by Matthew Pook
For the sixth in the GURPS Traveller Planetary Survey series from
Steve Jackson Games, there are three
notable changes. The first is the page count increase from 32 to 48
pages, which is the reason for the second change, the increase in price
from the usual $8.95 to $10.95. The third is the combination of two
archetypes from the stable of Science Fiction planets. To date the
Planetary Survey series has covered a pleasure planet, a frontier
world, a pirate haven, an asteroid belt and a water world. This latest
entry from author David Pulver combines a theme already used in Planetary Survey 5: Tobibak The Savage
Sea, the water planet, with that of a prison world. But
Darkmoon: The Prison Planet isn't merely a simple retread of the classic
Traveller Adventure 8: Prison Planet. Rest assured, it is
more interesting than that.
The Darkmoon system lies in the Naadi Subsector of the Corridor Sector that
connects the Spinward Marches to the core worlds of the Third Imperium (jot the directions down, you may forget). Lying off
the beaten track, the main world is Tsenjia, a low population water world with
little in the way of indigenous life forms, which has been stocked with Terran sea
life. For much of its Imperial history, the system has been home to a Naval base
on Darkmoon, a moon orbiting the outermost gas giant. Darkmoon is also a water
world, but one that is trapped beneath a thick layer of ice and kept in liquid
form by the tidal effect of the gas giant. The base was actually home to the
System Defense Boat and Space-Submarine Warfare School, devoted to training in
the tactics and methods necessary to assault and defend water worlds (specifically against System Defence Boats operating from under the sea).
Yet when the base was closed in 902, life on Tsenjia declined, including a drop
in the system's tech level from TL9 to TL7.
Fortunately since 1105, life has improved in economic terms for the seven
million inhabitants of Tsenjia, after the mega-corporation, SuSAG, opened
the Darkmoon Imperial Prison for over three thousand inmates. The medium and
maximum security TL12 facility, lies on the floor of Darkmoon's ocean,
making escape rather difficult. Of course, inmates are expected to work
while they serve out their sentence and the corporation gives them two
choices. The first is as test subjects for SuSAG's biochemical research
division, and the second is as part their underwater salvage program. This is
where Darkmoon gets interesting.
In the last few decades of the 900s, a millennial cult sprang up in the
Corridor Sector. The 'Witnesses of Arbellatra' believed that the Imperium
would end in the year in the year 1000. What happened to the cultists after
their disappearance in 997 remained a mystery until the SuSAG survey team
investigated several of the wrecks of System Defence Boats found on the
Darkmoon's ocean floor. They were crammed full of low berths, each
containing a cultist in deep sleep. Tragically, the majority of the
second-hand berths were faulty and few of the 'Witnesses of Arbellatra' have
survived to tell their tale. Each day the prison warden sends out teams to
locate and investigate the cult's arks, reviving those that they still can.
The work pays better than being a SuSAG pharmaceutical research subject, but
discovering and dealing with a stripped spaceship hulk full of corpses can
be psychologically traumatic for members of the salvage team and even more
so for those cultists that come out of their low berths still alive. The
corporation, though, sees the salvage work as good publicity.
Much of the book is given over to the prison - a 20,000-ton Monitor
hull stripped of its drives and placed in the silt of Darkmoon's ocean
floor - and to prison life. As is expected, prison life is highly regimented and
monitored, but getting around this would be a roleplaying challenge in
itself. Prisoners are kept clean and healthy with each inmate given an
extensive health check on a weekly basis. Because the prison is seen as all
but escape proof, the three thousand plus inmates are comprised of some of
the Imperium's toughest and worst scum. These include Vargr corsairs, Ine
Givar terrorists and contract killers. Within the prison population, three
gangs vie for dominance: members of the notorious Corridor Sector-wide
criminal gang, the Mudsharks; the Ine Givar terrorists; and a pack of Vargr
supremacists, Soegz Sarrgh. Some fifteen inmates are described briefly for
the GM to use, to which statistics will need to be added.
It is possible to play Darkmoon as either guard or prisoner. A
template is given for those interested in keeping the rest in line. The
author
discusses in just about the right amount of depth how to get to the
prison as either type of character. The book expands this as well, to look
at how
other types of characters, from attorney to medical doctor/technician to
undercover agent, can get involved. Campaign suggestions do include how
to get out of and off Darkmoon (both monumental tasks), but the focus
here is on prison life and politics. Though neither the series' usual
dark or grey alternate versions of the world are given (after all, this
setting is dark enough), four variations are included that, if used,
enhance the setting. These focus upon the motives behind SuSAG's set up
and operation of the Darkmoon Imperial Prison.
As with Tobibak, to get the most out of Darkmoon: The
Prison Planet, referees will need more than just the core
GURPS and GURPS Traveller books. GURPS
Traveller: Rim Of Fire provides the Dolphin racial template, useful for
creating both NPC and PC guards (it is a water world, after all). GURPS Traveller: Modular Cutter
gives information on the Lowalaa-Class Assault Cutter that the prison uses as a
transport, as an assault class vessel is necessary to withstand the pressure
undergone during runs to the prison itself. Other equipment and vehicles found on
Darkmoon include the Zenda-Class Prison Transport, the Aquapod used by the
salvage teams and the Battlepod battlesuit worn by the prison's Dolphin security
teams. Finally, GURPS Atlantis and GURPS Vehicles are
both useful for the rules on running sub-aquatic games.
Darkmoon is up to the usual standard of presentation for a Steve
Jackson Games product. What I would have liked to see added is proving
to be a problem with the entire Planetary Surveys series: better
maps (of the prison itself, rather than just the single level that is
shown, in this case). Though Darkmoon's 48-pages weren't wasted,
this sort of information is useful to both players and GM, and should
have been included.
There is enough information in Darkmoon: The Prison Planet for it
to be the basis of a one-off campaign or to include it as part of an
ongoing game. Change a few details here and there and it can be run in
other science fiction RPGs as well. Need a corporation-run prison for
the Empire in Star Wars or a darker game setting for
Star Trek? Darkmoon is perfect for both. With a little
tweaking, this supplement could easily find a place in
the Blue Planet or SLA Industries RPGs as well, to name a few.
GURPS Traveller Planetary Survey 6 - Darkmoon: The Prison Planet is so
good that it almost begs itself to be run. Drag out your favourite prison
clichés - your players are going be doing a little time.
The author would like to thank Roj at Wayland's Forge for his assistance
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