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I NTRODUCTION T O
1
S CIENCE F ICTION R OLEPLAYING
I NTRODUCTION TO F ADING S UNS
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H OLISTIC D ESIGN
Nobles
Priests
Aliens
Knights
It is the dawn of the sixth millennium and the skies are
darkening, for the suns themselves are fading. Humans
reached the stars long ago, building a Republic of high
technology and universal emancipation — and then
squandered it, fought over it, and finally lost it. A new
Dark Age has descended on humanity, for the greatest of
civilizations has fallen and even the stars die. Now, feu-
dal lords rule the Known Worlds, vying for power with
fanatic priests and scheming guilds.
From the original developers of White Wolf’s Vampire ®
and Werewolf ®, comes a saga of humanity’s fate
among the stars…
Starships
Psychics
Lost Worlds
Ancient Artifacts
FA D I N G S U N S
S CIENCE F ICTION U NIVERSE
Created by Bill Bridges & Andrew Greenberg
www.fadingsuns.com
Holistic Design Inc.
5295 Hwy 78, D-337
Stone Mountain, GA 30097
www.holistic-design.com
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I NTRODUCTION TO F ADING S UNS
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Introduction to
FA D I N G S U N S
A Futuristic Passion Play
Once the suns shone brightly, beacons in the vast night
of space, calling humanity onward. The stars were symbols
of humanity’s vast potential, a purpose and destiny revealed
in progress, inciting an exodus of unlimited growth to the
distant stars. Once people looked to the heavens with hope
and longing in their eyes.
Then the suns — and the hope — began to fade.
It is the beginning of the sixth millennium after Christ
and history has come to an end. Humanity’s greatest civili-
zation has fallen, leaving ignorance and fear scattered among
the ruins of many worlds. A new Dark Age is upon human-
ity and few believe in renewal and progress anymore. Now
there is only waiting. Waiting for a slow death as the age-
old stars fade to cinders and the souls of the sinful are called
to Final Judgment.
But not all believe in this destiny. A leader has arisen,
an emperor sworn to unite the worlds of Human Space to-
gether again under one banner. To ignite hope once more in
people’s hearts.
It is a monumental task, for most people have already
given up and fallen into the ways of the past, playing serfs
to feudal lords. What is hope to them now but a falsehood
which leads to pain? Better to leave the hard decisions to
their masters and let the Church console their souls.
There are enemies everywhere, those who seek to self-
ishly profit from humanity’s demise: vain nobles ruling far-
flung worlds, power-hungry priests who seek dominion over
the lives of men, the greedy merchant guilds growing rich
from bartering humanity’s needs and wants. They are not
alone. Others are out there among the darkening stars, alien
races angry with humankind for age-old slavery, and enig-
matic alien empires with agendas too paradoxical to fathom.
It is in such a universe that individual men and women
must live. Only a few of them will question. Fewer still will
act on their questions and seek answers, ways to break the
grip of custom and law. To free themselves and once more
seize the stars — and their destiny.
Fading Suns Science
Fiction Roleplaying
Fading Suns is a roleplaying game, a highly imagina-
tive activity which can provide hours of fun and a means of
creative expression. Fading Suns is primarily a game about
heroes and the dramatic conflicts they encounter, from pal-
ace intrigues to cliffhanging combats. It provides a frame-
work for players to create games from any perspective they
desire. If they want to play soldiers who fight evil with guns
and fists, the rules are here. If they want to play merchants
who prefer diplomacy to violence, or priests wrestling with
a metaphysical crisis, rules and helpful dramatic hints are
also provided. Fading Suns is whatever the players want it
to be.
Fading Suns is primarily a science fiction game, which
means that there are starships, blasters, powered armor, alien
races, and weird science. But there are also many elements
of traditional fantasy gaming: heroic characters and
struggles, a feudal sociopolitical structure (noble lords, high
priests and headstrong merchants), powerful artifacts and
great mysteries. And there is horror: monsters and mad-
dening discoveries revealing terrifying metaphysical truths.
In short, Fading Suns is a game which has everything
a roleplaying universe needs in order tell stories of such
varied and exotic themes as can be found anywhere — in
our very own world here and now.
Like all games, Fading Suns should be entertaining and
fun to play. But roleplaying games can be more than mere
pastimes. The players can strive for the same artistic goals
as the author of a novel, a film or a play. Fading Suns is a
passion play of sorts, taking place in an imagined future.
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H OLISTIC D ESIGN
Many possible stories can be told here, from galaxy-span-
ning epics to the most personal of tales.
Like medieval passion plays, Fading Suns deals with
grand themes universal to human experience. Its main theme
is the Seeking. This is the mythological role all heroes play:
the knight on quest, seeking power to vanquish his enemies
or the secrets of self-discovery. Success or failure on this
quest is not as important as the insights learned while on it.
The atmosphere of the dramas played out in Fading
Suns is one of tragic ignorance. Civilization is in decline,
and superstition and fear are everywhere. New ideas and
frontiers are spurned by a nervous populace, fearful of
change for the harm it brings. But it is just this sort of will-
ful ignorance that keeps civilization from rising again. It is
such fear that keeps hope buried and great challenges from
being met. The player characters represent the heroes who
can break the bonds of this ignorance and bring something
new and great to their culture, to reawaken and invigorate
life.
story. From the greedy planet-grabbing of early colonists to
the bloody battles of the Emperor Wars, humans have rarely
slept peacefully in the void. They have prospered, suffered
defeat, and dared to hope again. And they have not traveled
down the paths of history alone; aliens walk among them,
with long histories and destinies of their own to complete.
First Republic
Humanity first reached the stars under the auspices of
the First Republic, a one-world government run by the
“zaibatsu”: greedy mercantile barons whose corporate states
replaced the nations of the earth. The zaibatsu colonized
the solar system in search of new sources of wealth and
mineral resources. At the edge of the solar system they found
the jumpgate.
This ancient artifact of alien manufacture baffled and
awed humanity. It took many years of research to unlock
even the most basic secrets of its technology, but its main
function was clear: it opened portals to distant star systems.
Diligent scientists constructed the first jump drive, an en-
gine installed on a spaceship which could propel the ship
through the gate, transporting it instantly into foreign space
light years away.
The exodus began.
At first, the zaibatsu carefully controlled the manufac-
ture and ownership of jump ships and reaped the resources
of the new worlds and solar systems. But once anarchists
leaked the secret of the technology to all, nobody could keep
back the vast wave of people seeking to escape corporate
tyranny and claim worlds of their own. The First Republic
collapsed in a civil war over ever-expanding territory and
diminishing loyalties.
Diaspora
The new universe of Human Space was made up of frac-
tured, planetary nations, some democratic, some totalitar-
ian. Many of the original rulers of these worlds created dy-
nasties which would last for millennia: the first noble houses
to rule the stars. But years of political and social experi-
ments yielded only chaos and strife between worlds. Into
this dangerous universe came the Prophet, a man with a
vision of Creation he claimed was gifted to him by God, whom
he called the Pancreator. The Prophet gathered disciples and
followers about him and performed many miracles. A hu-
manity desperate for unity and hope looked to the Prophet
for their answers.
During this time, humanity met its first sentient race,
the ungulate Shantor. At first, they were thought to be merely
clever horselike beings. But it was soon realized how intel-
ligent they were — and how dangerous. Another sentient
race, the Ukar, were gifted with psychic powers — powers
which they used to goad the Shantor into a bloody revolt.
Without further ado, we give you a glimpse into the
tumultuous fate of humankind four millennia from now….
History
The chronicle of humanity’s history among the stars is
a long one, stretching over two millennia. It is not a quiet
Experiencing the Sathra Effect
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I NTRODUCTION TO F ADING S UNS
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Zebulon the Prophet
matic “gifts” and lore from the Vau over the centuries have
been curiously effective at starting conflicts among humans.
Second Republic
Eventually, with the unity provided by the Church and
economic interests heralded by mercantile leaders, the Sec-
ond Republic was born, a democratic government which
eventually spanned all the worlds of Human Space. Under
its auspices, an unprecedented era of prosperity and high
technology was initiated. It seemed that there were no lim-
its to human development, no secrets which could not be
unlocked by the power of the human mind, along with a
little ingenuity and grit.
But power eventually seems to coalesce into the hands
of a few, especially when the people are no longer vigilant.
The noble houses of the Diaspora, still rich but now rel-
egated to meaningless roles, hungered for the vast power
they once had and plotted against the Republic. They were
aided by a new milleniallism and apocalyptic fever, for sci-
entists had discovered a new, dread phenomenon: the suns
were fading. The stars grew dim and no one knew why.
The government could not calm the fears of all the
worlds, and the untimely crash of the welfare computer sys-
tem caused riots in every major city on every planet. Rebels
rose up and with lightning speed, claimed the central gov-
ernment on Byzantium Secundus. The nobles joined together
with the Church to free the capital. Victorious, they refused
to return power to the senators and instead seized power for
themselves. This ushered in a new age for humanity: a Dark
Age of feudal lords, fanatic priests and scheming guilds.
New Dark Ages
The new lords of the Known Worlds quickly began to
war upon one another, with only the largest, most cunning
or richest houses rising to prominence, while many others
were destroyed. In this chaos, the common people were left
defenseless. In desperation, many signed generational con-
tracts with the noble houses, swearing fealty to their local
lords for themselves and their children to come. At first, the
Church fought such indenture, but it eventually adopted such
contracts itself when they proved the only reliable means to
raise armies against rivals — and the Church was just as
combative and martial as the nobles.
The corporations of the Second Republic were left with
little of the spoils. With their holdings seized or signed over
forcefully, they had little overt power. But a conglomeration
of these corporations banded together to form the Merchant
League, and rewrote their charters to form guilds rather than
corporations. Guilds could more easily control membership
and advancement within their ranks. In addition, the League
maintained their secret technological patents, often paying
for this privilege with the death of many agents charged
By the time the truth behind the Shantor’s rage was discov-
ered, it was too late to reform the beasts in humanity’s eyes:
the “dangerous and uncontrollable” Shantor were enslaved
and moved to reservations across the Known Worlds, break-
ing up their families and culture.
The following Ukar War united humanity against an-
other star-faring race, one inimicable to human interests.
With the aid of the Ukar’s cousin race, the Obun, humanity
gained ground in their galactic war. Finally, Palamedes Alecto,
follower of the Prophet, led the newly formed Universal
Church of the Celestial Sun against the Ukar on their
homeworld. Humanity was victorious, and the place of the
Church in future politics and martial power was cemented.
Humanity marched across new worlds and subjugated
the sentients living upon them, most of whom were inca-
pable of star travel and thus considered inferior.
Until the Vau.
Humanity met more than its match when it subjugated
a peaceful race of gardeners known as the G’nesh. When
their overlords arrived from unknown worlds in vastly su-
perior starships with devastating energy weapons, humans
had no choice but to fall back and go no further. Luckily, the
Vau were non-expansionistic, and pursued no vendetta
against humanity. As long as they were left alone, they would
cause no trouble — or so most humans believed. But enig-
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