Sunday, October 23, 2016

This adventure is the first to be run in the Policenauts series. Sorry, it is not formatted according to GURPS guidelines.

Feud On Hallister
A Policenauts Adventure

A man was shot on planet Hallister. Now the bros of the man who was shot and the man doing the shooting are up in arms against one another. The Policenauts are called out to Hallister to defuse the brewing feud and bring justice to the frontier world.

A desolate world with no significant atmosphere. The planet has been primarily a mining site for years, now with plenty of empty mines, the space is used to grow artificial meat. The planet is politically independent, and a signatory to several interplanetary treaties, including the Policenauts charter. This is the first murder since the charter came into effect here.

Gravity: 1G (more or less)
Distance from Veralta: 110 light years (59 travel hours).
Atmosphere: standard pressure, sulfuric, moderately toxic, suffocating.
Temperature: -50 to 20 degrees C.
Geology: active, many volcanic zones. Good magnetic field.
Natural resources: Mineral rich soil, heavy metals and radioactives.
Water: scarce, rare sulfuric snow.
Population: 6000 or so.
One major settlement of 4000 people: Hallister Town.

Stanley Earthman has shot Eddie Dawson for selling his sister Stella Earthman a fix of drugs that killed her. Stanley is a prospector who worked for Hallister's miners, while Eddie was one of the world's food producers. The miners and food producers are at odds with one another for a number of reasons and are barely keeping away from clashing with one another. This shooting has brought them dangerously closer to a fight.

Stanley shot Eddie. He's a prospector who is exploring several claims he has around Hallister. His claims are registered with the Land Management Office in the Government Building. Stanley's homestead is 100 km out of town, where he lives with his elderly father Stan Sr. and two surviving sisters Ella and Allie.

Stanley Earthman has brown skin and curly black hair, and black eyes. He is angry and independent, even by miner standards. If the Policenauts somehow manage to gain the trust of the miners, they will confide that Stanley was often an advocate for the most violent action.

Eddie was shot by Stanley. He worked in the Chicken Matrix raising cube chickens for food export. He also had a byline in drug dealing. He lived in Private Residence # 15. His monthly wage was $5,000, but he had $175,000 stashed in offworld accounts after 2 years working. Hm.

He had no family on Hallister, but had a girlfriend, Jilly Hong, who burnt out on the first liner.

Eddie's girlfriend. After Eddie got shot she liquidated as much cash as possible ($15K), flushed whatever drugs she could get ahold of, and left on the first liner off of Hallister to Walker's Wrecker. She wasn't involved in dealing with Eddie's suppliers, but assisted him in selling. She has family on Hallister who had warned her about getting involved with Eddie. Walker's Wrecker is a planetoid

Eddie was involved with the Cosma Nostra, the interstellar mafia. He was working for Ghengis Garcia. He worked as a distributor for drugs, weapons, and other illicit goods being shipped through Hallister. He also used his facilities as a chicken packer to put drugs into tins. As a byline he sold on Hallister through his girlfriend. Eddie had some goods stashed in his home, most in the starport warehouse.

The leader of the two officers on duty on Hallister has easily figured out that Stanley shot Eddie. However, in the days since he has been more busy trying to keep the two factions from going to war than trying to catch anybody. That's why he has called for backup.

Officer Blake Avery is his second. However, he is related to a miner family, so has been put on leave for the duration of the situation.

The chief executive of Hallister. The first executive that doesn't come from either the miners or foodies, but from the burgeoning service class.

Locally known to others as the Chicken Matrix. A cave full of chickens in boxes, each wired with a VR set to simulate free range (virtually farm raised!) to keep them happy and make better meat. It takes two months to go from eggs to pollo ranchero. The chickens are packed and sent to markets, mostly offworld, in several ways. Many are sealed in a resin that washes off before cooking, more is sealed in cans. Eddie worked in the canning operation.

Eddie's boss notes that he fell behind on getting the chicken canned, but he always stayed late to get his orders filled. Eddie was actually spending the extra time to pack some cans with unauthorized giblets. Co-worker Jenni says Eddie canned chicken as fast as anyone. Supervisor Kenny knew a little about the operation and was paid off $1K a month to supply cans and not say anything.

There are traces of drugs on the packing equipment, but not enough to trigger customs. There are more traces in the incinerator. There are also two reels of can labels that are being used. One is slightly misprinted. There are several spools of misprint labels at Eddie's home.
  • Boss: Sanders Barnham
  • Supervisor: Kenny Aoshima
  • Co-worker: Jenni Walters

There is a shipment of chicken canned by Eddie being taken to a waiting ship, the Braver Than You Thought, that is imminently launching for planet Kappa. The misprinted cans contain drugs. This shipment and many others in the past are being sent to Kappa Food Distribution.
  • BTYT Captain: Barnaby Lucas
  • BTYT Load Master: Rufus O'Rielly

People of the Food Producer's Union have gathered a posse and have bought an all-terrain vehicle called a HESTER, a Hostile Environment Squad Transporter. They have bought it in the name of the Veralta Exoplanet Research Academy. VERA, of course has no idea. At any rate, they're fitting out the HESTER and are going to roll out to Earthman's homestead, once they figure out where it is, and they're going to lynch him. The posse is unaware of Eddie's illicit activities.

There are about 500 miners on Hallister, supporting twice as many dependents. The miners are mining heavy metals and radioactives, not commonly available on asteroids.

The miners believe Stanley should be punished, but as he is one of their own, his punishment should be on their own terms. They resent outsiders coming in and trying to enforce their justice on them. This includes the Policenauts. Dozens of miners from around the world are gathering in Hallister Town to prepare for a fight with the foodies. The miner's official HQ is the Miner's Guild, but the HQ for the most radical element is a bar named “The Green Nugget”.

If the Policenauts go to the Green Nugget asking questions, they better get ready for a fight.

If the Foodie's Posse sets out, several miner's vehicles will pursue and try to block them. A fight is likely to ensue.

The Miners' Guild is going to be uncooperative without actually being hostile. They will resist giving away the location of Earthman's homestead. They will not do so without a warrant from the Administrator (or an adequate threat which will be protested). They will “suggest” that they go talk to Earthman's supervisor, Deek Halbane over at the Green Nugget, where they hope they will get their asses beat.
  • Guild Chief: Rodger Dimmitt
  • Secretary: Bethany Dimmitt (Rodger's daughter)
  • Prospector Supervisor: Deek Halbane

Earthman's homestead is defended by Earthman himself, his father, older sister Ella, and four friends.
  • Stanley Earthman, Sr: Operates the Gatling Laser on the hillside. 73 years old, med-brown skin, white hair & beard, some black hair. 9/9/12/9, reduced Move 3, BW pistol and rifle 12, gunnery bw 13, brawling 12, mostly clean criminal record, weapons charge on Hearne Station, served in Herne Station security force, earned 2 bravery medals. BA engineering-materials. Heavy laser pistol, DR 20 vaccy.
  • Stanley Earthman Jr: 45 yo, black hair and eyes, some white hair. No criminal or military record. Heavy blast pistol 14, gunnery bw 13 squad blaster, karate 13 wrench limb, neck snap. Bad Temper. Dr 40 vaccy. 13/13/12/12.
  • Ella Earthman: 47 yo, black hair with a broad gray streak. Blaster Pistol 11, 9/12/12/10. DR 2 skinsuit.
  • Albert “Al” Livingstone: 38 yo white male, overweight brown hair and eyes. 13/9/11/9. Blaster rifle 15, brawling 14, DR 30 armor
  • Josef Sigorski: 27 yo white male, military h2h 16, laser pistol 16 13/14/12/12, dr 20 armor
  • Roscoe Jones: 61 yo black male, gauss rifle 13, dr 10 armor, brawl 12 12/10/10/10
  • Gary Sancho: 54 yo hispanic male, blast rifle 13, dr 40 armor, brawl 13 14/12/10/12 awol from Herne Station security.


TL 11; Dam: 7d(3) burn; Acc: 18; Range: 8000/24000; Wt: 70/Dp; RoF: 10; Shots: 45(5) or 450(5) using E cell; ST: 16M; Bulk: -8; Rcl: 1; Cost: $60,000; LC: 1

Wednesday, September 21, 2016

Random Mob Person Table (GURPS)
When you do battle, are all of your opponents of the same ability with the same skills and hit points? Or are they facing a realistic mob full of opponents of varying ability? Perhaps the first option works when fighting clone armies, but most crowds are different. Obviously creating every character in a mob is a time-consuming, unrewarding, and unnecessary task. Fortunately, you can use this table to define several types of individual within the mob, with a modifier according to the type of mob the players are encountering. A mob of United States Marines will certainly be more challenging than a bunch of angry elementary school children.

The GM should have an idea of the type of mob that the players are encountering, for example angry villagers or an orc horde. For an individual in a mob that need more specific information, roll 1d6 and add the Mob Type Modifier for the type of mob being encountered. For example, a martial artist PC encounters four members of a street gang and engages with the closest guy to his left. He rolls a “3”, and since the street gang has a modifier of +2, he ends up with a “5”, an able opponent.

Individual Ability
1 Pathetic
2 Unfit
3 Weak
4 Ordinary
5 Able
6 Tough
7 Talented
8 Trained
9 Veteran
10 Skilled
11 Elite
12 Master

Mob Type Modifier
+0 School children, laboratory scientists
+1 Cloistered church clerics, juvenile gang
+2 Street gang, conscript soldiers, deputized posse
+3 Angry villagers, green troops, small town police, factory workers, biker gang
+4 Bouncers, orc horde, trained soldiers, state troopers, riot squad
+5 Elite soldiers, marines, royal guards, low-level Dungeon Fantasy party
+6 Mystical training, shaolin temple

Pathetic: Unable to effectively fight, provides at best a distraction. HP 6; ST 6; DX 8; HT 8; Move 2; incompetent at all combat skills, punches at DX 7; kicks at 6; Knife and most missile weapons: 3; Bow and most missile weapons: 2. Prefers melee combat, will All-Out Attack at first, then All-Out Defense thereafter.
Unfit: Crippled, young, or badly out of shape. At a disadvantage in battle. HP 8; ST 8; DX 8; HT 8; Move 3; punches at 8; kicks at 6; Knife and most missile weapons: 4; Most other weapons and bow: 5; all weapons default. Behaves as Pathetic above, unless he has a clear shot without retaliation. Prefers to have a ranged weapon if given the option.
Weak: A person unused to physical effort. HP 8; ST 8; DX 10; HT 10; Move 4; punch at 10; kick: 8; knife and missile weapon: 6; most other melee weapons and bow: 5; Guns or Beam Weapons: 6. Fights as Unfit above. Also prefers to have a ranged weapon.
Ordinary: An ordinary person without any fighting background. HP 10; ST 10; DX 10; HT 10; Move 5; punches at 10, kicks at DX 8; knife and most missile weapons: 6; most melee weapons and bows: 5; All-Out Defense or All-Out Attack as the opportunity arises.
Able: An untrained person who has good physical potential. HP 12; ST 12; DX 12; HT 10; Move 6; punch: 12; kick: 10; knife and most missile weapons: 8; most melee weapons and bows: 7. Fights as Ordinary above.
Tough: Lacking formal training, but has muscle and is used to using his fists. HP 14; ST 14; DX 10; HT 12; Move 6; Brawling: 11; Knife: 11; most missile weapons: 6; preferred melee weapon (usually Broadsword): 10; most other melee weapons: 5. Favors melee with All- Out Attack (Strong).
Talented: An untrained individual with unexceptional abilities but a natural knack at a fighting skill. HP 10; ST 10; DX 12; HT 10; Move 5; most skills as Able above, but 1 of either (Easy): 14; or (Average): 13. May choose Brawling, Karate, Wrestling, or Judo.
Trained: A person with basic military training. HT 12; ST 12; DX 10; HT 10; Move 5; for common combat skills he'd be trained with, all Easy skills: 10; all Average skills: 9. May choose 1 punching skill and one grappling skill.
Veteran: A fighter with experience in the past. HT 10; ST 10; DX 10; HT 10; Move 5; Easy skills: 11; Average skills: 10.
Skilled: A trained fighter with experience. HT 12; ST 12; DX 12; HT 12; Move 6; Easy skills: 14; Average skills: 13. Likely to emphasize Karate and Judo in hand to hand combat. +2 Targeted Attack Technique to either skull or vitals for 1 melee and 1 ranged combat skill.
Elite: A highly trained fighter. A badass. HT 14; ST 12; DX 13; HT 12; Move 6; Easy skills: 16; Average skills 15. +4 to favored Targeted Attack techniques, +2 in numerous other techniques.

Master: A master trained by another master. HT 20; ST 14; DX 14; HT 14; Move 8; has either Trained by a Master, Weapons Master or Gunslinger. All easy skills: 17; average skills: 16; one preferred of each of hand to hand, melee and ranged at an additional +2. +4 in any technique needed.

Sunday, August 7, 2016

Cutter Deck Plan

Here's a deck plan of the cutter I had stats for earlier. Aargh! Square grid! I know, but that's how I design things. Each square is two yards. If anyone has any suggested corrections, let me know.

Friday, July 15, 2016

Random Traffic Generator

Several die rolls on these table say reroll 6 and add five. If you roll a 6, you should reroll. If for example you roll a "4", you would add that to five for "9". If you roll a 6, you roll again, adding 5 each time. For example, you get "3d6 motorcycles, reroll any 6 and add 5". If you rolled 4, 6, and 6 you get 14 bikes plus two rerolls. Then you roll a 3 and a 6. That's eight more bikes and another reroll. You roll 6 again. Five more bikes and a reroll. Finally you roll a "4". That's 31 bikes roaring down the highway.

Roll 1d6. +1 to +3 depending on weather conditions. +1 during regular traffic hours, +2 during rush hour. All rerolls cumulative.

1.     Wide open, hardly anyone on the road.
2.     Little traffic.
3.     Regular traffic, moving at speed limit.
4.     Dense traffic, a few congested spots.
5.     Road construction, roll again and add two.
6.     Accident ahead! Roll again and add two.
7.     Traffic slowed significantly. 3d20 MPH.
8.     Traffic at a standstill. 1d10 MPH.
9.     Traffic stopped for 2d6 minutes.
10+. Road closed due to conditions. Will reopen in 2d6 hours, reroll any 6 and add to 5.

2.     Van or minivan
3.     Motorcycle
4-5.  Pickup truck
6-7. Automobile
8.     SUV
9-10. Tractor trailer
11.   Delivery truck*
12.   Special, roll below

Roll 2d6. For any marked with an (*), including the delivery truck above, roll 1d6. 5-6 carrying hazmat.
2.      Automobile hauler: 1d6, 1-2 empty, 3-4 2d6 one type random vehicle (roll 1d6+2 on table        above), 5-6 is carrying 1d6 of two types of random vehicle.
3-4.  Shipping container*
5-6.  Tanker truck: 3-6 hazmat
7-8.  Box truck*
9.     Flatbed*
10.   Deadhead, no trailer: 1 in 6 is towing 1 or 2 additional deadhead tractors.
11.   Tandem box truck*
12.   Other cargo: boat, RV, bridge strut, etc.

Roll 1d20.
1.     Cross-country bus.
2.     Department  of Transportation vehicle. Roadside assistance or road hazard clearance.
3.     Fancy car: Roll 1d6, 1: hot sports car, 2: luxury roadster, 3-5: classic, 6: decorated ghetto sled
4.     Limousine
5.     3d6 motorcycles, reroll any 6 and add 5.
6.     Tow truck: roll 1d6, 3-6 is towing a random vehicle, 1-2 isn't.
7-8.  Ambulance: roll 1d6, 1-4 cruising, 5-6 lights and sirens.
9-11.Police Car: roll 1d6, any result of 5 or 6 it has lights and sirens on.
12.   Fire Truck: roll 1d6, 1-3 cruising, 4-6 lights and sirens.
13.   School bus: if after hours, roll 1d6. 1: privately owned, 2-3: school bus, 4+: medical van.
14.   Emergency! 1d6 (reroll 6 add 5)  emergency vehicles with lights and sirens blazing!
15.   Transit bus
16.   Funeral Procession: 1 hearse +3d6 (any 6 reroll and add 5) vehicles (roll 1d6 +2 on table above).
17.   Construction vehicle: includes cement mixers
18.   Agricultural vehicle
19.   Reroll on this table, there is 1d6 of this result. Referee may decide to reroll 6 and add 5.
20.   Highly unusual vehicle: Amish buggy, military APC, band on a bike, etc.

Thursday, July 14, 2016


The frontiers of space are a lawless region, where humanity and aliens huddle in isolated desolate outposts, finding scant shelter from lawless desperadoes, bizarre marauding creatures, and the desiccating coldness of space. Most of these settlements are doing the best they can at securing the bare minimum to live on, failure means extinction! These hard people protect themselves the best they can, but their capabilities are limited. Pirates and killers drift about freely, feeding their hunger and slipping back into the void.

The Galaxy Police Service was formed to protect the innocent and pursue those who would prey on them. Paid for by the frontier worlds and heavily subsidized by the more prosperous core worlds who would do business with them, the Galaxy Police officers, otherwise known as "Policenauts", travel the worlds in their swift cutters dispensing justice to those who feel the law is just a quaint notion.

The Player Characters (and a few NPC comrades) are a reaction team that gets called out to different worlds whenever something goes down. My plan is to run this with GURPS, set in a tech level 11 Space Opera setting. The principal books I will let the players use are the Basic Set, Martial Arts, Power-Ups Talents, Perks, Impulse Buys and Quirks, and third edition Aliens (updated). I will also let them access Bio-Tech and Ultra-Tech, though my plan is to create an item catalog of what is specifically available to them.

One goal of this campaign is to have one-session adventures that whoever is available that Friday can come and play. We have some trouble getting the entire crew together and our regular Pathfinder adventure path isn't really right if we lack two valuable dudes. I will see whoever is available to go through Jennell (Paul) Jacquays' excellent Central Casting book for space for background creation. Maybe a crazy idea would be to go through a couple of Traveller careers and covert them over, but I think that might be a little much.

Anyways, here's my to-do list on getting this campaign together and my status on getting each done.

  1. Ask players what they want to play, career and species wise. Not done yet.
  2. Create character backgrounds with Central Casting. Not done yet.
  3. Find or design species (alien or genetically modded human). Some work done, need to see if there's any particular requests.
  4. Get characters created. Not done.
  5. Create the team's ship. Done.
  6. Detail other available team equipment. Working on it.
  7. Create the first adventure. Working on it.
  8. Play.
At any rate, for the sake of successful blogging and to contribute to the GURPS community, I will post the work I've come up with so far.

This is the ship that the party gets to travel in. Made with Eric B. Smith's excellent spreadsheet.

TL Spacecraft dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost
11^ 7000 Series Cutter 50 -1/5 13 2G/c 300 36 [1] +7 14ASV [2] 10 [3] 2x $52.5903M

Length: 60 yd. (180 ft.) Crush Depth: 12.6 Atmospheres (417 ft.)
Power Points: +4 / -6
Space Performance: sAccel: 2Gs FTL Rating: FTL-2
Air Performance: aAccel: 2Gs (44 mph/s) aSpeed: 3,500 mph (0.97 mps) Hnd/SR: +3/6

[1] Armor - Nanocomposite
dDR 10
[2!] Weapon Battery - Major
1 Weapon Mount
[3!!] Force Screen - Heavy
dDR 50 / dDR 100 w/Extra Power Point [3,5]
[4] Comm/Sensor Array - Enhanced
Array level: 9
[5-6] Habitat
4 Cabins
[Core] Control Room
Comp: C8 / Comm/Sensor: 7 / 3 Stations
[1] Armor - Nanocomposite
dDR 10
[2-3] Habitat
4 Cabins
[4] Cargo Hold
15 Tons / SM+2 Bay Doors
[5-6] Hangar Bay
Cap.: 20 Tons / SM+3 / Launch: 10 Tons/min
[1] Armor - Nanocomposite
dDR 10
[2] External Clamp
300 Tons
[3-4!!] Stardrive - Warp
[5!] Reactionless Engine - Hot
[6‡‡] Power Plant - Fusion Reactor
4 Power Points / 300 yr Fuel / Compact [4,6]
[Core] Engine Room
1 Control Station / 1 Workspace

Design Switches, Features, & Notes: 3 Airlocks (Capacity: 3 people each), Food Supplies: $1,000
SHIP OPTIONS: Streamlined, Winged
[1] Load includes: 1 tons of Crew & Passengers, 0.5 tons of Refrigerated Cargo, 1 tons of Standard Food (500 man-days / 35 days), 13.5 tons of Cargo Hold, 20 tons of Hangar Bay
[2] Crew Requirement (11 total): 4 Control Stations, 1 Technician, 1 Gunner, 1 Medical, 2 Office Workers, 2 Scientists,
[3] Plus dDR 50 Force Screen (100 if reinforced with extra Power Point)
[4] Volatile System (see p. SS1:62)
FUEL USED: [6] Hydrogen/Helium Isotopes

Qty. Location Type SM Notes
2 Front [5] Cabin: Cramped +0 2 person
1 Center [2] Bunkroom +0 4 person
1 Center [3] Bunkroom +0 4 person
1 Front [5] Office +0 2 person
1 Center [2] Sickbay +0 1 bed; +2 Skill
1 Front [6] Lab: Standard +0 2 person, +1 Skill
1 Center [3] Cell +0 4 person

Range Scale: Basic Combat Ranges Turn Length: 20-sec
Qty. Mount Weapon Options Options Size Damage sAcc Rcl. RoF Shots MPS Accel SM Range
1 Front [2] - Major Laser 100 MJ 2dx5(2) burn +2 (+0) [2] 1 2 [3] S/L
[1] Parenthetical value is the Rapid Fire bonus (p. SS1:60), [2] Includes +2 sAcc for Fixed Mount, [3] Includes x2 for Improved
Created using GURPS Spaceship Design Spreadsheet v2.0 RC 9. GURPS Spaceships Design Spreadsheet is copyright © 2009-2016 Eric B. Smith. This spreadsheet is based on information contained in the GURPS Spaceships series of books.

A few notes here on my campaign options. First, artificial gravity does exist, but it isn't really something practical to put in most starships. It takes a LOT of power, and having gravity on the deck above you might make you stick to the ceiling. Another problem is that artificial gravity should attract enemy missiles. Anyway, it isn't really needed because the drives are good for constant acceleration at 2G. They steadily go at 1G, providing the semblance of gravity. If I can't justify that, I probably can't justify inertial compensators.

Likewise, Faster than light communications and sensors exist, but are too large for a ship of this size. The cutter can recieve FTL messages, and it does this to recieve orders and also navigational information (don't run into the big rock) from large planetary based scanners.

I'm sad that there's only one bed in the sickbay, but I suppose they can stick someone in a popsicle tube and roll him into cargo.

TEMPLATES-Modified Human
Heavyworlder (“Dwarf”)
31 Points total
A human who is descended from settlers of a relatively high-gravity world, leading to a natural genetic drift towards a short and stout stature. Beards optional.
SM-1 [0]0; -1 ft. tall for ST, same weight. -1 to hit in combat. May use typical-sized tools but must have appropriately sized clothes and gear.
G-Experience (1.0 G) [1]; a non-native gravity that the Heavyworlder is familiar with, the most common found in human space.
ST+3 [30];
Native gravity 1.6 – 2.0G.
Additional modifiers possible.

-8 Points
A human subspecies that was genetically manipulated to be of small stature to conserve body mass and consume less resources. This was done in the early years of space colonization when expeditions took many years and possibly several generations. This has resulted in a childlike appearance for most of the duration of these people’s lives.
SM-2 [0]; usually 3 – 4 feet tall, with appropriate weight. -2 to hit in combat, use child sized gear and clothing.
ST-2 [-20]; slightly stronger than the children they resemble. Although they’re small and have less strength, they have developed their muscle a little bit.
+1 HP [2]; partially offsets the loss due to the reduced strength.
Pitiable [5]; looks a lot like a child, many would be reluctant to hurt you.
Reduced Consumption 2 (1 meal/day required) [4]; may eat more if desired.
+4 Disguise skill to appear as mainline human child of 7 – 10 years old [1].

40 Points [-35 points racial Disadvantages]
Huge hairy ugly brute, something like a cross between a Wookie and a Predator. Instead of arms, the Gerg has two powerful tentacles with clawed finger nubs.
SM+1 [0]; 9 feet tall. +1 to hit, -10% ST cost.
+6 ST [54]; counting the -10% for size.
Blunt Claws [3]; add +1 per die to damage done with punches or kicks.
Damage Resistance 2 (Tough Skin -40%) [6]; thick furry hide.
Sharp Teeth [1]; thrust-1 cutting damage.
Fur [1]; minor feature.
2 Extra-Flexible Arms [10]; tentacles
Bad Temper (Quite Often 12 or less) [-10]; you are easy to annoy. Depending on the provocation you may respond with a threatening snarl or you may attack.
Chummy [-5];
Reputation (Hideous savage brutes -6 in human space, 2/3) [-20]

20 Points [-38 points racial Disadvantages]
Look like big bugs with huge eyes, with the front part of their bodies upright with arms and hands. Strongly prefer warm habitats.
Perception +2 [10]; 10 ft long, SM +1 [0]; Damage Resistance 3 [15]; 2 Extra Arms (Foot Manipulators) [14]; 2 Extra Legs [5]; Nictitating Membrane 2 [2]; Peripheral Vision (Easy to Hit) [12];
Hemophilia (no HT limit) [-28]; Cold-Blooded (threshold temperature: 65o [-10]

And finally here's the center part of a city that I drew. The city is Hallister Town, the capital city of the world Hallister. It is actually rather small, 4000 people at most, out of about 6000 on the whole planet. There is no significant atmosphere, so the entire settlement stays under shelter, and the majority of the world's population reside in the main town. Everything is connected by tunnels sort of like a hamster city. 

The scale of this map is 25 ft. per square. The smaller tunnels are ten feet wide, big enough for golf cart type traffic. The wider 25 ft wide tunnels can handle bigger traffic, though they still have to look out for pedestrians. There's a little unfinished area towards the bottom which is mostly residences, though I'm also leaving the space open to put things that come up there. I had to draw it on pencil and paper, my Surface is too tiny for GIMP. 

All the time spent working on this, I think all kinds of folks are going to end up getting whacked here. Actually, I might make it their HQ.

PR stands for private residence, the four little things marked RC in the middle are rental cabins.

The key starts at Hallister Hall in the middle and spirals out clockwise.

Planetary Office
This is the administrative office for the world of Hallister and the few outsystem properties administered from here. Adjoining this building is the Commissioner's House and a small hangar with a landing pad for the planet's three man scoot-scoot.

Hallister Hall
A hall with a balcony, used for meetings, court cases, and shows. Otherwise used as an open forum. 9373 sq ft. of seating, seats up to 1500. Partitions and seats kept underground when not in use.

Hallister Hilton
24 room hotel. Continental breakfast. $59.99 single per night, $79.99 double. Not affiliated with the Hilton Hotel Chain, which has been out of business for at least 500 years anyways.

Rental Cabins
There are 4 two-bedroom rental cabins near Hallister Hall. They go for $129.99 / day.

Burger Fool
Fast food establishment, serving the freshest fake meat.

Athletic Club
Exercise machines and treadmills. Short course pool downstairs (the only one for light years).

Pub. Caters to government, lawyers, and the clinic.

Law Office
Four offices, occupied by two law offices and the local Policenauts office. One office is empty.

Central Garage
Garage for the Planetary Office, includes the Emergency Management trucks.

Emergency Management Office
HQ for the volunteer Fire and Damage Control team.

Post Office
Handles most offworld communications, not just mail.

Boomer's Coffee

Cooling Engines Hotel
Local cheap hotel. $29.99 single, $39.99 double. $9.99/hour rest. Direct passage to Arlo's Cantina.

Arlo's Cantina
Local spacer's cantina for those not high-toned enough for Kirk's Club. The place for smugglers to blast bounty hunters.

First Aid clinic, capable of stabilizing most wounds and illnesses. Worst comes to worst they will ship you off in a popsicle tube. Has an ambulance.

Buzz Bunny's Playground
Children's games and such to keep kids from losing their minds waiting for ships at the starport. All kids subject to parental guidance in theory.

Day Care Center
Takes care of children for employees of the town center and starport. The children here absolutely would never think of burning out to Buzz Bunny's.

Scooter Garage and Rental
For parking your hallway scooter. Rents a two-seater for $14.99, or a four-seater for $19.99 a day.

Fancy restaurant, serves real food. $30-70 for a meal.

Insurance Broker
Serves those traveling space or renting a scooter. Or just those feeling space close in from the outside.

Starport Warehouse
Stores merchandise coming or going to the stars.

Like a Wal*Mart super center. Popular with space travelers passing through. Has groceries.

Paulo's Pizza and Pasta

Sushi Sensei

Krytuli Fried Chicken
The Krytuli love their chicken.


Hallister Missionary Baptist Church

Centre Mall
6 shops, one resell, one used book, one frozen treats, upstairs one women's clothes and hardware. Other shop closed.

Queen of Peace Catholic Church

Private Residences 1-6
Leased by the Catholic Church, mostly to church workers.
  • 2 Friar's home.

Private Residences 7-17

K-12 School

Apartment Block A
22 apartments, rooms available for $500-700/month. Diner downstairs.

Apartment Block B
8 more luxurious apartments, available for $800-1k/month. Kid's boutique and hair shop downstairs.

Private Residence 22
Biggest house in town. Owned by a guy that owns a small freighter fleet that flies out of here.

Apartment Block C
No rooms available.

Private Residences 18-20

Starry Night
Nightclub. Most happening place in town, which don't mean much.

Private Residence 21


Construction Site
Planned on being a large mixed use building, largest building in town other than the starport terminal and maybe the StarMart. Passageways around the site are blocked off and sealed with air locks.

Shops #1
5 small shops, including Carl's, a pub.

Office #1
2 story building, 7 office spaces.

Private Residences 23-24

Private Residences 25-35

Home of the Big Gulp

Public Bath House
Certain hours divided by men and women, and others by family.

Office #2

City Park
Grass, bubbling brook, blue sky. All artificial.

Sara's Tea Shop


Private Residence 36

Apartment Block D
Mostly home to the food makers.

Food Maker's Local Union

Roald's Meats and Groceries
Showplace of the food made in the plants to the west. Has the finest vatsteak and cube-chicken.

Engineer Jim's

Empty Building
Truck access to the starport tarmac.

Air Lock
Truck sized air lock, sonic and vacuum cleaning system blasts the outside regolith off before entering.

Starport Terminal
Welcome to Hallister! Snack bar and gift shop.

Kirk's Club
Starport club. Star Trek themed. $15 at the door.

Outside Garage
Truck parking and interface point between the city and the world outside. Includes tour busses and funeral busses, which drive to the cemetery outside and bury the casket through a hole in the floor. Includes valet services for vehicles parked outside. Also starport service vehicles.

Kim's House

Private Residence 40

Shops #2

Shops #3

Private Residences 41-45

Monday, July 11, 2016

We meet in a tavern!

Actually if you're going to meet me somewhere it will probably be in a diner (called "The Diner") down the road from me. At any rate, I'm starting a blog, mainly dealing with role playing games. My main games are several flavors of Dungeons & Dragons, Pathfinder, GURPS, and Traveller.

You can find me on Reddit as CahokiaGreatGeneral, and Facebook as Michael Viviano. Say hi!
I live in Cahokia Illinois, a few miles south of St. Louis Mo, and a few miles souther of some old Indian mounds.

I'm currently stuck not working due to an ugly kidney disease that requires dialysis (-20 point disadvantage in GURPS per Bio-Tech pg. 132) so at least I get plenty of time to work on things (if I'm not playing Civ V).

I am currently running one homebrew campaign in Pathfinder, which I call the Arumelian Throne Campaign, and I'm working on a GURPS space opera campaign called Policenauts. I will get more into detail on both soon.