The Mighty Endeavour Campaign

Background
Chronology
Character Generation

Background and Chronology

Galactic society is very old, having existed for more than 1.5 billion Terran years (longer, in fact, than multicellular life has existed on Earth). For the intelligent ("sophont") species of the galaxy, a culture consisting of millions of species spread out over billions of worlds in the Milky Way galaxy and its satellites there are two institutions common to all. The Chain of Uplift is a philosophy which holds that starfaing intelligence is a characteristic of life that does not naturally occur anywhere in the known universe. The best a planet can produce through natural selection is a "presentient species," a race of creatures that may be clever tool users, rough-hewn poets or prodigious builders, but who will never evolve true "intelligence." Intelligence must be artificially enhanced, through massive genetic manipulation, ruthless culling of inferior breeds, and many generations of education. Thus, from the fabled "progenitors" who began the Chain of Uplift more than a billion years ago, each galactic race experiences its history first as an innocent presentient; second as an "indentured client" of a "patron" species, usually for a hundred thousand years or more; third as an "adult client", mature enough to take its place in galactic society; and fourth as a "patron" itself, as it uplifts other presentient races it finds on "fallow" or deliberately unsettled worlds. Other than perhaps the progenitors themselves, no species has ever achieved adulthood without help from a patron race.

The other central institution of Galactic society is the Galactic Library. The Library is a mindbogglingly vast storeof knowledge, gathered by millions of races over more than a billion years. This includes the history of every race since the Progenitors to exist within Galactic society, extensive survey data on almost every star system, nebula, or cloud within the Milky Way cluster of galaxies, a billion years worth of scientific research, political, military, and economic experience, and artistic exploration. Indeed, the Library's knowledge is so huge that many galactic races believe that it contains everything that is knowable about the universe, that there is no secret that will not ultimately be revealed from within its depths.

The year is TSY527 (2496AD). Approximately one century has passed since humanity made First Contact with Galactic civilization. The unusual ascent of Homo sapiens sapiens from presentient hominids, apparently without benefit of a galactic patron to guide it, has caused great controversy in the short period of humanity's involvement in Galactic society. Many Galactic races, among them major military and political powers such as the Soro, the Tandu, and the Gubru, have called for the enforced indenture of humans as clients (preferably to one of them) in order to prepare them properly for galactic citizenship. Unfortunately for these Galactic conservatives, humanity has luckily had three major points on its side.

When First Contact came, humans already had a star drive, which although quite primitive by galactic standards qualified humans as a starfaring race. Since First Contact, Terran skill with hyperspace physics and stardrive engineering has made leaps and bounds, aided by star travel experience, observation of galactic drives, and most importantly, help from the Galactic Library and Tymbrimi scientific advisors.

Humanity had the good fortune to meet the Tymbrimi before any other race, and the Tymbrimi have a reputation in Galactic society of being disreputable practical jokers, nonconformists, and political gadflies. The alliance between Tymbrim and Earth, the good relations between Earth and several mainstream Galactic races such as the Synthians and the Kanten, as well as the jealousies between the conservatives, have cooperated in keeping the lid on attempts by any of the races to acquire humans as clients.

Chimpanzees and Dolphins had already been genetically engineered into sentience ("Uplifted," in Galactic jargon,) inadvertently giving humans Patron status. (In fact, the Galactic Institute for Uplift has had to issue an injuction against experiments on dogs, cats, gorillas, and elephants, to prevent the upstart humans from rising to the status of "Senior Patron" while still considered raw and unfinished themselves.)

While the Galactics must currently accept the "wolfling" humans as official Galactic citizens, they do not have to like it. Thus every meeting between Terrans and Galactics holds the possiblity of danger. The Sundiver incident, which happened shortly after First Contact, is an excellent example of the dangers humans run into when dealing with certain galactic races. Here human inquisitiveness ran hard up into an internal power struggle within a powerful patron line, the Soro clan. While the incident was resolved with little loss of life, face, or territory, it has helped perpetuate the enmity of the Soro, with little gain for the races of Terra besides the realization that humans and their clients needed to speak with one voice before the Galactic community. (For a complete account, read Sundiver by David Brin).

Human independence and inquisitiveness has not grown any less, or created any less of a problem for hide- bound Galactic culture, but hopefully the lessons learned within the last hundred years has taught humanity to tread more delicately when tweaking the noses of Galactic civilization. The latest test of this education is the Terragens Space Ship Endeavour, which like her historic namesake is an exploration ship built to survive in a sometimes hostile galaxy.

In addition to Sundiver, the other two books of David Brin's Uplift trilogy are useful references. They are Startide Rising and the Uplift War, both multiple award winners. There is also Brightness Reef, published in hardcover in 1995 and intended as the first in a new trilogy set in the same milieu. GURPS Uplift is a good RPG reference specific to this milieu. While the campaign will not adhere to the same storyline in these books, their flavor, style, and racial characterizations will be retained.

Chronology

A brief chronology of events:
	Year	Event
	1	First manned landing on Luna
	32	Delta Clipper inaugurates era of commercial space flight.
	36	Recombinant DNA techniques used to breed chimpanzees for AIDS
		research.
	46	First permanent settlement on Luna established
	50	First manned landing on Mars
	52	Unmanned space probe Halley, launched to investigate comet
		formation in Sol's Oort cloud,  detects a gravitational anomaly,
		later determined to be an "hyperspatial transfer point" to 
		one of Sol's nearest neighbors, Alpha Centauri.
	65	First manned spacecraft goes through transfer point to Alpha
		Centauri.
	79	Centauri expedition returns with relics of an ancient alien
		civilization.
	87	First human colony established on Alpha Centauri IV.
	203	First "neochimpanzee" born.
	324	First "neodolphin" born.
	398	Planetary survey ship Calypso encounters Tymbrimi scoutship in
		Vega system
	426	Sundiver incident. Terragens Council formed to represent interests
		of humanity and its clients before Galactic society.
	527	TSS Endeavour completed.

Character Generation

General Guidelines

Characters must be generated under Champions, Hero System 4th Edition. People unfamiliar with this system may use the rulebook owned by the SGU, or may play a pregenerated character. No experience with this system is required for the campaign.

Each character starts with a 75 pt. base, may choose up to 75 pts. of disadvantages (no more than 25 pts. per category), and must choose a racial package in addition (the racial package not included in the disad limits, and may cause the character total to rise above 150 pts.). Characteristics bought with experience, rather than during character generation, cost 2x normal (except where noted below). Power frameworks are not allowed.

Skills

All Hero system skills are allowed. Martial Arts packages beyond those in the standard rules (defined as Hero System Rulebook and Champions book) must be approved; characters may not purchase extra damage classes. Campaign-specific skills are listed below.

Astrogation
This works as per navigation, but it works only for plotting courses in space.
COST 3 pts. for 9+INT/5 roll, +1 per 2 pts.

Geneering
This INT-based skill allows the character to recognize genetically engineered traits on others. Biological knowledge of a particular species is a complementary skill for that and related species. This also endows the character with basic bioengineering knowledge (treat as Knowledge skill: Genetic Engineering, 8-).
COST 3 pts. for 9+INT/5 roll, +1 per 2 pts.

Mind Blank
This EGO-based skill allows a character to reduce his mental signature to make it less vulnerable to psychic attack. It requires a full phase action to initiate and maintain. If the skill roll is successfully made, the character's ECV goes up by +1. Subsequent attempts suffer a cumulative -2 to the roll. 1/2 DCV concentration adds +1 to the roll, 0 DCV adds +3.
EXAMPLE: Tom Orley, who has Mind Blank skill at 14-, goes into a lotus position (0 DCV concentration) to ride out a psychic attack. His skill roll is now 17-. On his first Mind Blank skill roll he rolls 14, which lets him raise his ECV from 5 to 6. He keeps chanting, and rolls again on his next phase, getting 13. Since 13 < 15, his ECV goes up to 7. Rolling again, he gets a 14, which is greater than 13, and his ECV stays at 7 for as long as he keeps concentrating.
COST 3 pts. for 9+EGO/5 roll, +1 per 2 pts.

More Languages
There are 12 major galactic languages. They are all related by 2 points of similarity, but learning the first Galactic language costs an additional 2 points. The galactic languages in italics may not be understood or spoken by earthlings without mechanical assistance. The galactic languages in underline may be understood by earthlings, but not spoken without mechanical assistance. Galactic One is not spoken by any existing race in the galaxy, but is the original language of the Galactic Library and most computers and artificial intelligences based on Library designs. Galactic Twelve may be heard or spoken by those with Dolphin Language Ability.

Dolphin languages have 3 points of similarity, but humans/chimpanzees may speak Trinary only if they have Dolphin Language Ability. Primal is the native language of Dolphins. Dolphin Anglic is the same as human/chimpanzee Anglic, but it requires Enhanced Hearing, Active Sonar, or Dolphin Language Ability to understand fully (otherwise it appears to be only basic conversational Anglic). Anglic is the native language of humans and chimpanzees. Its direct ancestor is 21st century English, but it also has heavy infusions of Cherokee, Japanese, and Hindi.

Of the major Galactic races Terrans normally deal with (or are harassed by), each uses one of the following as its primary language.

	Soro	Galactic 12		Tymbrimi    Galactic 7
	Tandu	Galactic 6		Kanten	    Galactic 12
	Gubru	Galactic 3		Synthian    Galactic 10

Zero Gravity Conditioning
This DEX-based skill allows a character to operate normally in conditions of weightlessness. Characters without this skill may be at a disadvantage when moving or fighting in stations or ships operating under zero gee conditions. When performing complex or risky maneuvers under free fall conditions, or when experiencing gravitational fluctuations, the character must rull versus his ZGC skill in order to maintain his balance, orientation, or trajectory. Acrobatics or Breakfall give the character a base 8- roll in ZGC; they are complementary skills.
COST 3 pts. for a 9+DEX/5 roll, +1 per 2 pts.

Perks

Contacts and Favors are allowed with GM approval. Followers, Fringe Benefits, Money, personal Vehicles and Bases from the standard rules are not allowed. For Status perks use the following system:

Civilian Status
2 points Security Clearance: cleared to receive military intelligence
3 points Military Command Authority: may lead small military units
5 points Galactic Institute Official: may act for the interests of one of the Galactic Institutes and
request assistance from any organization of galactic society
5 points Terragens Council Agent: may act for the interests of the Terragens Council and
request assistance from any organizations of the Terragens federation

Naval/Marine Rank: these apply only to Terragens military personnel.
1 point NCO (may lead small sections or squads
2 points Midshipman/Cadet (officers-in-training usually not given significant commands or responsibilities)
3 points Lieutenant (workhorse officers with various responsibilities, including minor commands
4 points Commander/Major (minor warships or battalions)
5 points Captain/Colonel (major warships or regiments)
6 points Admiral/General (fleets or armies)
7 points Marshal (system commands)

Uplift Status: Reproduction Cards apply only to Dolphins and Chimpanzees
1 point Green Reproduction Card: has the limited right to offspring under supervision by Uplift Board
2 points Blue Reproduction Car: has the right to offspring with Uplift Board veto; may not take more than 15 pts worth of physical or psychological limitations
3 points White Reproduction Card: has the unlimited right to offspring; may not take more than 5 pts worth of physical or psychological limitations
0 points Yellow Reproduction Card: denied the right to offspring except by donation of genetic material
-3 points Red Reproduction Card: denied the right to offspring; characters may take more than 25 pts worth of physical or psychological limitations
5 points Patron Status: member of a species with one or more Clients of Indentured Clients
10 points Senior Patron Status: member of a species with three or more Clients or Indentured Clients
15 points Patron Lord Status: member of the senior patron species of a Patron line
0 points Client Status
-5 points Indentured Client Status: member of a species still considered "presentient" and bound to the service of another species
-5 points Wolfling: member of a species considered abandoned by its Patron before completion of its Indenture

Talents

All standard rule talents are allowed except Find Weakness (see skills above) and Universal Translator. The following are special to the campaign. Unless otherwise noted, chracters may not purchase more than 10 pts worth of talents during character creation, and talents purchased with experience cost 2x normal.

Deep Diving Ability
This allows the character to make prolonged deep water dives without equipment. It includes a limited Life Support and immunity to pressure changes. The base length of a dive is 2xCON minutes.
COST 5pts.

Dolphin Language Ability
This allows the character to hear and speak to Dolphins without penalty in their own language, Trinary. It does not include knowledge of the language; that must be bought separately.
COST 3pts.

Neural Socket
This allows a character to communicate directly with electronic equipment or computers that have appropriate interface hardware. This direct communication gives the character the ability to control this equipment with exceptional facility. Skill rolls for computer programming and skills both the character and equipement have in common are given a +6 to the highest of the two skill rolls. For skills the character does not possess, the socket allows the character to operate equipment with that skill with a +3 to the equipment's roll. Operating robots, AI's and vehicles, the neural jack allows the character to use the equipment at the higher of the character's or the vehicle's/robot's speeds, subject to the physical limitations of the equipment (i.e. it would not increase the top speed of a vehicle, but would allow the character to make it more responsive and maneuverable). A neural socket allows a character to communicate in Galactic One, provided he has knowledge of it.
COST 5pts. Neural sockets are available to all Terran characters.

Powers

Most powers are not allowed. In some cases, mental powers are an exception to this rule. The other exception is Mental Awareness, which any character may buy at normal cost.

Secret Uplift Experiment
This latent power(?) is the result of recent, unproven engineering performed on the character's genes. It is GM determined, unknown to the character except as a vague hint of hidden potential, and may surface at any time. If this power is selected, the GM reserves the right to add mystery disadvantages as well, to enhance the power.
MINIMUM COST 5 pts. This is not available to normal humans.

Disadvantages

Disadvantages not listed here work as per the standard rules.

Accidental Change, Normal Characteristic Maxima, Public Identity, Secret Identity, and Vulnerability are not allowed.

Age
The Age disadvantages have been modified to work with all races that have Characteristic Maxima. The categories are Middle-Aged (5 pt disadvantage) and Elderly (10 pt disadvantage). The modifications to the Racial Characteristic Maxima are as follows:

Characteristic Middle-Aged Elderly
STR -5 -10
DEX - -
CON -5 -10
BODY -5 -10
INT +5 +10
EGO +5 +10
PRE +5 +10
COM - -
PD -2 -4
ED -2 -4
SPD - -
REC -2 -4
END -10 -20
STUN -10 -20
Movement (Run) -2" -4"
Movement (Swim) -1" -2"

Hunted and Watched
There are several races and organizations specific to this campaign. Galactic Institutes have extensive non-combat influence. Terragens organizations have extensive non-combat influence, but are restricted in jurisdiction. Guidelines are as follows:

Hunted by Base Points
Client race (ex. Kwackoo, a Gubru client) 5
Patron race (ex. J8lek) 10
Senior Patron race (ex. Tandu) 15
Patron Lord race (ex. Krallnith) n/a
Minor Galactic Institute 10
Major Galactic Institute 15
Minor Terragens Organization 5
Major Terragens Organization 10
Terragens Council 15

Racial Packages

The racial packages are prefigured. The skills, powers, and disadvantages within these packages are in addition to the (75+disads) points a character has available to spend. All that the character need to is pay the package cost, which is most cases is nothing.

Normal Human (Homo sapiens sapiens naturalis)

Characteristics: Limited to Normal Characteristic Maxima. May take Age Disadvantage.
   On creation, character may distribute up to 20 phantom points to offset cost
   of characteristics bought with experience, up to characteristic maxima.
Skills: Unlimited.
Perks: Patron Status. Cost 5 pts.
Talents: No more than 10 points worth of talents may be purchased at character
   creation. Talents bought with experience cost 2x normal.
Powers: None allowed. 
Disadvantages: Wolfling, 5 pts.
Total Points: 5
Total Disadvantages: 5
Package Cost: 0

Uplifted Human (Homo sapiens sapiens novus)

Characteristics: Unlimited (May not take Age disadvantages; characteristics may
   always be purchase at normal cost). Cost 20pts.
Skills: Unlimited.
Perks: Patron Status. Cost 5 pts.
Talents: Unlimited.
Powers: Mental Awareness +1, 5 pts. Character may exchange Mental Awareness for
   5 pts. applied toward one or more mental powers. For this purpose, Mind Link
   and Mental Defense qualify as mental powers. May purchse up to 10 points of
   enhanced senses.
Disadvantages:
   Watched by Board of Uplift 8-, 10pts
   Hunted by Alien Conservatives 8-, 10pts
   Distinctive Features (Uplift characteristics, concealable), 5 pts.
Total Points: 30
Total Disadvantages: 30
Package Cost: 0

Neochimpanzee (Pan argonostes)

Characteristics base(maxima): STR 15(25), DEX 10(20), CON 15(25), BODY 10(20),
   INT 10(20) EGO10(20) PRE 15(25), COM 10(20) PD 3(9), ED 3(9), SPD 2(4), 
   REC 6(12), END 30(60), STUN 25(55), Running 4"(8"), Swimming 0"(3"), 
   Swinging 5" (10"); Cost 19 pts.
Skills: Unlimited.
Talents: Double Jointed 3 pts. No more than 10 points worth of talents may be
   purchased at character creation. Talents bought with experience cost 2x normal.
Powers: Extra Limbs (tool using feet), 5 pts. May purchase up to 10 points of
   enhanced senses.
Disadvantages:
   Watched by Board of Uplift 8-, 10 pts.
   Client status, 5pts.
   Psych Lim May not attack humans, 15pts.
Total Points: 30
Total Disadvantages: 30
Package Cost: 0

Neodolphin (Tursiops amicus)

Characteristics base(maxima): STR 20(30), DEX 20(30), CON 10(20), BODY 12(22),
   INT 5(15) EGO5(15) PRE 10(20), COM 10(20) PD 2(8), ED 2(8), SPD 3(5), 
   REC 4(10), END 20(50), STUN 20(50), Running 0"(0"), Swimming 7"(15"); 
   Cost 8pts
Skills:
   Primal, native fluent (free)
   Trinary, native fluent 3pts
   Anglic, native fluent, 4pts
   Other skills unlimited. 
Talents: Neural Socket, 5 pts. No more than 10 points worth of talents may be 
   purchased at character creation. Talents bought with experience cost 2x normal.
Powers:
   2 levels Growth, always on, 13 pts.
   Active Sonar, 15pts.
   Deep Diving Ability, 5pts.
Disadvantages:
   Watched by Board of Uplift 11-, 13pts.
   Client status, 5pts.
   Psych Lim May not attack humans, 15pts.
   Phys Lim No limbs, 20pts.
Total Points: 53
Total Disadvantages: 53
Package Cost: 0

Tymbrimi

Characteristics base (maxima): STR 5(15), DEX 10(20), CON 10(20), BODY 10(20),
   INT 15(25), EGO 15(25), PRE 10(20), COM 10(20), PD 1(7), ED 2(8), SPD 2(4),
   REC 3(9), END 20(50), STUN 18(48), Running 6"(6"), Swimming 0"(5"); 10 pts.
Skills: Unlimited.
Perks: Patron Status, 5 pts.
Talents:
   Ambidexterity, 3 pts.
   Danger Sense, 10 pts.
   No more than 10 pts. of talents may be purchase at character creation. Talents
   bought with experience cost 2x normal.
Powers:
   Mind Scan 4D6, 1 minute activation, 8 pts.
   Telepathy 2D6, 1 minute activation, 4 pts.
   Discriminatory Mental Awareness, 5 pts.
Disadvantages
   Psych Lim Prankster, 10 pts.
   Reputation 11-, (member of trickster species), 10 pts.
Total Points: 35
Total Disadvantages: 20
Package Cost: 25

Professional Packages

These professional packages must be bought with character points and mandatory disadvantages, unlike racial packages.

TAASF Basic Training

Skills:
   +1 with Terran small arms, 3 pts.
   FAM Terran small arms, 2 pts.
   FAM Terran military transport vehicles, 2 pts.
Total Points: 7
Total Disadvantages: 0
Package Bonus: 1
Package Cost: 6

TAASF Marine

Prerequisite: TAASF Basic Training
Skills:
   Commando Training (Martial Strike, Killing Strike, Choke Hold), 13 pts.
   FAM Terran heavy weapons, 2 pts.
   FAM small arms of one alien race, 2 pts.
   Find Weakness v. one alien race/mode, 10 pts.
   Pick three skills from the following list: Combat Driving, Demolitions,
	Electronics, Mechanics, Paramedic, Security Systems, Survival, Systems
	Operation, Weaponsmith; 9 pts.
Disadvantages:
   Psych Lim: Follows orders, 15 pts.
   Watched by Marine Command 8-, 5 pts.
Total Points: 56
Total Disadvantages: 20
Package Bonus: 3
Package Cost: 13

TAASF Sailor

Prerequisite: TAASF Basic Training
Skills:
   FAM Terran space vehicles, 2 pts.
   AK: Sol System, 2 pts.
   Zero Gravity Conditioning, 3 pts.
   Pick a specialization, 12 pts.
	Helm: Astrogation, Combat Piloting, 3 Area Knowledge skills
	Operations: Computer Programming, Systems Operation, 6 pts. of Galactic
		Langauges
	Weapons: Weaponsmith, Tactics, FAM Terran space weapons, FAM one alien
		race space weapons, ranged skill level
	Engineering: Electronics, Mechanics, KS: Hyperdrives, KS: Damage Control,
		KS: Life Support Systems
Disadvantages:
   Psych Lim: Follows orders, 10 pts.
   Watched by Naval Command 8-, 5 pts.
Total Points: 19
Total Disadvantages: 15
Package Bonus: 0
Package Cost 4

Terragens Council Agent

Prerequisite: TAASF Basic Training
Perk: Terragens Council Agent, 5 pts.
Skills:
   Deduction, 3 pts.
   Galactic Languages, 6 pts.
   Survival, 3 pts.
   Mind Blank, 3 pts.
   Choose three skills from the following list: Bribery, Bugging, Concealment,
	Conversation, Cryptography, Interrogation, Persuasion, Seduction, Shadowing,
	Stealth; 9 pts.
Disadvantages:
   Watched by Terragens Council 8-, 8 pts.
   Reputation 8- Miracle Worker, 5 pts.
Total Points: 29
Total Disadvantages: 13
Package Bonus: 3
Package Cost: 16