This is my attempt to bend the rules of Traveller to function with the PR universe. Since PR has now covered a period of 60 years in over 3100 issues, I concentrated on the so called MdI (Meister der Insel) cycle (Issues 200-300), which is commonly regarder as one of the best.
To better cover the many different races in the Perry Rhodan cosmos, I had to add a few specific rules to better simulate the abilities. If you play with normal humans, you can ignore those rules completely they come only in use with special races.The first new characteristic is speed. Not movement but action speed. These races are just faster as others, so they can act up to 3 times per combat round. If you translate this to MgT2E rules you would get 3 significant or 9 minor actions or any combination thereof.
But this is only the case for Siganese characters and some very fast Beasts or Haluter. Epsaler, Überschwere (Superheavies) and Oxtorner get 2 actions.
I included all PR races in my Utilities. Just download them to generate PR characters.
The Siganese are descendants of terran colonists and therefore basically human-like. Caused by the hyperradiation of their sun, however, their physis shows some peculiarities in comparison to the Terran one, of which the small body size of the Siganese is the most obvious. For the temporal development of individual physical differences see also the examples under history.
Already a short time after the settlement of Siga, the process began that the following generation of Siganese was smaller than that of their parents. In the 25th century an average Siganese was about 15 cm tall.
Another obvious difference between Siganese and Terrans is the skin colour. In the course of the generations the skin pigmentation of the Siganese changed to lime green.
Siganese are also ultra-seers, i.e. they can perceive infrared and UV radiation optically.
In addition, siganeses have also developed into Ultralisteners so that they can hear ultrasound waves. Siganeses are accustomed to fine voices through their interaction with each other. They wear a reducer so that they don’t burst their eardrums when talking to Terrans, for example.
In addition they have the fastest reaction time of any known race in the universe. Siganese are so small and so fast, that is is nearly impossible to outmaneuver ot hit them in combat.
In game term this means that they get 3 actions per combat turn.
Oxtorns look similar to their ancestors, the Terrans. On average they are 1.90 m tall and have a shoulder width of 1.20 m. Their light brown skin looks silky and is completely hairless, but they still have dense eyebrows.
They are adapted to the gravity of Oxtorne’s 4.8 gravos and – unlike other environmentally adapted bodies – do not require a microgravity at lower gravity levels; their bodies can adapt to any lower gravity through an unregulated organic process. They can also withstand temperatures between -100°C and +120°C and storms up to 1000km/h. The basic and performance metabolism and thus the nutrient and oxygen requirements of the Oxtorner are significantly higher than those of a Terran. For this they need in particular an extremely large inner surface of the lung and an increased oxygen binding capacity of the blood.
Their muscles and skeletal bones are in no way inferior to the stability of steel plastics. The skin resists even the bombardment from a handheld Thermostrahler.
Oxtorner, although similar to an athletic Terran in physique, weigh up to 700 kg due to their compact constitution. They have – in proportion to their body size – titanic forces. Oxtorns trained in martial arts are the only inhabitants of the Milky Way, along with other Halutans, of course, who dare to physically attack Haluters and survive this folly.
The Epsalians are the humanoid inhabitants of the planet Epsal in the Milky Way. In order to adapt to the high gravity of Epsal, today’s Epsals have been given an almost square shape. They grow to an average size of only about 1.60 metres, but are usually just as wide, which applies not only to the shoulder width, but to the entire body.
Epsals are extremely muscular. They have short, columnar legs with an enormous circumference. The hands resemble mighty shovels, the chest is strongly arched. The head sits on a short, very muscular neck.
When Epsalers move on planets or spaceships with lower gravity, they usually wear a microgravitator. Epsals have a phenomenal speed of reaction and often form the backbone of Terran spacecraft crews and combat troops.
The epsalic resting pulse is eight to ten beats per minute. A pulse rate of thirty-five is considered unusually high.
The Epsals are bad sprinters. However, they can withstand trotting speeds for a long time, provided they are constantly supplied with food.
Ertrusians are the environmentally adapted inhabitants of the planet Ertrus in the Kreit solar system and their colonial planets. The Ertrusians (homo sapiens ertrusis) are descended from the Terrans, who, with the help of microbiology, biophysics and genetic engineering, were adapted to the increased gravity of 3.4 gravos over the course of about 100 years, so that they finally became giants two and a half metres high and two metres wide. The skin colour of an Ertruser is a strong reddish brown. Most Ertrusians wear their hair in the form of a sickle comb, which is strengthened with gel until it is almost as rigid as concrete.
The “Überschwere” (Superheavies) are descended from the Springers and have adapted to a planetary gravitation of 2.1 g. The heavier particles are the same as those of the Springers. Contrary to the normal Springersippen they do not trade with goods, but with war services. Superheavers have a lime green skin color. They are about as wide as high and reach a weight of up to 700 kilograms at an average size of 1.60 m. They prefer a gravitation of about 2 g.
The Haluters are giants 3.5 meters high and weighing two tons, adapted to a gravity of 3.6 gravos, with a shoulder width of 2.5 meters. The black-skinned body is compact and extremely strong. They have two columnar legs and two pairs of arms, the lower of which attaches to the chest and is called the running arm. With these arms and the legs, they can settle on all fours and reach speeds of over 120 kilometers per hour. The upper pair of arms, which sits in the same position as the human arm, is called the action arms. Hands and feet have six fingers and six toes respectively.
The 50 centimetres high and one metre wide, rotating, hemispherical head sits on the torso without a recognizable base of the neck. The face is dominated by a broad, narrow-lipped mouth with conical teeth and the three reddish glowing eyes with lamellar lids, measuring 20 centimetres in diameter and extendable to up to 40 centimetres long eye stems, which are sensitive to infrared light. On the side of the head there are two tiny ear holes which, like the flat nostrils, can be closed by skin folds.
Haluters have two brains separated by a horizontal bone plate:
The upper one is called the ordinary brain and takes care of the bodily functions and feelings and thus corresponds roughly to a terran brain. The lower one, the planbrain, is an organic computer with the power of positronics. It allows the haluters to quickly and precisely draw absolutely logical conclusions and perform complex calculations. The smallest perceptible unit of time for Haluters is ten nanoseconds.
With the plan brain, experiences and sensory perceptions can be precisely recorded and recalled. Haluters do not require any special concentration for its use.
Normally both brains work synchronously, but it is also possible for the Haluter to decouple both brains. As a result, the Haluter is practically impossible to influence mentally, because even with a manipulated ordinary brain, the planetary brain can take control of the body and solve the problem cold-logically. Furthermore, Haluters are able to control their body movements after milliseconds through the planetary brain.
Metabolism / structural transformation
In the event of danger, Haluters can deliberately transform their body structure on a molecular basis (structural transformation) thanks to their special metabolism. This makes your body as hard as terkonite, so that a heavy ship gun is required to make a Haluter dangerous in this state. However, in this state, the secondary cell structure, they can only move slowly or not at all. Because of this ability, they can survive up to five hours without a protective suit in a vacuum, covering the oxygen demand reduced to one fifth by hypothermia by converting reserves deposited in the body.
Their digestive system, also known as the converter stomach, can extract and convert the substances necessary for the body from practically any matter supplied. Toxins are neutralized in a similar way. Due to their ability to utilize matter of any kind, the Haluters know no feeling of disgust before decomposing matter.
Analogous to the converter stomach, the lungs of the Haluters are able to convert any gas mixture into a breathable one.
They have two hearts, one on the left and the other on the right. Normally only one heart beats. The other can be switched on during high loads by will power. It is also possible to switch from one heart to the other by deliberate influence, whereby the first heart can be shut down.
Haluters reach a peak speed of 120 kilometres per hour, which they can maintain for 15 hours.
Weapons in Perry Rhodan
Overall weaponry in the Perry Rhodan series is MUCH more powerful than those in Traveller. Battleships can easily destroy a whole planet with one broadside. But when it comes to personal weapons there are a lot of similarities.
(Thermal Beamers) are one of the most basic weapons in the PR cosmos. They are identical to IR Lasers as they are described in Traveller. While they are using the infrared spectrum (hence Thermo) the beams are visible by design, for aiming purposes. It is possible that the name LASER wasn’t even known to the original authors, because it was coined at about the same time as the first novels were written.
For gaming purposes use the existing Laser weapons (TL 11+) and the rules for Lasers, but skip magazines or power packs, the weapons contain a micro fusion generator that supplies them with unlimited energy.
An Impuslstrahler (Impulse beamer) is exactly the same as an FGMP, they are much more powerful than a Thermostrahler, and form the main armament of Terran Marines.
While there are variants as powerful as FGMPs or even more if sized up for the use by an Ertruser or even a Haluter, the hand weapons and carbines are mostly in the 5D-1DD damage area. In contrast to Traveller fusion weapons they do not irradiate their surroundings when fired, but they all have the BLAST X trait, where X = 50% of D, rounded down, e.g. an Impusstrahler with 5D damage will have a trait of BLAST 2.
Shocker and Paralysator
Shockers, occasionally also nerve shockers, shock blasters or shock radiators, affect the nervous system of organic beings and work with wave bundles in the absolutely low-frequency range of several hundred Hertz. When the emission, described as a twitching energy flash, hits a living being, such a wave bundle generates more or less strong nerve currents, which move back and forth in the nerve strands of the victim and finally – as in the case of oversized pain or electric shock – hence the term shocker – lead to a short circuit in the brain, as a result of which the affected person becomes unconscious.
Shockers are primarily used as hand weapons. Protection is provided by a sufficiently thick layer of matter or metal that acts in the manner of a Faraday cage. With very strong beam dosage shockers can be similarly deadly as electric shocks, for example by lightning strike, alternating current etc..
In a Paralysator or “Paralysestrahler”, the radiation used is a combination of electromagnetic and hyper electromagnetic waves that paralyse the peripheral nervous system of the musculoskeletal system. In contrast, the autonomic nervous system is not subject to conscious control because it is responsible for vital bodily functions such as heartbeat. Although the affected person can no longer move, he or she can still hear, see and think in the state of paralysis. Since the sensation of pain is switched off and “numbness” attacks the muscles, the paralysator is also used especially in the medical technology.
In game use: Both weapon types use the STUN trait. While the shocker can be defeated by armour, the hyperenergetic waves of the Paralysator defeat any armor. Both types come in four sizes, Pistol 4D damage, Rifle 8D, Heavy 1DD. This may look like overkill but don’t forget that there are opponents out there with an END of greater than 30.
The disintegrator, also called decrystallization beam, is a device that is able to neutralize the electrostatic bonding forces between molecules. Unlike the “Thermostrahler”, where this is done by massive electromagnetic photons, no exothermic reaction takes place during disintegration. The binding forces between the molecules are neutralized by means of a hyperfield. The weapon beam is generated on the basis of microwave radiation of 2.45 gigahertz, which is sent through a hypercrystal and becomes the disintegrator pulse in focus.
As a result, the bombarded matter dissolves into atomic fine dust or gases in the affected area without heat generation. Under terrestrial conditions – and depending on the atomized matter – this gas has many components that are heavier than air and therefore sink to the ground. If it should not be sucked off or otherwise bound and accumulate, it can lead with unprotected organisms to suffocation or if necessary to poisoning. Plasma can also be produced with more intensive efficiency.
At this resolution a characteristic greenish glow can be observed. The efficiency and speed of disintegration depend on the distance from the device, the energy used and the density of the matter to be disintegrated. Measures such as crystal field intensification or bullet compression increase the resistance of the treated matter to the disintegration beam. On the other hand, the effect of the disintegrator beam can be increased many times over by installing Halman contacts. The disintegrator cannot penetrate high-quality protective screens such as a paratron screen, but it can act on protective fields with an equivalent hyperenergetic pulse as that of the disintegrator beam.
For game purposes use all the rules for Lasers, as defined in “Thermostrahler” above, but leave the damage adjustable. E.g. the player can adjust how many dice of damage he wants to do, up to the maximum capacity of the weapon.
Desintegrators come in four sizes, Pistol 4D damage, Rifle 8D, Heavy 1DD.
In addition, the beam can be widened or focused, from a needle beam (standard) over medium (the size of a football) to wide, the size of a door. In each case the damage is halved, e.g. a 4D needle beam will be a 2D football and a 1D on door sized targets. For each round of firing 1 will be deducted from the armor value of a target area.
Use the following armor values for normal strength objects, adjust the values for thicker or thinner objects accordingly.
Wooden Wall 6
Stone Wall 8
Steel Wall 10
High end armourplate (e.g. crystaliron) 20
Example: A Disintegrator Rifle with 8D damage can cut through a stone wall with one hit, it could make a football sized hole with two medium powered shots, or make a door sized opening with 4 shots.
Personal Force Field (Individualschirm)
A personal force field forms an impenetrable bubble around the wearer of a forcefield projector (FFP). Each FFP has a power rate. This is
1. the number of damage points it can ignore. E.g. a FFP 10 can ignore up to 10 points of damage.
2. the number of damage points it can deduct each combat round. E.g. at the end of each combat round the actual damage collected by the screen is reduced by its power rate. E.g. 20 becomes 10, 10 becomes 0.
3. 1/6 of the upper limit the FFP can handle before it is pierced. E.g. if more than 60 points of damage are collected, each damage point above 60 will pierce the screen and damage the wearer of the FFP.
IN GAME USE:
The simplest way to simulate your FFP is a cardboard square with the power rate of the screen written onto it.
If the screen is hit and the minimal threshold (power rate) is crossed, a 6 sided die is placed on the cardboard. E.g. the aforementioned power 10 FFP receives 15 points of damage. This is more than 10 but less than 20. So you place the die with the 1 side up on the cardboard.
If it gets hit a second time in the same round you add the damage to the 10, no matter if it was hit by 15 points of damage before the level to compute further damage is always a multiple of the power rate. So, if another 11 points hit, the die is placed with the 2 side up.
At the end of each combat round the die is turned one value down, 3 becomes 2, 2 becomes 1, 1 becomes 0 and the die is taken of the board.
If the die has reached the 6, the screen is considered overloaded. Each additional point of damage pierces the screen and damages the wearer. Any further damage (in that combat round) ignores the screen, until the end of the combat turn. After that normal deduction kicks in and the screen is set to 5.