Why the Well World?
In February 2005 I was rereading Jack L. Chalker's inventive Well
World series when I heard that he had died. I was experimenting with
the GURPS 4e rules at the time, creating racial templates from the
books as an exercise; this was purely for my own benefit, but under
the circumstances I have decided to put them up on my site as a small
tribute to an author whose work I have enjoyed.
This is not a full conversion, as my (stalled) Sector General pages are
supposed to be; just some notes.
Technology & Magic
Technological limits of the hexes are an aspect of the environment,
not of the inhabitants. Individuals may or may not have Low TL
(p.B22); it does not belong in any racial template (but see Glathriel). TL9 would be a good choice for
the base TL of a campaign set on the Well World.
"Magic" on the Well World is simply a manifestation of Markovian-level
technology, and manifests as special abilities of the inhabitants of
certain hexes. These abilities are built into the racial
- Nontech Hexes
Certain chemical reactions are suppressed in these hexes, restricting
technology to roughly TL3 with no firearms. Because high-tech
knowledge circulates freely, ways have been found around some of the
limitations; some hexes could be considered TL(3+1).
- Semitech Hexes
Electrical power is not possible here, so technology is limited to
roughly TL5; again, some are TL(5+1).
- Hightech Hexes
There are no limits here, other than the absence of certain elements
on the Well World making space flight impossible. Technology ranges up
to TL9, but with transportation limited to TL6-7.
- The Comworlds
Generally TL10 with TL11-12 power and weapons, and some common
superscience - including FTL, contragravity, and possibly reactionless
thrusters. The Weapons Lockers also contain several superscience
- Markovian Tech
TL12 with all superscience options mentioned on p.B512, except
for time machines and parachronic tech.