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Out-Takes from GURPS Lensman
by Sean Barrett
The following material was written for GURPS Lensman -
but there wasn't room for it in the book. However, the first section
below, on computers, and the description of Peter vanBuskirk did
receive the approval of Verna Smith Trestrail, and may be considered
"official" description of the Lensman universe. Clear ether!
A Machine to Do a Computer's Job – Tech Stage 10
To ensure that the next Guardians would have the requisite powers of
the mind, Mentor had to interdict the invention of any machine that
would significantly mimic intelligence. His Visualization of the
Cosmic All revealed with sobering clarity what would happen if
humanity, in particular, were to develop electronic computers or even
small calculators. Humans would have come to rely on them to provide
the accuracy and clarity that they should maintain in themselves.
Instead of learning to mentally compute highly perturbed asteroidal
orbits, they would have become unable to do the simplest arithmetic
without a "hand calculator." Rather than learning to clearly and
rapidly think, they would have become unable to spell their own
language without a computer "spell checker." (The name would have
been an example of loose and muddy thinking, not of superstition. It
would not have checked spells – it would have actually been a
spelling checker.)
After the conception of the Children of the Lens, however, there was
nothing further to be gained from the interdiction, and Drs. Joan
Janowick and Neal Cloud began work on electronic automatic computers.
They were able to build one able to predict atomic vortices with
sufficient speed and accuracy to select one of several pre-made bombs
and fire it at the proper moment to extinguish a given atomic vortex. They
speculate that they might build one fast enough to actually pilot a
space ship! They are making great progress, and at the time of the
obliteration of Ploor, their electronic "brains" ranged in size from
small units taking up no more than 25 cubic yards to the GOMEAC
(General Operations' Mathematical Electronic Automatic Computer) at
Ultra Prime that uses over 23 million vacuum tubes, consumes nearly a
thousand megawatts, fills some 17,000 cubic yards and requires the
entire volume of the Pkug river for cooling. Still, it can perform
almost five thousand arithmetic operations, to a precision of five
decimal places, every second!
Even though all currently existing electronic computers operate on
analogue principles (as do the cams of an integrating calculator,
but using voltage instead of mechanical position), the researches of
G'nirut of Manarka suggest that it may soon be practical to construct
digital calculators that could perform series of operations just like the present analogue machines.
Egabbab of Dyaddub has suggested that such machines could even be
instructed (or "programmed," to use his term) to perform series of
calculations, with the series actually changing based on previous
results! Thus, the machine's operation would change, not because an
operator tuned variable capacitors and resistors (or installed new
cams) as on an analogue machine, but by simply changing the data
entered into the machine, possibly via punched cards similar to those
used in sorting machines
.
The wildest flight of fancy of all has been taken by Of The New Man, a
Medonian mathematician, who points out that if Egabbab's "analytical
engine" were able to read and store both its instructions and its
data in the same way, not only would it be trivial to insert new
"programs" but the machine would also be able to alter its own
instructions while executing them.
The writers of lurid fiction, with Sybly White in the forefront, have
seized on these ideas and are filling the pulp magazines with stories
of "thinking machines."
Gadgeteering: Modifying and Inventing Devices
This section replaces the "new inventions" rules on pp. B186-187.
Lensman characters frequently include elite mentalities, capable
of exceeding the limits of available technology. The scientists,
engineers and technicians of Civilization – and of Boskonia – often
invent, design and construct new and fantastic devices that
revolutionize the state of the art.
However, only inventions that the GM feels are appropriate can be
created. Gadgets appropriate for a GURPS Supers game are not
appropriate in a Lensman campaign, and the GM's word is final.
No special advantage is require to use these rules – just high skills.
Every gadget has specific areas of knowledge required to create it.
The engineer will need to specialize in one or two areas. The GM will
determine the complexity of the proposed device – see the Gadget
Complexity sidebar for samples – and assign the prerequisite skills
for each gadget.
Players who want to create a gadget must have an explanation for its
operation, and must describe it to the GM in an impressive manner.
The GM is free to accept or reject the design depending on its
feasibility. If the item violates any laws of nature or would
interfere with Mentor's plans, its research rolls will never
succeed.
Impromptu Gadgeteering
Galactic Patrolmen are frequently in situations where they cannot rely
on support forces being available. Accordingly, they are trained to
improvise and adapt. They are quite capable of analyzing and
modifying equipment during the course of a mission. Many of
Civilization's greatest weapons – the primary beam and the
hyper-spatial tube, as examples – were initially invented by
Boskonians, and adapted by Civilization's scientists.
To modify someone else's gadget requires 1d hours, and two successful
Mechanic (device type) rolls if an intact gadget is available.
The GM will have to use his judgment to decide what modifications
could reasonable be made in each particular case.
Overloading
One common modification attempted on devices is overloading,
trying to get more performance that it was designed to provide. The
engineer altering the device should roll against whatever skill the GM
decides is most appropriate. If the roll succeeds, the device's
performance is improved by 10% per point he made his roll by. If he
exactly made his roll, the device still works, but he made no
improvement. However, overloaded devices have short life-spans. The
GM will decide how long the altered device will last – it is quite
possible that it will only work once! One method for randomizing the
time of failure is to roll three dice. A roll less than the number of
times the modified device has already been used causes it to quit.
If the engineer overloading the device failed his skill roll, the
device whines, emits sparks, possibly shudders a little . . . and then
quits completely, with vital components burned out and destroyed. If
he critically failed, the device explodes.
A critical success results in starkly incredible performance. Roll
one die – the device's capacity is multiplied by that number. On an
unmodified roll of three, roll three dice.
Building New Gadgets
Characters can design and build their own gadgets. This lengthy
process has several steps, but appropriate high skills can hasten it.
When dividing by TS herein, use 0.1 for TS0.
Step 0: The Theory
No gadget can be built without a working understanding of its
underlying principles. The initial idea may come in a single blinding
flash, but the experimentation to confirm that idea takes much longer
and can be expensive – very expensive if the idea is revolutionary.
Time Required: The idea behind a simple gadget takes 4d
man-hours to confirm. Average complexity takes 6d man-hours, a
complex gadget takes 6d X 15 man-hours, and an amazing gadget
takes 6d X 50 man-hours. The work can be divided among several
researchers, but each of them will understand the project most
thoroughly – if secrecy is important, this is dangerous!
At the middle of the project, the engineers roll against their average
skills the GM requires for the particular gadget. A failed roll adds
50% to the time to complete the gadget. On a critical failure the
gadget is destroyed – all work is lost and the research cost (below)
must be paid over again. A critical success means that the item is
finished immediately!
This skill roll is modified by the complexity of the gadget – no
modification for simple; -2 for average; -4 for complex; -8 for
amazing.
Expenses: Creating new gadgets is costly. Tools, raw material,
unusual parts, laboratory space etc., all require money. The Gadget Research Costs sidebar suggests the price which must be paid
simply to confirm that the idea will work, before any production can
begin.
Example: During a campaign set during the Jovian Wars (TS2) an
agent of the Triplanetary Service (undercover as "Charles
Keith-Stanley" of the Historical Division) wishes to make an Intruder
Suit (p. UT86). The GM decides that this item, which distorts the
appearance of the wearer, giving some small bonuses in combat and
making him almost impossible to see, is TS5.
The GM rules that this is a complex item, so the base research cost is
$25,000. Since TS5 is 3 tech stages above the campaign's TS2, there
is an additional $150,000 (3 X TS Increment) research cost,
bringing the total to $175,000.
After paying this expense, Keith-Stanley makes an Electronics and a
Physics roll, each at -4.
Step 1: The Blueprints
The theory is correct! Now to build the device.
First, the plans must be drawn up. To find the man-hours required to
design a gadget, take three times the square root of the research
cost. The GM will determine the Engineering specializations needed.
Multiple designers can work on a project at once, splitting the
man-hours. The only cost is paying the engineers' wages and upkeep.
Once the design process is complete, average the design team leader's
Engineering skill with the average of all other team members'
Engineering skill (round down). Roll against this number; critical
success means a flawless design. Success means a good design with
1/2d minor gremlins. Failure results in a sloppy design
with 1/2d minor and 1 major gremlin. Critical failure means
the design does not pull together – the time is wasted and the design
process must be started from scratch. Subtract 1 from the effective
skill if the proposed design cost $1,000 or more, 2 if $10,000 or
more, 3 if $100,000 or more and so on. Add bonuses for design tools
like wind tunnels and so on; $1,000 in lab equipment adds 1, $10,000
worth adds 2 and so on to a maximum of +5. Basic equipment of the
trade such as an integrating calculator for every engineer is
mandatory. Each individual lacking such suffers a -1 penalty to
skill and the effect of his time contribution is halved, so an
eight-hour day is four man-hours.
The GM should decide the nature of each gremlin. A minor gremlin is
something that is annoying but not critical. A major gremlin is
something potentially crippling, like the power supply exploding when
the device is subjected to shock.
Example: Marooned on an uninhabited moon, Steve and Nadia must
build an ultrawave communicator to call for help. Such a device
ordinarily costs $500, so it takes 67 (three times the square root)
man-hours to design. If Steve and Nadia each spend 8 hours a day
working on it, the design would be completed in just over four
days – if they had design equipment. Alas, they have none, so each
suffers -1 to skill and it will be done in the morning of the eighth
day. Steve, the leader, has Engineering (Ultrawave) 22, while Nadia's
skill is 14. Their average, after penalties, is 17. The roll is
11 – success! The device has 1/2d6 minor gremlins. Rolling
determines one small gremlin. The GM rules that Steve's glassblowing
skill was not quite up to standards, and the tubes in the set will be
unusually fragile. Any shock will break one or more of them,
disabling the set.
Step 2: The Prototype
This step requires access to appropriate parts and machine tools, and
a big enough workshop, hangar or whatever to hold the assembled device
while it is being built. It takes the square root of (research price
/ TS) man-hours to build and costs the same as the parts and tools
separately. If the designers have to employ workers, their wages will
increase the cost by another factor of 5. After the time and money
are spent, the GM should roll secretly against the average Mechanic
skill of the design team. A critical success means that they detect
half (round up) of any gremlins in the design process and fix them. A
failure means they require twice as much time to build it. A critical
failure means an industrial accident takes place – the prototype is
comminuted, people may be injured, the shop may catch fire or blow up
etc.
Any parts that cannot be acquired must be built as separate gadgets.
Example: All the parts necessary to build an ultrawave set would
cost $2,500 and the GM rules that Steve and Nadia are operating under
TS0 conditions, so it will take 158 (the square root of 2,500 / 0.1)
man-hours to build one – once they find all the parts.
The GM rules that all the parts necessary can be salvaged from the
wreckage of their ship, except the main ultrawave tube itself, which
is worth $500 by itself. The castaways will need to design and build
that tube before going any further. After the design phase, it will
take 71 hours to build it.
Step 3: Testing
This step is optional, but advisable if the device is going to go into
production. Once a prototype is built a test crew should take it
through its paces.
During each week of testing in which the gadget has undiscovered
gremlins, roll against the operator's skill-3 (or the average
skill-3 of a large crew). A critical success finds all the
gremlins. A success finds one gremlin randomly. A failure means
either that no minor gremlins show up, or that any unfixed major
gremlin causes an accident. A critical failure means that the device
broke regardless of whether it had gremlins.
If an accident happens, the GM should come up with a cause (related to
a major gremlin, if there is one). If NPCs are testing the prototype,
decide how badly it was damaged and whether they survived. If PCs are
nearby, play out the results, allowing Mechanic rolls to spot the
developing problem, Dodge rolls to avoid flying fragments and so on.
Failing to successfully deal with the problem may result in an
explosion or any other consequences the GM thinks fit the
circumstances.
Example: Each week of use, if either Steve or Nadia make an
Electronics Ops-3 roll, they will notice the fragility of their
set's tubes.
Step 4: Gremlins Do Not Exist!
If a gremlin shows up in testing (on a success or a critical failure),
fixing it is a two-step process. First, it requires a redesign of
part of the vehicle. The time required is 5% of the time needed for
the initial design for a minor gremlin, 20% for a major one. The GM
should roll against the designer's Engineering skill with the same
modifiers as the blueprint step. A success means they solve the
problem. A critical success means they solve it in half the time.
Failure means they don't solve it – but they can try again after
spending more time. A critical failure means they think they've
solve it, but the gremlin (or a new, different flaw) remains in
effect.
Example: It would take 5% of 67 man-hours, or 3 hours, 21
minutes and a successful Glassblowing roll for Steve and Nadia to work
out a way to create more durable tubes for the ultrawave set. Since
they only plan to use the set once, they don't bother. The GM begins
thinking about jolts . . . perhaps a seismic quake . . . .
After a problem has been solved, modifications must be made to the
prototype. This requires 5% of the original time required to build
it and the original parts cost for each minor gremlin, or 20% for
each major one. If the gadget destroyed itself, a new prototype must
be built – once the problem is solved, no extra time is required to
build the modification into the new prototype.
Step 5: Production
The single prototype may be the only version of the gadget ever
built – as in the case of Steve and Nadia's ultrawave set – or it can
be used as a model for other devices. Once the design team has found
all the gremlins (or has given up looking) the device is
"type-standardized" and ready to enter production. If testing
failed to find and correct all the gremlins, they will remain a
permanent flaws in the device's design.
Limited Production: One a device is type-standardized, copies of
it take less time to build. Divide the time it took to build the
prototype by 3 – that's the time it takes for each example. The cost
of each copy is 20% of the base price for parts alone, or 100% of
the base price including labor.
Mass Production: Setting up a mass-production line costs 20
times the base price of the device. (It also takes up at least 100
times the volume of the device.) Each line can turn out one device in
one-tenth the time it took to build the prototype. The cost is 20%
of the base price for parts, or 50% of the base price including
labor.
Variants: If the device is based on an existing design and the
major changes are in details (e.g., increasing or decreasing the
power supply by up to 50%, adding "bell and whistles" that do not
change the major functionality of the device, the device is a variant.
Treat designing a variant like designing a new device, but at 10% of
the listed time. Gremlins only appear on a failure (one gremlin) or a
critical failure (two gremlins).
Combined Example
More than fifty of the most brilliant scientists of Civilization are
researching the negasphere. They begin their work at TS6, led by
Worsel and Kimball, who can co-lead because of their telepathic
abilities.
The negasphere is an "amazing" device, a Stage beyond anything
currently known. It thus has a base research price of $60,000. No
one is worrying about the cost of parts and labor – the War
Department's budget can handle it. Developing and unifying the
multitude of wildly divergent theories to the point where actual
design can begin takes a full year, but eventually produces a set of
equations – and an entirely new branch of mathematics, devised
especially for them!
Drawing up the plans takes 735 man-hours – fifty Patrol engineers, led
by Master Tech Thorndyke, accomplish this in two stressful days of
shouting. They succeed on their skill roll, the bonus from the
availability of the finest equipment more than compensating for the
penalties from the complicated design. Their future problems are
limited to three minor gremlins.
It will take 10,000 man-hours to construct the prototype. The fifty
techs do it in a month.
Testing begins, and all three gremlins are found. Fortunately, no
lives were lost, and only two techs were hospitalized with radiation
burns.
It takes 37 man-hours to isolate each of these gremlins, and the same
amount of time to fix them.
The negasphere is now ready to enter production. Future negaspheres
each take only 245 man-hours to hand-build – a crew of ten can turn
one out every three days. The Home Front, though, sets up
mass-production lines, hangs signs on the wall reading "Take the Day
Off: Boskone Says It's Okay" and turns them out at 73.5 man-hours
each – each ten-worker team produces one every shift.
Gadget Complexity
Simple: e-m radio, chemical explosive
Average: ultra-wave communicator, spy-beam
Complex gadget: blaster, force shield, thought screen
Amazing gadget: sunbeam, negasphere
Starkly unimaginable gadget: automatic computer, inertialess drive,
neuro-electronic interface – impossible without Arisian inspiration.
Reverse Engineering
If a gadget was seen in use but is not available to the engineer
(perhaps it was destroyed in use, like the first primary beams, or it
is still in the possession of unfriendlies, like the first
hyper-spatial tube), it can be reverse engineered. This process
is carried out exactly like original research, but the complexity
level of the gadget is one lower (simple gadgets are unaffected).
What constitutes "seen in use" is up to the GM. A partial glimpse
as one flies by is insufficient; significant data must be collected.
"I Need It Tomorrow!"
All times mentioned in this section assume that the engineer works
eight hours a day. If he works 16 hours a day, time is cut by 50%,
but he must make a HT roll each morning or lose fatigue as if he only
got a half-night of sleep (see sidebar, p. B134). Fatigue lost in
this manner can't be regained without taking a break from the project,
which will add 1d days to it! If the engineer has the Doesn't Sleep
advantage, only 1 fatigue roll per week is necessary.
Engineers may also save time by cutting corners. Every 5% of
project's original time requirement that a job is rushed penalizes the
effective skill by -1. A job that should take a month can be finished
in three weeks if the engineer can make his roll with a -5 penalty.
Gadget Research Cost
Find the Base Cost of researching a new theory to the point where a
gadget can be designed. Add to it the TS Increment, times the number
of Tech Stages which the gadget is in advance of the campaign.
Complexity Base Cost TS Increment
Simple $5,000 $10,000
Average $10,000 $25,000
Complex $25,000 $50,000
Amazing $50,000 $100,000
Salvage and Cannibalizing
Removing a component from one device for use in another is salvage if
the original device no longer works, cannibalizing if the original
worked (until you took it apart). In either case, a skill roll is
required as if the original device were being repaired, but at +3.
Success yields a working part. Failure damages the part you were
trying to get.
Reliability (Optional Rule)
It is an unavoidable fact of life that vacuum tubes burn out and
break, brushes wear down, wave guides flex out of alignment and so on.
Equipment must be maintained.
Every piece of equipment is given a reliability number and rate. If the equipment is regularly tended by someone with the
appropriate Mechanic skill, add one-fifth of that skill to the
reliability number. Roll three dice as often as the rate indicates.
If the number rolled is less than the reliability, the equipment
performs flawlessly. If it exceeds the number, it begins breaking
down, and becomes useless over the period of time indicated by the
rate. Only on a critical failure does it quit working instantly. The
amount by which the reliability roll was missed is the breakdown severity.
During the period between a failed roll and the resulting breakdown, a
mechanic can try once to fix the problem, by rolling against his
skill, minus the breakdown severity. On a critical success, the
problem is completely fixed, and normal operation resumes. On normal
success, the problem is patched, and the equipment will continue to
function one additional reliability period; it will break down two periods from now. A failed roll simply means the equipment will
break down when previously indicated; a critical failure causes
immediate breakdown.
If a piece of equipment breaks down, it is completely non-functional
until the repairing engineer can roll his appropriate skill, minus the
breakdown severity.
Example: A captured Bergenholm in poor condition has a
reliability number of 10 and a period of daily. Senior Chief
Electronics Technician Simmons has Mechanic (Bergenholm) 15. He must
roll a 13 (10+15/3) or less every day or the drive will begin to
have problems. One day he rolls a 16, failing by 3. The Berg has
developed a severity-3 meter-jump. He must roll a 12 (skill-3) to
fix it, and gets 11. He has held it together one more day. The next
day, he rolls again, but gets a 14. The day following that, the Berg
quits. He'll need a 12 (skill-3) to fix it and resume the normal
maintenance cycle.
Lab Notebooks
Any competent scientist, engineer or technician of any specialty keeps
lab notebooks detailing any work he does – failures as well as
successes. Even the wildest jerry-rigged field repairs will be
documented as soon as he gets a chance. (Especially if they actually
work!) These documents are utterly invaluable to anyone
attempting to reverse-engineer his efforts. Depending on the
thoroughness of the writer, possession of his notebooks both count as
having seen the device in use and further reduce the expense
required to duplicate his efforts by up to 30% and time by up to
90%. (For a random, anonymous engineer, roll 1/2d X 10% and 6d+3 X 10%
respectively.) The reader must still make the required skill rolls – the
writer may have made mistakes!
For example, Agent Keith-Stanley obtains lab notebooks describing the
early research of an Intruder Suit. The Suit would be complex, but
the notebooks reduce it to average. Secretly, the GM determines that
it would take Keith-Stanley 8 days and $85,000 to research the Suit
on his own, but that the notebooks reduce expenses by 25% and time by
60%. Keith-Stanley' research then takes 3 days and costs $63,750.
Thirteen hours in, Keith-Stanley must make an unmodified skill roll.
Production cost is unaffected.
Because of their value, sensitive lab notebooks are usually very
well hidden and protected – sometimes even encrypted. A chance to
photograph an enemy scientist's notebooks is a spy's dream.
Peter vanBuskirk – Character Description
Colonel of Marines (ret.)
Valerian male; age 50; 6'11"; 423 lbs.; grizzled blond hair, blue eyes.
ST 54 IQ 10 DX 20 HT 20
Speed: 11.00 Move: 28 Dodge: 11
Advantages
Ally (Kimball); Combat Reflexes; Danger Sense; High Pain Threshold; Luck; Rank-5 (Colonel of Marines); No Bad Temper; Rapid Healing; Strong Will-2; Reputation-4 (all Civilization all the time); Status-3 (GP senior officer); Valerian.
Disadvantages
Code of Honor (Space Marine); Extremely Hazardous Duty (Space Marines); Fanaticism (Space Marines); Honesty; Impulsiveness; Innumerate; OPH (Bellicose – not bad tempered, just loves to fight); Overconfidence.
Quirks
Believes Noshabkeming the Radiant brings spacemen luck, swears by him and keeps a small image nearby; constantly tells bad Eich jokes; grows flowers, especially bulbs; maintains his Dutch-Valerian accent; smokes odorous cigars.
Skills
Acrobatics-18, Administration-10, Agronomy-8, Armoury-12, Battlesuit-15, Beam Weapons (DeLameter)-22, Carousing-18, Demolition-10, Detect Lies-12, Engineer (Electronics)-10, Fast-Draw (DeLameter)-19, First Aid-12, Free Fall-18, Genetics-6, Gunner (semiportable)-23, Inertialess Agility-20, Intimidation-49, Judo-22, Jumping-20, Karate-24, Knife-20, Language (Galactic English)-10, Language (Galactic Spanish)-8, Language (Spaceal)-13, Language (Valerian Dutch)-14, Leadership-15, Mechanic (GP armor)-12, Mind Block-12, Running-17, Space-Axe-27, Speed-Load (DeLameter)-19, Stealth-18, Strategy (small unit)-15, Tactics (small unit)-17, Teaching-8, Throwing-17, Thrown Weapon (grenade)-19 and Vacc Suit-20.
Space Marine Hand-to-Hand Combat Maneuvers
Aggressive Parry-16, Arm Lock-22, Close Combat (Axe)-24, Eye-Gouging-19, Head Butt-24, Head Lock-22, Hit Location (Axe)-27, Neck Snap-57.
Story
Peter vanBuskirk is the exemplar of the Space Marines' goal that
no bifurcate race will ever willingly face the Marines in combat.
He enlisted in Valeria's Cadet Corps to become an officer of the Galactic Patrol, but washed out because of his inability to handle higher mathematics. He returned to the enlisted ranks of the Space Marines, and as a sergeant, met Lieutenant Kinnison. He later earned a field commission and eventually took command of an all-Valerian Marine battalion. After reaching the rank of major, he retired, receiving a final promotion to colonel.
Peter has retired to his family's estate on Valeria where he indulges his love of horticulture, cultivating high-gravity tulips.
Quotes
"You poor, spindly little Tellurian wart, it's for the good of the Patrol. Comb that out of your whiskers, half-portion!"
"Let me and the boys put on our screens and bash their ugly damn
skulls in for 'em – how about it, huh?"
"Hey, I like Eich. They taste like chicken. You
know how many Eich it takes to change a transtator tube?
"Three. One to change it, one to shoot him and take the credit for changing
it, and a third to sneer, `your report is neither conclusive nor complete,'
and take the credit for shooting the first one. Haw haw haw!"
Partial Table of Eddorian Organization
showing the massively parallel structure favored by the Eddorians.
Eddore
The All-Highest
|
+-------+------+--+---+---------+----------
| (Others of the Innermost Circle)
| |
| Ploor
| |
| +---------------+---------------+---------------+
| | | | |
| Novena IX Hell-Hole Kalonia Lyrane II
| (Eich) in Space Melasnikov ==== Cleonie, Ladora
| |
Thrale-Onlonian Empire Black
Prime Minister Fossten Lensmen
(Gharlane of Eddore)
|
+-------+-------------------------------+
| | |
| Thrale Onlo
| Alcon, Tyrant of Thrale Kandron of Onlo
| (Second Galaxy (Second Galaxy
| Tellurian-Type Palainian-Type
| Operations, Operations)
| assumed First |
| Galaxy Ops after |
| loss of Jarnevon) |
| | |
| +---------------+ |
| | | |
| Lonabar Lyrane II Lyrane VIII
| Menjo Bleeko (Overlords) === (Eich)
| |
| Illona of
| Lonabar
|
Jarnevon
The Council
of Boskone
(First Galaxy
Operations)
|
|
The First Galaxy
Jalte of Kalonia
Speaker for Boskone
|
+-------+-------------------------------+-------+
| | | |
| Bronseca | Tressilia III
| Prellin of Kalonia | Crowninshield
| | | of Kalonia
| +---------------+ | |
| | | | Euphrosyne
| Radelix parallel | Strongheart
| Bominger observer |
| | |
| +---------------+ |
| | | Grand Base
| Countess Dessa Helmuth of Kalonia
| Avondrin Desplaines Speaker for Boskone
| |
Eichscrwan +---------------+---------------+
| | | |
Fernald Trenco Aldebaran I Boyssia II
of Kalonia (Thionite) (Wheelmen (Tellurian
| pirates) pirates)
+-----------------------+
| |
Tellus The Teachers
"Boss" Morgan |
Senator of Petrine
North America The Black Fleet
|
+---------------+---------------+
Big Jim Towne Witherspoon Isaacson
President of (drugs and
North America politics)
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