The Colonials (3k)

The Colonials are human, but do have some slight differences to the humans that we know on planet Earth in the 20th Century. For more in-depth information about the Colonials and the Colonies, see here. The differences are listed here, along with the advantages and disadvantages. These are given free to any Colonial Character without any points having to be spent.

Advantages: Extended Lifespan (4 levels) [8], Literacy.

Disadvantages: All Colonials (and in fact all humans, although they might not know it) have Cylons as an Enemy who hunt them [-40].

Because of this, Colonial characters cannot get a Reputation, Social Stigma, Hunted, Enemy or other such disadvantage to be used with Cylons for additional points. All Colonials are hunted by Cylons and have them as an Enemy as standard. However, you can get these disadvantages versus Cylons if you have gone out of your way to make yourself an extra special threat to them. See your gamesmaster to help develop some reasons for why this is so but you have to have some sort of good reason for it to be allowed as the Cylons do not tend to go out of their way to hunt down specific individuals.

All Colonials mature at normal human rates despite the extended lifespan advantage.

As Colonials are human, there are some advantages and disadvantages that are found in the GURPS Prime Directive rulebook that are not allowed to be bought. These include all advantages that are listed as being Exotic and also include the following list:

Advantages: Body of Stone, Mind Link, Night Vision, Peripheral Vision, Telecommunication


Rank:

A Colonial in a military career may buy a rank from the lists given here. All characters start at Warrior/Ensign or Private Rank, and each rank after than costs 6 points per level. Unless the gamesmaster has other plans, it is generally not recommended for characters to start the game at a ranker higher than a Flight Sergeant/Sergeant.

Having any sort of rank in the military requires the character to purchase the Leadership skill.

Some designations (like the security guard) can be considered quasi-military designations. This means that the character may buy a rank and it will be considered valid for quasi-military designations. Amongst the military, the rank will still stand as a courtesy measure, but the character will not be allowed to actually command military personnel unless given permission by a higher ranking military officer.
For these quasi-military designations, use the Military Army ranks.

Status:

Colonial society does support status, and as usual, it ranges from -4 (worthless scum) up to 8 (literally divine). The usual person has a status of 0, and Colonial military careers will not take anyone with a status of less than 0.

Status levels of 1-2 are generally considered to be respected people in society, but ones without actual noble titles. Status levels of 3 and above are actually nobles and are entitled to be address as Sire or Siress. Status Levels of 4 or higher are usually Buriticans, the upper nobles in Colonial society and generally the ruling classes. Most of the time, these are hereditary titles.

Status levels of 4 or higher are not recommended for player characters.
For purposes of comparison, the Quorum of the Twelve would have a status level of 7 and the President of the Quorum would have a Status Level of 8.

Wealth:

Money is in wide spread use within the Colonies and their trading allies, and as such money plays its part in society. The wealth advantage is bought as stated in the rulebook, and a good guide to job sectar pay is given in GURPS Space 3rd Edition page 53, or in GURPS Traveller 2nd Edition page 106. Use the status chart in GURPS Space 3rd Edition page 50 for the sectar cost of living for various status levels.

The average starting wealth for characters is 15,000 cubits.

Aging:

With the early maturation and extended lifespan advantages, a Colonial character has a lifespan of the following: 18 years of childhood, 120 years of active maturity, and then the onset of progressive aging. Aging rolls begin at 138 and should be taken every two years and then accelerate at age 165 and 180).

Naming:

Colonials do not have surnames and generally just operate on their first and given name. Some people - especially those in the military - do have nicknames though and some people generally use these as their given names. The naming of a character is important, and care should be taken when selecting one. Because Battlestar Galactica is steeped in mythology, a good name for a character is any of the classical or mythical names from either the ancient Greek, Roman or Egyptian cultures, or something that might be found there. Other culture names can be used, but they should 'fit'. Modern 'western' names should be avoided for Colonials, but some derivatives could be used. Modern names can be used for nicknames though.

Because Colonials generally only have the one name, sometimes you can run across someone else with the same name as you. If you need to know more about who a particular person is, then you can add information about the persons lineage, quoting the prominent parent, their house, planet and status if know.
For example, Athena, daughter of Adama of the House of Kobol, from the planet Caprica, Commander of the Battlestar Galactica and on the Quorum of the Twelve.

Sample names from the series include:
Adama, Adar, Anton, Apollo, Athena, Aurora, Baltar, Barton, Belloby, Blassie, Bogan, Bojay, Boomer, Bora, Bow, Boxy, Bunker, Brie, Cain, Carmichael, Cassieopia, Chameleon, Charka, Chella, Cree, Croft, Dalton, Damon, Deitra, Dimitri, Elias, Geller, Gemi, Giles, Greenbean, Haals, Hermes, Ila, Jamie, Jolly, Karibdas, Killian, komma, Kronus, Leda, Loma, Lomas, Lyra, Martin, Muffit, Noday, Omega, Ortega, Pallon, Paye, Reese, Rifkis, Rigel, Salik, Scarn, Serina, Sheba, Shields, Skyler, Solon, Sorrell, Starbuck, Tags, Thane, Tigh, Tinia, Tolon, Troy, Uri, Vickers, Vought, Wilker, Wolfe, Xavier, Zak, Zara, Zed, Zee