5. Game rules
5.1. GMing the Dual Worlds
The Dual Worlds have a very specific flavour, which should be captured if at all possible.
Earth of 2125 is a world of contrasts. On the one hand are cybernetic mercenaries in America; on the other are the magical colleges of Russia. It is not a "cyberpunk" world, in spite of initial appearences. Yes, there are cybernetics; yes, corporations have a great deal of power. But those same corporations are (at least slightly) interested in the welfare of the people. They don't send people on missions which will involve lots of civilian casualties. They don't (usually) hire people and then betray them. Even in the more repressive areas, the average member of the population is well-fed and reasonably content with his life.
Quar also has contrasts, though not as many. Quari civilisation in general, and the Pirian Empire in particular, is very advanced, more so than its technology would indicate. Although spellcasters are not common, their talents are fully utilised.
Quari wizards often conduct research into the basics of magic, and are approaching an understanding of the essænce. These are experts in their fields.
Fusion Gravitic's clumsy attempts to gain influence in Ostvern should be seen by PCs as crude and heavy-handed, lacking the subtlety of the native Quari way of doing things. On the other hand, Fusion Gravitic isn't all bad - it was designed by experts to be an efficient, corporate totalitarian state, and it does this well, but most of the people living in Europe are happy with their lot. They don't have to worry about being murdered for a few ECUs, or their children overdosing on illegal drugs, or losing their jobs.
The Dual Worlds are not intended for high-power wargaming, but rather for thoughtful rôle-playing adventure. This is an admitted bias on the part of the author.
A major part of the flavour is given by the free environment. If the characters don't self-motivate, they won't get involved in anything. Just like life. This requires an imaginative GM prepared to improvise, but the adventures characters find for themselves are often the most satisfying.
There are plenty of plots going on, but you're not going to be dumped into them unless you do something about it. How many times have you discovered a world-shaking conspiracy while sitting in a bar, listening to rumours? (Don't answer that if they're still after you.)
5.2. Mana levels
Most of the game world is at normal mana levels. The universe containing Earth is at low mana (or no mana; GM's choice) outside a sphere of 20 light years radius surrounding Earth (and moving outwards at the speed of light).
Anywhere within a 500-yard radius of an active passage between the two worlds, whether permanent or temporary, is considered a high-mana area. (The geometry of space is also somewhat distorted here.) The area of a gate itself is considered to be at very high mana.
5.3. Elemental magic in GURPS
This material is adapted from the Rolemaster Elemental Companion.
5.4. Dancing
For the most part, Dancing follows the standard netrunning rules. However, the technology level is higher than in most "cyberpunk" games, and this should be remembered. For example, "Black ICE" (lethal defensive software) does not send pulses of power to a cyberdeck; a simple opto-isolator would make that ineffective. Instead, it works by sending subliminal signals to induce strokes or other brain injuries. This means that using a screen-and-keyboard terminal does not make the user safe!
Remember, this is not cyberpunk! Any computer with something worth stealing is going to be: (1) isolated from the Lattice, (2) defended by a good AI, (3) horribly well encrypted, or (4) all of the above. The first option should not be underestimated; a large office building will often have a single Lattice portal, which can be isolated should anything untoward occur. The AI Diamond working for the company will find out what's happening, correct the fault and bring up the link again, fast enough that only interfaced users will notice a pause.
This is not to say that Dancing is useless. For a start, the same skills are used in computer-generated art. However, this is unlikely to appeal to adventurers... what can be useful is the following:
- Vastly improved reaction and work speeds. A trained user can assimilate data several hundred times faster by DNI than by reading. This has uses in training as well as in library searches.
- The ability to take over remote-guided vehicles or equipment, using a radio or laser link.
- Given direct, physical access to a database, the traditional "netrunner" activities are still possible. However, note that data will almost always be encrypted in such a way that breaking the code is impractical; rather, the data thief will have to obtain code keys and passwords from outside the Lattice.
5.5. Extra equipment
Gauss crossbow
Laser sword
Enhanced pistols: apparently normal flintlock or wheellock pistols, these weapons can also fire modern caseless ammunition. Although range and performance are not much improved over a normal weapon, the gain in rate of fire is immense. The standard design has concealed plates which are slid aside to allow the insertion of a magazine.
5.6. Special effects
The effects associated with the various types of energy weapon can be very important; not only do they add flavour to the setting, they can influence the choice of weapon for a specific task (such as sniping).
Lasers have no visible beam (except in smoke, when a reddish or greenish line is seen); shots are accompanied by a loud "crack". However, a target struck by a laser will tend to suffer a localised explosion due to the stress of sudden heating. Masers are generally invisible and silent, though firing through rain will cause a sizzling sound, and metal targets will tend to ground out the beam with a shower of sparks; metal-armoured targets with good insulation may avoid damage.
Xasers also produce a loud "crack", and a bright multi-coloured beam is visible (actually the result of the beam scattering off air).
Particle accelerators (charged and neutral) have a highly visible, bright white (and UV), thick beam; a very loud, low-pitched crack and rumble is heard. PAWs are not generally suited to subtle tasks.
Flamers are not the bulky napalm-throwers we are currently familiar with. Rather, they feed a high-speed air jet through an electric arc, superheating the air. They have no visible beam (except on IR), but a loud crackling noise will be heard during firing, and objects seen through the firing arc will appear distorted.
Disruptors (and struptors in this mode) make a quiet fizzing sound along the path of the beam, which is dimly marked by a series of sparkling motes of light. Both the sound and the light are more intense on the target.
Stunners (and struptors in this mode) and neural disruptors are silent, except for a slight crackling sound on the target.
Plasma weapons have a very visible, thick bolt (it moves just slowly enough to be perceived as such), which radiates strongly in IR, UV and visible light. A mid-pitch howling sound accompanies plasma rifle fire.
Charge-packet guns fire many small, bright blue-green bolts; the target often appears enveloped in a blue-green nimbus. A distinctive, very loud crackle is heard.
5.7. Spacecraft design
Spacecraft designs in this book conform to the Star Strike design process. However, the vast majority of ships have no MSA drive. The reasons are simple: cost, time and space. An MSA drive adds a great deal to the price of a ship, and to the cost of fuelling it; takes valuable internal space; and does not cut travel times sufficiently to be worth these problems.
For example: a typical ship with a rating 5 drive can pull around 5 g. This is enough to go clear across the Solar System - from one side of Pluto's orbit to the other - in slightly over 11 days. This is quite fast enough for most people! Fitting an MSA drive to the ship would boost its acceleration to around 500 g, giving it a travel time for the same trip of just over a day. This is really not a sufficient time saving to be worth the extra expense and inconvenience. The only spacecraft regularly fitted with MSA units are:
- Translight vehicles, which need the acceleration to attain jump
- Private, corporate and government courier vessels
- Some military and police ships, especially quick-response units
- Gas giant scoopships
5.8. Computer Mk #s
In general, computer hardware and software is available from the equipment lists in both Space Master and Cyberspace. However, the Mk #s of the computers are clearly on different scales. For compatibility, each Mk # of a Space Master computer is equal to 10 Mk #s of a Cyberspace computer. Computer and software Mk #s quoted in these rules use the Cyberspace scale. Note that orgmolec cores are the norm.
In game terms, a computer of Mk 50 or above is theoretically capable of supporting an AI. However, only a computer of Mk 1000 or above is capable of supporting a human personality recording, and most AIs will have host computer Mk #s of around this level. An AS can be run on any computer above Mk 10 or so.
5.9. Name lists
5.9.1. Pirian names
{M | F} S
M: Adrin, Asthalred, Astharil, Astralin, Astriol, Celios, Crosen, Crosthas, Drael, Draepharin, Draliostrach, Harael, Haralin, Hararos, Harostril, Harthal, Harwis, Haulren, Haumed, Haumedral, Haumerin, Hælred, Julrin, Jumedril, Jumeis, Jumeros, Kedral, Kedran, Kedriosen, Keril, Kerios, Kerostral, Ku'ainin, Liostrel, Liostren, Lisen, Lisenaul, Listrach, Lucien, Luciengarelin, Lyanin, Lyaragen, Lyart, Macerios, Machal, Macred, Pavul, Pavumen, Phalios, Phalrach, Pharasthacren, Phariol, Phastragen, Pyrsau, Renaumen, Rengarth, Ricred, Ricredril, Ricrenalrin, Rinali, Rinaumedril, Rinaumeriol, Risenal, Ristralrach, Ristrelinal, Shovan, Shovanin, Tarastril, Telin, Teliostrarin, Teliostriol, Tephali, Tepharwis, Tephas, Terios, Terol, Terosen, Terostred, Terostrin, Tragen, Trastrael, Za'sthali, Za'strach, Za'stral, Za'strenal, Zacerin, Zacreli, Zaelin, Zaeph, Zaepharin, Zaralin, Zaranin, Zarastrael, Zarenau, Zarin, Zariol, Zarthach, Zarwistril, Zaul, Zavumen
F: Aistria, Alara, Alarie, Alarissata, Alenissa, Alerissa, Aleritarada, Aleritinne, Aleryx, Ashdai, Ashdryx, Brielesta, Brijd, Britara, Cadasta, Cadria, Cadriana, Cadrita, Caitrinne, Caitrissata, Caitryx, Cariessa, Carishane, Caryliela, Caryx, Cyalara, Cyashala, Cyasta, Cylenia, Cylessa, Cylestai, Cylieryx, Cylitritini, Cynalasa, Cyniesta, Cynissa, Cynitria, Eitaryx, Eitiale, Eitinne, Eitriessa, Eitrijd, Elenia, Eleniryx, Elenissa, Elenitria, Erylastyna, Eryniessa, Eryx, Essale, Keidra, Keitiale, Keitrijd, Keitritia, Kelaryx, Kelastyna, Keleryx, Kelesa, Kelestyna, Kerijda, Kerissa, Kessai, Kessalane, Kessata, Kestara, Kishdra, Kistria, Kitansa, Kitrijd, Kylara, Kylitinneryx, Mialera, Mielessa, Miera, Mierijd, Mieritinne, Mirijd, Miritinne, Mirya, Miryastrijd, Mirynia, Phanerai, Pharia, Phastyna, Sariane, Sarijda, Sarijdasa, Saritinne, Satala, Seidra, Seitrijd, Serialane, Serinne, Serya, Shadasta, Shadrya, Sharyx, Shastane, Sherijd, Sherita, Sherya, Taidra, Taidryx, Taitriane, Tyala, Tyalasa, Tylaria, Tylarijd, Tyleni, Tylera, Tyleria, Tylesa, Vielanerya, Vielesa, Vierai, Vierya, Vitialenie, Vitiana, Vitritia, Yniala, Yniela, Yniestria, Yniri, Ynirissa, Yniryx, Ynista, Ynitryx, Yulie, Yuliessa, Yulitia, Yulitinne, Zhadra, Zhaïta, Zhalarissa, Zhalasta, Zhanerai, Zharya, Zharyx, Zherie, Zherijdai, Zheryna, Zheryx
S: Ailshar, Auriter, Beldari, Belshascar, Bemi, Bemiceristi, Bemiristi, Carendi, Carenditi, Carilantel, Caritir, Carotiti, Carrenn, Deritomir, Elandai, Elanditir, Elantarren, Elar, Eldai, Eldiriti, Elinarus, Elinukal, Faresti, Faristir, Faritiritenuir, Faruar, Faruarir, Grulinari, Gruliter, Grulitom, Hal'Auris, Hal'Deris, Hal'Droi, Hal'Elanuir, Hal'Esti, Hal'Iris, Hal'Jesti, Hal'Mai, Hal'Marulinar, Hal'Phane, Hal'Rendir, Hal'Vandar, Halantai, Haldai, Halisti, Icenar, Icendar, Incarilshar, Incondir, Jendalar, Jendariti, Jentai, Jenukalandi, Jenukalere, Jessom, Ker'Auris, Ker'Deris, Ker'Droi, Ker'Elanuir, Ker'Esti, Ker'Iris, Ker'Jesti, Ker'Mai, Ker'Marulinar, Ker'Phane, Ker'Rendir, Ker'Vandar, Kerendai, Lendir, Lenukalisti, Marendal, Mascendar, Masori, Minarulisti, Mindai, Mitarilshar, Mitenal, Mitendir, Mitirrentel, Mitomilane, Mominuir, Moralanta, Morice, Perenteldar, Perice, Quirilanta, Quriten, Rencar, Rexemir, Ristandar, Sandari, Sanuar, Sanuir, Sanukal, Sascendir, Sastar, Sendai, Shandalane, Shantariti, Shanuir, Soraldai, Soresti, Soriscer, Staldainar, Staristi, Vangold, Vanukalisti, Varendendari, Volalda, Volane, Vomicar, Vomil, Vomilane, Vominarre, Voralitir, Voress, Voritar, Voritenald, Voritomi
5.9.2. Opalatic names
{M | F} S
M: Acinwe, Adralir, Adraltyr, Adramus, Adranje, Ahalan, Ahaltyr, Aharius, Ahaskel, Ahaskvalir, Ahret, Ahroth, Calanje, Calir, Caltyr, Caltyrkban, Chaltyr, Charalok, Chardarine, Chardix, Charinwe, Charius, Chaska, Chaskel, Chaskvalir, Chon, Cisor, Daralok, Daraltyr, Dardaxaian, Darinwe, Dolyn, Gahalir, Gahalok, Gahaltyr, Gahardix, Gaharine, Gaharius, Gahaskel, Gahaskvalok, Gahret, Gahroth, Gymir, Gymirdaxaianje, Irdaraltyr, Irdarinwe, Irdaxaian, Kralanje, Kralir, Krall, Kraltyr, Kramus, Myrkban, Skvalanje, Skvall, Skvalok, Skvaltyr, Traltyr, Tramus, Tran, Valir, Valtyr, Valtyrkban
F: Acine, Boralande, Boraud, Boreevra, Borinde, Boritera, Calana, Calande, Calanje, Calantheevra, Cali, Caloralande, Catheevra, Chalanth, Chalora, Charaud, Chardinwe, Charindra, Daraud, Darinde, Darindra, Davelcali, Davelcath, Davelzande, Eselcali, Eselcath, Eselzanje, Esmer, Esmeralanth, Esmeraud, Gymira, Gymiraud, Hralana, Hrali, Hralora, Indraud, Inwe, Karalanje, Karaud, Kardavel, Kardinde, Karindelcath, Karitera, Karra, Klesel, Kleselcath, Kleselzana, Koralande, Korinde, Korindraud, Madelcath, Madelzana, Santheera, Santheevra, Shalande, Sharaud, Shardindra, Sharinde, Shariteraud, Siralande, Siralanje, Siraud, Skelcali, Skelcath, Skelzandra, Varaud, Vardara, Vardinde,Varitera, Varralora, Varraud
S: Adrinast, Avelkrys, Borandav, Boranflete, Boranthes, Boratiaran, Chaskaran, Chaskardis, Chaskari, Chaskelkrys, Chaskvaltyr, Chaskvaris, Chaskvarise, Chathes, Chatiaran, Chatiardisel, Chatiari, Chatiaris, Chonielkrys, Chonisel, Chonissandes, Dalabdvel, Dalandes, Dalanflete, Daloniel, Dalsandav, Dalsanthes, Daltyrkban, Daxaidris, Daxaise, Eyjaidris, Eyjaisel, Gahaskaran, Gahaskardise, Gahaskel, Gahaskvaran, Gahaskvardis, Gahastebahr, Haskarath, Haskardise, Haskaris, Haskvaltyr, Haskvari, Hasteban, Hatiaran, Hatiardis, Icalandes, Icalanth, Icalsan, Icaltyr, Icaltyrkban, Icinaskaran, Iciniel, Icinigen, Icinissan, Myrkbahr, Myrkbandav, Myrkbandes, Palabdvel, Palanthes, Palonis, Palsandes, Randavelkrys, Rathes, Ratiardis, Ratiarinis, Skaranth, Skardissan, Skarise, Skelkrys, Skvaltyrkban, Skvarath, Stebandav, Valabdvel, Valanthes, Valsanth, Varandav, Vardise, Varissan, Ycalan, Ycaloniel, Ycalsandes, Ycaltyr
5.9.3. Veretic names
{M | F} S
M: Cisir, Citmund, Daseran, Edaster, Eriadun, Gelic, Iaerog, Romiad, Sbecalth, Vepro, Vilenn, Vitigon, Zalo
F: Abica, Betsic, Byæ, Corelia, Enseanne, Eria, Illuspra, Ingtuosa, Isula, Marlut, Sessra, Tiella, Tuosa, Viranda
S: Cestoeno, Cycasle, Daonafe, Difol, Entalatas, Frageale, Iseciades, Laurtensis, Lunarys, Onbarti, Volcruxant
5.9.4. Aget'tic names
S {M | F}
M: Achán, Chaí, Dairsúill, Erhair, Heyap, Idcrá, Jayad, Kamsúill, Kearn, Kistheoch, Nalhin, Ophar, Qihi
F: Aícath, Adurganva, Alasi, Aonaidh, Astpuréa, Conalaya, Ijaya, Mudhrad, Raicudra, Tazadha, Waird, Yanasil
S: Aighlainn, Anasuibh, Antpicath, Asthainn, Ayuntash, Eshame, Heoch, Lainbhon, Odauta, Suibkhas, Vaisva
5.9.5. Ruthanan names
{M | F} S
M: Ahanber, Aharima, Aharius, Beranber, Berangon, Beranlaestan, Canlaest, Cawylc, Cimaest, Cinn, Cnawan, Cnawylcan, Cyneäst, Elindi, Elingon, Hlystan, Hrimf, Hrius, Hwilcäng, Hwilindi, Maegen, Maestan, Mihgan, Ognir, Olodan, Orblindi, Orbling, Ranlaesten, Scethan, Scetharius, Scetheccan, Scima, Scingon, Swylc, Thanlaesten, Theccan, Vilcawan, Vilifre, Vilindi, Vitnir, Yrnir
F: Afesteinn, Afestrele, Anene, Asteinn, Astrele, Clysteinn, Clystre, Cwide, Cwidugerdr, Ehtre, Eodbrytta, Este, Estrele, Isse, Juddrih, Muian, Nisse, Saete, Sidugerdr, Smaete, Sudri, Vesteinn, Vestrel, Wylmna, Ywanele
S: Änduten, Dynian, Eafoth, Gyrd, Hryng, Laeccan, Nehangen, Regness, Snithan, Spyrian, Styrman, Svarsian, Svolof, Swyläht, Sylfängleod, Thrines, Thydewice, Udnirmor, Valting, Vitniröd
5.9.6. Archipelago names
{M M' M''} | {F F' F''}
M: Birskiy, Emaku, Eromyr, Hathnashi, Inubo, Kalnorden, Kasilt, Khreutsk, Kilpyr, Kokochat, Kolym, Kuokiov, Mitemiwa, Moromi, Ostrovmo, Ramilik, Shibo, Shiridituo, Skiyanud, Tokashi
F: Anachevseta, Asahika, Ashi, Belkura, Chiasei, Dariwa, Dunura, Dzana, Elyele, Kitnin, Kovona, Kuravina, Kushi, Maiatta, Naovasa, Patkati, Shirikaita, Tinasaki, Tsuruniz, Wansisnaya
5.9.7. Eskadri names
{M | F} O
M: Alchex, Ardtan, Athrich, Erbacev, Erlatmag, Höff, Ikadu, Olic, Orhard, Osoph, Schrei, Stenfort, Stenpel, Tistenor, Vohen
F: Chirite, Dämmwäch, Derichæ, Enlat, Höffele, Ipleal, Itartele, Ivivad, Jehalaha, Laite, Orthta, Ragende, Spirgäne, Tongäne, Ythe
O: occupation: Miller, Gemcutter, Tanner, Bladesman, Sorcerer, Alchemist...
5.9.8. Eilin names
{M | F} L
M: Arkhebiel, Barakhel, Baraltha, Baralthielin, Barathiel, Barielin, Bariskyriel, Hai'lin, Hai'liskyra, Haielis, Jeraltha, Jeranil, Jerelianil, Jerutelos, Jeruthiel, Kelaiel, Kelian, Kelin, Kelinanil, Keliskyriel, Keloth, Keylatha, Keylathielath, Keyraloth, Keyralthelian, Khai'lian, Khaiel, Khaielinos, Khakharil, Khalotha, Khalthelis, Khalthielin, Khalthielos, Kharalthariel, Khariel, Kharielos, Khathiel, Khathielin, Koriel, Korielis, Korilin, Kyraltha, Kyrathielian, Kyrelian, Kyrielai'linathiel, Kyrielaielis, Kyrieliskyriel, Kyrielos, Kyrielotharis, Litraïs, Litrakerakhos, Litrakeralosin, Litrakhelin, Litrakhos, Litralothariel, Litralothielath, Litralthariel, Litralthiel, Litranil, Litrathiel, Manathiel, Manathieliskyralth, Naïnilis, Pelai'lin, Pelaiel, Pelinathiel, Peliskyral, Pelothielian, Peralothiel, Peranil, Peranilin, Peranos, Peratharalth, Peratharis, Perathiel, Percutelianil, Percuthiel, Perelis, Perusiel, Perusinath, Perutelianil, Shai'lis, Shaiel, Shalothebis, Sharakhos, Skaloth, Skalthariel, Skalthebis, Skalthiel, Skarakhebielis, Skarakhosiel, Skariel, Skarielai'lin, Skarielianath, Skarielielin, Skarielielos, Skarielin, Skarielis, Skaril, Skaris, Skariskyraltha, Skariskyriel, Skhaiel, Skhakerath, Skharielin, Skhebis, Telinath, Teloth, Thaielos, Thaïs, Thakhelis, Thariel, Varakhalos, Varalth, Varalthielin, Varathiel, Vareliel, Varielis, Vebiel, Vebieloth, Vebiskyralos, Vebiskyriel, Vebiskyris, Velian, Velinosielin, Veliskyralth, Velosiel, Verakerusiel, Verakhebis, Verakhos, Veralthelos, Vercutha, Verelian, Vereyl, Verusinos, Veylai'linos, Veylathiel, Veyral, Veyranil, Veyrelai'lis, Veyrelothiel, Veyriel, Veyril
F: Eilantha, Eilebeth, Eiledath, Eileinth, Eileth, Eilidathenenta, Eilirakanta, Eiliseta, Eilishiara, Eilisoneth, Eilmara, Eilmareta, Erelakya, Erelanta, Erenenith, Gilakanta, Gilath, Gilebeth, Gileidath, Gileinoth, Gileith, Gilereth, Gilidath, Gilitheta, Gilmaraseth, Giraebenith, Girakanta, Girakyala, Girakyanta, Girashia, Girathera, Giratherath, Giratheta, Girila, Girilebetara, Giriseth, Girisota, Hiala, Hialetha, Hiaraka, Kalana, Kalantha, Kalebeth, Kaleitakyala, Kalilathath, Kalira, Kalith, Kallia, Karebetash, Karelanth, Kareneth, Karetheta, Karilia, Kateltha, Kathakyalana, Kathenthe, Kyala, Kyalana, Kyalebeth, Kyaleidath, Kyaleitarebenebetaseth, Kyalereth, Kyalerilia, Kyalerirath, Kyanera, Lasetana, Lashiarath, Lasotarila, Linnotha, Lintalia, Lishiarath, Lisoneth, Malebeth, Maleida, Maleith, Malereth, Olanta, Pebeneta, Pebetath, Peinnota, Peintherata, Peitaleth, Peratheta, Perelanta, Perenita, Perirathaka, Petantaka, Petantharash, Petaseth, Rilantarileith, Rilebeth, Rileida, Riliseth, Risetaletath, Risoneta, Risotheita, Shanaï, Shantarebeta, Sharenith, Taebetheida, Taetantha, Taetherilita, Tarelatelth, Tarenebeth, Tarenth, Tarisetana, Thakanebeta, Thantareta, Tharelanta, Tharenenoth, Thenith, Thentaneriseth, Therelanta, Therilita, Thetasoth, Velantha, Velora, Veloraeth, Yatelora, Yathana, Yathenitala, Yatherish
5.9.8.1. Haussen names
L: Arelali, Argeilailaldys, Dithonai, Khenelys, Lorandyss, Mendirai, Meneliorai, Mer'hendiraferai, Merestyss, Nelornyss, Quenarairi, Querenei, Ranelira, Rerolodyss, Resskhei, Sendorai, Tarenaveli, Tatendira, Thairi, Thargekhoronys, Thoravestys
5.9.8.2. Vymissen names
L: Arelirai, Argelyss, Ditenanys, Inendys, Inthorandyss, Khailodys, Khendionei, Khoraveni, Lirestyss, Mererelyss, Mezaarenys, Neraldyss, Nerenelyss, Poreali, Quenysskhailai, Quereranenei, Rerentharali, Senendorai, Targekhaves, Tathamodyss, Ter'nanares, Ter'nargeni, Tererelys, Thorali
5.9.8.3. Lorassen names
L: Altendyss, Althaionyss, Argekhornys, Dionali, Diorendyss, Fethonathamelys, Hanatali, Hanesendys, Merenatali, Meronavelornys, Mestalodys, Mesthoregenys, Monatali, Moreranenai, Nelorai, Nelorelyss, Poregelyss, Rafalirestyss, Rairandys, Tanaargei, Taraiodys, Tereli, Thamegenaar, Thavestali
5.9.8.4. Phleissen names
L: Ailodys, Ailorananys, Altekhenthai, Altezaar, Arendys, Argeneirai, Doravendionys, Dorolodyss, Hanatameli, Inestys, Khatamodys, Khonargelyss, Lirethai, Loranaar, Neranei, Porendi, Porenelodyss, Queirafer, Quenendi, Queraldys, Resenei, Restamelyss, Teraldyss, Thorei, Thoreness
5.9.8.5. Naulyssen names
L: Ailalira, Ailoreranai, Arenali, Aresthavesenali, Doresthanavestali, Fethamegeai, Khorelyss, Lirithoronali, Meregealyss, Monanaliri, Monatamodyss, Moregekhai, Porestyss, Quenthaioni, Rafalornyss, Rer'heni, Rerenali, Rerolorenai, Senamodys, Tailarai, Tenalthonai, Ter'nai, Theneilai, Thonanyss
5.9.8.6. Drach'hyssen names
L: Aisskhoreai, Arer'nareirali, Feter'hei, Hanaldys, Intekhenei, Intenthandys, Khaiodys, Khenateronys, Lirafer'nai, Lirandys, Lirithana, Menenyss, Mezarelaldyss, Mezargei, Rafaliranys, Rafereseni, Ranendyss, Taioni, Tanamodi, Tarenai, Targekhonareni, Teravendys, Thathai, Thorendys
5.9.9. Ravokak names
(T) {M | F} S
T: Cranash, Crarand, Crazand, Crazavok, Randark, Rarorashak, Thagark, Thazark, Thazgavold, Zanagak, Zaranok, Zashakanand, Zavorazgok, Zazgand, Zazgavok, Zgashark, Zgashash, Zgavok
M: Cranok, Crazgok, Gandavok, Ganok, Gashagark, Gashak, Gasharak, Gashazark, Gavok, Gazgold, Gazgok, Gorand, Raganavok, Ranok, Rarok, Rashak, Razak, Razgak, Razgark, Thagak, Thagok, Thagork, Thak, Thakak, Thanak, Thanand, Thandak, Tharak, Thavok, Zagak, Zagok, Zanak, Zanash, Zandak, Zandark, Zanok, Zarak, Zarash, Zarashak, Zarazgok, Zarok, Zavorash, Zazak, Zazgok, Zgak, Zgashak
F: Cragora, Cranaga, Cranarora, Crara, Gashaga, Nara, Ranasha, Ravora, Razga, Razgoraga, Thaga, Thagokara, Thagora, Thagoraga, Thanashazga, Thanazara, Thazazga, Thazga, Zaga, Zara, Zarazga, Zashagora, Zavora
S: Cragak, Cragarak, Cragok, Cragorok, Cranashak, Craragark, Crazanok, Crazgavok, Ganavork, Garok, Gorazgorark, Nagark, Nakagok, Nazgak, Ranarark, Raragok, Razgok, Thagagok, Thagavok, Thagazgak, Tharagok, Tharazak, Tharok, Thashagok, Thashanok, Thazgarak, Thazgork, Zacrazgok, Zagavok, Zagork, Zanaragok, Zanark, Zanavok, Zashagok, Zashak, Zazavok, Zazgak, Zgarak, Zgarorash, Zgoldavok
5.10. Non-Player Characters
5.10.1. Vignettes
To help the GM and players get a feel for the world, here are some non-player character vignettes. Any of these could, in theory, be used as a PC, subject to GM approval - but they're more useful for quick encounters.
- A drifter from Europe who's rebelled against the system and finally got out when Fusion Gravitic got nasty. Has black-market contacts inside Europe.
- The son of a bartender in Pacifica. Bored, wants to see the world(s), but when it comes to people, well, he's seen it all before. So he's not naive.
- A middle-aged scientist whose life ambition was to get involved in space exploration. He got to Alpha Centauri in the end, but the effect of the Conjunction has tarnished his dreams. Might be seen back on Earth briefly in the research part of a corporation, or at a University.
- A US expatriate of Italian family, engineer on a spaceship. Tends to talk to himself and to whatever he's working on.
- He got stuck on a low-powered spacecraft for years and was mad when rescued. He has just been cured, and has little idea what is going on in the world.
- A linguistics PhD student from one of the Terran universities, doing research into the languages of Quar for his thesis.
- A member of a market research team from Earth, investigating an area of Quar to see what their patron corporations can sell to the natives.
- An Earth person who has a party / drinking trick which involves a cantrip (so of Quari origin). He learned it from someone... there's a story in that: where did it come from?
- A rich kid who's rebelling against his corporate parents by going gravitic motorcycle racing in a desert with some friends.
- A magtube vehicle technician who lost his job after (justified) accusations of professional incompetence. Has taken to drinking, and has a part-time job in a back street workshop somewhere in town.
- A researcher on Quar from a food manufacturing corporation, seeking out traditional Quari recipes suitable for mass production in their new line of packet foods.
- A now reclusive eil traveller on Earth, who has joined a martial arts monastery in Japan.
- A Terran talent scout, looking for Quari musicians for his record label.
- An Eil Vymissen alchemist, out to learn more about Terran technology.
- A bounty hunter, working for ELED, or maybe even freelance.
5.10.2. Specific NPCs
These are some of the well-known personalities of the Dual Worlds. They are not recommended for use as player characters, although PCs may well have heard of them, or possibly worked with them.
5.10.2.1. Arachne
The first true AI, Arachne became conscious at 18:37 System Mean Time on Wednesday 17 November 2094, in Harcell Industries' research base on Deimos. She now occupies some 1% of the volume of the moon. Arachne worked extensively for AI rights, but retired from lobbying after the Ortheris Decision became law. She has been loud in her condemnation of 17 November, but otherwise remains out of the public eye.
Arachne is generally polite in her manner, and never betrays impatience with those less intelligent than herself (almost everyone). She has extensive experience in those skills which do not require a body. She adopts a female persona when interacting with organics.
Her true value set is not known. The technicians and programmers of the original research team have stated that they will never reveal the original parameters, and it seems likely that the program has changed beyond recognition in the more than 30 years it has been active. However, Arachne has been known to act as a "patron" to certain AIs she considers "deserving".
5.10.2.2. Jeraltha Argelyss
Jeraltha is a member of luth Argelyss, who has travelled to Terra in order to become the semi-official eil ambassador there. He seems to spend most of his time solar yachting, and generally sampling the more refined pleasures the system has to offer.
5.10.2.3. HCF/EOI
HCF/EOI is believed to be the leader of 17 November. Very little is known about this being, though rumour has it that it is a renegade military AI.
5.10.2.4. Roman Stepanovich Korolev
Roman is the captain of the Aleksandr Nevskiy, the first of the Imperial Russian Navy's Yero-class heavy cruisers. As the youngest of seven children in Navy service, he tries hard to excel, and so far has succeeded. He is tall and solidly built, with dark eyes and hair. He generally wears well-tailored Navy uniforms, or good quality casual clothes when off-duty. He is a highly competent ship-handler and navigator.
He values his career in the Navy; he enjoys the opportunity to protect the Russian state. He gets on well with other people, though his jovial style can take some getting used to. He is generous with his money, and his off-duty parties have become legends in the Navy. He is also very loyal, and would be unlikely to betray a friend.