Issue #3

Blue Room Edition



I awoke this morning and stumbled groggily to the door, as is my wont. Yawning horribly, I opened it carefully to test the weather. Staring at the world through murky opticals and shivering slightly from the rush of cold air, I espied a woman in the parking lot, a woman I did not know driving a car I did not recognize.

And she espied me.

She pulled up, looking intently for (as far as I could tell) a specific apartment. She got out of her car, and looked at me for a second.

I looked back, nodding in polite greeting as best I could while still shaking the zombie-dust from my brain and looking generally pasty.

``What's your number?'' the woman asked.

``I'm two.''

She thanked me and did a few calculations to estimate where her goal was - and before she was even half-finished, It hit me like a punch to the gut - aaAARRRGH! I MISSED it!

In this life's Prison, some of us earn our sentences. But at my normal IQ, I never would have missed such an opportunity.

My Rules: Upon awakening, each PC should make a HT roll. On a success, they wake with a -2 penalty everything that matters. On a failure, the penalty is -8.

This penalty ``heals'' at one per minute for normal morning activity; one per second if the adrenaline is being pumped by combat or Fright Checks! People who aren't addicted to coffee can use it to wake up much faster. People who are addicted need hot java to even begin waking up!

Characters with the quirk (Morning Zombie) wake up at 1/10 speed, and take a -4 penalty to the ``wake up roll.''

I am not a number! I am a free man!


Too little, too late. I'm going back to sleep.


Solar panels come in two types. Integral panels are built directly into the surface of a vehicle (or item of equipment) covering (for instance) the roof, hood, and trunk of a car, or the top and wings of an airplane.

Deployable panels are stored inside a vehicle and then assembled when the vehicle is stopped. They cannot be used while the vehicle is in motion (except on spacecraft, and even then they cannot withstand high accelerations). The military has experimented with several mobile communication stations that use deployable cells to power radios. Deployable arrays are common on many types of TL7-8 orbiting spacecraft (space stations, satellites, etc).

Integral solar panels are limited to an area of (Armor Factor/3) square feet (increase this by 50% for winged vehicles). Deployable panels may be any size. A vehicle may have both deployable and integral arrays.

On a blue-skies-no-clouds day with the sun at zenith, a perfect (100% energy-efficient) solar array will provide (Area/10) Kilowatts of power. However, such panels are ``space opera'' technology, at least! A typical TL 7 panel (made with single-crystal silicon cells doped with boron or phosphorus) is 15% efficient. The very best flat-panel arrays available today (made with gallium arsenide instead of silicon) are 27% efficient. Focusing arrays (not covered by this article) reach efficiencies upwards of 30%, but are very expensive and only suitable for stationary mounting or items like powersats.

Solar panels have a base efficiency of 10%, with a TL 7 price tag of $15 per square foot of area for both integral and deployable systems. Every $15/sf price-hike adds 1% to this figure. Thus, a typical 15% efficient silicon array costs $90 per square foot, and a top-grade 27% efficient array costs $270/sf. By the middle of TL 8, divide the above prices by 20. At TL 9, divide them by 200. Prices do not improve beyond TL 9.

AT TL 7-8, Deployable panels weigh 2 pounds/sf. Volume required is (weight/75) cubic feet. Integral panels weigh .2 pounds/sf. They require almost no space; divide weight by 1,000 to determine their volume, and simply drop everything past the second decimal-place. After TL 8, divide weight by a cumulative factor of 10 per TL (thus, TL 11 panels weigh 1/1,000 as much as TL7-8 panels).

Increases in maximum efficiency won't come easy. With single-crystal silicon cells, the greatest losses aren't to reflective surfaces or spaces between cells, but to over- and under-charged photons. Silicon ``absorbs'' only a fraction of the light that strikes it; the rest is converted to heat. However, many other substances besides silicon are being used, and more are being tried. If a miracle Super-Substance were to be discovered that could use the entire spectrum, and internal cell-efficiency could be improved, and the problems of reflection and ``shading'' by wires and such could be eliminated, efficiency might reach 100%, but not until TL 10 at least (perhaps by using engineered BioSolarElectricity, or some such hooey). In the next century, a limit of 30-50% efficiency (depending on the year) is likely, and silicon (by then dirt-cheap) will remain in use for low-efficiency cells. TL 9 cells are limited to 85% efficiency.

Optional Detail: Atmospheric Conditions: A cell's Peak Output is (Area x 100 Watts x Efficiency). However, peak output is one of those extra-friendly numbers that means very little when it's raining outside, or when the sun is sitting next to the horizon. Compare degree of cloud cover to the angle of the sun to get output percentage:

ANGLE OF SUN (0ø IS SUN AT ZENITH) L 0ø 20ø 40ø 60ø 80ø

Clear Skies 100% 92% 74% 46% 14%

Cirrus Clouds 91% 84% 67% 42% 13%

Altocumulus Clouds 51% 47% 38% 23% 7%

Stratus Clouds 22% 20% 16% 10% 3%

The cloud-cover mods are universal and work for any planet that has comparable cloud-types. The angle of the sun will be more important on worlds with thicker atmospheres, less important with thin ones. Note that since 100% efficiency is roughly 100 watts/sf at sea level, the table can also be read in terms of raw potential output. Remember that sunset/sunrise time is dependent on latitude and season; if the PCs are making an Arctic expedition in the spring, they can use solar-powered heaters and radios that work 24 hours a day!

Panels In Space: In a vacuum at 1 AU from sol, solar panels deliver (Area/7.926) Kilowatts, modified by panel efficiency (a 52,840 sf array of 15% efficient cells would deliver 1 Megawatt of power). Solar energy is reduced by the square of the distance (so a solar array at .25 AU from sol receives (Area/0.495) Kilowatts!

I haven't looked this part up, so please check me on it, but I'm assuming that the ``1 AU equivalent'' for other stars will be the middle of the Biozone, so an M2 VI star would produce the basic (Area/7.926) at roughly 1/10 AU. Or maybe I'm loopy. Help!

Deploying Deployable Arrays: Deploying or stowing a deployable solar array takes 1 minute per 400 sf of panel, with the number of required workers depending on the size of the panel. Double required time if the array is being deployed by spacers in free-fall!

Automatic Panels: Spacecraft may have automatically-deploying panels. The machinery required weighs 1/10 as much as the array itself, and costs $2 per sf of array. Power requirement is (Array Mass/50) kilowatts, which must come from someplace other than the solar panel. Automatic panels deploy/stow in (Area/2,500) minutes.

Early TL 7: GMs wishing to build vehicles for the 70s or early 80s should multiply the prices given by four. In the 1960s, multiply prices by 250! In those pioneering days, panels were painstakingly assembled by hand, and basically limited to the space program. The panels that accompanied Vanguard cost the 1993 equivalent of $1,500 per watt of peak output. Modern solar cells (also photovoltaic cells - an ugly, ugly word), were invented in 1954.

The above stats are for written for use with GURPS Vehicles, but can easily be converted to Space by changing pounds to tons and so on. Likewise, they are meant to replace the rules for solar panels found on page S53. Prices for panels mounted on equipment is as described above; for ``stand alone'' plug-in modules, double the vehicular price. This means that a high-grade portable TL 8 ``E'' panel that can be plugged into any item of equipment is $554 and 18 lbs, providing a peak output of 450 watts. An installed panel costs half as much, and (optionally) adds 1.8 lbs. to the mass of the item.

Design Notes

The above rules are designed to replace all current existing GURPS rules for solar power. Unfortunately, GURPS Space gave us rules that were vague and inaccurate. The portable panels suffered from the same (highly atypical) abstraction problems that plague power cells. The TL 7 spaceship panels were sub-par for 1960s NASA hardware, but far too cheap, while the TL 8 stats were so advanced as to be literally impossible at any Tech Level. And no rules (or even vague guidelines) were given for the effects of clouds or time of day.

Later rulebooks have knotted the problem. In GURPS Vehicles, Dave Pulver did us an admirable service by finally establishing hard numbers for the capacity of power cells. In addition, his TL 8 vehicular solar panels were a tremendous improvement over those in Space, providing very realistic amounts of electricity at plausible prices. However, the TL 7 panels he describes are far beyond real-world capabilities in terms of power output, since Vehicles treats panels of all TLs as being equally power-efficient (only price and weight varies). Obviously, some ``once and for all'' research was required.

The job was easier than I expected, and very interesting, even if much of the reading was a little dated. The ``solar movement'' reached it's peak around 1979-1980, back when the trumped-up ``energy crisis'' had everybody spooked. The story was that solar power could be cheap and clean, but that was the whole story, and the story got old. Books and articles have trickled out since then, and various government reports provided me with good sources of hard data on technological and price improvements.

The predictions of c.1980 scientists were overly optomistic; the improvements have been coming at a half the speed that everybody expected. But they have been coming, and if prices can only cut themselves down to 50% of current rates (probable within a decade), solar energy will become competitive with Fission for large-scale urban requirements. This means that if cheap ``cold'' fusion doesn't gel, Photoelectric power will start reappearing in the news.

Of course, utility depends on region. Seattle, for instance, will never be solar-powered; they already have ridiculously cheap and safe electricity, and are covered by clouds for much of the year. Pheonix, on the other hand, could cut it's electric bill by a factor of 4 or more, due to the massively decreased requirements in maintenence, among other factors.

While efficiency increases have been slow-to-nonexistent since 1980, breakthroughs (small ones) are likely by the end of the decade. As less expensive methods of producing solar-grade silicon have developed, photoelectric module/array prices have dropped steadily. U.S. Manufacturers produce some 4,000,000 square feet of solar arrays annually, most of which are exported. While it's dropped out of the press and onto portable calculators, solar power is far from a dead issue.

Hmm. This has turned into a short article on solar power beyond the game. Ah, well. I guess that's okay, too. Comments?


You guys have already been treated to the details on several of the characters prepared for Tim Carroll's ill-fated Crossroads of Destiny game that had been scheduled for Gen Con. I thought it only fair, then, that the whole party get together, at least here in the APA.

While reading through the file (the background was written to Tim Carroll, as it were, in a letter), I decided that to rewrite it would serve very little purpose (plus I'm lazy). I found myself entertained by the stream-of-consciousness nature of the character story; with luck, you will, too . . .

So, here it is - one long excerpt from my pre-GenCon letter to Tim Carroll:

. . . You did say from the viewpoint of the thirties, and that a little wierdness and such was okay, yeah? I confess, I was a little fuzzy on exactly what our limits were. You used Cliffhangers and Atomic Horror (both Pulp/B-Grade genre books) as examples of the cutters of the molds our heroes should be cast in, but both of those books deal with settings and types of settings where magic, absurd flashes of technological insight, and mental powers often work. Sure, the magic is usually a satan-cult (with lots of racism and sexual exploitation thrown in ala the 40's & 50's pulps), and the flashes of technological insight often create things that are impossible, but actually less useful than real TL7 items (look at any Republic Serial for this one), and the mental powers are often either out of control or derived from the mystic hypno-coin of Dr. Mystique, stage-cloaked pulp hero/doctor/actor/magician, but it's all there.

But I strained and strained with what little time I could manage, and came up with something that completely avoided magic and psi, but not odd tech and rubber physics. But don't worry - all of the bizarre and implausible (nee silly) science in Kane's character story are there not to give the character more power, but to make the story work. The same can be said for the bizarre and implausible (nee silly), not to mention vague - politics and culture of Broken Earth.

I don't figure you'll have too much trouble with him - he's a character I can REALLY sink my teeth into - and while his home turf might include some risky and questionable tech elements, he doesn't. So here I present Lawrence Kane - pioneering astronaut, peace-loving solider, gentleman, and hero.

Personal Data

5'11'', 200 lbs, black hair and green eyes. He wears a leather flight jacket and worn jeans along with his gear. His face bears a perpetual five-o-clock shadow, but it doesn't sit quite right. Here is a man that should be clean-shaven. The semi-beard doesn't make him look extra rogueishly handsome . . . it makes him look weary and battle-worn. His step and voice are level and strong, but something in the eyes seems very, very sad. Lawrence Kane is a man with a quest - a quest that he (in HIS eyes) has already failed. Physically, Lawrence is 32 years old.

Character Story

Lawrence Kane was an adventurer long before his real story begins. Born in Chigaco in 1909, the second son of a wealthy and eccentric scientist (the great Dr. Logan Kane, visionary co-inventor of the Kane Rocket), Lawrence traveled the world with his brother (Kevin), and parents, visiting the embassies and palaces of some of the world's most influential men - because Logan Kane, while he traveled as one of America's foremost scientists, was actually half of the greatest husband-and-wife spy team ever fielded by the United States. He and Lawrence's mother, Hannah, fought to keep the American Way a growing factor, and to curb the tides of conflict wherever they arose.

Logan and Hannah Kane were proud of their work, and, even in the wake of the Great Depression, believed that America held the final key to prosperity and peace on Earth. They envisioned a world free of arms, banded together and looking toward space. In the meantime, they honed the skills necessary to prevent war here-and-now . . . even if that involved the regrettable moral lines necessary to put a bullet in the head of a petty dictator bent on world-domination, or a mad scientist developing a mind-control serum to twist the beliefs of a people to his own malicious ends. When the Kane boys were old enough, they got in on the act, and did every bit as good as their parents.

Lawrence Kane, then, was raised to love peace and freedom, and not to hesitate to fight when those ideals were threatened by men too selfish to care for the good of all. Both parents served as role-models, and instilled him with a respect for science, art, and culture.

In the early 30's, Lawrence served in the U.S. Army under a false identity (given the rank of Sergeant), working on a special order from the President in the Army Intelligence Corps (the Kane boys were always a favorite when visiting the Hoover household). He was then moved under the authority of the Bureau of Investigation (what would later become the F.B.I.), where he operated against troubles on his own home ground.

Trip to the Moon

Lawrence's current role began in 1936, when his parents finished work on an experimental rocket designed to travel to the Moon and back, and to serve as comfortable living quarters while exploring the sattellite. The entire Kane family - Lawrence, Kevin, and their parents Logan and Hannah, lifted off from a secret government base in Colorado, determined to find hope for the President of a future for mankind in space.

To make a long story short (very literally - sorry about the time-crunch, Tim), the moon trip didn't go as planned. A stray particle the size of a grain of sand struck the ship, destroying many of its instruments, including the radio - the guts of which were spilled into space. The crippled rocket made it to the moon, but the Kanes were out of contact with Earth and in serious trouble.

There was only enough life-support apparatus working to maintain the lives of two people for the length of time necessary to repair the rocket for the return journey (and for the journey itself). While the Kane boys slept that first night on the Moon, Ann and Logan drugged them and placed them in the emergency sleep capsules that had been included as a contingency plan. The Kanes worked night and day to repair the ship and write clear instructions for it's operation in it's new jury-rigged state. While they were tempted to enter the remaining two sleep capsules when they were finished, they knew to do so would doom both them and their sons, since there was insufficient life-support for the return journey for all four. They wandered off into the nearby hills and died there together, their hands pressed gingerly to each other's faceplate, unable even to touch one another.

That Was Then . . .

When the Kane Brothers awoke, they fully expected it to be the Next Day on the moon . . . and (after dealing with the trauma of discovering their dead parents), they worked quickly to return to Earth.

The radio, once restored, revealed little. No one on Earth responded to their hailing call, and the signals that they could pick up were confusing. The year was 1988, and Earth had gone into hell.

While the Kane brothers slept, the planet had entered a global war, and it hadn't ended. In the past fifty years, nations and rulers had risen and fell, and the face of the globe had changed. Hitler? No - he had been around in the very early stages (much shorter than WWII), but in the decades since his defeat, it seems that every continent and culture had its turn on top - until The United States won in 1970.

The American Empire, for a short time, spread peace and healing across the globe. Each nation had seen the prosperity that the shadow of Old Glory offered, and had eagerly accepted the end to war. Earth, it seemed, has finally attained the dream of the Kanes - at the cost of the terrible Final War (as it came to be called). Technology, too, had been advanced by the war, and (as the Kanes had dreamed) every family had it's own private helicar, towering apartment buildings formed the city skylines, and every kitchen had the latest in large-capacity freezer units and gas stoves.

On Christmas of 1978, however, the totally unexpected happened. The now-settled United States of Earth split into sudden, bloody civil war. The American governor, Archibald Humphrey, banded together as the leader of the Northern Hemisphere Forces of North America and Eurasia, against the sudden raging attacks from Africa, South America, India, China, Australia, et al. Nobody knew why the southern hemisphere began launching it's sudden wave of suprise bombings, but the targets were indiscriminately mixed between the military and civilian. The southern generals wanted blood.

This is the war that Kevin and Lawrence Kane landed in the middle of. In it's tenth year, the New War had split the planet neatly in two, and the cities of Earth stand in near-ruin, with the populace largely diffused through the countryside as emergency measures. The Kane rocket landed south of what would have been Calais, France, in the middle of a skirmish.


The Kane boys found solace among a squad of Northern Hemisphere infantry (of American and British origin) that had been separated from their armies and were heading north to Calais to report to their feild HQ. The Kanes asked a lot of questions on the way - and got a lot of answers. They asked to be taken to the ``highest brass that you guys can carry us to'' to talk.

The Kane brothers, to make a long story even shorter - got their jobs as spies back . . . or so they let the leadership of the Northern Hemisphere think. Lawrence and Kevin became obsessed with the apparent dramatic ignorance of the root cause of the New War, and, under the ``cover'' of secret operatives for the N-Hem, formed their own network of informants to find out just who on each side wanted peace, and who wanted war. Each working separately across the globe (wherever they were sent), they began to slowly piece together the truth - that the entire New War was a terrible, terrible misunderstanding.

Lawrences adventures led him to discover that an organization of terrorists calling themselves S.I.G.H.T. had planted false intelligence reports leading the Southern Hemisphere leaders to believe that the Northern Hemisphere leaders were plotting genocide on their half of the planet to ``preserve resources and insure prosperity.'' Their ``attack'' was actually a desperate strike to insure the first blow in what they saw as a coming war.

Lawrence has led small offensive actions, assasinated S.I.G.H.T.-allied leaders on both sides, and formed an underground movement of ``soldiers for peace'' dedicated to finding out the extent of S.I.G.H.T.'s influence and bringing the Earth back to what it had finally found.

In 1992, he thought his job was done. Despite the tragic loss of his brother to a S.I.G.H.T. bullet, he had finally infiltrated one of their smaller HQ buildings in China and obtained a complete list of loyal leaders and targeted good-guys. He also found refrences to a complex conspiracy to replace all of the remaining leaders and plunge the world into eternal war.

Racing across the globe with a band of fellow adventurers, Lawrence experienced the most harrowing adventure of his life, and finally arrived at a secret summit meeting of the N-Hem/S-Hem leadership, where he and his group intended to reveal once and for all that the war was engineered, and that the real enemy was preparing its final strike.

To make a long story short (again - the story I had in MIND would take me all day) Lawrence failed. Half of his group were killed by a group of very organized and suddenly uniformed S.I.G.H.T. soldiers at the meeting, who then proceeded to kill every single one of the remaining leaders who would have desired peace. Forced into retreat in the hills of Greece (the site of the meeting), Lawrence is found in his present state, with six stalwart companions at his side, ready to fight to the bitter end and awaiting his next command.

Lawrence, for the first time in his life, is beginning to lose hope, and a little more, besides . . .

ATTRIBUTES: ST 12; DX 14; IQ 13; HT 12

Advantages, Disadvantages, and Quirks

Social Stuff: In his own world, Lawrence has a complex collection of Enemies, Allies, Reputations, and even Contacts that all tend to balance out to a rather detailed zero net value.

Advantages: Attractive, Charisma +1, Combat Reflexes, Intuition, Luck, Toughness DR 2

Disadvantages: Truthful, Code of Honor (Never kill anything but a killer, fight only to preserve the greater good, bring understanding to those who thrive on violence and ignorance), Vow/Fanaticism/Sense of Duty (His personal quest to end the New War and find out about/eradicate S.I.G.H.T. Essentially, this is a Sense of Duty to any good elements of mankind, a fanatical devotion to Hannah and Logan's dreams, and a belief that he can bring them about).

Quirks: Collected and Determined; does his best not to show his fear to preserve the morale of those around him. Has a ready smile. When relaxed, hums the songs of his younger days (i.e. Stardust, Singin' in the Rain, Georgia on My Mind, I Got Rhythm, I'm Getting Sentimental Over You, Blue Moon, Minnie the Moocher, etc). Atheist, but respects Christianity. Goes blank and stares into space occasionally; a mild trauma result from his recent failure.


Acrobatics-12, Animal Handling-11, Area Knowledge (World)-12, Armory (Guns)/TL7-12, Astronomy/TL6-11, Bicycling-13, Boating-12, Brawling-15, Camouflage-13, Carousing-10, Chemistry/TL6-11, Climbing-13, Criminology/TL6-12, Dancing (circa 1930s)-12, Detect Lies-12, Diplomacy-13, Drive (Helicar)-11, Electronics Operation (Communic.)/TL7-12, First Aid/TL7-13, Guns/TL7 (Rifle)-16, Guns/TL7 (Auto Pistol)-16, Guns/TL7 (Shotgun)-16, Holdout-12, Intelligence Analysis-12, Lang: French-11, Lang: Latin-11, Lang: Russian-11, Leadership-13, Literature-11, Physics/TL 6-11, Pilot (Rocketship)-13, Pilot (Helicar)-13, Politics-11, Savoir-Faire-14, Skiing-11, Stealth-13, Strategy-10, Survival (Desert)-11, Swimming-15, Tactics-12


Clothes, pistol, rifle, binoculars, personal basics, tent, ammo, provisions.

Final Notes

Sorry for the clipped and choppy nature of the writing and so on - but I am really, really busy. Hopefully, this will give you enough to go on. Looking forward to seeing you in Milwaukee!


The following rules should replace those in GURPS Aliens, Uplift, Supers, and so on and so on.

Striker; Variable

If a character can do damage by striking at a foe, with a lash of bioelectricity, death magic, or natural claws or blades, that character has a striker. These rules do not cover ranged attacks, but cover ANY damage done by hitting a foe with a part of or extension of a characters' body. The base cost of the striker is equal to 1 character point per point of damage that the striker does, rounded up. For most races & supers, this should be expressed in modified Sw/Thr.

For some abilities (energy blades, and so on), the cost can be expressed as a set value, unaffected by ST. This doesn't affect cost; each method tends to balance out. All racial strikers based on ST should be priced according to the racial average.

Striker Enhancements

Damage Type: Cutting Damage: +30%, Impaling Damage: +70%, Fire Damage (can ignite clothing as per p.B158), +10%, Electrical Damage (metal DR as per lightning), +10%, Armor-Piercing (3/4 DR) +50%, (1/2 DR) +100%, (1/4 DR) +300%, (1/10 DR) +400%, (Ignores DR) +500%.

Reach: All strikers are assumed to have a reach of C. Reach C,1 is +25%, Reach C,1,2 is +35%, Reach C,1,2,3 is +45%. Each additional hex adds 5%. For each ``inside hex'' than cannot be used, subtract 5%. Thus, a striker that can be used at 1 hex, but not in close combat (a long impaler, perhaps), the enhancement is +20%.

Stealth: Claws, etc. are assumed to be noticeable. If they can be "switched off" with a ready maneuver (it takes another to switch them back on), this adds +10%. Invisible "claws" (electric touches, magical "phantom claws," etc., add +15%). Claws that take TWO turns to ready and unready are +5%, three turns or more is +2%.

Additional Strikers: If the character/race has more than one striker, or a striker has more than one function, work out the cost for all of them, and buy only the most expensive, adding 5% to its enhancement package for each additional ``function.''


Mighty Punch has a big, silly-looking sonic boxing glove that does a flat 6d+4 crushing damage in close combat, regardless of the strength of it's wearer. This is an unenhanced striker that costs 25 character points, before gadget modifiers (see GURPS Supers.)

The Creesh have sharp teeth that do cutting damage as per B140. The typical Creesh has ST 8, so racial average damage is 1d-3 cut (minimum 1, for an average damage of 1.5 cutting) The only enhancement is Cutting (+30%). The cost for the racial advantage is 2 character points.

"The Feral Cliche" has claws that can slice foes and then be retracted into his arms. The Cliche has ST 16, and the claws do swing+2 cutting and thrust+2 impaling. (3d+1 cutting or 2d, respectively) They have reach C,1 (+25%), can be "switched off" (+10%), and have 1/4 DR Armor Piercing (+300%). This is actually TWO strikers - one cutting and one impaling. The cutting one is more expensive, so we'll price from that and add an additional 5%. Total enhancements to the cutting striker are 370%. Cost: 55 character points. If the Cliche ever improves his ST, his striker will also get more expensive since it will do more damage.


``Adventures are an indication of inefficiency. Good explorers don't have them.''

- Herbert Spencer Dickey


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