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'Punks In Space

Ship Construction

Ship Construction

System Descriptions

Weapons and Defenses


I got to thinking about it, and I had the idea that it should be possible to tailor these rules to more than one 'universe' or campaign, depending on how you wanted things to work out and what your inspirations were.

With that in mind, i have laid out three basic 'timelines' to use. The first I call 20 minutes into the future, the lowest-tech version. The only real advances over modern technology would be cheaper methods of propulsion and the invention of Hyperdrive. The Alliance worlds would have access to the kind of technology found in major cities today, but the Outplanets would be more 'rural america' or possibly as low as third-world nations. The main ideas for the scenario are lifted almost straight out of the Fox network's now-defunct Firefly TV show.

Fans of David Weber's Honor Harrington series might like the Future Forward setting. Technology would be more advanced across the board, with far-flung space nations and a long history of exploration behind the human race. Personal sidearms would be miniature gauss weapons, but starships would be able to mount massive energy weapons and missile batteries.

For those Star Wars and Star Trek fans out there, I thought a true Space Opera campaign would be nice. Since those two universes already have their own gaming systems, I went with another for inspiration: Debra Doyle and James D. MacDonald's Mageworlds trilogy - a universe complete with hokey religions, ancient weapons and trusty blasters.

Each of the above scenarios may eventually turn into sourcebooks in their own right. In the meantime, the Ship Construction Table can be used for all three, since the principles there are fairly basic. When I get down to the personal equipment and weapons, I will break it all up by campaign type.

20 Minutes Into The Future
Future Forward
Space Opera