Skip to main content

Universe Primer

By: Tower Ravens

Type: Softcover

Product Line: Universe Primer

MSRP old price: $29.95


Product Info

Title
Universe Primer
Publisher
Product Line
Author
Mark Wilkinson, Michael Wilkinson, William Pace
Publish Year
2003
Pages
304
Dimensions
6x9x.8"
NKG Part #
2147359698
MFG. Part #
TRZUR001
Type
Softcover

Description

Universe, The Sci-Fi RPG is a science fiction game; it is not future fantasy. The game is set in the Vortis Massif of the Antwaris Galaxy, a region of space containing more than 100,000 solar systems (one of our finest on-line utilities, slated as a future release). Character generation is skill-based, rather than class-based, and it can be done on-line or unplugged. The game system utilizes a universal table for all dice rolls.

Universe, The Sci-Fi RPG is not d20. Universe development began before the Open Gaming License (OGL) and the d20 System (tm, Wizards of the Coast) matured, and the designers had concepts that could not be captured in the d20 System.

Many people have asked how Universe mechanics differ from the mechanics of the d20 System. For those that understand the terminology, here are the differences:

In Universe The Sci-Fi RPG, characters are 100% skill-based. There are no classes: none. The skills (more than 200, but only about 80 will appear in the Primer) are structured in a prerequisite system, much as you'd find in a college catalog. If you want to design robots, you've got to first learn a lot about electronics and mechanics. None of the skill descriptions leave you hanging, either. All of them give their general use, as well as specific uses, and how long it takes to perform common tasks. There are no vague, useless skills.

Characters don't begin naked. The GM can do what ever he wants, but the character creation system starts post-high school age. Characters then get to select pre-game training (this is as close as we get to character classes). School, military, college, goofing off, whatever. Each training choice gives the character a set of skills with which to start. Without classes, there are no class restrictions on skill selections. Characters generally start with about 15-20 skills. Nobody begins helpless.

The game system uses a universal table. The player rolls on the table vs. their character's level with any modifiers. They get a success (100% down to 10% in increments of 10) or a failure (marginal, total, or critical) from the table. All of the most frequently used tables are embedded in the character profile (character record sheet).

The game uses only 10-sided dice, almost always rolled in percentage.

The combat system uses action points. Each action a character performs requires a certain number of points to complete. As seconds are counted out, you complete your action when enough points have passed. For example, an impulsive aim and fire takes 1 point, a quick aim 2 points, and a careful aim (needed for scopes and called shots) takes 4 points. Characters typically have 12-16 points every 10 seconds.

A fierce firefight usually only lasts 10-20 seconds game time. Universe tends to be more lethal, as it strives to have a combat system with a greater (but not absolute) level of reality.

Melee is exciting; you can see the actions happening. It moves quick, because if you don't immediately declare your actions at the beginning of each second, the GM may declare that you hesitate to maintain the momentum of the game. (After actions are declared, they are resolved without the requirement for speed.) Despite the intricacy, it moves quickly.

A head usually has 35-45 hit points. A laser rifle does a maximum damage of 80 points. It can be very lethal if you don't play smart. If they decide to charge the pillbox, characters become the beneficiaries of advanced medical treatment.

Weapons have a maximum damage. A percentage success is used to determine the amount of actual damage from the weapon's maximum damage. Armor reduces damage to the victim; it does not reduce the chance to hit. Characters (and armor) have location hit points. When hit points are exceeded, they begin taking critical injuries. Characters are also afflicted by pain accumulation, and wounds have blood loss. Blood loss can lead to shock and death.

Characters can heal, obviously. However, a character's hit points are largely static. While characters do not increase by levels, their skills continue to advance through gained experience.

Welcome to Universe, The Sci-Fi RPG.

Just added to your cart

Product Added to Cart

Continue Shopping

Just added to your want list

Product Added to Want List

Continue Shopping