Sunday, January 7, 2018

Lords of Creation as Space Opera

Art by Dave Billman

Lords of Creation contains a one-and-a-half page description of the 'Imperial Terra' setting.  We learn that:
Terra now rules more than a thousand planets throughout the galaxy.  All of the planets have been Terraformed to approximate the living conditions on the mother world (even so, some of the planets are only marginally inhabitable).  Because of Faster-Than-Light drive (abbreviated FTL) the planets can be reached in days instead of centuries.  Even so, Terra is only able to control such a population because of Luna-X.
Luna-X is a giant, planet-sized computer.  “By law, all computers are linked to Luna-X.”  Emperor Romulus XI also has a mental link – the only one – with Luna-X.  However, “there are are unconfirmed rumors that it is not Romulus who controls Luna-X, but Luna-X who controls Romulus.”  While all of Terra “is one interconnected, giant city,” the emperor resides in the capitol, “the Megalopolis District, located in what used to be the bed of the Mediterranean Sea.”

There are three factors that form the basis of the Imperial administration:  The Lunar Corps, The Fleet, and The Imperial Inspectors.  “The Lunar Corps is both a computerized bureaucracy and a force of secret police.”  Said secret police – The Lunar Police – “have the right to impose sentences on the spot, without trial, unless dealing with a member of The Fleet, or superseded by an Imperial Inspector.”  The Fleet consists of the Hyperspace Navy, the Stellar Marines, and – recruited from the best of these two services – the Imperial Guard (also known as the StarGuard).  (Corvus Andromeda was one of the StarGuard.)
The Imperial Inspectors are another secret organization.  No one knows how they are recruited, paid, or who ultimately controls them.  But when they appear, they are quickly recognized.  Imperial Inspectors have the right of 'high and total justice' even over The Lunar Corps or The Fleet.  Strangely enough, the emphasis really is on justice.  The Imperial Inspectors have a deserved reputation for total honesty, incorruptability [sic], and impartiality.  Their justice is always tempered with mercy.  It is likely that without the ideal of the Imperial Inspectors, the Empire would have dissolved into rebellion and anarchy despite the efforts of The Lunar Corps and The Fleet.  The Imperial Inspectors provide an element of hope, a safety valve that emphasizes slow, peaceful change over bloody rebellion.  Unfortunately, the Imperial Inspectors are few, and the evils they combat are many.
Imperial Terra is only one of the Lands of Wonder, but nothing prevents it from being used as the basis of a space opera campaign outside of the Lords of Creation paradigm.  For Imperial Terra, Tom Moldvay incorporated concepts from various instances of science fiction literature, yet there was likely more to the setting than was published.  The details he provided for the Starnomads suggest as much.  Despite the recycling of a couple of names, Revolt on Antares could easily be part of the Imperial Terra universe.  Other indicators of a more expansive setting can be seen in a two-part article in Avalon Hill's Heroes magazine (issues 2 & 3).  This article allows for the creation of non-human player characters in the Imperial Terra setting.  The article also mentions an adventure module in development, “Voria,” in which such characters could be used.

As indicated in the Lords of Creation rules, 2d10 are rolled for the basic abilities for humans.  However, according to the article, the “minimum basic ability score [for Humans] is 8.”  With regard to non-humans,“Perhaps two-thirds of the population of the Empire are Terran descendants, the rest belong to...seven other (known) space-faring races.”

Art by Dave Billman
ASTREGANS:  In The Book of Foes, the 'n' is left out and this race is referred to as Astregas.  They “are a race of intelligent crustaceans.”  For MUSCLE, SPEED, and STAMINA, the roll is 4d6-1; for MENTAL and LUCK, 2d10.  “Their minimum basic ability score is 6” and they have natural armor of -2.  However, they begin with one less skill.


Art by Dave Billman
DRACONIDS:  They are 8 foot tall, bipedal saurians with prehensile tails.  They are vegetarians and have an easy-going attitude.  For MUSCLE, SPEED, and STAMINA, the roll is 4d6+1; for MENTAL, 2d10; and LUCK, 3d10.  “Their minimum basic ability score is 6” and they start with one less skill.


Art by Dave Billman
FELINES:  “Felines take pride in their extreme sophistication, but often revert to barbarism in times of crisis.”  For MUSCLE, SPEED, and STAMINA, the roll is 3d6+1d10; for MENTAL and LUCK, 2d10.  “Their minimum basic ability score is 6” and they start with one less skill.  Using their claws, Felines cause an additional 1d6 damage in unarmed combat.


Art by Dave Billman
LUPINES:  “The Lupine virtue of loyalty and their vice of vengefulness are renowned throughout the galaxy.”  For MUSCLE, SPEED, and STAMINA, the roll is 2d10+1d6; for MENTAL and LUCK, 2d10.  “Their minimum basic ability score is 7” and they begin with one less skill.  Their vestigial claws “add 1-3 points of damage to unarmed combat.”


Art by Dave Billman
MANTIS LORDS:  They “are 7 foot tall intelligent insects.”  Mantis Lords “appear to be completely paranoid” and “seem to be psychologically incapable of trusting another race enough to sign a peace treaty.”  For MUSCLE, SPEED, and STAMINA, the roll is 2d10+1d6; for MENTAL and LUCK, 2d10.  “Their minimum basic ability score is 7.”  They can use their vestigial wings to lift themselves off of the ground for periods of 1-6 rounds.


Art by Dave Billman
PONGOIDS:  They “are a cross-breed between humans and the great apes.”  They “were held as virtual slaves but won their freedom in the Great Rebellion” (which ended twenty years ago).  For MUSCLE, SPEED, and STAMINA, the roll is 4d10-1; for MENTAL, 2d6; and LUCK, 2d10. “Their minimum basic ability score is 6” and they with two fewer skills.


Art by Dave Billman
PUPPET MASTERS:  “They stand about 3 feet high and weigh roughly 75 pounds.”  A Puppet Master can connect its spine to a victim's spine via an artificial cord and thereby control said victim.  For MUSCLE, SPEED, and STAMINA, the roll is 2d6; for MENTAL, 3d10; and LUCK, 2d10.  “Their minimum basic ability score is 5.”

In addition to the intelligent, star-faring races above, the Heroes article also provides character creation information for the following.

Art by Dave Billman
ANDROIDS:  “It requires a detailed biological analysis to tell Android bodies from normal Human bodies.”  Androids raised under clinical conditions “take pride in their aloofness and rationality.”  However, “Androids created in the fetal stage and raised by Human families show normal Human emotions.”  For all five basic abilities, the roll is 2d10+1.  “Their minimum basic ability score is 7” and they begin with one less skill.  They also have an armor value of -1.

Art by Dave Billman
CYBORGS:  “Some Cyborgs are virtually indistinguishable from a normal Human; others are virtually indistinguishable from a normal machine.”  For MUSCLE, SPEED, and STAMINA, the roll is 4d6; for MENTAL and LUCK, 2d10.  “Their minimum basic ability score is 6” and they begin the game with two fewer skills than starting Human characters.  Cyborgs start with no money but automatically have the first Cyborg power (i.e., Recycling Implant).


Art by Dave Billman
MUTANTS:  They “are often disfigured in various ways and are usually less healthy than Humans.”  For MUSCLE, SPEED, and STAMINA, the roll is 2d6+1; for MENTAL, 4d10; and LUCK, 2d10.  “Their minimum basic ability score is 6” and they start with one less skill.  However, each mutant begins play with the one power – the first power of either Poltergeist, Clairvoyant, Mentat, Telepath, or Magneto.


Art by Dave Billman
ROBOTS:  “Robot player-characters have not been playtested,” Moldvay informs us.  “If introduced into a campaign, they will require a fair amount of work on the GM's part.”  Still, Moldvay suggests a roll of 3d10 for each basic ability and an armor value of -3.
Player-character Robots would suffer from several liabilities.  Any computer technician or engineer with the Robotic skill level could completely re-program Robots, making them difficult to play as player-characters.  While Robots should be able to progress by gaining experience, such progress would have to be accompanied by actual physical changes (new memory circuits; larger, tougher body, etc.)  Some of the skills and powers would be illogical for a Robot (a Robot acrobat?, a Robot necromancer?).

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