Thursday, September 22, 2016
HOW NOW, BROWN FUDGE COW?
Wednesday, July 27, 2016
The State of the Compendium
As of now, we have some games (about pirates, robots, the fall-out. etc...) - but we want more!
Lots of articles, from how to run Fudge to new things you could add to your game.
Zero/ziltch/no artwork or fiction submissions at all. That means I'll either draw or make stuff up *yikes* or get stock images *sigh*. Please don't let the reading/gaming public suffer through this - send me some creative help please.
And... we have tons of Appedices!?! Everything and anything that could be put there, will be there - for easy reference. SRD. OGL, conversions, links, Traits, Weapons, Armor, Spells, Goods, etc...
With all that, I am happy with the progress and development of the Fudge Compendium. Next up will be the real work... getting this idea published! :D
So, if you have a contribution to this project, send them in at fudgebobdicepants (at) gmail (dot) com on or before July 31, 2016. More details here...
Monday, June 27, 2016
The Compendium Time-Shifts!?!
... Or Shifts-Time?!?
Hello, Fudge-folks!
We've extended the deadline for the Fudge Compendium 2016 e-book project. Send your submissions on or before July 31, 2016, please.
This is to allow our contributors more time to finish up their work/requirements and to accomodate those who heard about it late.
After that, we will have Two Whole Months to make this book go Superbly-Terrible or Terribly-Superb!
Keep spreading the word and join the ruckus! Share, share, share everywhere, please. This will make or break the Known Universes, so.. Let's Roll!
P.S. What I'd really like is a campaign setting, genre spawning. A full adventure module too. But, must of all... Fiction! Content! Story! All in Fudge Terms!!! :-D
(All of the above will draw readers in, thinking they have a weird rural conspiracy bake-off novel in hand. Then, BOOM, they hafta play this darn Fudgey thing too! Sneaky, right?)
Sunday, June 19, 2016
Free RPG Day Now & Forever!
Free RPG Day is over BUT why should it be over?!?
Make your own Role-Playing Game and release it to the Whole Wide World!
Yep, designing an RPG is going to be difficult, frustrating, and readers might think it really stinks.
YET it will also be challenging, exhilarating, and your Mom is _guaranteed_ to love it!
Here's *one* way to do it:
1. Design a Fudge RPG game.
Here are some useful links:
* The Fudge SRD itself!
http://www.fudgerpg.com/22-fudge-publishing/publishing-resources/39-fudge-srd.html
* Use Rob Lang's "How to write a free RPG" as your guide
http://www.thefreerpgblog.com/2011/11/how-to-write-free-rpg-prologue.html
* Ask questions here or at the Fudge Community website or at Google+
2. Submit it for the Compendium E-book.
* Check it out here:
http://fudgefountain.blogspot.com/2016/06/welcome-to-compendium.html
3. Once accepted, your dream game can be available in most formats, nearly anywhere, and all year round!
So, why not, coconut? :-D
P.S. BTW, Father's Day and Free RPG Day do mix well together... just another obscure reason to get your RPG out there. ;-)
Tuesday, June 14, 2016
A Good and Free RPG Design Guide

Hello, Friends of Free and Open RPGs!
One of the best guides in designing a role-playing game is Rob Lang's How to Write a Free RPG. I especially like Chapter 6 Organization where it outlines a useful structure of everything you'll need to produced a finished game.
Sections include:
Front CoverContents PageThank you / Version / DedicationIntroductionCharacter CreationMechanicsSettingGamemaster SectionAppendixBack Cover
It also has a short section on Layout.
If you're just starting in designing RPGs (free or otherwise) or want to include your game in the The Fudge RPG Compendium 2016, check out Rob's guide here. :)
--fudgebob
#frc2016, #freerpgs, #fudgerpg
Wednesday, June 1, 2016
Welcome to the Compendium...
You're all invited in contributing your games, articles, stories, artwork, and other Fudge RPG goodies into one published volume, a free e-book!
This is where old and new fans can enjoy good Fudge RPG stuff (from past & present) in online and in printable form.
Submissions will be accepted starting June 1st until June 30th of 2016. The e-book itself will be published by October 1, 2016.
Share the #fudgerpg love, baby! ^_^
By submitting your work, you're giving me, Jonathan Susara a.k.a. Fudgebob Dicepants, permission to edit print, and publish your submission in a free e-book called "The Fudge RPG Compendium, 2016 Edition" AND to host them here at FudgeFountain.blogspot.com, for easy online viewing and/or download.
Each submission must be unpublished and an original work. Everything that gets published will always belong to the author, artist, or designer.
Submit your work to fudgebobdicepants<at>gmail<dot>com
If you're submitting a Fudge RPG based game (or parts of it, like Setting, Character Generation, etc), it has to have the Open Gaming Licence (OGL) included and Section 15 properly filled out. Check out Fudge and the Open Game License http://fudgerpg.com/about/about-fudge/fudge-ogl-requirements.html Fudge and the Open Game License http://fudgerpg.com/about/about-fudge/fudge-ogl-requirements.html
If it's an Fudge RPG inspired artwork or story, it must have a valid free and open licence - like Creative Commons, BSD License, the GNULGPL, or the GNU GPL.
Feel free to send comments and suggestions to the email address above.
Saturday, July 21, 2012
A Fresh Start...
Welcome to Fudge Fountain!
This blog was created when our most important resource Fudge Factor bit the bullet and was dispersed as bits into the vastness that is the Internet.
Once we have all original Fudge Factor posts (well most of them) we can start adding new content. At the very least we can archive the articles of Fudge Factor here...
Monday, November 28, 2005
Fudge Social Combat
Why let the sword swingers and gunmen get all the screen time? With the Social Combat rules, you can Bluff, Charm, Intimidate, Impress, and Persuade your way through the world with all the detail and suspense of physical combat.
Standard Fudge rules allow for detailed outcomes from physical combat - Skill, Strength, armor and chance all play into a well-defined outcome. Social skills on the other hand are not so well detailed. Often players and gamemasters choose to simply act out social interactions, but this can handicap shy players. If a slow, clumsy player can play a lightning-quick, expert swordsman, why can't a shy player run a charming con artist? Fortunately, the standard Fudge combat system can be adapted for social interaction. For the purpose of this system, I'm going to define three attributes, but other attributes may be substituted to suit the gamemaster's tastes.
Wit - A measure of mental agility and speedSocial skills as you might expect replace combat skills. The above Attributes are used as Offensive and Defensive Damage Factors (ODF and DDF). The various injury outcomes -- Scratch, Hurt, Very Hurt, Incapacitated -- have different definitions depending on what the character is attempting to do -- Bluff, Charm, Impress, Intimidate, or Persuade. The different social techniques include suggested Skills. Players should be encouraged to come up with creative uses for Skills, as long as they can describe a plausible effort. Alternately, the GM may simply use Bluff, Charm, Impress, Intimidate and Persuade as Skills. Choose an appropriate defensive skill based on the attack skill. For example, an attempt to Intimidate using Sword skill might be resisted by a Sword or other weapon skill. If there seems to be no appropriate Skill, simply set difficulty at Fair. As with combat, clever tactics and roleplaying should be rewarded with bonuses. To successfully use a social technique, the attacker must roll higher than the defender, just as in regular combat. In addition, the attacker must roll at least a Poor result. A failed attempt with a social technique doesn't necessarily have negative consequences. However, a roll of Terrible or worse should have repercussions. An effort to Charm offends, an effort to Impress does the opposite, etc. A failed effort to Intimidate always causes a hostile reaction. Add degree of success to ODF, and subtract DDF. If the result is positive, calculate the standard Fudge damage (Scratch, Hurt, etc) and check against the specific technique for the result.
Confidence - Presence and mental force
Ego - Mental and emotional toughness
Social Techniques
Bluff
As the name suggests, a Bluff is an effort to fake something, carried out through sheer force of will. While Persuasion may depend on logic or cunning, Bluff relies on confidence and chutzpah. Outcome depends in part on how plausible the bluff is and in part on how much risk the target takes in believing the bluff. Bluffing your way into a high-security base is difficult in part because the guards will face severe penalties for letting someone through unauthorized.Skill: Acting is appropriate for pretending to be someone. Courtly Manners or similar skill for pretending to be a noble, appropriate academic skills for pretending to be a professor, etc.
ODF: Confidence
DDF: Wit
Scratch - The target will believe a plausible bluff, if there is no risk to the target.
Hurt - The target will believe the character's implausible bluff if no risk is involved or a plausible bluff if minor risk is involved.
Very Hurt - The target will believe a plausible bluff even at major risk, an implausible bluff at minor risk, or an absurd one at no risk.
Incapacitated - The target will believe a plausible bluff at severe risk (life and limb), an implausible bluff at major risk or an absurd one at minor risk.
Near Death - The target will believe an utterly ludicrous bluff.
Charm
Charm means an effort to make someone like you. It can be helpful in avoiding trouble or helping set up a roll to persuade. An effort to Charm is likely to take some time, unlike other social techniques.Skill: Seduction or similar skills are appropriate for romantic efforts. Carousing is appropriate for parties, Courtier for high society, and so on. DDF: Confidence
DDF: Wit
Scratch - Target will be mildly more congenial. Efforts to Persuade are at +1.
Hurt - Target will be significantly friendlier than before. Efforts to Persuade are at +2.
Very Hurt - Target is likely to be friendly, even if initially hostile to the character. Efforts to Persuade are at +3.
Incapacitated - Target will be (temporarily) friendly even if the character is normally an enemy. Efforts to Persuade are at +4.
Near Death - Target is putty in the character's hands. Efforts to Persuade are at +5.
Impress
Impress is an effort to awe or inspire someone. This could be dramatic oratory, a command in battle or any other similar effort.Skill: Oratory for speeches, Leadership for commands. Other skills may be used to impress in limited contexts -- a minstrel might use skill with a harp to Impress a potential employer.Impress can be used as a complementary technique to Charm or Persuade, as described below. For dramatic speeches, check Persuade for results.
ODF: Confidence
DDF: The best of Wit or Confidence
Scratch - The target is mildly impressed.
Hurt - The target is moderately impressed.
Very Hurt - The target is very impressed with the character's abilities.
Incapacitated - The target is awestruck.
Near Death - The target is struck speechless with awe at the character's prowess.
Intimidate
An effort to Intimidate is like an effort to Impress, but with the deliberate attempt to frighten an opponent. If successful, it may handicap the opponent in combat. Unsuccessful efforts will lead to hostile reactions. This is the preferred social technique of tough guys and angsty superheroes dressed in black.Skill: Anything that can be used to threaten. Weapon skills could be used to display combat prowess, Courtly Manners to imply you have powerful social connections, Streetwise to suggest friends in low places, etc.A character with a significant and obvious combat advantage should get a +1 to Skill, +2 for a Large advantage (for example, ogre vs. normal human). Likewise, a character at a significant seeming disadvantage should receive a -1 or more(a halfling attempting to intimidate a human for example). The advantage or disadvantage must be obvious to the defender.
ODF: Confidence
DDF: The best of Confidence or Ego
Scratch - Target is mildly unnerved and will hesitate. If attacked, he will fight normally, but if attacking first, will be at -1 for the first round.If using Intimidate to interrogate, check Persuade for likely results.
Hurt - Target is frightened and will be reluctant to attack. He will be at -1 in combat.
Very Hurt - Target is very frightened and will not attack first. He will be at -2 in combat.
Incapacitated - Target is terrified and will be at -3 in combat.
Near Death - Target is completely cowed and will either surrender or flee.
Persuade
An effort to Persuade involves coming up with a logical, pseudo-logical, or otherwise cunning argument to convince the target to provide information or follow a certain course of action.Skill: Diplomacy and Fast Talk are both appropriate. Other Skills may be used depending on the player's imagination and gamemaster's discretion.
ODF: Wit
DDF: Wit. However, if the attempt to Persuade goes against the character's principles, use the best of Ego or Wit.
Scratch - Target is willing to cooperate, if it's something he's likely to do anyway
Hurt - Target will cooperate with suggestions that involve no significant costs or risks, or actions he wouldn't mind doing.
Very Hurt - Target will cooperate with suggestions that may put him at minor risk, involve minor cost, or that he would normally be opposed to doing.
Incapacitated - Target will cooperate with suggestions that may put him at major risk or involve major cost, or that he is strongly opposed to doing.
Near Death - Target is completely bamboozled and will cooperate with truly ludicrous suggestions.
Repeated Effort and Complementary Techniques
A player may attempt the same technique on the same target, but at a cumulative -1 per effort. Alternately, a player may follow up one technique with a different one. If the first technique is successful, the player might get a bonus to the second technique as follows:Scratch: +1
Hurt: +2
Very Hurt: +3
Incapacitated: +4
Near Death: +5
Monday, November 21, 2005
Fudgemon: Pocket Monsters
Pocket monsters, or "mons," are quite literally what you'd expect: tiny, living, breathing, and other... natural... bodily functions, that are small enough to fit in a pocket, palm, or purse. Where did they come from? Why are they here? What good are they besides increasing your tab at the local tailor due to their blasted little claws? They barely talk, don't eat lint, and usually cause rashes or worse. A warning to guys in the audience: never forget to feed your mon!
Pocket monsters, or "mons," are quite literally what you'd expect: tiny, living, breathing, and other... natural... bodily functions, that are small enough to fit in a pocket, palm, or purse. Where did they come from? Why are they here? What good are they besides increasing your tab at the local tailor due to their blasted little claws? They barely talk, don't eat lint, and usually cause rashes or worse. A warning to guys in the audience: never forget to feed your mon!
They Didn't Come From Storks, Bub
Where pocket monsters come from is entirely dependent upon your game world as well as how realistic you want it to be. They could be magical constructs, alchemical or created beings, natural inhabitants, aliens, or simply mutated and tinier versions of existing beasties. Possibilities include:
- Similar to helper monkeys, your pocket monsters could simply be intelligently designed robots. Originally developed for altogether different purposes, such as spying on foreign embassies, eating up oil spills or providing video relay of a dark pipe, they became perverted from their initial intent by enterprising hackers. Today, with programmable robotic vacuums, crazy metallic dogs, and road signs that call out marriage proposals or the crowd favorite "0wn3d", we're not that far off.
- Magical pocket monsters, however, could also fall under intelligent design. Whether it's a wizard, warlock, or witch scratching an itch with a custom-order familiar, or a fakir and illusionist creating the appearance of a tiny elephant from a ball of dried clay, there is still a singular intent. Unlike robots, however, familiars and fakir-golems can often be destroyed by killing its creator(s). On the other hand, dragons, trolls, and slimes aren't "created" in most back stories, so why should magical mons? They simply exist: as recognizable as faeries and as hard to catch.
- No magic, no technology, no problem! Pocket monsters are the platypuses of your world: bastard mixes of multiple animals with no rhyme, reason, or intelligible forethought. They could be rare and secretive like the recently rediscovered ivory-billed woodpecker, or communal and protective like a town of prairie dogs. Alternatively, your mons were accidentally created, whether by ingestion of sewage or other chemical waste (mutation), through creeping development (evolution), or strong community belief (legend).
- Ok, so they did come from storks. I dunno what kinda storks are living in your world, but they may have brought pocket monsters from a foreign land during migration, are crossbreeding fools whose every new birth is an entirely new phylum, or who were deemed the dominant life, abducted by aliens, and returned a wee bit "off". Don't worry about the science. The concept of pocket monsters, at the outset, is rather ridiculous, as are talking swords, a missile coalescing from dead air, or the incredible capacity for an inn to be a plot device (how many adventures have YOU started from the local coffee house?)
Representing mons within your game, physically, is quite easy and cheap. Unlike creating embarrassing cardboard swords or forcing your players to wear a Halloween costume, suitable mon designs can be found in pewter game figurines, M.U.S.C.L.E.™ toys ("Millions of Unusual Small Creatures Lurking Everywhere!"), or already painted models from games like Mage Knight™. These work best when you're not already using same-scale figs for combat or dungeon-delving purposes.
Mon Rarity, Desirability, and The Collectors
Besides the standard traits available in your game, each pocket monster has two additional measures: Rarity and Desirability. The Rarity, ranging from Poor to Superb, is indicative of how common the mons appear in your world. A mon with Poor Rarity is quite common, and you'd be able to find or buy one with only a few hours of searching. Mons with Superb Rarity, however, are extremely "short packed"* - waiting outside a known nest, or even having someone on the "inside" keeping an eye out for you, doesn't guarantee a victory. Often, you'll find yourself paying exorbitant prices, trading a mon of equal value, or going on lengthy and difficult quests. Traveling carnivals or sideshows may occasionally have the most desirable mons, but only locked away behind many layers of glass and protected by a number of condescending guards.
The other trait, Desirability, indicates whether the Rarity actually means anything. Some mons may have Great Rarity because of Poor Desirability: they may be too cranky, have too many faults, are impossible to handle without special consideration, or are simply variants of another strain (an always-blue Retrievimon, for example). A Poorly Desired mon with Poor Rarity, on the other hand, may be as common as a tribble: once they're everywhere, they're quite boring, easily foiled, and merely a nuisance.
Regardless of Desirability or Rarity, there are groups of people, collectors really, that care little for discussions about either trait. To them, every mon has Superb Desirability, and Rarity is merely a measure of how fervent one should be pursued. Their goals of collecting every pocket monster available, Legendary or otherwise, can often be considered a Fault (Obsessed, Devotion, Greedy, etc.), and is usually complemented with a Gift of Tireless, Unfazable, or Wealthy. Collectors will connive, steal, trade a fake (a self-painted blue Retrievimon), or lose sight of the big picture (leaving group combat to run after an escaping mon).
Pocket Monsters Love Pocket Monsters
And not much else. Sure, they like the idea of being fed, petted, and hauled around to locales that their little feets, wings, or wheels could never take them, but it is a bit degrading to be roughly grabbed and displayed to any onlooker at a moments notice. For that reason, some mons deliberately try to avoid hunters, and a GM should assess a +1 or +2 penalty to that monster's Rarity for the purpose of capture. This penalty should NOT be applied to collectors, due to their experience at tracking and the familiar, soothing smell of the dozens of mons probably on their person at any one time.
Pocket monsters communicate with each other in a series of unintelligible noises that are usually specific to each individual type. While every pocket monster can understand every other pocket monster regardless of their sound or type, we've yet been able to determine what they're really saying. Mons are expressive, however, and it is very easy to tell how they're actually feeling, be it sad, angry, ecstatic, etc.
Mons can and do mate with each other (which inevitably creates a new breed of some sort; if this child does not continue the line, Rarity jumps to Legendary and it earns a Gift of Unique) and can occasionally be violently territorial. Many a pocket has been destroyed due to a mon accidentally placed in the wrong location with the wrong companions at the wrong time. Thankfully, there are usually outside forces that cause this behavior, and careful attention to training and team-based mon interaction can reduce this threat.
Some Example Mons
Herein lies the rub: why would anyone want to keep a tiny little monster, full of animal, mutant, or electronic thoughts, tucked away in a pouch as if it were a stick of gum or copper piece? For every negative aspect of a filthy beast calling your linens home, they make up for it by their very nature: they're small, easily hidden, easily forgotten and, for enemies, nearly always a nasty surprise. Here are three examples of the veritable hundreds available:
- Retrievimon (Fudgedex #24; Rarity: Good; Desirability: Good; Gift: Faithful; Fault: Irritable Hook Syndrome). The chameleon-like Retrievimon suffers in the Desirability department because, for full effect, you really need at least five to accomplish much of anything. At rest, the Retrievimon is a flattened globe, like a piece of wrapped sampler cheese. Put enough pressure on either of its flattest sides however, and up will pop a barbed hook which impales the intrusion. A number of Retrievimon scattered on a walkway will impale the foot of the first person to step on one, which usually causes the person to fall forward onto the rest of the mons scattered about for further entanglement. Being Faithful like a dog, the Retrievimon will dutifully return the "stick" to their owner (which is why quantity is important: the more mons, the quicker they return). Unfortunately, their Irritable Hook Syndrome causes sudden and involuntary flexes of their stabber which can cause quite some consternation to the owner of a pocket who has been impaled.
- Splitbeemon (Fudgedex #138; Rarity: Great; Desirability: Good; Gift: Stinger; Fault: Unreliable). So dubbed because of the Split Bee Troupe, the team that first discovered and trained the mon, its ferocity is hard to beat. Once instructed, the Splitbeemon will slam itself again and again into its target, using its sharp Stinger to inflict small amounts of damage in large quantities. Each successful sting injects a tiny amount of tranquilizer - individually, the amount is harmless, but combined with hundreds of payloads, is enough to cause a grown man to be lulled into a sense of complacency, unwilling to stop further attacks or circumstances. While incredibly effective, the user can expect absolutely nothing roughly half of the time: the same venom that causes indifference in its victim runs through the veins of the mon as well. Be sure to have a backup plan ready when your Splitbeemon just isn't willing to perform.
- Frlockmon (Fudgedex #176; Rarity: Great; Desirability: Superb; Gift: Eats Wood; Fault: Untrainable). When it comes to feeding mons, there can be nothing better than finding one without the picky tastes so many collectors and trainers have lamented. The Frlockmon eats, nay, devours, wood which is naturally and readily abundant. It also is an excellent lock picker, able to slide its spindly arms into the smallest orifice, manipulate the tumblers, and unlock a door or chest in comparable time to any master thief. Insanely Desirable by any but the most principled adventurers (and many justify their ownership with "concerns" about being locked out of their own homes and treasure), the Frlockmon has one big problem: in most cases, locks are surrounded by wood. Wooden chests, wooden doors, wooden boxes, wooden what-have-you. Combined with its Untrainable Fault and uncontrollable appetite, you'll be able to unlock doors with a minimum of fuss... with the difficulty of concealing the fact that the lock itself has fallen to the floor due to consumption of the surrounding wood.
Episode Guide
What follows is a partial Now Playing (from Carnivore Games) episode guide for the show "Fudgemon-o-theism" on your local cable network. Oddly, the show takes its mature cue from Japanese animation and, though bubbly and humorous, deals with complicated themes not normally suitable for children.
- 101 - The Hatchling. A team of well-liked investigators discovers an egg in the middle of a pasture, with a human female claiming to be its virgin mother.
- 102 - Can or Able? Faced with the apparent suicide of a pre-teen child, the team has nothing to go on until another egg is found. The virgin mother returns, holding a newborn mon and claiming the second egg as a gift from above.
- 103 - And Baby Makes Three. The two mons, now hatched and each three weeks old, mate. A third egg is laid and begins to hatch. Whither the virgin mother?
- 104 - Exsanguinating Circumstances. The baby, appearing unlike either of the two mother mons that laid it, cuts it own throat. Instead of blood, forth hundreds of mons do swell.
- 105 - Frightened New World. The virgin mother returns, and is carried to the east by a cadre of Retrievimon piercing every few inches of her body. Facing downward, her blood leaves no trail, and our team is called out on other duties.
- 106 - Invasion, Part 1. With dozens of unaccounted mons, our team of investigators is sent to catalog and collect each one for further study.
Fudgemon-o-theism is currently awaiting word from above regarding its future.
Footnote
* - "Short packed" refers to the inclusion of a low number of collectable items (such as action figures) shipped to stores, in comparison with the quantity of other figures from the same collection. If a company shipped out ten each of Ratman, Sparrow, and The Poker in every case, but only included three Piddlers in expectation of lower sales of that figure, then the Piddler was "short packed."
Monday, August 29, 2005
Jumpstrike
There is fire among the stars.
The soulless machines of war which humanity unleashed upon itself have been extinguished. Yet still, there is fire among the stars. Colony clashes with colony. Alliance rebels against empire. The age old struggle of wills continues on, to build empires, or to defend freedoms, to take what you want, or to keep what you have. There is fire among the stars, and it is the fire of Humanity, its evils and its hopes. Its dreams of what may come.
Politician, trader, diplomat, warrior. Whatever fate may hold in store, may your fire burn brightly. Welcome to the universe of Jumpstrike.
Overview
The Jumpstrike setting is a semi-hard science fiction setting. While there are no aliens, there are a wide variety of human cultures, with plenty of room for customization. The overall feel of the setting might best be described as "classical Greece in space", but the setting is more than a direct translation of ancient Greece. Politically, there are four major powers and many other minor powers and independent colonies. Diplomacy and international relations are critical to the setting, and even a simple merchant might be called upon to represent his or her home colony, simply by being in the right place at the right (or wrong) time. This article contains a brief history of the Jumpstrike setting, an overview of the technology and society that has grown up in the Jumpstrike universe, and a description of the major (and a few minor) powers, along with possible themes based around them.
History
- Pre-Burn
- Late 21st Century: Jump drive discovered. First colonies founded.
- Most colonies are left to themselves, and try to develop a primitive, but self-sustaining, technology base.
- Advances in artificial intelligence lead to the use of unmanned intelligent warships by the Earth and the most advanced colonies.
- The Burn
- April 17, 2341: A war starts (for unknown reasons), and, with the combination of AI-controlled warships and couriers, quickly devastates the Earth and spreads to the nearby colonies.
- The use of autonomous artificial intelligence becomes forbidden as the knowledge of the Burn spreads through the colonies.
- The Reconstruction
- Most colonies are completely cut off, without the ability to repair their starships or build new ships.
- The New Earth Empire and the Core Worlds Alliance are formed around colonies with shipbuilding capabilities.
- Colonies begin to re-discover shipbuilding.
- The Present Day
- Interstellar travel and trade once again becomes fairly common.
- The Far Stars Republic begins to expand.
- The Hellenikan League is formed.
Society
The setting was designed as a deliberate homage to classical Greece, with its proudly independent and constantly squabbling city-states (poleis). The reference is particularly appropriate because star travel makes the universe much like a group of islands -- there are no restrictions on where you go except for the distance involved, and the time required to cross that distance. Governments resemble Athens' League of Delos far more than Sparta's Peloponnesian League, although only the Far Stars Republic and the New Earth Empire are especially close to the League of Delos, and even they are not especially close. The diversity of governments was also taken from classical Greece, mostly because it provides an opportunity to be creative when making up your own colonies.
The society of the Jumpstrike universe centers around the colony, the planet, and (for a few colonies) the government. Even for members of one of the great powers, the local planet is more important than the central government, and the colony itself vastly more important than either. Although millions of people live and work in space, most people never leave their home colony, much less their home planet. Colonies prize their independence, and the members of the major powers usually see themselves either as "allies" or "conquered," rather than as members of a larger group.
Every inhabitable planet discovered, except for the Earth and Magna Gaia (BD+05 3993-IV) has isolated island chains and subcontinents, with an independent colony on each island chain or subcontinent. The center of a colony is its Akropolis, usually a defensible site which holds the colony's spaceport and center of government. Colonies also tend to have a few smaller villages, and plenty of wilderness. Most colonies have a population somewhere between 75,000 and 10 million, with an average of about 5 million.
Colonies tend to be governed by some form of representational government. At one extreme are colonies like Eire (24 Iota Pegasi-II), with a direct democracy including every citizen and resident of the colony. At the other end are colonies like Cordova (BD+61 195-III), where citizenship is limited to the descendants of the first settlers, and only 175 people, out of a population of over five million, have voting rights. Colonies may or may not have a head of state or council supplementing their citizen body.
Colonies tend to have fairly large militaries specialized in defensive operations. Warfare is much more common than it was in the 20th century, although "total war" is rare. Instead, wars tend to be fought to gain specific advantages or concessions. A colony is likely to fight most of its wars against neighbors on the same planet, since transporting large numbers of troops is difficult even for the major powers. Since space warfare is uncommon, most colonies have only a few warships, usually purchased used from one of the major powers.
Small alliances are common, but don't tend to last very long. Only four major powers exist, the New Earth Empire, the Core Worlds Alliance, the Hellenikan League, and the Far Stars Republic. The Empire is essentially a group of close allies led by New Earth (Iota Persei-V). The Alliance is a group of large independent colonies who have interests in common. The League is a diverse group of allied colonies with a central government that delegates most of its authority locally. The Republic is a central world (Magna Gaia) which has conquered a number of colonies and rules them by force.
Technology
The Jump Drive
Starships are able to exceed the speed of light by means of "jumps" during which the ship disappears from one location and appears at another. Jumps must be calculated precisely, and longer jumps take longer to calculate. The effective speed of a ship depends on how far it jumps and how fast it can calculate its jumps, and the change in gravitational potential between the starting and ending points (jumps must be shorter near stars and planets). Merchant ships take somewhere around two days to travel one light-year, generally in either one or two large jumps. Military ships are about twice as fast. The most that almost any merchant can travel without resupply is five parsecs, which works out to around a month's worth of travel.
Military ships are also built to make tactical jumps, which happen on the order of seconds instead of minutes. Each jump is shorter, and the overall speed is less, but tactical jumps allow ships to avoid incoming fire. Ship-to-ship weapons are also based around jump drives, and any ship without a military jump drive is essentially helpless in combat. As a result of a recent rise in piracy, most commercial ships have at least some tactical jump capability.
Mass Conversion
Military starships generate power using the direct conversion of matter to energy. This process is exceptionally efficient, but each jump still requires a considerable amount of power. Conversion chambers carry the danger of a runaway reaction (where part or all of the mass of the ship is converted into energy, with obvious negative consequences for the crew), but runaway reactions are extremely rare, and the few that have happened have all been the result of battle damage. Mass conversion is also at the heart of most ships' normal-space drives, albeit in a less potentially dangerous form.
Gravity Manipulation
Gravity manipulation allows ships to reduce their effective mass, especially when near planets. The overall effect of this is to allow starships to land and take off from planets without requiring specialized equipment, and also to allow interstellar shipping costs to be low enough to support large-scale trade (even if only in luxuries).
Nanotechnology
Nanotechnology allows stronger materials to be built, although the construction times are increased. Nanoassemblers, while unable to replicate, do allow the quick construction of small items, if given the proper raw materials. Medical nanotechnology allows drugs to be tailored to the individual metabolism, and microscopic robots capable of limited surgical operations. In general, nanotechnology allows better quality, whether in manufacturing or in medicine, but at the cost of increased time, money, or both.
Weapons
Space combat occurs at incredible speeds, with battles often lost or won within seconds of the initial engagement. With ships operating at faster-than-light speeds, conventional weapons, even lasers, are too slow to use against military ships, although pirates do use them against merchants (and, sometimes, merchants against pirates). Instead, military weapons are equipped with their own jump drives.
Lances were the first form of space weapon able to attack a ship capable of tactical jumps. With a specially designed jump drive, a lance will jump thousands of times in its two-second lifespan. If it approaches close enough to a ship, the lance detonates, either damaging or destroying the ship. While lances are seldom used now, a smaller version, known as Interceptors, are used to attack approaching Strike Pods before they can detonate.
Strike Pods use the same tactical drive found on ships. They have the same jump distance but a somewhat higher cycle rate, thus allowing them to move approximately twice as fast as ships in combat. Strike Pods are sent out from the firing ship in an attempt to get close enough to a target ship to attack. Pods attack by deliberately overloading their conversion chamber in order to damage nearby ships with the blast. Some strike pods even carry small lances, potentially allowing them to make multiple attacks.
Ground combat has changed much less than space combat, although the tools used are different. With the high cost of interstellar transport, the large-scale warfare of the past is almost entirely gone. Instead, the attacking force tends to be a small, high-quality force intended to fight in urban environments and take over important targets, such as space ports.
Infantry weapons are more advanced than in the past, but still based on the same principles. Projectile weapons are more likely to use linear accelerators than chemical propellants and lasers are used in specialized capacities, but any member of the infantry from the 20th century onwards would be able to pick up and use even the most modern weapons with only minimal instruction. The main improvement in weaponry is in non-lethal weapons, now used by most police departments and, in special circumstances, by military forces.
Governments
The New Earth Empire
The New Earth Empire is located between the core worlds and the Far Stars cluster. Because New Earth, the home of the Empire, was far away from the core colonies, it was able to survive the Burn with only minimal disruption. As one of the only colonies with shipbuilding capabilities, New Earth was attacked from all sides by colonies hoping to seize its shipyards. The Commonwealth won these battles, and conquered a number of its former attackers.
The New Earth Commonwealth was always dominated by a small aristocracy, and its expansion concentrated the power further. By the time Susan Northwald was elected coordinator of the New Earth Commonwealth in 2402, it was effectively a hereditary monarchy. In 2580, John Northwald, the fourth ruler of the dynasty, was officially granted the title of Emperor by the General Assembly of the New Earth Commonwealth, now the New Earth Empire.
The current emperor is John Northwald II, who ascended to the throne in 2613 at the age of 32. The emperor serves until his or her resignation, usually at around the age of 100, although some past emperors have ruled for life. Advising the emperor is an elected body, the Imperial General Assembly, and presiding over the Assembly is the Imperial Executive, a hereditary aristocracy. Members of the Executive also serve as representatives of the emperor in the Empire's other settlements.
Adventures and Themes
The New Earth Empire is a group of allies dominated by New Earth. Although most of its member colonies were originally conquered, the Empire's expansion has been based on diplomacy for centuries now, and all of its colonies have full citizenship, with their aristocracies integrated into the Imperial Executive. The Empire is home to diplomats, merchants, soldiers, courtiers, and any other type of character imaginable. The Empire currently has two major problems: the lack of an heir to the throne, and the threat of the Far Stars Republic.
Since John Northwald II (see below) is childless, various factions have arisen in the Imperial Executive attempting to get their own candidates declared as the heir. Northwald has recently married a second wife in an attempt to produce a legitimate heir, but the future of the Northwald dynasty is in doubt. PCs could be involved in this struggle either as members of the Imperial Executive, employees or members of one of the Executive households (or the Imperial household), or as employees of the government or the military. While the intrigue in the Executive has so far remained strictly an internal matter, the situation could become a civil war at any time.
Since its founding, the Far Stars Republic has expanded rapidly. With the Hellenikan League apparently too strong to attack at the moment, the Republic has begun testing the Empire's frontiers. While the Empire has managed to retain control over its colonies so far, the Republic has shown no sign of giving up. PCs could become involved in the tension between the Empire and the Republic either as soldiers, diplomats, or merchants, or even as citizens of either side caught up in a border war.
| Aspect | Level |
|---|---|
| Dedicated | [ ] (Fair) |
| Getting Old | [ ] (Fair) |
| No Heir | [ ][ ] (Good) |
| Emperor | [ ][ ] (Good) |
Emperor John Northwald II
Emperor Northwald was born Christopher John Northwald in 2581. He took the throne when his mother, Susan Northwald IV, retired in 2613 at age 83. Since his accession, he has attempted to maintain the Empire's position through diplomacy, although the Empire has fought several times against the Far Stars Republic. Now 72, John Northwald II is struggling to maintain control over the Empire. None of his wives have produced children, and the Imperial Executive is pressing him to name an heir from another family. Emperor Northwald is unlikely to be encountered in person unless the PCs are members of the Imperial Executive, but his influence is felt throughout the Empire.
| Aspect | Level |
|---|---|
| Bureaucrat | [ ][ ] (Good) |
| Drives a Hard Bargain | [ ] (Fair) |
| Likes his power | [ ] (Fair) |
| Annoying Voice | [ ] (Fair) |
Paul Roberts
Paul Roberts is a staff member at the Imperial Trade Representative on Alphonse (Gl 436-III), the Empire's major contact point with both the Hellenikan League and the Core Worlds Alliance. His job is to make arrangements with small traders to allow them to bring goods into the Empire. Any group of merchant PCs who wish to trade with the Empire, or Imperial PCs who wish to trade beyond its borders, might need to negotiate with Roberts to get their cargo into, or out of, the Empire.
The Core Worlds Alliance
Although most of the older colonies were affected by the Burn, a few were far enough away to shut down their AI fleets, or primitive enough to be still relying on crewed ships. These colonies depended on their trade lines with the rest of the core worlds, and the Burn threw their economies into disarray. In response, most of these surviving colonies began to trade with one another, eventually uniting into the Core Worlds Alliance.
The Alliance now includes fifteen colonies, of which twelve were founding members. These colonies have mature economies based around interstellar trade. The colonies that make up the Core Worlds Alliance retain a great amount of independence, with the Alliance providing little more than an internal free-trade zone and an agreement on military cooperation. The Alliance is formally governed by the Advisory Council, which includes a single member appointed from each colony, along with representatives of the major shipping guilds and corporate interests in the Alliance.
The Alliance's emphasis on interstellar commerce makes it the New Earth Empire's major competitor, while the Alliance's status as the "protector" of the worlds devastated by the Burn has sometimes led to conflict between the Alliance and the Hellenikan League. The Far Stars Republic is too far away to seriously threaten any of the Alliance's territory, and no independent colony is powerful enough to threaten the Alliance.
Adventures and Themes
The Core Worlds Alliance is intended as a trading power, and as a remnant of the old pre-Burn society. On good terms with all the major powers (except, occasionally, the Hellenikan League), the Alliance's merchants travel everywhere, and the power of the Alliance keeps them relatively safe from piracy along the way. The Alliance is also a very conservative society, with a voting age of 45 and a constitution that gives the founding members almost complete control over Alliance policy.
For characters interested in making a living through trade, the Alliance is fighting an economic war with the Hellenikan League over access to the colonies devastated by the Burn. While the Alliance sees itself as the protector of these colonies, it also sees them as captive markets, and a number of recent attempts by Hellenikan traders to establish direct agreements with these colonies has prompted the Alliance to subsidize its own merchants to offer better deals to colonies in the core stars. Since the core stars also have one of the highest piracy rates in known space, the combination of armed traders, pirates, commerce raiders, and the occasional warship makes the area an exciting place.
| Aspect | Level |
|---|---|
| Loyal | [ ] (Fair) |
| Idealist | [ ] (Fair) |
| Stubborn | [ ][ ] (Good) |
| Politician | [ ][ ] (Good) |
Coordinator Natalie Dumont
A native of Alphonse, Dumont was first elected as the Alliance's coordinator in 2641. Coordinator Dumont is currently sponsoring legislation aimed at giving the Advisory Council the ability to tax Alliance citizens directly, something which was last tried (unsuccessfully) eighty years ago. Dumont is an idealist who believes that the Alliance will slowly lose influence unless it is able to unite together, and that the Advisory Council is the only body that can hope to overcome the desire of the Alliance's member colonies to retain as much independence as possible. Characters might encounter Dumont if they are active in Alliance politics, either trying to unite the colonies or maintain their current autonomy.
| Aspect | Level |
|---|---|
| Devious | [ ][ ] (Good) |
| Tactician | [ ] (Fair) |
| Leadership | [ ] (Fair) |
| Arrogant | [ ] (Fair) |
Fleetmaster Robert Johnson
A native of Stracher (BD+36 2219-IV), Johnson was an early supporter of Coordinator Dumont, and she has rewarded him by putting him in charge of the Alliance's military presence in the core worlds. Due to the high incidence of piracy there, most of the Alliance's merchant shipping is armed, which places it under Johnson's extended command (although he seldom exercises this authority). Johnson is also in charge of anti-piracy patrols, which he combines with some discreet commerce raiding against the Hellenikan League. Any character who spends time on a starship in the core worlds will likely be affected by Fleetmaster Johnson, and any Alliance character could encounter him directly.
The Hellenikan League
The Hellenikan League is an amalgamation of a number of smaller alliances, formed mostly in reaction to the growing power of the New Earth Empire and the Far Stars Republic. The founders of the League were determined to prevent the League from becoming another expansionist power, but were unable to keep it from growing quickly as the independent colonies tried to avoid being absorbed into the other major powers. Individual colonies in the League do have a great deal of autonomy, and the League has a wide variety of internal styles of government and codes of law.
The League's government was designed to give its member colonies, and its citizens, as much independence as possible. The head of the League is the Archon, supported by the Boule, which is divided between elected members, hereditary members, members appointed by the Archon, and members appointed by the League's colonies. Although the Archon and his or her representatives are able to wield considerable power in emergencies, for the most part they hold a ceremonial role. The primary exception to this rule is the Strategoi, a group who act as both soldiers and diplomats, holding power in the name of the Archon, but nominated by the member colonies and ratified by the Boule.
The League's society is chaotic and diverse. Although the League has a set of overall legal standards and rights, these apply mostly to League citizens, a position held by only a third of the population. Most League residents are instead citizens (or non-citizens) of one of the member colonies, and are subject to the laws and customs of the colony in which they reside. The only universal laws in the League are that any League resident has the right to apply for League citizenship and, if accepted, must be treated as a citizen in any League member state.
Adventures and Themes
The League is the new blood of the setting. As a new power, the League has very little stability, and even its form of government is still changing as time passes. The only constants during the League's 138-year history have been the Archon, the Strategoi, and the Boule, which were inherited from three of the League's founding members: Albion (GJ 1148-I), Nattara (43 Beta Comae Berenices-III), and Menast (Alphonse, Gl 436-II). Although the League has a fairly short history, it has managed to integrate the traditions of some of its members into its own identity, which has helped to provide some stability.
Like the New Earth Empire, the Hellenikan League offers almost any type of adventure. The League's chief threat is the Far Stars Republic, which has been attempting to eliminate the League since its founding. While the League has fought wars against the Republic in the past, recent history has seen only minor skirmishes, with as much diplomacy as violence involved. Characters could be involved in defending the League, taking the fight to the Republic, negotiations between the two, or convincing independent colonies in the New Stars cluster to ally themselves with the League.
Another source of adventure lies in the core stars, where the League has been trying to secure allies and trade routes. This has brought the League into conflict with the Core Worlds Alliance, although neither side has used military force, at least not officially. Finally, there are many possible adventures inside the League's borders, attempting to turn a loose alliance of diverse colonies into a functioning government. While the League itself is over 100 years old, more than two thirds of its members have joined within the past twenty years, leaving the League's government and military struggling to cope.
| Aspect | Level |
|---|---|
| Old and Wise | [ ][ ] (Good) |
| Old and Tired | [ ] (Fair) |
| Leader | [ ] (Fair) |
| Suspicious | [ ] (Fair) |
Archon Martin Holm
Archon Holm was confirmed as Archon in 2595 at the age of 53. Now 105 years old, Archon Holm is looking forward to his retirement, and the accession of his heir, 38-year-old Ryan Laskell, currently serving the Boule as First Citizen. Over his career, Chancellor Holm has seen great changes to the Hellenikan League. At his accession, the League was strongly isolationist. It was only under Chancellor Holm's direction that the League opened up diplomatic relations with the Core Worlds Alliance and the independent colonies. When the Far Stars Republic attempted to conquer Liberty (GI 793-IV), it was Holm who led the League's military in their defense. Archon Holm does his best to be available to any of his representatives, so any character in the League government, such as a strategos, could encounter Archon Holm, or go to him for assistance.
| Aspect | Level |
|---|---|
| Machiavellian | [ ] (Fair) |
| Strategist | [ ] (Fair) |
| Diplomat | [ ][ ] (Good) |
| Lonely | [ ][ ] (Good) |
Strategos Johann Chengalur
Strategos Chengalur was appointed by Archon Holm to manage the League's network of alliances in the New Stars Cluster. A gifted strategist who made his reputation commanding small fleets of ships, Strategos Chengalur has also shown a talent for political manipulation. Thanks to his efforts, the League has been able to base its military forces with a number of allies, some of whom are on the same planet as Republican colonies. The League's network of alliances has prevented the Republic from directly attacking League territory for the past decade. Any character acting as a League strategos, or other military officer, could encounter Strategos Chengalur, and might end up under his command for a mission.
The Far Stars Republic
Originally, the Far Stars Republic was the Kingdom of Kharybdis, one of the colonies established on Magna Gaia, but it has now grown far beyond the bounds of a single planet. The Republic's government has three major branches and a complex interchange of powers. The First Minister heads the executive branch and must be a member of the Senate, but is elected by the People's Forum. The Senate controls the judicial branch, serving as magistrates in the court system, and elects its own members for lifetime terms, although the First Minister has the power to veto Senate appointments. The People's Forum is the legislative body and is elected by popular vote every five years, with one member for every electoral district on Magna Gaia. Each Senatorial district includes 20 Forum districts. Laws passed by the People's Forum do not take effect until ratified by either the Senate or the First Minister.
In 2550, the Expansionist party won 154 of the 301 seats in the People's Forum and selected Anastasia Korolov, one of two Expansionists in the Senate, as the First Minister. The Expansionist party began a shipbuilding program and quickly went to war with independent colonies in several nearby systems. Due to their lack of experience with space warfare, the Republic lost most of the space engagements, but, thanks to the skill and experience of their ground forces, was able to conquer Diamant (BD+03 3465-II) and Paradise (BD+05 3409-III). With the success of their initial assaults, the Expansionists entrenched their hold on the Republic. While they have recently lost their majority in the People's Forum, the Expansionists now control the majority of the Senate, and are thus able to control the laws passed by the People's Forum.
The Republic's expansionism caused few problems in their wars against independent colonies in the Far Stars cluster, but their recent attacks on the Hellenikan League and the New Earth Empire were costly and embarrassing failures. Many of the remaining independent colonies in the Far Stars cluster have sought protection from either the League or the Empire, and the Republic's potential for future expansion is limited unless they can defeat one of the great powers. The Republic has also faced rebellions in many of its new conquests, especially since the People's Forum is unwilling to allow voting representatives from any planet other than Magna Gaia.
Adventures and Themes
The Far Stars Republic is caught in a trap. Instead of governing a prosperous and reasonably peaceful planet, it now controls most of the New Stars Cluster, but its conquests are rebellious and the remaining independent colonies are allying against it. The Expansionist party has built its reputation on successful military campaigns, and a recent attempt by First Minister Joyce Laporte to temporarily halt the Republic's expansion cost the Expansionists the 2560 election, and Laporte her position as First Minister. The Expansionists will lose more support if they extend citizenship to conquered colonies, but without some self government the colonies will continue to rebel.
Republican characters might be involved either in working to maintain the status quo or working to reform or undermine the Republic. Reformers might be members of one of the minority parties in the Republic, soldiers convinced that the Republic's military is overextended, or rebels on one of the conquered colonies. Supporters of the Republic might be colonial governors trying to maintain order, Expansionists struggling to retain control of the government, diplomats trying to keep the peace between the Republic and the other major powers, or soldiers fighting against rebels in a conquered colony. Whatever happens to the Republic, it will provide a fertile ground for adventures.
| Aspect | Level |
|---|---|
| Patriot | [ ][ ] (Good) |
| Indecisive | [ ] (Fair) |
| Paranoid | [ ] (Fair) |
| Coalition-builder | [ ][ ] (Good) |
First Minister John Masters
Masters was a compromise candidate, selected to bring the Development party into a coalition with the Expansionists. Since his election, Masters has tried to keep both the Expansionist party and the Republic from falling apart. Masters' attempts to find a diplomatic solution to the rebellions on the conquered colonies have led some of the Expansionists to break away and found a new party promoting a hard-line approach against both the rebels and the Hellenikan League. For now, though, the Expansionist-Development-Populist coalition still has a slight majority in the People's Forum. Masters could be encountered either by conservatives or reformers, either as an ally or an opponent.
| Aspect | Level |
|---|---|
| Diplomatic | [ ] (Fair) |
| Inspires Loyalty | [ ][ ][ ] (Great) |
| Pacifist | [ ] (Fair) |
Governor Erin Lockhart
Erin Lockhart is the most successful of the Republic's governors. Assigned to the colony of Diamant, which was captured in 2551, she has managed to bring the populace under control without excessive bloodshed. Instead of governing by an appointed council from Magna Gaia, she has given Diamant considerable self-government, and refused to implement some of the harsher penalties in the Rebellion Acts. This has made her popular enough with the coalition government that a recent attempt to recall her was treated as a vote of confidence, and failed by seven votes. Governor Lockhart would make a useful ally for Republican reformers, or an obstacle for natives of Diamant determined to start an open rebellion.
Minor Powers
There are dozens of independent colonies and small coalitions, most of which are either near the solar system or in the fringes of the Far Stars cluster. These powers are a diverse assortment, with almost every imaginable type of society. Most smaller powers are poorly defended, often with only a few obsolete warships sold off by one of the major powers. The powers described here are a sample of the independent colonies in Jumpstrike.
The New Solar Union
The New Solar Union was formed in the wake of the Burn from a number of international relief organizations. After the Burn, the Earth was devastated, and starvation and disease killed many more people than the orbital bombardments. The relief organizations led a global response to the Burn, and eventually formed the nucleus of a planetary government. Since the Burn, the Earth has managed to exist peacefully with a unified government. Although a minor player in most ways, the New Solar Union is the most populous government in existence, with over 1.5 billion citizens spread throughout the solar system.
The New Solar Union has concentrated on the defense of the solar system, and has taken advantage of the recent rivalry between the Core Worlds Alliance and the Hellenikan League. Both sides have contributed ships to the New Solar Union, and the Union's capabilities were recently demonstrated when a strike force from the New Earth Empire, attempting to acquire a base in the Sol system, suffered a humiliating defeat. The New Solar Union has recently begun its own shipbuilding program, and some of the new classes are comparable to the ships of the major powers. The government of the New Solar Union is based on a combination of direct democracy and a representative council. The Council handles urgent problems, but its decisions are subject to a review by the entire citizen body of the Union.
Ephidites
Ephidites, one of four colonies located on Rhodos (BD+45 2505-IV), was one of the last colonies founded before the Burn. Within 5 parsecs of three League colonies, 4 Republican colonies, and one Imperial colony, this strategically important location has led to Ephidites being courted by both the League and the Republic.
Ephidites has a small citizen body and a larger number of residents with limited citizen rights. Most of the citizens support Archon Martin Chengalur, who tends to be sympathetic towards the Hellenikan League. Many of the residents, and a few citizens, support Exarch Brian Smith, who advocates an overthrow of the citizen government for more inclusive franchise. Smith has recently approached the Far Stars Republic for backing in his attempts to take over the government of Ephidites. If both sides gain support from the major powers, Ephidites may become the focus of another war between the Hellenikan League and the Far Stars Republic.
Korkyra
Korkyra is an independent colony on Merrod's World, the same planet that houses Stracher (the current capital of the Core Worlds Alliance). Korkyra was founded fifty years later than Stracher, and was a young colony at the time of the Burn. After the Burn, Korkyra survived only because Stracher and Heritage, another older colony on Merrod's World, were at war with one another but at peace with Korkyra, making Korkyra the only legal trade conduit between the two powers. Since that time, Korkyra has survived as a free port close to the League, the Alliance, and the Empire.
Korkyra's citizenship policy is extremely loose, with both foreigners and citizens eligible for full voting rights. The only distinction is that only citizens may serve on the Legislative Council, and foreigners pay slightly higher taxes. Only those adopted by a citizen or born to two full citizens are eligible for full citizenship, and Korkyra has many foreigners whose families have lived in the colony for hundreds of years.
Map of the Colonies
The starmaps come from the HabHYG database by means of Winchell Chung and his star maps web site. I wrote a script which drew the maps, and I played around with which stars actually had habitable planets until I had a map that I liked. The assumptions that I used are extremely optimistic, but that's the only way that real starmaps can be used for game purposes.
This map shows all known star systems with inhabitable planets as of 2653 (although essentially no new surveying has taken place since the Burn). Lines are drawn between stars 5 parsecs or less from one another (that being the maximum distance that most merchant ships can travel, and the maximum distance that a warship can travel without being stranded at the far end). Although some stars are marked as belonging to a major power, most have many colonies, including some neutral colonies.