chart "Age: A character's age equal his lng of ime spent in careers, plus 18. Add one year i the characer changed carers Money: Upon mustering out of any career, a character receives an amount of money based ‘on years in service. Add all the years spent in service, and multiply by Lv 1000, Ths the amount ‘of money that he choracter begins the game wih. This money may be used io purchase equip ment, subject tothe reere’s approvel EXPERIENCE As a character lives his life in 2300 AD, he can gain experience at what he does. This is reflected inthe accumulation of experience points. Aer an adventure, or in some cases, at some point during it, the releree may award experience points to a character. These points can be spent by the player to increase his characters sls, or lo learn mew ones. Increasing Skills: It cosis, in experience points, twice as much to raise @ sil as it di in career skill points during character creation. In other words, 10 raise @ primary skil (hich in ‘ludes initial training sil, for purposes of experience points) one level costs @ number of ex perience points equal othe new level. For example, it would cost seven poin's to aise a primary Skil rom level 6 to level 7. Each related skill costs twice this much, i. I would cost 14 points to rae a kil ror level 6 to level 7. Each unrelated skl costs three times as much, so it would take 21 experience poinis to raise @ level 6 skill to level 7 Learning New Skills: Any res skill, in other words one that a character has no sil level for, can be learned by receiving raining, by reading instructional materials, by recelving tutoring from another character who knows the skll, or by trial and error. Receiving training isthe easiest way of the three. To receive taining ina skill the character does not know, he must find and enter an oficial raining program. A character involved in 3 training program wil not be avaiable for adventuring fora period of time. The referee will ex plain where such programs can be found, what the monetary cost is, and how long they las ‘The experience point cost for learning a new skill by training is one half (rounded up) what i would normally cost ar example, a related ski raised from level 6 10 level 7 would only cost four points rather than sever), and the character can learn any number of skil levels by this ‘method (at further costs in time and money, of course) When learning a new skill by using instructional materials, a character must fist find the materials, The reeree wil explain how this is dane, The experience point cost for learning such 2 ski o level 0 is five points. ‘A character who is being tutored also pays fve experience points to gain a skill level 0 in a new skl. The referee wil explain when and how such tuforing can be performed during the role-playing campaign. ‘A characier who wishes 1 lear a skil by tral and error does so by afempting tasks relating to that skill during an adventure. The referee will explain paricuars, but the player should note that in most cases its hazardous for a character fo atempt to do something for which he has no skill. Experience point cost for gaining a level O in 2 new skill in this way is four points. ‘Alter level 0 has been learned in any fashion, the character may increase levels wth that skill at the normal experience point cost Increasing Coolness Under Fire: If he eleree allows, a characier’s coolness under tre ‘can be increased by use of experience points. Usually this wil be allowed if characters have heen experiencing combat in their adventures, Coolness under fire is ahvays considered any unrelated skil for purposes of fiquring experience point cass. The maximum coolness under fire rating for any character is 10, RENOWN (On occasion, the referee may award a character Renown points forthe fame or infamy that ‘character may have gained as the result of an adventure, These points can work as modiers, (ciher postive or negative, depending upon the situation) 0 ask rolls involving interaction with nomplayer characters For example, if he player character has become famous as a phojojournalist because of his ‘work on a wellknown documentary concerning the esearch station at Arcturus, itll be easier for him to gain inerviews with anyone who enjoys publicity, but harder to meet wih those who do not. A politician running for reelection might be very ulling 10 speak tothe plaer character, while @ corrupt politician will avoid hen Renown points would be used as a modifier to the rll versus the tsk fo gain an interview swith each. In the first case, renown points would bea positive moaifer tothe rol in the second, ‘case, they would be a negative modifier The awarding and use of renown point your referee, CHARACTER GENERATION: THE POINT-BASED SYSTEM For players who wish to use it, his point-ased system Is provided Initial Characteristics: player may he wishes, simply choose his character's homeworld type (Core or Frontier), gray ype (high, norma low, or zr), en bod type (ecomorph, ‘endemorph, mesomorph, or normal) rather than tolling for them, provided ha he guidelines

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