Saturday, January 3, 2026

Character #3: Universe

 


Universe by SPI was published in 1981. I think I was already into Traveller, but it looked cool, had a great 2'x4' map of the actual universe listing star coordinates in 3D and including spectral type, plus included the (supposedly) great DeltaVee space combat system. The 'supposedly' clues you into the fact that I never played this game, and probably never even read through the entire ruleset. If someone thought Aftermath! was crunchy (see Character Creation #2), I don't know what they would call this. Tons of charts for everything, and a formula to calculate everything, with the entries never systematic. Whereas Aftermath! had you calculate a Base Chance of Success for each skill based on your attributes, Universe has you calculate a Chance of Success based on each situational use of the skill. Yikes. I would be interested to hear from anyone that actually played it with any insights on how the rules actually flowed in play.

Character creation is a detailed process that involves determining Character Heritage (upbringing environment), Character Development (Fields of Study during upbringing, Initial Skills, and Characteristics [attributes]), and Character Profession. This starts by determining the Potential (Multipliers) via dice roll on a table. Potentials are numerical ratings from .5 to 4 representing the strengths and weaknesses exhibited by the character in his childhood: Physique, Coordination, Intellect, and Social Background. These also figure into a determination of Study Points, which are used to select initial Fields of Study (areas of interest growing up). Fields of Study will limit the future Profession selection, along with the Characteristics.  Hint: study the Professions BEFORE selecting the Fields of Study!

The character's Natural Habitat (ie home world conditions) is then determined by dice rolls on the Habitat Table, with a roll modified by Physique and Coordination Potentials. Oddly, to me, the homeworld Gravity variance (Negligible ie a space environment, Light ie normal, Heavy and Extreme) is not distributed as a gradient throughout the table, where a low Physique Potential would more likely result in a lower Gravity. Thus my 0.5 Physique potential character came from a Heavy Gravity world! I guess this can be seen to drive the character background/development - my guy would be the oddball weakling among a society of musclemen.

The Environ Skill Display on the bottom of the Character Sheet is then filled in starting with the Environ Skill given for the Homeworld from the Habitat Table. The Environ Skill is decreased by 1 for each block away from the Home Environment. This includes Gravities. I think this is an interesting, if crunchy, mechanic to bring the varied world environments into play. 

My home environment was Hot (125-175 degrees F!) Forested (?) Peaks with a Heavy (1.3-1.7G) gravity. Thus I am better in vegetated hilly terrain than flat barren terrain, and really suck underwater! Since these are Environment Skills, Skill Points can be used to improve in some environments.

The Character Social Standing (and starting wealth and initial skill point modifier) is then determined via modified die roll on the Social Standing Table. As an example of the complexity of the Universe systems, this die roll is modified thusly (emphasis in the original!):

  • Double the character's Social Background multiplier and add the product to the die result.
  • Add the character's Urban Skill Level to the die result
  • Subtract the character's Home Environ Skill Level from the die result

The Social Standing Table results run from Unfostered Orphan (poor, but highest skill point modifier) through Skilled Tech Family (my character, ie middle class), to wealthy corporate or government magnates (eg 'Family dominates star system').

After Character Heritage is complete, Character Development (Fields of Study, Initial Skills, and Characteristics) are determined. The Study Points are expended one for one to select Fields of Study from 7 options: General (freebie for all characters), Theoretical Science, Applied Science, Business, the Humanities, the Mind (there are psionics in Universe), the Body, and the Military. For two points a Field of Study can be taken twice, which is required by some Professions. I selected General, Applied Science, and the Mind (which costs 2 points). A limited number of skills are listed for each of these Fields of study, which are then selected using the Initial Skill Points (I chose Laser/Stun Pistol and Ground Vehicle from General, Psionic Communication from Mind, and Programming from Applied Science). 

Characteristics are then generated through (surprise!) a somewhat complicated process (percentile roll on the Characteristic Generation Table, as modified by the Characteristic Modifier Chart which takes into account the Fields of Study selected and the Potentials) rather than straight dice rolls or point buys. The characteristics are Physical: Strength, Endurance, Dexterity, and Agility, and Mental: Intelligence, Mental Power, Leadership, Empathy, and Aggression.

The Profession is then selected within prerequisites of characteristics and selected Fields of Study. There are 23 Professions, including 7 branches of the military, ranging from Reporter/Journalist, Thinker, and Handyman, to Enforcer (bodyguard/mercenary), Spy, and Space Technician. Colonist is the only Profession with no prerequisites. Besides Colonist, I was eligible for Explorer and Zero-G Miner. [Edit: I see I screwed up, as Business is a prerequisite for Explorer, which I did not take. As the forever GM though, I will make a ruling at this point that Kleton was Valedictorian and won an internship with an exploration company, and worked his way up to Pilot]. Thus my hint above to study the Professions and their prerequisites before you select fields of study. Some professions require a Field of study to be taken twice. 

The player then selects 'how many years his character wishes to spend at his profession' (4 year chunks from 4 to 20). The Employment Table is then used to determine how many years the character actually spent at his profession. Colonist or Thinker spend all years at the profession, Military are at their Discharge point, all others will be at age equal to 20 + desired years of employment, with any difference being years of unemployment. Actual years worked impacts the number of skill points available. Age effects are then applied. Thus Military start at their discharge age, possibly limiting the age effects, while others outside of Colonist or Thinker may have more age effects but comparatively fewer skill points. I chose 12 years but only worked 8. So at age 32 I lost 3 points spread across my physical characteristics (based on a table roll, of course).

Skills are then bought using the Skill Points, from within Profession skills listed, or the previously selected Fields of Study skills. I choose Handguns, Pilot, Planetology, Streetwise, and Survival, as well as doubling my Laser/Stun Pistol. Skill levels can be as high as 9 depending on the skill, and are squared in the Chance of Success calculations so higher skill levels are a definite advantage. All my 1's don't help me much. But with only 7 skill points, it was either a few high scores or more skills. 

Skills can be improved by acquiring Experience Points when using the skill, usually by rolling a 0 or 1 on either percentile die when rolling to use the skill. When you have EPs equal to the next higher level in that skill, you advance to that skill level (but not during an Action Round, rather wait 'until a pause in the action' to implement an increase). Skills marked with an X (available skills not taken, meaning the character is somewhat familiar with the skill) can be advanced to level 1 with 3 EPs, while it takes 8 EPs to gain level 1 in a completely unfamiliar skill. Using unfamiliar skills a character just has the Base Chance of Success of the task within that skill, not modified by any characteristics.



So please meet Kleton Bavlander (background of pic is the cool map). Although he grew up in an extreme environment of Heavy Gravity and forested mountain peaks, due to a rare childhood illness his strength was extremely limited. He thus spent his time indoors reading and playing video games, thus developing his intellect and eye-hand coordination. Focusing on his mental aptitude, he developed rudimentary psionics abilities, being able to communicate telepathically. His middle class family of engineers provided no special benefits of social class or wealth, other than support and good schooling. As Valedictorian in high school he won an internship with an exploration company, and eventually worked his way up to Pilot. Over the 12 years he was with the company, he only worked 8 on the line, with the other 4 spent in various chunks of time convalescing from repercussions of his childhood illness. The company brought him back each time because of his strong work ethic and intellect.

Kelton has basic defense skills in handguns and laser pistols, can pilot a spaceship and drive all terrain vehicles, as well as possessing skills and knowledge in Planetology, Computer Programming, and basic survival. 

But finally at age 32, after seeing a bit of the Universe, Kleton began to chafe under the corporate rules and structure of an exploration company. He desired to explore on his terms, and dig into his interests.

So Kleton now finds himself at the Orionis system, where he has recruited other adventurous types to assist him in helping an old friend, Darmath Svenson, find out what happened to his scientific expedition on Laidley (this is the included adventure: Lost on Laidley).

 #CharacterCreationChallenge

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