Alternity Book Report: Zero Point

My third Alternity novel set in the Star*Drive universe is Zero Point, but Richard Baker. It is better written than Gridrunner, the book that preceded it, but it shares a number of unfortunate similarities that aren’t to its benefit.

In Zero Point, bounty hunter Peter Sokolov snatches his mark Geille Monashi to bring back to Pict territory on Penates. But they have to make a blind hyperjump and come across a previously unknown alien ship. They are then caught in a feeding frenzy of those who want to exploit it…

I found this book especially interesting because in our Lighthouse campaign, we have actually met and allied with these aliens, the warlike Medurr (or “draco-centaurs” as we like to call them). They keep all kinds of slave races and have a kind of infinite energy drive (“zero point”) that makes all kinds of brute force tech possible. Also, Sokolov is cybered up and you get to see that at work (clearly using the game rules for it). The novel also reveals a lot more about AIs in the setting than previous novels; Sokolov’s ship has an onboard AI named Peri that is a secondary character. For all the alleged hacking in the previous novel, this one has a lot more rubber-hits-the-road examples of hacking ship computers, AIs, and Sokolov’s onboard nanocomputer.

However, I also found it somewhat tiring because of the relationship between the leads – it was weak in general but was more annoying because it was the exact same dynamic as in Gridrunner.  Powerful man captures skilled woman, falls for her for no good reason, they bang, then they alternately betray and/or bail each other out in turn for the rest of the novel.  It’s a little obnoxious once, and a back-to-back dose of it was doubly so.  I mean, I know that when I abduct women they always fall in love with me, but who else could be so gifted? Plus, Sokolov spends an awful lot of time as a prisoner (like half the novel) – good for character interaction and explication purposes, I guess, but it becomes tiresome.

The book was better written than the previous two, though, and besides the aliens and cyber you get to see a variety of Star*Drive cultures at work – more about Lucullus/Penates, the Union of Sol, megacorps, space pirates… Very helpful for players and GMs of Alternity Star*Drive to get a feel for the setting.

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