From: [r--dd--n] at [ttidca.TTI.COM] (John Redden)

Subject: Other Suns # 1



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This is being posted to the net by myself for Niall Shapero.



Others Suns is copyright by Niall Shapero.  This gaming material is

distributed on a shareware basis.  If you do not use the material you

owe the author nothing.  If you do use it please pay him what you

think it is worth at a fair price becasue it took a damn lot of work

to develop and playtest.  The USmail address is:



Niall Shapero

2536 Short Ave

Los Angeles CA 90066

USA



Those of you with modems can dial into his BBS using this phone number:

(213)822-6729



Please email any comments to my electronic mailing address and I will

pass them on to Niall.



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    OTHER SUNS: CHAPTER 1  COPYRIGHT 1982, 1989 by N. C. Shapero



                            INTRODUCTION

  

  WHAT IS ROLE PLAYING

  

       A  role playing game is a game of character  development,  a 

  game  approach that has been likened to improvisational  theater.  

  The  player acts out a role in the world designed by the  Referee 

  just as he might act a role as a character in a play.

  

  WHAT IS THE PURPOSE OF THIS GAME

  

       "Earth  is the cradle of Mankind, but one cannot  remain  in 

  the cradle forever"  -- Tsiolkovskii

  

       OTHER SUNS is a game of exploration and discovery set in the 

  future, when mankind has found new homes on worlds orbiting other 

  suns  far  from  mother Earth.  The player creates  one  or  more 

  characters,  known  as  Adventurers, and plays  them  in  various 

  scenarios designed by the Referee.  The Adventurer has the use of 

  scientific  and  other skills, equipment, and, as a  last  resort 

  (hopefully)  combat.  The Referee has the use of assorted  traps, 

  strange and eldritch creatures, and his own wicked imagination to 

  keep  the Adventurer from his goal within the rules of the  game.  

  A  surviving Adventurer gains experience in scientific and  other 

  skills,  psionics,  and fighting, as well as gaining  money  with 

  which to purchase further training.

  

       The  Adventurer progresses in this way (either  in  military 

  service or in merchant service) until he is so proficient, or has 

  such  an incredible reputation for success, that he comes to  the 

  attention of the High Lords of the Hegemony (either the flag rank 

  officers of the Admiralty if the character is in the military, or 

  one of the merchant princes if he is an interstellar trader).  At 

  this point, he will either be promoted to the command of a  star-

  ship,  or he will receive additional financial backing,  or  some 

  other  form of reward will be offered (depending upon whether  he 

  is in the military, or is in some civilian occupation).

  

       The ultimate goal for the Adventurer is success --  measured 

  in terms of knowledge, prestige, power, position, and money.   In 

  order  to reach that goal, the Adventurer's primary desire is  to 

  stay  alive.   As  a result, combat is to be avoided  if  at  all 

  possible.  For combat is more realistic in this game than in some 

  other  science-fiction  role playing games, and so  is  extremely 

  dangerous.   Glory in battle in OTHER SUNS has been made  an  ex-

  ceedingly dangerous path to recognition, though a path still open 

  to those wishing to risk its dangers.  A far safer, though  still 

  perilous, path to glory for the Adventurer is that of the  inter-

  stellar  explorer.   And it is this path to glory  which  is  the 

  primary goal of the Adventurer in this game.

  

  HOW TO USE THESE RULES

  

       First, read through the rules once in their entirety.   Roll 

  up  a human character.  Next, together with a few friends,  begin 

  play  with  a few simple scenarios, adding the more  exotic  non-

  human  species and the more exotic capabilities (psionics,  other 

  senses)  as  the group's experience with the  mechanics  of  play 

  improves.   Once all features of the game have become  reasonably 

  well  understood by all players, add features of your own  (added 

  technology, equipment, alien races, etc.)

  

  EQUIPMENT NEEDED TO PLAY

  

       Besides this set of rules, OTHER SUNS players will need dice 

  of many shapes for the game.  The mix of dice suggested for  play 

  is as follows:

  

  Type                                              Abbreviation

  

  two pair of 20-sided percentile dice                 1D100

  one 20-sided die marked from 1 to 20                 1D20

  four 12-sided dice                                   1D12

  four 8-sided dice                                    1D8

  four 6-sided dice                                    1D6

  two 4-sided dice                                     1D4

  

       Within these rules, dice will be referred to using the above 

  abbreviations.   Thus, if it is necessary to roll the sum of  two 

  12-sided dice, it will be written as 2D12.  Other die sizes  will 

  occasionally  be required for which there are no regular dice;  a 

  16-sided die (1D16) for example might be needed for a telekinetic 

  attack.   In this particular example, one could roll 1D8 and  1D4 

  and if the 1D4 equaled 1 or 2, read the 1D8 as the value  rolled, 

  and  if the 1D4 roll was 3 or 4, add 8 to the 1D8 roll  (in  much 

  the  same  way that a 1D4 and a 1D10 can be used to  produce  the 

  equivalent  of a 1D20).  Other die rolls desired can be  produced 

  with  other combinations of the above listed dice, or by  rolling 

  the  above dice and either ignoring certain rolls and  rerolling, 

  or  by dividing the roll by some constant and rounding  fractions 

  consistently up or down.  In this way, a 1D7 roll can be produced 

  (roll  1D8  and reroll if an 8 is rolled) or a 1D3  roll  can  be 

  produced from a 1D6 (divide by 2 and round all fractions up).

  



       No  dice are provided with the game; they can  be  purchased 

  from any hobby store or mail order house that sells  role-playing 

  or war games.  1D12 can be simulated by rolling 2D6: if the first 

  D6  roll is 4-6, add 6 to the roll of the second  die,  otherwise 

  add  0  to the roll of the second die.  1D8 can be  simulated  by 

  rolling  1D10  and ignoring and rerolling die rolls of 9  or  10.  

  1D4  can be simulated by rolling 1D6 and ignoring  and  rerolling 

  die rolls of 4 or 5 or alternatively by rolling 2D6 as  described 

  above  to  produce  a 1D12 roll, dividing the result  by  3,  and 

  rounding all fractions up to the next largest whole number.

  

       OTHER  SUNS  does not need a playing  board.   The  player's 

  imagination  provides the stage on which the characters act.   As 

  assistance  in  this drama, the player will  find  the  following 

  items  helpful:  (1)  Paper, (2) Pencils and pens,  (3)  Lead  or 

  plastic figures, (4) a great deal of time, and finally (5) imagi-

  nation (the more, the better).

  

       While  not essential to the play of the game, a simple  four 

  function calculator with square root will greatly reduce the time 

  and effort required for calculations.  



                             BACKGROUND

  

  HISTORY

  

       The  L'Doran Hegemony is a multi-species  multi-star  system 

  government  that developed while the human race was building  the 

  pyramids  in  Egypt.   In the years while  mankind  developed  on 

  Earth,  the myriad races of the Hegemony forged  a  multi-species 

  empire that covered almost a third of the galactic rim.

  

       When  Homo Sapiens went out to the stars in the latter  part 

  of  the twenty-first century, he did so armed to the teeth.   The 

  Hegemony  had and has one real hard rule:  "Thou shalt  not  make 

  war  upon any species of the Hegemony".  When the  Terran  Empire 

  met the L'Doran Hegemony in the fourth century of the Atomic  Era 

  the contact was explosive.

  

       Humanity  humans lost the first Hegemony-Empire War  on  the 

  battlefield, then won it at the peace tables.  A brief period  of 

  peace  followed the first war while the human  leaders  rethought 

  their position in the galaxy and prepared for the next war.

  

       It  is  a tribute to the force of will,  the  strength,  the 

  spirit, and the sheer unmitigated chutzpah of the human race that 

  it  went about preparing, in all seriousness, to take on  practi-

  cally a third of the rest of the galaxy single handed.  What  the 

  heck,  it almost worked!  But though the human race  had  adopted 

  virtually  all of the technological wonders of  their  opponents, 

  and though the humans were by and large better at the bloody game 

  of  mass warfare and killing than the majority of  the  Hegemonic 

  species,  Homo  Sapiens was terribly outnumbered  in  the  second 

  Hegemony-Empire War.

  



       At the end of the war Earth was a radioactive cinder and the 

  Terran  Empire (though not the human race) had been  utterly  de-

  stroyed.   But the Empire was not alone in death.   The  economic 

  stresses and strains imposed by the war did what the human  star-

  ships  had  failed to do.  And the starlanes were clear  of  both 

  Hegemonic and Imperial starships.

  

       In  the ninth century of the Atomic Era, the Hegemony  began 

  to  rebuild and reform as various former member races  reacquired 

  sufficient investment capital and sufficient risk money to  begin 

  building  starships once more.  In the eighteenth century of  the 

  Atomic Era, the L'Doran Hegemony covers one quarter of the galac-

  tic rim.  Human worlds, former Imperial colonies, have joined the 

  Hegemony, and the combined efforts of all races are being direct-

  ed  towards peaceful exploration, expansion, rediscovery  of  old 

  worlds, and the development of new worlds.

  

       In this era of starfaring Drakes and Magellans, in this  era 

  of freebooters, explorers and exploiters of all kinds, the  play-

  ers must make their fortunes.

  

  TECHNOLOGICAL BASE



       The  L'Doran Hegemony is an FTL-starflight  capable  society 

  (FTL = faster than light).  Contragravity drives for normal space 

  and  atmospheric  flight are commonplace.  Power for  all  common 

  needs  is  provided by cheap and efficient total  conversion  de-

  vices.   Privately  owned FTL starships  are  common.   Planetary 

  weather control techniques are well known and planetary engineer-

  ing  to order is an expensive though scientifically trivial  pro-

  ject.   Time travel, and cross-time travel are  possible,  though 

  extremely  difficult (in much the same way that space  travel  is 

  now).

  

  MONETARY BASE

  

       The  unit of exchange in the L'Doran Hegemony is called  the 

  System  Monetary  Unit (or SMU) and is worth  roughly  0.02  troy 

  ounces  of  gold.  The unit of exchange in the Second  Empire  is 

  called  the Mark and is worth roughly 0.025 troy ounces of  gold.  

  Inflation  is a factor of interest only in some  primitive  local 

  economies  --  it is not a factor in the economy  of  either  the 

  Hegemony or the Second Empire.