Chapter 4: Characters
A party of PCs might include a Terran historian, an Osirian tourist, a tailed Koloftuma guide and a fugitive Krishnan noblewoman.
Probably the most immediate problem with GURPS Planet Krishna is the same problem with GURPS in general: it sells you a
setting, but the
game you have to make for yourselves. Unlike D&D where you are going to be adventurers going on an adventure, or Shadowrun where you're going to be shadowrunners going on a shadowrun, or Mind's Eye Theatre where you're going to be wankers having a wank, GURPS Planet Krishna is not selling you a default game
concept. There is no defined end goal or factions as such, you have to figure out not only your own win condition, but how you want to get there. This can make it difficult to properly kit out a character, and concepts of "balance" go right out the fucking window.
So, the
recommendation for Planet Krishna campaigns is 50 points on the low-end - this being the equivalent of rat catchers in WFRP - to 200 points for the upper limit. Keeping in mind that Hellboy is nominally
855 points. Most characters are expected to fall in the 75-100 point "Talented" range or the 100-150 point "Seasoned Adventurer" range.
Then there's the typical rundown of suggested roles and character-building tips. For Humans, this includes Criminal archetypes (Con-Man, Smuggler, Thief), Explorer, Missionary, Private Detective, Scientist, Settler, and that most awe-inspiring of options: Tour Guide.
Rincewind took a level in Tour Guide once, and eventually qualified for the Egregious Professor of Cruel and Unusual Geography prestige class.
A good tour guide must be a combination of Henry Stanley and Mary Poppins.
No one born after 1990 is likely to know both of those figures.
...other suggestions are Tourist, Viagens Personnel, World Federation Personnel (including Constable or Diplomat), and Writer or Journalist.
Krishnans get a little more play, since they're technically
rubber forehead aliens and we need to talk about their anatomical differences...sometimes in detail.
Reproduction
Krishnans lay eggs, but are mammals. Females lay an egg after three months of pregnancy. The eggshell is flexible and leathery at first, but hardens on contact with air. Incubating eggs must be kept at a relatively constant temperature of 75 degrees for the remaining six months while the fetus develops. In some cultures this is done by burying the egg. Civilized Krishnans carry their eggs about in a portable incubator on wheels; once the baby hatches the incubator converts into a stroller. Krishnan women nurse their children once they hatch.
The Krishnan and human reproductive organs are compatible in size and shape, although the two species are not inter-fertile. The genitals of Krishnan men are longer and slimmer than those of Terrans. It has been suggested that Krishnan-Terran relations would be much less complicated if the two species were not so similar in mating habits. Many Krishnans find Terrans desirable, and vice versa. Churches on both planets frown on this sort of thing.
Okay, at the point where you're laying eggs
mammal seems like a stretch; but platypuses are a thing so let that pass. I probably could have lived a long time without the whole "longer but slimmer" part of things, but it's still a better handle on the subject than, say,
Wraeththu. So let's move on.
It costs 5 points to play a Krishnan on Planet Krishna, which accounts for their free level of Extended Lifespand (5 points), their racial bonus to smelling (+1), and their racial disadvantage to taste (-1). Off-planet, they get a 10 point disadvantage since they can't carry any technical knowledge back home and however many levels of Primitive the GM thinks appropriate.
Tailed Krishnans are stronger, stupider, with better sense of smell and worse sense of taste, with a free Tail and swimming skill, but crippling social stigma and Primitive 3. That works out to 8 points total. Welcome to GURPS.
Suggested Krishnan character roles are Bandit, Pirate, Couriers, Doctor ("Pacifism is common; Sadism or Bloodlust are thankfully rare"), Glider Pilots, Herders, Krishnan Viagens Agents, Merchants or Traders, Krishnan Nobles...I have to break this off here.
Some games, like GURPS and World of Darkness, tried to give a point-value to Status. The problem is, Status is a pretty subjective value that is not always formalized in ranks in a given culture/organization, and when it
is formalized you can usually earn or blackmail your way into it, except when you absolutely can't because it requires being born into the Samurai class or some shit. So it's really difficult to give an accurate point value on Status, and often Status doesn't really
do anything mechanical, because it's just a measure of social rank that doesn't really effect how hard you can hit or even your usual social rolls. GURPS actually broke this out a bit more in separating Status and Legal Enforcement Powers, but that's a deep, dark rabbit hole from which there is no return.
Special bonus here goes to the Knights of Qarar, who are more or less based on the Knights Templar - complete with Legal Enforcement Powers, Military Rank, Status, and Wealth (hint: you're not average until you're Rank 5/Garm-Commander; Ranks 0 and 2 are Poor).
Osirans!
Next to Terrans, the Osirians are the most important species in the Interplanetary Council. They are saurian creatures, similar in build to some of the smaller dinosaurs. They have small heads perched at the end of a foot-long neck. Osirians walk on two clawed feet, with a long tail for balance, and are covered with tough scales They speak a sibilant language of hisses and rasps. Their name for themselves is Sha'akhfi, and heir planet is called Akhfiq'thaf.
Pretty much this. GURPS is basically
made for building small dinosaurs as player characters and with their bullshit built in weaknesses (-20 for Hideous off their homeworld, and -10 involuntary duty not to share technology) it costs
-4 points to play them on Planet Krishna. Yes, that does mean you get four extra points just for showing up to the table as a psionic velociraptor (and much ink is spilled on their "telepathic pseudohypnosis").
Other races in the Viagens Interplanetarias universe are covered in a couple pages. Thothians are "small, furry creatures resembling lemurs or raccoons which bear live young but are not mammals" - they're also hermaphrodites, and I'm kind of glad de Camp died before we got to
that bit of fanfiction. -75 points to play them - yes, you get 75 points to show up at the table as your furry herm slashfic wetdream.
They were delicious!
Isidians are small, eight-legged, "low-slung elephants." "They evolved as browsing herbivores and so must spend much of their time eating." 53 points to play Snuffleupagus' dwarf cousin.
Thorians are vengeful creatures descended from flightless bird-like creatures. Sort of like what you'd get if you crossed a dwarf with an emu. 3 points to play.
Thorians are great keepers of grudges. They are very sensitive to slights and insults, and often look for offense where none is intended. They are not especially aggressive, however - one who feels himself wronged will sulk and whine rather than fight.
Vishnuvians are centauroids, except the upper-part consists of three-eyed gorilla torsos. -17 points to play, and "are good for players who enjoy running barbarian bersekers."
Ormazdians are human-looking - except they have "reddish-pink skin, and are completely hairless except for Mohawk stirp on the top of the head" and "have only four fingers on each hand and four toes on each foot" and "their eyes have slit pupils, like a cat's, and they can see in the dark." Like the Krishnans, they're egg-laying mammals. Take a drink.
Sexual maturity is closely tied to die, such that an Ormazdian raised on a low-protein diet remains sterile, while a mixed diet produces normally fertile adults and a diet extremely rich in protein makes them hyper-fertile - a female on an all-meat diet can lay an egg every day.
Ormazdians have a "hive community," which is one of those de Camp tropes he liked to revisit at least every decade or so, where the communities were organized around a single fertile queen and a small cast of male drones, while the sterile
proletariat workers were kept in place by being told that meat was toxic. 0 points to play.
Then we get into the many pages of Advantages, Disadvantages and Skills - in proper GURPS fashion, this is less about introducing
new stuff than to discuss how the old stuff applies to the new setting, complete with page callouts for other GURPS 3rd books. The one I'm going to call out is Immunity to Disease, which I think is just wrong:
Terrans on Krishna are effectively immune to most native diseases anyway, due to their alien metabolism and advanced medicine. The same is true for Krishnans on Terra. But both species must still worry about contracting their native diseases. Terrans on Krishna get Immunity to disease as part of their racial package.
"Racial package" just sounds bad, but these guys were already going on about how native pests and parasites were a major problem earlier in the book, so if the fucking microfauna is a problem, I don't see why the microbes might not be an issue. So I'm sinning that one.
The point value for having no antennae is -5.
That's for Krishnans, as the antennae are connected to their sense of smell.
Athropology is the study of Terran cultures; Terrans studying Krishnans learn Xenology. However, Krishnans are so similar to humans that anthropologists have gained useful insights into the evolution of Terran societies by studying Krishnans, and vice-versa. Characters with Anthropology skill can apply it to Krishnans at a penalty of -2. Otherwise Anthropology and Xenology default to each other at -4.
This is hardcore GURPS. Tell your children to avert their eyes.
Occultism
Mystic beliefs differ from planet to planet. A character with Occultism skill gets a -5 penalty when dealing with the superstitions of alien beings. Characters can study the occult traditions of another world as a separate skill, for the normal cost.
This is something you wonder why it didn't migrate into the core GURPS rules, but then you remember that it doesn't come up that often, and it would make things a shitload more difficult in a GURPS Alternate Earths campaign.
Sex Appeal
Ordinarly, this skill cannot be used on aliens, but the curious external similarity among Terrans, Krishnans and Ormazdians is an exception. Sex Appeal skill can be used among those three species with a penalty of only -2. Soem members of these races find one or both of the others exotically attractive. Using Sex Appeal on an individual with that quirk suffers no penalty.
This could have gone OG or TNG.
Then we have a bunch of bullshit about starting wealth...Terrans and space-faring races get $20,000 to play with, Krishnans get 500 karda; 80% of your wealth is supposed to be tied up in property with only about 20% to spend, but it still sucks.
The basic unit of currency on Earth is the World Federation dollar, which has the power of a U.S. dollar of the 1990s. Both use the symbol $.
There's a random table for the exchange rate, because somebody felt that was necessary, and some common prices for the typical goods and services, given in a confusing mix of dollars and karda. There's several pages on setting-specific equipment, including a hologram camera (called "bathygraphic camera") - this goes straight past digital camera and uses special film to create 3D images, and is used together with a "bathygraphic imaging computer" to make a 3D printer:
This device is a godsend for paleontologists and archaeologists working on Krishna. Using sophisticated bathygraphic technology, an imagine computer can store an exact model of any object. Hooked up to an assembly device, it can construct an exact replica, faithful down to the micron. It is most useful for "transporting" fossils and native stonework, which would be too heavy to move by spaceship.
On the one hand, this is another example of sci-fi writers not seeing quite far enough - on the other hand, that is pretty much exactly how archaeologists would study shit on alien planets, as nobody wants to load up a rocket full of fossils and bits of stone.
The ultimate in compact record-keeping, the Konig & Das notebook measures six centimeters by ten, and is one centimeter thick. Its pages are not paper, but incredibly thin sheets of titaniridite. A single notebook one centimeter thick has a thousand pages. The notebooks come with a folding pantograph device to reduce the user's handwriting to microscopic size, so that a single page can hold 2,000 words. One Konig & Das notebook can hold as much information as 16 books the size of GURPS Planet Krishna!
It's easy to forget that we're living in the future - a future that our recent ancestors could not have imagined. We exist in a world of technological marvels the likes of which they could not comprehend and did not dream of - and we know this, because when we look back, we see they did
not dream of them. This is the same line of thought that gave us the Orange Catholic Bible in
Dune, and postulated solar empires where calculations were still done by hand with pencils.
Then there's a half-page on weapons: crossbows, arbalest-pistols, and "Osirian shock guns" which are described, after many paragraphs of stats, as "identical to the Electrolasers in
GURPS Space." Well, thanks for that.
The chapter ends with a two-page "Job Table", a very typical GURPS thing that show how much you should earn at typical jobs and their Skill/attributes/advantages requirements. This involves some truly arcane notations.
Next up: Chapter 5: People to Meet