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HIGH COLONIES ® SCI–FI ROLEPLAYING 23rd CENTURY 1501 Game Design Tom Dalgliesh & Ed King

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HIGH COLONIES®

SCI–FI ROLEPLAYING23rd CENTURY

1501Game Design Tom Dalgliesh & Ed King

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Version 2.0

Welcome to 2238 AD...

Earth has been ravaged by nuclear and biological warfare known as Earthome War and is now a barren and poisonous wasteland. Humanity is thought to be extinct on Old Earth and its refugees are scattered on planets, moons, and space colonies throughout the Solar System. Once

the brightest achievements of progress, the High Colonies are now the last hope for humanity. And it's a slender hope.

High Colonies is a role playing game, set just over two centuries in the future. Man has learned to exploit the planets and moons of the Solar System, and reap benefits from advanced biological and engineering technologies. However, human population is now reduced to about twenty million, the same as one large city on Old Earth.

The game reflects what is known as "hard science fiction" depicting a realistic future based on achievements of 21st century technology. These include sophisticated robotics, bio -engineered humans, and deadly energy weapons. Powerful spaceships allow fast travel between distant colonies and planets, but light speed travel is still a dream.

Survival in the vast, hostile solar system favors the strong. Many colonies are dominated by hard, merciless dictators and extremists. Pirates stalk the trade routes between asteroids, planets, and colonies. Some proud technological advances have turned into nightmares. The adverse conditions have not eased human conflicts; old hatreds still fester, and new rivalries threaten everyone.

This game contains everything needed to begin playing High Colonies, except for a few dice. It includes a comprehensive history, a listing of all major colonies, and details of their governing organizations. It also contains rules to create characters, a realistic combat system, and special rules to simulate the unique environment of the High Colonies. This is an easy to learn, fun to play game, that does not sacrifice realism. Dangers are everywhere but they are dangers that can be overcome.

Please see our website at www.columbiagames.com/highcolonies for more information on the game. There you will have access to free resources, and information on supporting adventures. We welcome any comments and suggestions to clarify and improve High Colonies.

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DICEHigh Colonies uses two types of dice to generate characters and resolve game actions. No dice are supplied with the game; two ten sided dice (of different colors) and four six sided dice are needed for play.

When dice rolls are required by the rules, they may be shown as two numbers separated by a “d”. The first number is the number of dice to be rolled, and the second number is the type of dice. For example: 3d6 indicates a roll of three six sided dice. The dice are added together to determine the result.

Some rolls call for d3. This is handled with a d6 roll where 1 or 2 = 1, 3-or 4 = 2, and 5 or 6 = 3.

Some die rolls may include a modifier to the die roll. For example: 2d6+6 indicates that two six sided dice are rolled and added, plus six is added to that result.

The two ten-sided dice are used to generate percentages. RPG convention is for a white die to represent 10s, and a black die to represent 1s. Hence a white 4 and a black 7 represents 47. When both dice roll “0”, this is 100.

FRACTIONSSome calculations may produce fractions. All fractions are rounded to the nearest whole number. Hence, 6.4 rounds to 6.0, but 6.5 rounds to 7.0.

PLAYING HIGH COLONIESHigh Colonies is a role-playing game (RPG) that typically consists of one

Gamemaster (GM) and 2-4 Players. Each player generates a player character (PC) with individual abilities and skills who explore and experience the Solar System in the mid 23rd Century. The GM, with the help of these rules, creates adventures for the players, monitors the results of their actions, and roleplays the behavior of non-player characters (NPCs). The rules and environment of High Colonies are intended as a stimulus to GM and PC imagination. They are not a straitjacket.

Play is conducted in sessions, usually of 2-4 hours duration. However, there is no time limit in role playing games; a single mission might take two hours, or require a campaign over many multi-hour sessions. Protracted ongoing adventures are often the most enjoyable.

GETTING STARTEDTo begin play, all that is needed is a copy of these rules, blank character

sheets, writing materials, and some dice. While not essential, science fiction miniatures, available from many hobby stores, make the location and actions of PCs easier to determine and follow.

Scenarios are available for separate purchase, and GMs may, of course, draw on science fiction books, movies, and TV shows to create their own scenarios.

The following routine assumes players will generate characters for an ongoing campaign, but they can also be given pre-generated characters for a one-time convention game.

Each adventure begins with the GM presenting a scenario to the players. This is usually done in the form of a job offer, a rumor, or any other plausible motivation. The GM should also tell players something about their present circumstances. The players then decide on a course of action, and play begins.

As the session proceeds, players use their imagination and character abilities to deal with situations as they develop. There may be several mysteries to resolve, either related sub-plots or perhaps “red-herrings”. And when the first adventure is completed it is the nature of role-playing games that there is always one more quest to undertake, one more enigma to unravel, one more enemy to defeat.

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CHARACTER GENERATIONA synopsis of Character Generation is given below.

BIRTH DATA: Record your character’s Name, Sex, Birthdate, and Age. Birthplace may be assigned by the GM.

EDUCATION: A character’s level of education is critical to Careers available. Education may be assigned by the GM, or generated on the Education Table.

EDUCATION 1d100

01-15 Dropout: character has not completed high school, but is likely to be “street smart”.

16-70 High School: Character has graduated from high school and completed two years of civic service.

71-90 College: Most larger colonies have at least one college offering two year diplomas in Business, Engineering, or Warcraft. All corporations in the Pan Enterprise League also have their own training colleges that specialize.

91-00 University: The Outstation League and the Terran Commonwealth each have high prestige universities. Graduates enter professions like botany, chemistry, medic, and physics.

ATTRIBUTES: There are nine character attributes: Strength, Endurance, Agility, Dexterity, Eyesight, Hearing, Intelligence, Will, and Charisma. Roll 2d6+6 for each attribute. Range is 08–18, average 13.

TRAITS: Character boons and flaws.

CAREER: A character’s career largely determines the skills available to begin play. They are listed on p.10. The GM may wish to have all characters follow the same career, or devise some plan for PCs with different careers to meet.

SKILLS: Characters have Base, Career, and Combat skills. They are derived from character attributes and rated on a 1d100 percentile scale. Rolls against the current 1d100 Skill Level, modified as relevant, determines success or failure when attempting specific tasks.

EQUIPMENT: Characters start play with GM assigned equipment, or a sum of money (Salary x 2) to buy equipment of their choice, or a mix of both.

CHARACTER GENERATIONA player’s first task is to generate a character. Players can generate a PC

with attributes, skills, and equipment in 30 minutes or less. GMs also use these rules to generate NPCs.

CHARACTER PROFILECharacter generation involves filling out a Character Profile. A blank sample

profile is provided; photocopy for personal use. On the Profile you record your character’s attributes, skills, possessions, etc. You will refer to the character profile often; keep it handy.

Characters are created by players using dice. This provides an element of randomness that makes each character unique. But players have considerable control over the shaping of their characters, particularly in the allocation of skills.

Some information on the character profile changes often. Putting a sheet protector over a blank profile and then writing on it with erasable pens works reasonably well. Another alternative is to protect areas that change often, such as the Skill MLs, with “magic tape” and then use a pencil; this allows multiple erasure without loss of clarity. With any luck, your favorite characters will have long careers and you will need to re-copy their profiles from time to time to keep them legible.

BIRTH DATANAME: Choose a name for your character.

BIRTHDATE: Most characters begin play between the ages of 20 and 24. The present year in High Colonies is 2238 (or a year established by the GM). Record birth year and age. Most citizens (both sexes) attend high school to age 18, and then serve two years of compulsory civic service. Graduates may then seek higher, but costly education at college (2 yrs) or university (4 yrs). Age is determined by Education, or assigned by the GM.

• High School graduate, 20 years old • College graduate, 22 years old. • University graduate, 24 years old.

SEX: It is always easier to roleplay your own sex. A gender table is given for the GM to generate random NPCs. The ratio of males to females is gradually moving into balance, having been 62% male in the 2201 census. Roll 1d100.

Sex Human Male 01 – 57 Female 58 – 00

BIRTHPLACE: A character’s birthplace may be assigned by the GM, or generated on the Birthplace Table (p.7). PCs in the same playing group born in different colonies might meet in college or in the military. This table lists every colony in the Soldex. Roll 1d100 to generate a planet, then again to generate a colony. Read the entry in SOLDEX for your birthplace.

EDUCATION: Living in the High Colonies takes special skills and a character’s level of education is critical to careers available. Because of the enormous distances, students from off-colonies must live in dormitories and are constantly begging money from their families. This effectively limits college and university education to wealthy families or highly talented characters who gain a scholarship. Generate Education if desired.

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BIRTH DATA ATTRIBUTES

NAME SEX STRENGTH DEXTERITY INTELLECT

BIRTHDATE AGE ENDURANCE EYESIGHT WILL

BIRTHPLACE AGILITY HEARING CHARISMA

EDUCATION CRAWL AGL X1

MOVE AGL X2

RUN AGL X3TRAITS

CAREER

ARMOR BALLISTIC ENERGY KG INJURIES TOTAL

HEAD

CHEST

L. ARM

R. ARM

ABDOMEN

L. LEG

R. LEG

TOTAL TOTAL

WEAPONS SKILL RANGE IMPACT MODE KG PHYSICAL PENALTY LEVELS

PUNCH/KICK UNARMED INJURIES

DAGGER FATIGUE

PISTOL ENCUMBRANCE

TOTAL

TOTAL

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AR

AC

TE

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COMBAT SKILLS ML

INITIATIVE (Base)

DODGE (base)

UNARMED (base)

DAGGER (base)

ARMOR

CROSSBOW

Bazooka

PISTOL

RIFLE

MARTIAL ARTS

BASE SKILLS ML

AWARENESS

CHARM

Physique

INTRIGUE

RITUAL

STEALTH

SURVIVAL

ZER0-G

LANGUAGE, Native

LANGUAGE, 2nd

LANGUAGE, Belter

CAREER SKILLS ML

HIGH COLONIES® CHARACTER PROFILE

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CHAR

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71-80 JUPITER01-02 AGONY 42 GANYMEDE II03-05 BRAHE 43-56 HIGH PLAINS06-11 BLAZE 57-59 JANISSARY12-14 CALAMITY 60-67 JAVARA15-16 CLEMENT 68-70 MATHEWSON17-18 CORISTAN-3 71-76 NEW AMSTERDAM19-23 DALMEDY 77-79 OUTLAND24-25 DOLINA 80-90 UMOJA26-36 EMPIRE 91-00 ZALE37-41 FUNDAMENT

81 -88 ASTEROI D BELT01-03 BROCKWAY 47-59 OMEGA

04 CAROLINE 60 PATTON05-11 CORISTAN-2 61-63 REVELATION12-13 DESTINY 64-69 SARGON14-22 ELECTRA 70-72 SERAGLIO23-26 GAGARIN 73-78 SIGMA24-42 HEGIRA 79-82 SUN–TZU

43 HYEN 82-90 TALISMAN44 LORELEI 91-00 UNITY

45-46 LOWELL

89-94 SATURN 01-14 ALBAN 50-52 NEW HOPE15-24 BOLIVAR 53-54 NEWTON25-30 FIANNA 55-57 NOYES

31 FYUR'K (Chakon) 58-81 NUEVO-CALIFORNIA32-33 GAEA 82-84 RIKANA (Chakon)34-36 HUYGENS 85-90 STARS & BARS37-39 K'DITH (Chakon) 91-99 SULLIVAN40-45 KRUGER 00 WALDEN46-49 KYKLOS

95-97 URANUS01-08 COPERNICUS 55-61 NEW VERMONT09-49 HEARTLAND 62-98 SHAKA

50 HOPEWELL 99-00 SIXTUS51-54 LIBERTY

98-99 NEPTUNE01-10 CORISTAN 4 45-52 STURLESON 211-16 NEVSKY-LINCOLN 53-60 VIRIDE17-31 PORTO, Triton 61-93 YANKEE32-44 STURLESON 1 94-00 YVETTE

00 PLUTO & BEYOND01-15 ABEL 62-63 MENSA (Minerva)16-58 COVEN 64 SAMSON (Eris)59-61 ENDER, Charon 65-00 STARWARD (Sedna)

01–02 MERCURY & VENUS01 QUILLER (Mercury)

02-09 BERNOULLI 76-91 PERSEPHONE10-19 CANUTE 92 SAGAN (Surface)20-31 GARIBALDI 93-96 SCOBEE32-46 LOWE 97-00 TASMAN47-75 PERON

03–10 EARTH ORBIT01-17 ADLER 41-43 HIGH ZION

18 ARMSTRONG 44-65 KOMAROV19-31 FRIENDSHIP 66-68 SHEPARD32-37 GENESIS 69-84 VULCAN38-40 GLENN 85-00 XANADU11-17 EARTH-SOL LAGRANGES01-27 CHARLEMAGNE (L4) 65-87 TAU (L5)28-47 GOMPERS (L5) 89-00 XERXES (L4)48-64 LAZARUS (L5)18-31 EARTH-LUNA LAGRANGES01-21 ALDRIN (L5) 51-68 GATEWAY (L5)22-24 APIANUS (L5) 69-79 KASTROVO (L5)25-42 AVALON (L4) 80 LENIN (L5)43-44 EFRIT (L3) 81-92 O'NIELL (L4)45-48 EL CID (L4) 93-95 ORION (L3)49-50 ESAU (L5) 96-00 PALME (L4)

32-57 LUNA01 BENTHAM 60-71 MOKOS

02-05 CAMELOT 72-82 PITT06-10 CORISTAN 1 83-89 ST. JOHN11-19 ELNET 90-94 SKIVAAL20-31 KENNEDY 95-99 TRANQUILITY32-49 LAO-TZU 00 TWINSTAR50-59 LX-403

58-70 MARS01 ANDREA 59 HARMONY

02-07 AZTECA 60 HORUS08-15 BRASILIA 61-66 IZANAMI16-20 CHAMPLAIN 67-71 McCALL21-23 COBRA 72-78 REPUBLIC OF MARS24-29 DE SOUZA 79-82 SOLIDARITY30-41 DRAEGN 83-84 SULAMAN42-46 DREAMTIME 85-90 TOKURA47-48 EDEN 91-95 VOLGA49-56 GANGES 96-00 ZHUKOV57-58 HARD LUCK

BIRTHPLACE

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ATTRIBUTESAttributes define a character. Some GMs (and all players) believe PCs are an elite group who should enjoy an advantage in character generation. Hence, PC attributes are determined by rolling 2d6+6, an average of 13. The GM may wish to use an unmodified 3d6 roll for NPCs, an average of 10.5.

o CHARACTER DESIGNPlayers may wish to “design” a character to fit some roleplaying interest. The easiest option is to allow players to swap their generated 2d6+6 attribute scores as desired. That is, a high score for DEX could be swapped with a low score for STR. The GM may wish to restrict this option to one or two exchanges.

ATTRIBUTES (2d6+6)Physical attributes express both physical and sensory abilities. They are

important for determining combat and other physical skills. They are all generated by rolling 2d6+6, a range of 08 –18 and average 13. These values can change due to permanent injury, but this is (hopefully) rare.

Strength (STR)Ability to lift, carry, and throw heavy loads, and hit hard in close combat.

Characters with high strength values tend to be large, but there are exceptions.

Endurance (END)A character's stamina and ability to withstand pain.

Agility (AGL)Quickness, balance, reaction, and speed. Agile characters are athletic and

harder to hit. They find many sports easy and enjoyable.

Dexterity (DEX)Manual dexterity and hand–eye coordination. Dexterous people are often

gifted mechanics and medics.

Eyesight (EYE)The ability to see in daylight. A special penalty of 10–30 is justified in the

dark to all skills requiring vision.

Hearing (HRG)Ability to sense sound. This is important for all musical and speaking

activities, and is a component of Awareness.

Intellect (INT)Players often have difficulty playing stupid PCs. Hence, PC Intellect should

be considered Memory rather than reasoning ability. Intelligent people are often very perceptive and can handle large volumes of information. Intellect is a key attribute for most knowledge skills.

Will (WIL)Mental strength, tenacity, patience, and courage. Strong-willed characters

tend to be resolute, confident, stubborn, all important for leadership. A character with low WIL lacks confidence, panics easily, and has difficulty performing tedious tasks.

Charisma (CHA)A measure of physical attractiveness, leadership ability, and zeal.

Charismatic people are often eloquent speakers, and fun to be around.

CHARACTER7

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1d100 TRAIT

01–09 Addiction: characters are addicted to some substance like alcohol or a drug. Afflicted characters test Will x4 to resist the first use, and Will x1 to resist each subsequent use. Characters under the influence may become unconscious, injure themselves, etc.

10–14 Allergy: common allergy to pollen, hair, fur, feathers, wool, bee stings, or to foods such as eggs, milk, cereals, or shellfish (GM choice of one of the above). Character is unaware of allergy until second exposure. When the substance is nearby, the character suffers from sneezing, wheezing, and coughing. This results in a Special Penalty of 20 to all skills until the allergy source is avoided or removed. Eating allergic foods can cause serious illness or death; treat as poison. See Combat 99.

15–18 Ambidextrous: character can use both hands equally well. Dexterity +1d3

19–20 Bionic Arm: character has a bionic left/right arm. Increase Dexterity by 1d3. Bionic Arm is subject to malfunction for cause.

21–24 Bulima: character cannot resist eating available food. 80% chance character is Obese (below).

25 Dwarfism: character is 110+1d20 cm tall. Reduce Strength by 1d3, but increase Agility by 1d3.

26–27 Epilepsy: character may have a seizure if traumatized (test Will x5). Possibly dangerous if a seizure occurs when performing some physical activities. Increase Intelligence 1d3.

28–29 One Eye: right (28) or left (29) eye missing or blind. Reduce Eyesight by 1d3. Lack of depth perception and reduced field of vision makes hand/eye coordination difficult, giving a special EML penalty of 5-15 at GM discretion.

30–33 Gamblamania: character is addicted to gambling. Reduce Will by 1d3.

34 Gigantism: character is 200+20 cm tall. Increase Strength by 1d3, but reduce Agility by 1d3. Character will have to duck passing through most doors, and will have difficuilty fitting into tight spaces (like cockpit seats).

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TRAITS (1d100)Characters may have one or more medical or personality traits. Some traits are positive, some negative. The GM may of course moderate and/or balance effects as desired.

1d100 TRAIT

35 Hemophilia: character's blood clots much slower than normal. Attempts to stop bloodloss suffer a special penalty of 40. Females do not suffer the trait, but pass it to their sons. Character also has 50% chance of being hemophobic (fear of blood).

36 Hirsuitism: excessive body hair. Reduce Charisma by 1d3. Character may have (20%) difficulty buying close fitting armor. Character may be accused of being a "werewolf".

37-38 Bionic Leg: character has bionic left/right leg. Increase Agility by 1d3. Bionic Leg is subject to malfunction.

39–44 Left-Handed: Dexterity +1d2. Character likely to suffer some discrimination.

46 Kleptomania: compulsion to steal, typically ignoring morality or profit. Stealth +10.

47–48 Megalomania: character has exaggerated self-worth and is obsessed with their own power, however little that might be.

49 Monochromasia: severe color blindness. All colors are perceived as shades of gray. Reduce Eyesight by 1d3, and the GM may assess a special penalty when color is significant.

50–51 Paranoia: irrational and persistent feeling that people are 'out to get you'. NPC may also be schizophrenic, a severe mental disorder that affects how a person thinks, feels, and behaves which can be very disabling.

52–58 Obesity: weight is 30–50% above normal. Does NOT increase Strength, but reduces Agility by 1d3. Character will want to eat often.

59 Sadism: character gets pleasure from inflicting pain (on others).

60–63 Scars: character bears scars from a disease or wounds; reduce Charisma 1d3.

64–65 Sex Mania: character is oversexed and may (50% chance) be a sex deviant.

66–75 Multiple Traits: roll twice more. Re-roll if this result is generated again.

76–00 No Special Traits

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SalaryMonthly starting salaries are given in Enterprise Credits (€). Salaries are typically lower for those with lesser education, and above average skills may earn higher pay. You typically receive one month salary as a signing bonus, and suitable personal clothing and equipment for your appropriate career.

Opening Career SkillsHigh Colonies has no “character classes” with arbitrary limits to available skills. Opening career skills are equal to the sum of attributes from the Skill Data Table p.11.

Determine the Opening Mastery Level (OML) of each skill noted. The first listed skill always has OML +20.

Only one career may be followed initially. Another career may be opened later at GM discretion. This will require more years of training. It is always better to be a master of a few skills than a novice at many.

Base SkillsIn addition to career skills, you will have the Base Skills listed on the Character Profile. When a Base Skill is listed as a Career Skill (red type) below, increase OML +10.

CAREER (Choice)Your next step is to choose a Career. This largely determines your skills and roleplaying opportunities, at least initially. An initial Career is not a life commitment. You can change jobs, although this may involve some retraining. Available careers depend on your EDUCATION although Birthplace and Attributes may open or close doors at GM discretion.

The table below provides a list of "player-friendly" careers. Other careers are possible at GM discretion. Most of the Old Earth knowledge careers such as accountant, lawyer, and teacher have been replaced by computer data banks, online services, and bio-gens. You may choose any one career for which you qualify.

EducationThe minimum education required to follow a career, and the average years of training are given. Add those training years to your character age. At that point your character has the skills listed and may then embark on a career.

If you have only partially completed an education level, such as a high school dropout, or one year of college, you may be accepted into a career with OML 45 (see p.10) or more in the first career skill.

CAREER EDUCATION YRS SALARY OPENING CAREER SKILLS

COURTESAN High School • Varies Seduction, Charm, Bargain

CRIMINAL High School • Varies Pistol, Bargain, Forgery, Gambling, Law, Dagger, Intrigue, Stealth, Survival

LAWMAN High School • €1000 Law, Bargain, Forensics, Pistol, Rifle, Belter, Dagger, Intrigue, Unarmed

MARINE High School • €1200 Pistol, Rifle, Bazooka, Medic, Comms, Driving, Dagger, Survival, Unarmed, Zero-G

MEDIC University 4 €2400 Medic, Pharma, Surgery, Toxicology, Awareness, Charm

MERCENARY High School • €600 Pistol, Rifle, Bazooka, Medic, Comms, Driving, Dagger, Survival, Unarmed, Zero-G

MINER High School • €1800 Mining, Engineering, Planetology, Comms, Explosives, Gambling, Belter, Unarmed

PILOT College 2 €1500 Piloting, Astronav, Astronomy, Comms, Computer, Pistol (+10), Rocketman, Zero-G.

PIRATE High School • Varies Pistol, Astronav, Astronomy, Piloting, Bargain, Dagger, Intrigue, Survival, Unarmed, Zero-G

PRIEST College 2 €1200 Ritual (specific religion), Ritual (another Religion), Bargain, Psionics, Awareness, Charm

ROVER High School • €1500 Geography, Tracking, Driving, Piloting, Rocketman, Belter, Survival

TELEPATH College 2 €2000 Psionics, Medic, Awareness, Charm

TRADER High School • €1500 Bargain, Pistol, Comms, Linguistics, Bargain, Comms, Belter, Intrigue

First skill listed is always OML +20 *Skills in RED are base skills OML +10

CHARACTER9

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CHARACTER CLASSESThere are no character classes in High Colonies to restrict your play. Players may follow multiple careers, and open any reasonable skills at GM discretion. Please give this SKILLS section your utmost study and attention.

RECORDING SKILLSRecord each open skill and its ML on the Character Profile under the appropriate category of Base, Career, or Combat. Record MLs in pencil; they change as skills improve and may, in some cases, decline.

SKILLS are the heart and soul of this game. They reflect the character’s education, career, and game experience. All skills are derived from character attributes and rated on a 1d100 percentile scale that can be increased, and in some

cases lowered. Generally, a 1d100 roll against a skill’s current value, modified for difficulty, determines success or failure for specific tasks.

MASTERY LEVEL (ML)Mastery Level (ML) represents a character’s current competence at a

specific skill; the higher the number the more skillful. MLs may be improved in the course of play and range from OML to 95.

Opening Mastery Level (OML)OML represents a character’s natural affinity for a skill. The Skill Data

table (next page) lists the component attributes for each skill. To determine OML, the three listed attributes are ADDED. If an attribute is listed twice, it is counted twice in the calculation. Add the number in the OML column.

ASSIGNMENT OF SKILLS

Base SkillsThese are skills that all characters have. They are already listed on the

Character Profile. Calculate the OML for each. There are also four (4) base Combat Skills, also listed on the Character Profile.

NOTE: if any Base Skill is listed as a Career Skill, open it at OML+10.

Career SkillsThe Career Skills Table (p.11) lists the skills a character has after

completing training years. Open each skill at OML, except the first skill listed opens at OML+20.

EXAMPLE: Gordie has attended an astronautic school for 2 years and can open Piloting. OML is determined by adding together DEX, EYE, EYE. The result is 12 + 14 + 14 = 40. However, the Career Skills Table for Astronaut lists Piloting as its primary skill, so OML+20 applies. Gordie starts play with Piloting 40+20 = ML60. This ML can be further raised with Option Points (below).

Option Points All characters have five option points (5op) to improve existing skills or open new skills. For 2op, open any reasonable (GM discretion) skill at OML. For 1op, increase any open skill, including any just opened, by 10. A second improvement of +10 to the same skill costs 2op more. Hence increasing an open skill twice costs 3 OP. A third improvement of the same skill is prohibited.

EXAMPLE: Astronaut Gordie has (in addition to his base skills) the following career skills: Piloting, Astronav, Astronomy, Pistol, and Rocketman. The player wishes to spend 3op to increase Piloting by 20, 1op to increase Astronav by 10, and 1op to increase Pistol by 10.

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BASE SKILLS ATTRIBUTES OML

AWARENESS AGL EYE HRG +20

CHARM EYE HRG INT +10

INTRIGUE CHA INT WIL +10

PHYSIQUE AGL END WIL +20

RITUAL HRG INT WIL +10

STEALTH AGL HRG WIL +15

SURVIVAL DEX END STR +15

ZERO-G AGL DEX STR +10

LANGUAGE Native HRG INT WIL +40

LANGUAGE Belter HRG INT WIL +20

LANGUAGE (Other) HRG INT WIL +0

COMBAT SKILLS ATTRIBUTES OML

INITIATIVE (Base) AGL DEX WIL +20

DODGE (Base) AGL AGL DEX +10

UNARMED (Base) AGL DEX STR +10

DAGGER (Base) DEX STR STR +10

ARMOR AGL DEX END +0

BAZOOKA DEX EYE STR +5

CROSSBOW DEX EYE STR +0

PISTOL DEX DEX EYE +10

RIFLE DEX EYE EYE +5

SHOTGUN DEX DEX EYE +10

SHIELD DEX DEX STR +10

SKILL DATA TABLE CHARACTER11

CAREER SKILLS ATTRIBUTES OML

ASTRODYNAMICS INT INT WIL +0

ASTRONAV DEX EYE INT +0

ASTRONOMY DEX EYE INT +5

ASTROPHYSICS INT INT WIL +0

BARGAIN +5

BIOTECH EYE INT INT +0

BOTANY DEX EYE INT +5

CHEMISTRY INT INT WIL +0

COMMS DEX INT WIL +5

COMPUTER DEX INT EYE +0

CRYPTOGRAPHY INT INT WIL +0

DRIVING DEX DEX EYE +5

ECONOMICS CHA INT WIL +5

EMBALMING DEX EYE STR +0

ENGINEERING DEX INT INT +0

EXPLOSIVES DEX WIL WIL +0

FORENSICS DEX EYE WIL +0

FORGERY DEX EYE EYE +5

GAMBLING DEX EYE WIL +5

GEOGRAPHY EYE INT WIL +5

HISTORY EYE INT WIL +10

LAW CHA INT WIL +5

MATHEMATICS INT INT WIL +0

MECHANICS DEX DEX INT +5

MEDIC DEX EYE INT +0

MINING EYE END STR +10

PHARMA DEX EYE INT +0

PHYSICS DEX EYE EYE +0

PILOTING DEX EYE EYE +0

PLANETOLOGY AGL INT WIL +5

PSIONICS EYE INT WIL +0

ROBOTICS DEX EYE INT +0

ROCKETMAN AGL DEX EYE +5

SURGERY DEX DEX EYE +0

TOXICOLOGY DEX EYE INT +0

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LAPTOP COMPUTER: 1 kg, €100+ A port able computer. The standard model has a ?? processor, 64 gigabye RAM, and 10 terrabye storage. More powerful models are available at progressively higher costs up to €400.

QUANTUM LAPTOP COMPUTER: 1 kg, €500+ Port able computer. The standard model has a ?? processor, 64 gigabye RAM, and 50 terrabye storage. More powerful models are available at progressively higher costs up to €400.

MAG-BOOTS: 2kg each, €160 ( €300 pair (4kg) Short synthetic boots with an electro-magnetic sole. They are essential for walking in Zero-G environs, and can be easily controlled by the wearer by increasing or decreasing heel pressure. Some boots have a safety-lock to prevent both boots releasing at the same time.

MICRO-LIBRARY: 3 kg, €800 – €2500 Miniature audio-visual archives containing large amounts of data on a specific sub ject. Micro-libraries require display hardware to function, typically smart phones, watches, and compads. They enable the user to gain considerable knowledge about a particular skill in a relatively short time. Use of an micro-library will improve the subject skill by 2d6 points. The amount of time needed for instruction varies but is usually at least 24 hours of use. A character may only benefit from a specific Micro-Library once, and no skills may be improved above ML60 with them. Price varies at GM discretion.

HARD-VAC SUIT: 20 kg, €2000 The standard spacesuit, the HVS protects against vacuum and danger ous atmospheres, but still allows good mobility. The HV suit is available in three standard sizes: small, medium, and large, but they can be custom-fitted for an extra 10% cost. The HV suit has an intrinsic air supply of one hour without oxygen tanks. Some HV suits that cost €4000 are equipped with air-recyclers, which give an indefinite supply of air. HV suits provide some protection in combat. See Armour Table, p99.

OXY TANK: 10 kg, €80 Extra backpack tank for hard-vac suits. They reduce mobility by 10%, but hold 6 hours of air. Price includes one filled tank; refills cost €10.

EMERGENCY OXY-BAG: 3 kg, €200 A self inflating oxygen bag intended for emergency use on spacecraft that have suffered life support failure. One Oxy-Bag can support one person for eight hours.

FILTER MASK: 1 kg, €30 A filter set allowing characters to breath contaminated air for 2-4 hours. Filters are no protection from vacuum.

MOXIE HELMET: 2 kg, €400 A mezyn helmet that produces its own oxygen from

EQUIPMENTThere is an endless variety of equipment that characters

may use; only a selection is given below. Weight is given in Kilograms (kg), and cost in Enter prise Credits (€). ANTI-BUGGING POD: 1 kg, €300

An anti-surveillance device that screens its wearers from most conventional forms of electronic listening.

BULL MIKE: 0.1 kg, €45 A voice amplifier. Range 400 meters.

COMM, Short: 0.1 kg, €125 A radio with 5 Km range. Available in a style that clips into a helmet. Requires a minimum Comm ML30 to use.

COMM, Medium: 0.2 kg, €500 A radio with 30 Km range. Available in a style that clips into a helmet. Requires a minimum Comm ML40 to use.

COMM, Long: 1 kg, €800 A radio with 400 Km range. Requires a mini mum Comm ML 50 to use.

DISTRESS BEACON: 2 kg, €75 A powerful radio homing beacon that is popu lar with Rovers, Miners, and other wanderers. When activated the beacon transmits a distress signal and guides a rescue party to its location. The beacon's battery pack will last up to one month.

GEIGER COUNTER: 2 kg, €120 Indicates the presence and intensity of radioactivity.

TOOL KITS: 10 kg+, €300+ Tool kit intended for operation and repair of electronic, computer, mechanical, or energy equipment.

TOOL KITS, ZERO-G, 12 kg+, €500+ Specialized tool kit for Zero-G activity. The tools use impact and vibration forces over rotation forces which are difficult to operate in Zero-G.

HANDCUFFS: 0.2 kg, €20 Durasteel handcuffs with magnetic locks.

POLYCUFFS: .01 kg , €5 A synthetic, one time use handcuff.

LIFEPAC: 3 kg, €5000 A highly sophisticated device that can keep a dying or near dead organism alive for 48 hours. The Lifepac will continue to keep the body ahve longer than 48 hours but irreversible tissue and brain damage will then occur. GMs can determine the exact effects at their discretion. Requires a minimum Medic ML 50 to use.

MEDIKIT: Weight: 3 kg, €600 A sophisticated diagnostic and treat ment tool. The effects of medikits are given in the healing rules. Requires a minimum Medical skill of 50 to use. .

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COMP SCOPE: 2 kg, €800 A highly sophisticated scope that "locks on" to targets. Devastatingly accurate, its primary drawback is its fragility. Battery powered (6 hours); recharge with an integrated solar cell.

2-man Rover

GROUND VEHICLES: A wide variety of electric ground vehicles are available. Small 2 - 4 person, battery-powered vehicles exist for use inside colonies and colonies. External vehicles (rovers) carry solar-electric batteries and reliable life support to move on planetary sur faces. The following is a guide to available choices; many variations exist.

2-man internal, Range 25 km, 400 kg, €1500.6-man internal, Range 20 km, 600 kg, €4000.2-man rover, Range 50 km, 600 kg, €3000.4-man rover, Range 100 km, 900 kg, €5000.6-man rover, Range 200 km, 1200 kg, €7000.NOTE: Rovers are also available as half-tracked vehicles,

costing 30% more. They are essential in rough, cratered terrain. Range can be extended by carrying extra batteries, or two battery banks, one bank in use, while the other recharges with solar power.

Carbon Dioxide (CO2). Miniature fuel cells in the helmet lining convert CO2 to breathable O2. Requires a carbon dioxide atmosphere such as is found on Mars and Venus.

VIBRO-KNIFE: 0.3 kg €600 A high speed vibrating blade designed to cut through most types of armour. It is powered by a battery that gives 30 minutes continuous use. Battery takes one hour to recharge.

WEAPON HARNESS: 3 kg, €50 A body harness designed to hold heavy weapons for firing without a bipod or tripod support.

AMMUNITION CLIP: 0.2 kg+, €2 - €10 Bullets for conven tional weapons. Most weapons have their own unique ammunition. Number of bullets vary from 40 to 100, depending on calibre. List calibres?

ENERGY WEAPON POWER PACK: 1kg, €40 Battery power pack for energy weapons.

INFRARED GOGGLES: 0.3 kg, €300 Allows wearer to see heat sources in the dark

NIGHTSEEKER GOGGLES: 1 kg, €300 Light enhancement goggles that allow vision in anything less than total dark ness. Nightseeker goggles are only 50% effective in bright light.

NIGHTSEEKER SCOPE: 2kg, €500 A light enhancement scope that allows the user to see targets in minimal light conditions. Nightseeker scopes are only 50% effec tive in bright light. Battery powered (12 hours); recharge with an integrated solar cell.

OPTICAL SCOPE: 0.5kg, €300 May only be used with adequate light; no light enhancement is built in.

LASER SIGHT: 2kg, €600 A laser device that projects a red spot on a target for accurate sighting. The sight compensates for range. Since the beam is visible, the target may become aware that the sight is in use. Battery powered (6 hours); recharge with an integrated solar cell.

INFRARED (IR) SCOPE: 2 kg, €750 This scope allows the user to see targets in the dark with IR il lumination. When the scope is "active", its beam becomes visible with infrared equipment, revealing the location of the user. Battery powered (12 hours); recharge with an integrated solar cell.

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ACTIONSDouble ActionsCharacters can declare and attempt one or two of the following actions during one combat turn.

• Fire Weapon: declare one target, single fire or auto.

• Draw or Holster Weapon

• Reload Weapon

• Move: declare crawl, walk, or run Crawl or Run give -10 Fire penalty

• Kneel: drop to one or both knees

• Prone: fall prone

• Rise: from prone or knee

• Throw Grenade/Weapon Examples: Draw & Fire Weapon.

Fire Weapon Twice –10 ML if 2nd fire is different target. Rise and Run.

• One Turn ActionsThese actions require one entire combat tum, except as noted

•Aim & Fire: +10 to Weapon EML

•Fire Weapon: declare two or more targets, +10 to Weapon EML

•Clear Jammed Weapon: roll 3d6 against Weapon Quality (WQ)

•Load Revolver1

•Ready Grenade1

•Load Grenade Launcher1

•Engage Melee Combat1 May be combined with walking

Multiple Turn ActionsThese actions take more than one turn to perform. They cannot be combined with other ac tions

•Ready Satchel Charge (2 turns)

•Add/Remove Weapon Harness (2 turns)

•Administer First Aid (3 turns minimum)

Combat is far from rare in the High Colonies. Decades of war and unrest have caused a tendency to settle disputes at gunpoint. While players can often talk their way out of trouble, sometimes words fail. And so the characters grab

their weapons and the GM brings out the combat rules. Combat is either Fire Combat or Melee Combat. Fire Combat involves

Pistol, Rifle, Bazooka, or Crossbow skills. Melee Combat involves Dagger, Shield, or Unarmed skills.

COMBAT TURNSCombat is resolved in turns which represent 10 seconds of real time. During

each turn characters can perform various Actions. The list of possible actions given in the sidebar covers most reasonable activities. Play ers, however, tend to be inventive, and GMs can rule on other actions during a combat tum.

INITIATIVEWhen combat (or another dangerous situation) occurs, the GM ranks all

characters, including NPC’s, according to their Initiative MLs. The GM should adjust Initiative to reflect surprise, wounds, darkness, etc. Characters perform actions during each turn in the order of their Initiative ML (high to low).

When characters have identical Initiative MLs, the char acter with the highest Awareness ML acts first. If charac ters have identical Awareness MLs, they are as sumed to act simultaneously.

Characters rendered unconscious before their turn, forfeit any actions until they recover.

SURPRISEWhen there is doubt as to whether a charac ter has been surprised, roll

1d100 against a character’s Awareness EML. Success means the character is not surprised but has a -10 skill penalty throughout the first combat turn. Ignore this penalty with Critical Success (CS). Failure means that character forfeits the first combat turn and automatically takes an Ignore defense.

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RAKING FIREA character can choose to fire an automatic weapon at two or more targets. The character’s ammunition expenditure is split as equally as pos-sible between the number of targets, and each target is treated as a separate attack.

EXAMPLE: Player fires a machine pistol in Full Auto Mode at three pirates. The GM divides the 14 rounds ex pended and announces that 5 rounds are being fired at two of the pirates, and 4 rounds at the remaining pirate. The three attacks are resolved as two Long Bursts and one Short Burst.

SHOTGUNSShotguns attack all targets within a 30 degree cone with equal effect. Players firing shotguns should indicate their primary tar get, and GMs should decide what other targets, if any, are affected by the blast.

MELEE COMBATTreated the same as “Fire Combat” except the skill used is “Unarmed” using fist or foot impact, or a close combat weapon like Dagger. Swinging a weapon as a club is done at 50% Weapon ML, and delivers ballistic impact equal to weight.

FIRE COMBATFire Combat is resolved in a sequence of six (6) steps.

[1] Attacker DeclarationThe character with the highest Initiative EML chooses a weapon and target,

which must be in line of sight.

[2] Defender DeclarationDefensive options available depend on whether the target is aware of

the attack (or not). An unengaged target is generally aware of any attack. However, the GM may request an Awareness test in conditions of poor visibility, ambush, surprise, or when the target is busy performing a task requiring concentration. Targets engaged with another enemy require an Awareness test to sense an attack from another enemy.

DODGE: A target aware of the attack can attempt to evade at 50% Dodge. For an attempt to evade a thrown weapon, use 100% Dodge.

COUNTERFIRE: Defender is aware of the attack and attempts to fire or strike the Attacker simultaneously. A Counterfire is declared just like an Attacker fire, but has an ML penalty of –20. Counterfires tend to be bloody. Simultaneous hits may occur. Counterfire is not the Defender’s turn; it is an extra but risky turn.

IGNORE: If the target is unaware of the attack, this defense is automatic. It may be chosen by a brave target who wishes to impress someone. This defense does not involve a Defender roll. If a hit occurs (Attacker SX/CS) the body location struck may be covered by armor or some obstruction.

[3] Skill TestsOnce the attacker and defender have declared their options, each makes a 1d100 skill roll against their appropriate skill. The basic skill for firing is the appropriate weapon skill ML. Any thrown item uses Physique skill. ML is adjusted by any/all of the following modifiers.

RANGE: see Weapon Data Table.

PHYSICAL PENALTY: Each character subtracts Injury, Fatigue, and Encumbrance penalties.

FIRING MODE: Most guns can be fired in one of three (3) modes: Single Fire +0 ML, Short Burst +10 ML, Full Auto +20 ML. Only single fire should be used unless ammo expenditure is being tracked.

ATTACKER MOVING: Subtract 10 from ML if the Attacker Moves and Fires.

TARGET SIZE: The larger the target, the easier it is to hit. There is no modification for man-sized targets, except -10 if the target is kneeling, and -20 if target is prone.

SPECIAL PENALTY: Each character adjusts ML by whatever Special Penalties/Bonuses the GM deems applicable.

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JAMS & MALFUNCTIONSEquipment sometimes malfunctions - often at the most inconvenient times. Weapons jam, powerpacks overload, and mechanisms seize. Jams and malfunctions are indicated when a critical failure is generated in combat.

Clearing a jammed weapon is done by roll ing against the character’s skill in the weapon class. A successful roll clears the jam, but ends the character turn. FX means the attempt failed; try again next turn. CF destroys the weapon, although it might later be repaired by a skilled gunsmith.

NOTE: Above routine ignores Weapon Quality. We could also roll against WQ if that is included in the game.

TAKING COVER EXAMPLECharacter is kneeling behind a low metal wall and firing at an enemy. Because the wall is heavy enough to stop penetration, GM rules that only the character’s head, shoulders, and arms can be hit by enemy fire. Arm hits have a 50% chance to strike a weapon held by the target.

GUNS IN SPACEShooting a gun in Zero-G or the vacuum of space works, though not quite like it does on Earth. Ballistic weapons of 2238 all have their own internal oxidizers to ignite the gunpowder that fires the bullets. Assuming the gunman is in orbit, a fired bullet will move into a higher orbit, perhaps reaching escape velocity and continuing onward until it hits something. Nobody will hear the sound of the gun since there is no air in space to carry sound waves. Lastly, Newton's third law says that for every action there is an equal and opposite reaction. That means if you are in Zero-G, the recoil of a gun will push you backward unless you are restrained in some way. Ditto if you punch someone on the nose!

[4] Fire Combat ResultsEach player makes a 1d100 skill roll against their EML. This will give a result

of CF, FX, SX, or CS. Compare the results on the combat table (p.32):(•) MISS: 20% chance an adjacent character to the right (odd) or left

(even) has been hit.

WILD: Fumble Roll for the firing weapon. See variant in sidebar.

(AH) HIT: The target is hit. The number after the star is the number of d6 rolled to determine Strike Impact.

[5] Hit Location & ImpactRoll 1d100 to generate the location of each hit. The dice-roll automatically

generates right or left for Arm and Leg. That is, a roll of 16 (even) is Right Arm, and 17 (odd) would be Left Arm.

COVER: If the target body part has cover (tree, wall, etc.) the hit is on the covering item and not on the target. In some cases, the fire might penetrate the covering item and still hit the target, but with lesser impact.

AIMING: players have the option to aim High, Mid, or Low. Mid is the default; aiming High or Low are –10 to EML. See Combat Table.

[6] Injury DeterminationWeapon impact is given on the Weapon Data table, which should be copied

to your character sheet. Calculate effective impact by subtracting Armor Protection value for the Hit Location. If the effective impact is 1+, cross-index Hit Location and Effective Impact on the INJURY TABLE.

EXAMPLE: Cardin scores a A*2 hit with Pulse Rifle, impact +7. Hence, impact is 2d6 + 7. Assuming the generated strike location is Chest, which is protected by Cloth + Kevlar Jacket, the effective impact is 2d6 + 7 – 8, an average of 6. That gives a Serious chest wound (S2),

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WEAPON DATAWeapons listed are the most common types; there are many variations. Weapons with an (R) are Restricted meaning most colonies re serve this firearm for military or official use; possession of them requires a license and is strictly regulated.

SKILL: Each weapon class is a separate skill. ML applies to the weapon carried. Other weapons in the same class are –10 ML. Unarmed and Dagger are Base skills.

RANGE: all colonies and colonies are a maze of small compartments and short corridors. Spaces exceeding 120 metres in any one dimension are rare. Range in Zero-G or Vacuum space is irrelevant.

Short Range (halved) EML +10. Long Range (doubled) EML –10.

IMPACT: the number added to the damage roll for a hit with this weapon. Short Range +1; Long Range –1. Energy weapons deliver energy impact, noted "e".

EML: A bonus to Weapon ML that blends many complex firearm issues such as ease of use, reliability, and rate of fire.

AMMO: The normal magazine or power pack rounds of the weapon. Some weapons might have added capacity.

WEIGHT: The kilogram weight of the weapon, loaded with its standard ammo.

PRICE: The retail price for a standard quality weapon. Higher quality weapons are rare and expensive. Cheaper, lower quality weapons are always available. They are less accurate and more likely to jam. Buyer beware!

NOTE: Weapon quality (WQ) can be generated with a 2d6+6 roll. Average 13.

WEAPON SKILL RANGE (Metres) IMPACT EML AMMO WT

Kg PRICE

FIST/PUNCH 1 UNARMED 1 +1 +20 • • •

FOOT/KICK 1 UNARMED 1 +2 +10 • • •

DAGGER (Throwable) 2 DAGGER 6 +3 +10 1 0.5 €20

AXE (Throwable) 2 AXE 10 +6 +5 1 3 €50

CROSSBOW BOW 40 +3 +5 24 6 €300

6 mm PISTOL PISTOL 15 +3 +10 15 0.5 €175

9 mm PISTOL PISTOL 20 +4 +15 12 1 €300

11 mm REVOLVER PISTOL 20 +5 +5 6 1 €250

5 mm FLECHETTE PISTOL (R) PISTOL 10 +2 +10 50 1 €450

12 mm PAP PISTOL (R) PISTOL 16 +5 +5 6 2 €540

8mm SNIPER RIFLE RIFLE 120 +7 +5 5 7 €625

7mm ASSAULT RIFLE RIFLE 100 +4 +15 50 4 €530

5mm FLECHETTE RIFLE (R) RIFLE 20 +3 +5 50 4 €600

6mm SUB-MACHINE GUN (R) RIFLE 60 +4 +15 30 9 €800

8mm MACHINE GUN (R) RIFLE 80 +5 +10 50 12 €1650

19mm PUMP SHOTGUN 3 SHOTGUN 20 +4 +5 8 3 €500

19mm AUTO SHOTGUN (R) 3 SHOTGUN 20 +5 +10 20 4 €750

ROCKET LAUNCHER (R) BAZOOKA 100 +8 +5 3 7 €800

30mm GRENADE LAUNCHER (R) BAZOOKA 90 * +0 3 4 €600

15W LASER PISTOL (R) ENERGY 10 +4e +10 20 1 €1000

20W FLASH RIFLE (R) ENERGY 20 +2e 20 30 3 €1800

30W LASER CARBINE (R) ENERGY 50 +5e +20 40 4 €2675

36W PULSE CARBINE (R) ENERGY 40 +6e +20 50 5 €2550

40W PULSE RIFLE (R) ENERGY 100 +7e +15 40 6 €3750

48W PULSE RIFLE (R) ENERGY 120 +9e +10 20 7 €5650

1 Fist/Kick are +1 impact for "brass knuckles, steel capped boots, etc. . 2 Range assumes weapon is thrown. Impact also applies to melee combat. 3 Shotgun Range/Impact is for buckshot; firing solid shot doubles both Range/Impact.

*Grenade Launcher impact varies. See: Grenades.

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Pump Shotgun: tube fed, pump-action shotgun, favored by security personnel for short range combat. Capable of firing a variety of pellet types, with buckshot being the most common. Illustrated is the 19mm (12 gauge) Vanda by Hailey-Parker Armaments. Price: €500.

Auto Shotgun: clip fed adaptation of the shotgun for military purposes. Can fire a variety of loads. The weapon shown is the 19mm (12 gauge) Soren 19 by General Ordnance Division. Price: €750. Restricted.

Flash Rifle: A riot control weapon that delivers a low volt age burst of energy. This energy does no physical damage but causes 10-60 minutes of pain, confusion, and nausea. The weapon is useless against Kevlar and Mezyn armor. Shown is the EL-27 “Mobstopper” by Jantia Munitions. Price: €580.

Pulse Carbine: similar to the pulse rifle, but with shorter range and a much higher rate of fire. Illustrated is the Kaliskin-36 by Hailey-Parker Armaments. Price: €2550. Restricted.

Laser Carbine: Sometimes called laser rifles, these carbines fire short duration beams of coherent light. They are loaded by a power pack “clip” which holds 40 charges. The illustra tion shows the 30 watt CER-60 by General Ordnance Division. Price: €2675. Restricted.

Sub-Machine Gun: small calibre, rapid fire weapon, designed primarily for military and security forces. Shown is the 6mm Cranston-2 with folding stock by Hailey-Parker Armaments. Price: €655.

Light Machine Gun: infantry weapon fired with a bipod or tripod. May be either belt or clip fed. Shown is the HP-18 by Hailey-Parker Armaments. Price: €1200. Restricted.

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ARMOR DATA TABLEArmor: The type of armor. For a descrip tion of armor materials, see below.

Armor Protection: protection value of the armor against Ballistic or Energy weapons. These values reduce weapon impact.

Coverage: The body parts covered by this armor.

Weight: The normal weight of the armor in Kilograms (Kg).

Price: The normal price of the armor for inner colonies. Prices in the Outer Colonies are generally 20% to 50% higher. Some armors are restricted; black market prices may double. Price assumes average quality; higher or lower quality materials may modify prices and protection values at GM discretion.

Helmets: Almost all helmets have clips to attach equip ment such as Nightseeker goggles, battlecom equipment, etc. The Moxie helmet does not improve protection, but does create its own Oxygen in carbon dioxide atmospheres such as Mars or Venus.

ARMORARMOR PROTECTION

COVERAGE WT kg PRICE

BALLISTIC ENERGY

BATTLEDRESS, Cloth 1 1 ALL except Head 2 €50

BATTLEDRESS, Leather 3 4 ALL except Head 3 €100

VEST, Leather 3 4 Chest 2 €100

VEST, Mezyn 6 8 Chest 3 €200

VEST, Kevlar 8 7 Chest 2 €400

JACKET, Leather 3 4 Arms, Chest, Gut 4 €150

JACKET, Mezyn 6 8 Arms, Chest, Gut 6 €300

JACKET, Kevlar 8 7 Arms, Chest, Gut 4 €600

PANTS, Leather 3 4 Legs 5 €200

PANTS, Mezyn 6 8 Legs 9 €400

PANTS, Kevlar 8 7 Legs 5 €800

CAP/BERET, Cloth 1 1 Head 1 €30

BALACLAVA, Cloth 2 2 Head 1 €50

BALACLAVA, Leather 3 4 Head 2 €100

HELMET, Kevlar 8 7 Head 4 €150

MOXIE HELMET, Kevlar 7 6 Head 6 €400

BATTLESUIT, Kevlar 10 9 ALL 5 €2500

CLOTH: Natural or synthetic fabric used for uniforms or clothing. Usually worn under other armors, adding it's APV to that armor.

LEATHER: Soft natural or synthetic leather. May be worn under other armors, adding it's APV to that armor.

MEZYN: A quilted padding that provides good protection against energy weapons. Mezyn is usually worn over a cloth battledress.

KEVLAR: a lightweight polymer, stronger than steel, which can be woven into articles of clothing. The result is a flexible, lightweight, "bullet-proof" armor that has changed little over the past two centuries other than to get better and cheaper. Kevlar is usually worn over a cloth battledress.

BATTLESUIT: full body, thick kevlar armor, articulated and powered, with life support and sealing capacity. This armor has air-recycling equipment to provide an indefinite air supply, so it can be worn in a vacuum. The armor negates any encumbrance penalty when operating, but has a –10 penalty to Initiative ML. The suit is powered by fuel cells, that must be recharged after 4 hours of operation. A full recharge takes two hours. Any hit which penetrates a Battlesuit may damage it. Roll 3d6 + the number of Injury Points received:

3 - 12 No Effect 13 - 18 Power Loss 19+ Life Support Failure.

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AIMING ZONE STRIKELOCATION

INJURY TABLEHIGH

EML –10MID

EML +0LOW

EML –10EFFECTIVE IMPACT

1+ 5+ 9+ 13+ 17+

01 – 45 01 – 15 ● HEAD M1 S2 S3 K4 K5^46 – 85 16 – 33 01 – 12 *ARM M1 M1 S3* S3* G4*^86 – 95 34 – 60 13 – 35 CHEST/BACK M1 S2 S3 G4 K596 – 00 61 – 75 36 – 50 GUT M1 S2 S3 K4 K5

● 76 – 00 51 – 00 *LEG M1 M1 S3* S3* G4*^

• ODD/Left • EVEN/Right

MINOR WOUND KILL/MORTAL WOUNDSERIOUS WOUND ^AMPUTATION ROLLGRIEVOUS WOUND * STUMBLE/FUMBLE ROLL

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COMBAT TABLES HIGH COLONIES®

COMBAT SEQUENCE

1. Attacker Declaration2. Defender Declaration3. Skill Tests4. Combat Results5. Hit Location & Impact6. Injury Determination

Armor ProtectionMaterial Ballistic Energy

Cloth 1 1Leather 2 3Mezyn 6 8Kevlar 8 7

Battlesuit 10 9

A*3

BF

DF

A*2

A*3

AF

WD

A*1

A*2

DTA

DTA

Block

A*1

DTA

DTA

DTA

Block

BLOCK

CF FX SX CS

CSSX

FXCF

CSSX

FXCF●

A*1

A*2

A*3

D*1

B*1

A*1

A*2

D*2

D*1

B*2

A*1

D*3

D*2

D*1

B*3

CF FX SX CS

COUNTERFIRE

● DTA

A*1 A*1

A*2

A*3 A*4

A*1

A*2

DTA

A*1

DTA

DTA

DODGE IGNORE

CF No RollFX SX CS

AttackerStrike

DefenderStrike

DefenderTactical

Miss/Standoff

WeaponDamage Roll

BothStumble Roll

DefenderStumble Roll

AttackerStumble Roll

BothFumble Roll

DefenderFumble Roll

AttackerFumble Roll

Both Strike

DTA

WD

BS

DS

AS

BF

DF

AF

B*

D*

A*

AT

TAC

KE

RA

TTA

CK

ER

DEFENDER

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SPACEFLIGHTCharacters normally travel between colonies either by

buying commercial passage on a drifter or by piloting their own craft. Approximate costs of commercial passage are €100 per day, or €5 per hour of travel.

Space NavigationEvery spacecraft travelling in the solar system is orbiting

something, be it an asteroid, moon, planet, or the sun. For example, a journey from Earth to Mars must achieve escape velocity to leave Earth orbit, then travel to Mars along a Sol orbit, then deaccelerate to drop into a Mars orbit. Travelling to any destination simply requires a ship pilot to determine and choose the appropriate orbits. Alas, where the gravitation effects of several bodies are involved, the required orbit is complex and requires a skilled pilot and a sophisticated navigation computer.

PropulsionBreakthroughs in propulsion technology such as the

Fusion Drive have allowed the design of extremely fast spacecraft. Speeds of ten million kilometres per hour (KPH) can now be reached in deep space, which is very fast, but still only 1% of lightspeed. Theoretically, given enough fuel and time, advanced drives can accomplish much higher speeds, but slowing down also takes megatons of fuel and millions of Km to accomplish. There is not enough space in the High Colonies to exceed 1% of lightspeed.

SPACECRAFTThere are five basic classes of spacecraft in common use

in 2238. Besides these, there are many sub-classes of each type listed below. DRIFTER: The most common type of ship, shuttles are

designed to carry a small cargo and twenty to fifty passengers. They may be crewed by two to seven. Price: €10 Mil.

HAULER: Large interplanetary vessels designed to carry a large cargo payload. Several types of propulsion are used, most commonly Fusion Drive. Crew size ranges from four to twelve. Price: €25 Million.

FIGHTER: Small, maneuverable military spacecraft are maintained by almost every space station. Al though they are fast, they have very short ranges. Larger vessels may carry one or two fighters for protection. Crew size ranges from one to three. Price: €15 Million.

CRUISER: Fleet cruisers are maintained by the Terran Commonwealth and Outstation League in their respective navies. These ships typically carry some fighters, and specialized Escort Cruisers carry 20 to 40 fighters. Crew sizes and price are of course highly variable, from: €25 Million to €150 Million.

LANDER: Dual function craft that can operate in space and in atmosphere are common. Price: €8 Million.

SPA

CEC

RA

FT37

CRUISER

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ENCOUNTERS IN SPACEThree tables are given for events and

encounters in space. Outer System applies to deep space

tracts from Jupiter to Pluto and beyond. Very low activity beyond Pluto would justify one roll every two or three days.

Inner System applies to deep space tracts from Sol outward to Jupiter. Traffic between Sol and Mercury is rare.

Near Station indicates any area within 8 hours travel time of a station.

Most of the events and encounters are self-explanatory. Some encounters [*] require a further roll on Subtable, or a further percentage roll to narrow the event.

Wrecks can be relatively intact spacecraft, or the flotsam from a space battle. Some wrecks may have electronic counter-measures which make them difficult to detect, and might (10%) be explosive or otherwise harmful.

Radio communications may be anything from commercial broadcasts to coded military instructions to a distress signal.

SubtableBreakdown indicates partial or total

failure of one or more onboard systems. GMs can take their choice between life-support, navigation, power-drive, etc.

Crew illness may be severe with deaths aboard and ship may be quarantined.

Labor unrest has a 25% chance of a strike aboard, possibly violent.

Mutiny has a 20% chance the ship is commanded by the mutineers (who are unlikely to be friendly).

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ENCOUNTERSEncounter tables for five types of environment are given. As a general rule, encounter tables are best

used to stimulate GM imagination, or to add excitement to a game session. GMs should never feel bound by encounter tables; nothing is worse than a rigid schedule of “random” events. To determine whether an event or encounter occurs, roll 1d100 once per time interval noted for the appropriate locale.

1d100 OUTER SYSTEM (Beyond Jupiter) Roll once per 24 Hours01-60 No Encounter61-70 Character Ship [1]71-75 Freighter, roll for origin/destination on Birthplace table [*]76-78 Shuttle, roll for origin/destination on Birthplace table [*]79-81 Military, roll for origin/destination on Birthplace table [*]82-83 Small Station (see Station Design Tables)84-85 Pirate/Raider86-90 Chakon Trader91-95 Abandoned Spacecraft, Wreck96-98 Radio Communication, Distress Signal, etc.99-00 Uncharted Small Asteroid1d100 INNER SYSTEM (Jupiter to Sol) Roll once per 12 Hours01-50 No Encounter51-60 Character Ship [1]61-67 Freighter, roll for origin/destination on Birthplace table [*]68-73 Shuttle, roll for origin/destination on Birthplace table [*]74-78 Military, roll for origin/destination on Birthplace table [*]79-83 Small Station (see Station Design Tables)84-88 Pirate/Raider89-92 Chakon Trader92-93 Abandoned Spacecraft, Wreck94-99 Radio Communication, Distress Signal, etc.

00 Uncharted Small Asteroid1d100 NEAR STATION (8 hours distant) Roll once per 4 Hours01-40 No Encounter41-55 Character Ship [1]56-68 Freighter, roll origin/destination [*]69-75 Shuttle, roll origin/destination [*]76-80 Military, Local 80%; Foreign 20% [*]81-82 Pirate/Raider83-85 Chakon Trader

86 Abandoned Spacecraft, Wreck87-90 Defensive Satellite, Mine91-00 Radio Communication, Traffic Control, Distress Signal, etc. 1d100 SUBTABLE01-60 No Special Circumstance61-80 Breakdown (Life-Support, Navigation, Power-Drive81-90 Crew or Passenger Illness, Quarantine 20%91-97 Labor Unrest, Strike (25%)98-00 Mutiny Aboard, Mutineers in Command 20%

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ENCOUNTERS IN COLONIESTables for both active colonies and abandoned colonies

are given. The abandoned colonies table can be used for entire colonies, or for segments of larger colonies that have suffered population loss.

Six subtables are also provided for station encounters. A number in square brackets after the encounter name indicates a subtable. The subtables are used to amplify the nature and motivations of individuals. When two subtables are shown, roll on both. Ignore or re-roll any unsuitable results. Most encounters and events are self explanatory.

Crowd indicates an incident or event that has caused a group of people to congregate. Among the many possibilities are accidents, public speakers, and fights.

Public announcements are those intended for station or sector wide broadcast; their subject may be anything from the shift change at a nearby factory to a critical failure in station life support.

Squatters are survivors of a station wreck, or vagabonds who have made the station their temporary or permanent home.

Looters are scavenging for any useful material; they may be violent.

Rovers are “just looking around”, much like the players. Latent security indicates surveillance cameras, card access

systems, sealed sector doors, etc.

STATION/COLONY – Roll once per 10 minutes01-50 No Encounter51-60 Technician [1, 5]61-65 Professional [1, 6]66-69 Official [1]70-77 Security [1, 2]78-80 Mercenary [1, 2]81-85 Trader [1]85-87 Entertainer [1]

88 Thief89-90 Crowd [1, 6]91-94 Public Announcement [1, 6]95-96 Bio-Gen [1, 4]97-99 Bot [3]

00 ChakonABANDONED STATION – Roll once per Hour01-40 No Encounter41-50 Squatters51-60 Looters61-75 Rovers76-80 Pirates81-90 Ram-Soldier

91 Bio-Gen [4]92-98 Bot [3]99-00 Latent Security

SUBTABLE 101-20 Recruiting21-30 Seeking Employment31-75 Going to/from Work76-85 Leisure Time86-90 Seeking Directions91-00 On Errand

SUBTABLE 201-10 Investigating Crime11-25 Training26-75 On Guard/Patrol76-98 Off Duty99-00 AWOL

SUBTABLE 3 – Bots01-40 Service Bot41-65 Factory Bot66-80 Mining Bot81-95 Security Bot96-00 Heavy Security Bot

SUBTABLE 4 – Bio-Gens01-20 Miner21-60 Manufacturer61-80 Security81-00 Soldier

SUBTABLE 5 – Technician01-20 Comms21-40 Computer41-42 Cryptographer43-65 Electronics66-70 Energy71-72 Explosives73-90 Mechanic91-00 Miner

SUBTABLE 6 – Professional01-10 Astronomer11-20 Biologist21-40 Engineer41-55 Geologist56-75 Teacher, Professor76-85 Physicist86-90 Telepath91-00 Medic

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2054 Russia builds Zhukov on Mars.

2053 Coristan Mining begins digging on Luna.

2055 Russia announces plan to build two space colonies, one at each of the Earth/Luna Lagrange Points L4 and L5.

2056 Russia completes Mokos in Luna crater Marius, settled with 500 colonists. Hostilities soon erupt between Mokos and Coristan prospectors.

2057 Teach Construction, a subsidiary of Genstar, begins operations on Luna.

2058 European Space Agency (ESA) builds Harmony on Mars.

2060 U.S. completes construction of Kennedy base on Luna.

2061 Russia founds Gagarin, a military base to celebrate 100 years of "First Man in Space".

2062 Genstar Corporation completes Vulcan. Fear of Russian and American adventurism spurs many nations to contract with Genstar to build their own high colonies. Within the next decade, 24 countries have colonies.

2063 Russia completes Kastrovo at Earth-Luna L5, the largest colony built to that time.

2066 Allanson Robotics develop a series of industrial robots for mining and construction in space.

2067 Genstar Corporation begins mining operations in the Asteroid Belt.

2069 The United Nations builds Skivaal on Luna.

2070 Amazon Blue builds Avalon at Earth-Luna L4.

2071 Joint Russian/U.S. project to build Twinstar on the far side of Luna. Completed 2080.

2072 U.S. President Diane Brewer officially opens Shepard colony, becoming the first head of state to visit space.

2075 Russia builds Outland on Io, the first colony on any Jovian moon.

2077 General Ordinance Division, a subsidiary of Genstar Corporation, develops a series of hand held energy weapons.

2078 The Russian Federation announces development of an interplanetary shuttle that reduces travel time from Earth to Jupiter to five weeks. Bases on the Jovian moons now become economically feasible. James Engineering, a subsidiary of Amazon, soon develops a similar vessel.

2079 Coristan Mining and Amazon Blue begin mining operations in the Asteroid Belt. Within two years, four other corporations, IronCor, Kyakov-Hanadi, Allanson Robotics and Lumin Electronics, begin operations in the Belt. These six companies, together with Genstar, assume a stranglehold on industry and mining in space; they become collectively known as the Seven Witches.

2080 The Vulcan Strike.

2081 Russia completes Zhukov in Briault crater on Mars, their first permanent Martian colony.

TIMELIN

E45

1926 Robert Goddard launches first liquid fired rocket in USA.

1944 Germany launches the V2 rocket.

1961 Russian cosmonaut, Yuri Gagarin, becomes the first man into space, orbiting the Earth on Vostok 1.

1969 American astronauts Armstrong and Aldrin land on Luna, in Mare Tranquility.

1973 American Skylab placed in low earth orbit.

1976 American robotic Viking 1 lands on Mars.

1981 First flight of the American Space Shuttle.

1987 Space shuttle Challenger explodes two minutes after launch, killing all seven astronauts aboard.

1998 International Space Station (ISS) built in low earth orbit.

1998 Mars Society founded in Boulder, Colorado.

2000: Blue Origins, the first private space corporation, founded by Jeff Bezos of Amazon.

2012 Space-X Falcon-9 rocket and Dragon capsule dock with the ISS to complete a private resupply mission for NASA.

2015: USA Commercial Space Launch Competitiveness Act is passed, supporting NASA's right to share competitive federal funding with private companies for space exploration.

2019 China robotic lander to far side of Luna.

2027 Space-X founds first colony on Mars with 220 settlers.

2042 U.S. Government passes the Morgan-Kolson Act, to fund three high colonies. This eventually results in the building of Armstrong (2049), Glenn (2053), and Shepard (2062).

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2138 Russia and USA announce Ares Project to terraform Mars.

2143 The long anticipated first contact with alien life occurs when a Chakon generational starship enters the Solar System.

2167 Earthome War. After decades of tension between superpowers due to global warming, the impact of Asteroid X-207 in China triggered a disastrous famine. Desperate for food, China invaded her neighbors, prompting a war that quickly escalated to involve nine superpowers. The ravages of chemical, biological and nuclear warfare sterilize Earth. Only the 21 million who lived in the High Colonies survived.

2169 An expedition from Tranquility descends to Earth's upper atmosphere, finding lethal levels of radiation and the presence of deadly bio-chemicals. The expedition does not land but concludes that all life on Earth has likely ceased.

2178 Several colony leaders meet at High Plains to form the Outstation League.

2184 The Esau Council brings the leadership of the "traditional" churches together for the first time. Concerned by the growing power of reactionary Christian churches and the fundamentalist Islamic movement, the theologians found the

Spaceforce Marine

2082 Eugene Sterne, leader of the Evangelic Church of the Chosen, announces the construction of Genesis and Lazarus colonies.

2084 The Orion Strike and Labor War. Foundation of the Solar Federation of Labor.

2086 The U.S. completes Aldrin at Earth-Luna L5 to serve as a spaceport for flights to Luna and the planets. The colony is built to accomodate 5,000 settlers.

2088 Adam Stembridge Associates, an amusement and gambling combine, builds Xanadu, a lavish amusement colony.

2089 The U.S. builds Brockway prison colony.

2090 Lumin Electronics Corporation defeats a hostile takeover by Genstar Corporation.

2091 Genstar forces attack Electra, a Lumin Electronics colony on Ceres, sparking the Corporation War.

2092 Seeding of cylindrospermum begins from Persephone in high orbit around Venus.

2092 Kennedy Base becomes the fifty-third state admitted to the United States of America.

2093 Gabriel Marketing builds Starmall, a ''high adventure in shopping'' in Low Earth Orbit (LEO).

2099 Cassandra, built in 2097 at Sol-Earth L4 by alienated survivalists, self-destructs due to a design flaw. Over 1100 colonists perish.

2104 The Howard-Fry Society, an organization devoted to penal reform, builds New Hope in orbit around Saturn.

2105 Russia and the USA construct Nevsky-Lincoln, a deep-space research colony orbiting Neptune.

2106 A group of small American corporations, led by Adam Stembridge Associates, found the Independent Commercial Organization.

2107 Aldrin becomes the 54th state.

2108 Gateway Declaration. The Seven Witches announce their independence from United Nations taxes and laws.

2109 Twenty Minute War. A joint American and Russian strike force attempts a "surgical decapitation" by attacking Genstar Corporation headquarters at Gateway. The strikeforce is repulsed by corporation security forces.

2112 Terran Commonwealth founded by the Charter of Skivaal.

2124 Bentham, orbiting Uranus, suffers a deadly prison riot.

2130 Vicente Enrique Alvarez, Governor of Tranquility Base, becomes the 55th president of the United States.

2137 Kodama Bio-Systems announces creation of the first android which they call a bio-gen.

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ATTITUDEOpen: No significant restrictions on immigration or

visitors.

Wary: Careful checks of visitors and immigrants.

Insular: Restrictive immigration laws and extremely careful checks of visitors.

Closed: Only “invited” immigrants and no casual visitors.

GOVERNMENTSDemocracy: An elected legislative body, with two or more

political parties. There may be restrictions on numbers and types of political parties.

One Party: One political party controls all levels of legislative and executive power. Another party is illegal. Party members may compete for elected office.

Dictatorship: Arbitrary government by an absolute ruler. Opposition and dissent are discouraged or illegal.

Military: Applies to military colonies. Typically, a military junta rules with martial law.

Praetorian: Joint military/civilian government, usually with military personnel holding primary power. Limited political participation, often just one party.

Dependency: Semi-independent, but ultimate control is exercised by another colony.

Theocracy: Religious leaders control all legislative and executive branches of government. There may be limited democracy.

Anarchy: no colony-wide government, each sector being controlled by any of the other forms of government. A council usually meets on a regular schedule to determine "colony policy".

Corporation: Executives of a corporation control the government. There may be limited democracy.

SOLDEXAn annotated, alphabetical index of the High Colonies,

it’s history, major colonies and colonies, corporations, and governments.

The SOLDEX lists every colony with 1,000 or more population, plus some smaller ones of special importance. GMs may add colonies, bearing in mind that the total population of the High Colonies is about 21 million.

LOCATIONThe orbital or surface location of a colony. Lagrange

points give the two orbital bodies involved, such as Earth–Luna L4. Many locations are planetary moons, given with their planet reference, such as TITAN, Saturn VI.

FUNCTIONThe primary purpose of the colony; many have

multiple functions, listed in order of importance. Agriculture: colony that specializes in growing food and

raising domestic animals for export to other colonies.

Commerce: banking & financial services, trade and transport services, entertainment, etc.

Industry: industrial factories, manned or unmanned.

Military: a military base, sometimes manned and governed by a mercenary organization.

Mining: mineral extraction and smelting.

Science: research and development.

POPULATION & SIZEAlmost all space colonies are large circular or cylindrical

structures that slowly rotate to simulate partial or full earth gravity. Ring colonies, up to 4 km diameter, have a central hub, with six to twelve main spokes (passageways). The space between the spokes can be open or filled with linking passageways and multiple chambers with one or more levels. Larger ring colonies typically have two or three rings stacked atop each other, separated by an extended hub. Cylindrical colonies can be up to 8 km long, and 2 km in diameter.

Surface colonies are mostly underground. They often have irregular layouts due to excavation difficulties, but will have surface access for a spaceport and escape portals.

Current populations are from the 2231 census. The percentage number in brackets determines the maximum population (population divided by the percentage) for the current colony size and life support. Colonies exceeding 90% capacity usually have plans to expand. Normally, there is about 50 square metres per individual, half for private cabin space.

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manufacturing electrical equiment, particularly regulators and generators for solar energy. Together with Lowe, Adler makes up the Republic of Germany. Adler is well-guarded by a battalion of 400 elite troops. Chancellor Heinrich Holtz is the colony head.

AGONY Location: Ganymede (Jupiter III) Function: Mining, Prison Population: 24,000 (60%) League: Outstation League Attitude: Closed Government: A prison colony built in 2192, administered by the Outstation League. Residents are typically 20% guards and support staff, and 80% inmates. Those imprisoned for violent crimes work the deeper mines and Agony lives up to its reputation of being one of the most dangerous penal colonies in the High Colonies. Warden Nelson Shandry is colony head.

ALBAN Location: Iapetus GSO (Saturn VIII) Function: Industry, Science Population: 310, 500 (69%) League: Outstation League Attitude: Wary Government: Democracy. Built for an independent Scotland in 2114. Alban is one of the most active and important members of the Outstation League and supplies some of its best troops (and scotch whiskey). Alban's heroic defense during the Purge War, led to the ultimate defeat of the Band of Humanity. A battalion of 400 Black Watch are based here, commanded by Colonel Jock Stuart. Prime Minister David Angus is the colony head.

ABEL Location: Pluto Function: Mining Population: 2,900 (58%) League: Solway Group, Outstation League Attitude: Insular Government: Cooperative. Abel is home to the Newstart Association, a group of disaffected settlers from Heartland. Built in 2208, the colony is governed by a Committee of 12, one quarter elected each year. The most senior committee member serves as colony head.

ADAM STEMBRIDGE ASSOCIATES Easily the larg est and most influential member of Solway, this gam bling and entertainment combine once operated many of Earth’s most famous casinos, hotels, and resorts. They founded Xanadu in 2088. Some have suggested that the corporation is closely connected to

organized crime, but neither evidence nor witnesses seem to arrive at courtrooms after charges have been laid. Adam Stembridge Associates has successfully fought takeover bids by Genstar and IronCor. The company is also an important member of the Outstation League.

ADLER Location: Earth GSO Function: Industry, Military Population: 205,000 (80%) League: Terran Commonwealth Attitude: Wary Government: Democracy Adler (Eagle) was built in 2128 to provide electric power to Germany from Solar Energy. This function vanished with the Earthome War and the colony converted to an

DSS ADLER

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ALLIANCE OF SPACE WORKERS (ASW)

AT S SW

The Alliance of Space Workers (ASW) is the largest of the three Solar Federation of Labor unions. The ASW controls most jobs involving cargo, shipping, and colony construction/maintenance.

The ASW owns and governs Solidarity colony.

ALPHA-CENTAURI The nearest star to Sol, located at 4.37 light years. Alpha Centauri is a binary star, Centauri A and Centauri B, with Centauri Proxima, a red dwarf, orbiting the other two. They appear collectively as the third brightest star, after Canopus and Sirius. As with most stars, Alpha-Centauri has several exoplanets, some of which are Earth-size. At current spaceship technology, allowing for acceleration and de-acceleration at 1% light speed, it would take over 500 years to reach Alpha-Centauri, but only 4.37 years to receive back arrival data. Sending robotic spaceships to Alpha-Centauri has been considered, but the 500 year journey is not a budget priority. Residents of Starward have other plans. Also see Oort Cloud.

AMAZON BLUE The second largest corporation of the High Colonies, based on Avalon. Severely hurt by the Earthome War, losing over 95% of its customers and

suppliers, the corporation has recovered from investments in other industries and new product sources from Mars and Luna. Avalon Blue now wields immense economic power through its subsidiary TerraBank, which established the Enterprise Credit (€), the primary currency in space. Other major subsidiaries are Imara Insurance, Larrigan Synthetics, James Engineering, and Navin Stations. The corporation is governed by a board of directors, led by Michael Carrabis, Chairman of the Board.

AMERICAN UNION The American Union currently has seven colonies: Aldrin, Armstrong Empire, Glenn, Kennedy, Shepard, and Tranquility. Five outer colonies declared their independence from the American Union after the turmoil of the Earthome War. See: Heartland, High Plains, Nuevo-California, Republic of Mars, and Yankee. Despite these losses, the American Union remains the largest bloc in the Terran Commonwealth. Relations with the Russian Federation, the second most powerful bloc, are often tense, but they generally cooperate

ALDRIN Location: Earth-Luna L5 Function: Industry, Science, Military Population: 390,000 (78%) Attitude: Wary League: American Union, Terran Commonwealth Government: Democracy. Built in 2086 to serve as a spaceport for travel to Luna and the planets. In 2107, with a population exceeding 200,000, Aldrin became the 54th state. Opposition to Aldrin's admission to the Union centered on its failure to occupy land, yet its population (greater than many states) and its technological and economic self-sufficiency were key arguments in favor of statehood. Proponents argued that it gave the USA "a firm grip on the control of space." Aldrin is now one of seven surviving colonies of the American Union, and the federal congress is located here, as is Marine Spaceforce #1. The Terran Commonwealth maintain their Doomsday Watch on Aldrin. Since the Earthome War, the dominance of this colony as a spaceport has lessened and population is decreasing. Aldrin has two dependent colonies, Armstrong and Shepard. Governor Dorothy MacKay is colony head.

USS ALDRIN

ALLANSON ROBOTICS Formed by a series of mergers in the years 2054-2061, Allanson Robotics is the fourth largest of the Seven Witches. By 2066 the company had developed a series of industrial robots designed to operate in space. These became

commonly used in mining, construction, and general maintenance. Major subsidiaries include Terchuk Communications, Integrated Electronics, Global Business Systems, and Science Research Associates.

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ARAB LEAGUE Green circle with white or black crescent. A loose organization of 13 Arabic countries: Algeria, Egypt, Kurdan, Lebanon, Libya, Morocco, Palestine (former Jordan & Israel), Ramada, Saudi Arabia, Syria, Sudan, Tunisia, and United Arab Emirates. Many islamic countries such as Afghanistan, Iran, Pakistan, and Turkey are not Arabic and not members. Iraq left the league in 2080 after the country split into three: Iraq (shia), Kurdan (Kurd), and Ramada (Sunni). Long deprived of their former oil wealth, many of these countries converted to mining water and/or commerce in space. Each country Current Arab League colonies are Hegira, Horus, and Sulaman. Many islamic communities exist within other colonies and they too may join. League headquarters are on Hegira, which dominates leafgue politics.

ARMSTRONG Location: Earth GSO Function: Science Population: 4,800 (60%) League: American Union, Terran Commonwealth Attitude: Insular Government: Dependency of Aldrin Built in 2049 as a science laboratory, Armstrong was the first of three NASA high colonies funded by the Morgan-Kolson Act of 2042. Also see Glenn and Shepard. The station is chronically underfinanced and thus understaffed. Two platoons of the 1st Marine Spaceforce are stationed here. Colony head is Colonel James Peters.

ARIEL (Uranus II) With a diameter of 1158 Km, Ariel is the second smallest of the five main moons of Uranus, all named after characters in Shakespeare plays. Like other moons of Uranus, Ariel has a complex surface topography consisting of extensive craters cross-cut by a system of scarps, canyons, and ridges. The station New Vermont orbits the moon.

ASTEROID BELT A region between the orbits of Mars and Jupiter that contains thousands of asteroids. These are less of a navigation hazard than might be expected because they are mostly separated by at least twice the Earth-Luna distance. Most of these asteroids orbit Sol in the same direction as the planets (counter-clockwise) but a few have retrograde orbits and are considered captured "immigrants" from interstellar space. The five largest asteroids are: Ceres, Vesta, Pallas, Hygiea, and Interamnia, each major centers of mining activity. There are three broad classes of asteroids. Most (75%) are C-Type (Chondrite). They are

on important projects. Since Russian and American delegates make up almost forty percent of the Terran Commonwealth Grand Council they dominate policy. There is a tacit agreement between them that the General-Secretary is never a Russian or an American.

ANDREA Location: Mars, Hellas Planitia Function: Industry (Robotic) Population: 480 League: Pan Enterprise Attitude: Closed Government: Andrea is a fully automated factory owned by Amazon Blue The station was built in 2216 and primarily builds life support equipment. A rotating cadre of technicians maintain the station.

APIANUS Location: Earth-Luna L4 Function: University, Science Population: 6,800 (68%) League: Terran Commonwealth Attitude: Wary Government: University Board of Regents Founded in 2140 by the Terran Commonwealth, Apiamus was once the most highly respected university in space. Despite having declined in recent decades, it still produces many of the best trained scientists in the High Colonies. The Board of Regents is currently considering a proposal to sell this station and build a new surface colony on Mars.

MERCURY

VENUSEARTH

MARS

JUPITER

TROJANSL5

GREEKSL4

SOL

ASTEROID BELT

HILDAS