Icar SciFi Space Opera RPG

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The document outlines the rules and setting for character creation and gameplay in the Icar RPG system.

The steps to character creation are: 1) Pick concept and skeleton, 2) Decide on deviant wheel, 3) Roll attributes, 4) Roll skills, 5) Fill in character information, 6) Fill in body details, 7) Create close combat combos, 8) Record encumbrance.

A character's attributes include: Meat (physical strength), Wit (mental acuity), Battle (combat ability), Soul (willpower) and Setting (role/occupation). These are determined by rolling a D10.

C

o n t e n t s

Core Rules

2
2
4
5
5
6
11
12
13
13
13
14
15
17
21

25
28
29

Number discs
Character Creation
Step 1: Concept
Step 2: Deviant
Step 3: Attributes
Step 4: Skills
Step 5: Character Information
Step 6: Body, Armour and Stun
Step 7: Close Combat Combos
Step 8: Encumbrance
Step 9: Roleplaying Points
Step 10: Psychotheatrics
Combat
Close Combat
Firefighting
Dog Fighting
Hacking
Space Combat

38
39
42
44
46
51
52
52
55
60
62
66
68
70
72
78

Droid Space
Human Occupied Space
The Sectors
Clusters
Colonies
Time
Money
Space Stations
Space Travel
Gaia
Automatons
The Human Race
Akarak Nation
Corporations
Syndicates
Recreation

81
82
83
86

Borgware
Cyberware
Incremental Bionics
Bionics Installation Example

89
91
92
93
94
94
96
98
99
100
101
103

Legality and Feasibility


Sensors
Gaia Entities
Soft Light Projectors
Hard Light Projectors
Automatons
Weapons
Unpowered Armour
Personal Shield Generators
Powered Armour
Engineering
Beamer Technology

106
107
107
109
109

Scavenger Characters
Special Skills
Scavenger Operations
Scavenger Equipment
Anadar Cluster

117
118
118
119

Mechanics
Characters
Background
Creating your own Skeletons

121
124
128
131
132
134
135
136
138

Running an Icar sandbox


Scavenger Setting Revisited
Anadars Systems
Campaign Sandbox
Scavenger Setting Plotlines
Introductory Missions
Mission One: The Ungodly Act
Mission Two: The Lethal Rings of Obyrworld
Mission Three: Porcupine

140
143
146
147
150
151
160
161
184

Academia Skill List


Life Skill List
Medical Skill List
Technical Skill List
Task Skill List
Psychotheatrics List
The Timeline
General Items Price List
Skill Tree Cheat Sheet

140 Appendix

185 Index

36 Background

80 Bionics

89 Technology

105

117

Written and illustrated by Rob Lang


www.icar.co.uk
www.thefreerpgblog.com

Icar Version 4 Beta (14 July 2014) is released under a Creative


Commons Attribution - Non-Commercial - Sharealike License.

Scavenger Setting

You may print this for non-commercial use.


You can release your own Icar modules but only under this
license.

Gamesmaster Guide

o r e

u l e s

statistic up from the original value to 6 to the new value of 8.

they are and how much stun they can take.

As a general rule: You use the number in the top half.

Within the following sections, the new Character will be


made to demonstrate all the steps. The example Character
will be created for the Scavenger Setting, included later in
this book.

C h a r a c t e r

car is a Roleplaying game. A Roleplaying game is similar


to a film where the players take the roles of the Characters
and make up their actions. The Gamesmaster (GM) is the
director and all the other Characters the players will meet.

C r e a t i o n

haracters are imaginary people that a player uses to


interact with the game world. A Character is a playing
piece that can be improved, equipped and killed. Creating
a Character is a matter of following the Character creation
steps detail below.

Character Creation Overview

The setting of Icar is a space opera science fiction, set in


the far future where a benevolent, autocratic Imperium
protects the human race from a rarely-seen race of killer
robots called the Droids. With the Droid advance slowed,
human occupied space is a trove of opportunity for the
Characters to explore. There are no intelligent alien species,
travel between the stars is commonplace, friendly robots
called Automatons live somewhere between slaves and
family members; and a virtual reality internet called Gaia is
the backbone of civilisation.

The main properties of an Icar Character are:

1. Pickconcept and Skeleton

In a single session, Characters will be exploring long deserted


colonies, abandoned spacecraft, starting bar fights, hacking
into corporate files, escaping colonies invaded by Droids and
zipping between the stars. As the Characters grow they can
choose bionics or powered armour, wield more powerful
weapons and even own their own spacecraft.

The concept is a description of what the Character is about.


Are they a pacifist star cruiser pilot or technology obsessed
engineer? A Skeleton sets out what Skills and equipment the
Character starts with. Attributes are the natural properties of
the Character, such as how strong they are, how quick they
can run or how clever they are.

The mechanics of Icar are intended to be cinematic, based


on using ten-sided dice (D10), two ten-sided dice can be
rolled to produce a percentile (a number out of 100 or D100),
or a single hundred-sided die (D100) can be used. Common
sense should reign over rulings, keep things fast and if a
player comes up with an idea that improves fun at the table,
go with it.

The Deviant represents the personality of the Character,


whether they are flamboyant or withdrawn, patient or restless
and so on. The Skills are a list of things that the Character
can do. They include flying Grav vehicles, mending weapons
or bartering in a street market. Body records their physique
and how much damage the Character takes before it loses
a limb or even dies. Psychotheatrics are randomly rolled
advantages and disadvantages and are optional.

This is where the similarity ends. There is no script and the


good guys dont always win. How the story ends is up to the
players and a small amount of luck.

Concept and Skeleton.


Attributes
Deviant

N u m b e r

Body

This is the personality of your Character. Fill in up to 5 squares


in a trait. Opposite sides of the wheel must add up to 5
squares. For example, if you have 3 on one side, you can
only have 2 on the other.

All this information is written


down on Character Sheets.
You can find these at the
back of this book. You
will learn how to fill the
Character sheets in the
following sections.

d i s c s

Character sheet one (top)


contains the Attributes, the
Deviant wheel and close
combat fighting combos
as well as height, weight,
place of birth and credits
(cash).

hroughout Icar, you will find discs that you can write numbers in to keep track of
attributes, damage and
so on. The discs are used
in the same way throughout. A disc is a circle with
a line through the middle
and a title on the lower
inside edge. Inside the
disc, the value you check
against is in the top half
Battle
and the original value (or
modifier) is written on the
bottom half.

8
6

Character
sheet
two
(middle) has equipment
and Psychotheatrics on the
left and skills on the right.
Character
sheet
three
(bottom) shows the body
and armour. This sheet is
folded down the middle
and contains discs for
writing the number of hits
the Character can take in
each location, how tough

For example, the disc


above is the Battle disc, which is a characters attribute. The
top number is the current value for Battle (8), the number you
roll under when rolling a D10. The bottom number was the
original value. The Character will have trained their Battle

The concept defines who your Character is and what they


do. The Skeleton defines their starting Skills, bonuses and
equipment.
2. Decide on Deviant Wheel

Psychotheatrics

This book contains a description of the core mechanics, a


section describing the broader Galaxy according to Icar, an
example campaign setting called Scavengers, Equipment
and Technology, Gamesmaster section, and a series of
resources, such as Character sheets and quick reference.

Here is a simple overview of the Character creation process.


Follow each step to create your human Character. The Core
rules do not allow Characters to be Automatons (robots).

Skills
Close combat combos

CCharacteCh Charact

CCharacteCh Charact

5. Roll Attributes
The physical properties of your Character. Roll a D10 to
determine each Attribute.
4. Roll Skills
The Skills that your Character gets is dependent on the
Skeleton. Roll for each Skill either using the information
provided on the Skeleton or by using the starting values
provided in the Skill list.
5. Character Information
Think of a name and work out height, weight, age and
place of birth. Write a description, quote and write in your
Characters Skeleton.
6. Fill in Body and Armour
gets 1 Armour Rating (AR) everywhere. Hit points vary by
location; 10 on the head, 10 on each arm, 15 on each leg
and 40 on the torso. Not all Characters begin with armour.
7. Create Close Combat Combos
Create chained moves for close combat. Make sure you
have one Combo that begins with a defensive move and try
and use as many different moves as you can.
8. Encumbrance
Your encumbrance score is the same as your Meat attribute,
record it in your second sheet. If the Character has bionics,
then the modified Meat attribute is your encumbrance.
9. Record Roleplaying Points (RP)
If you have any spare after Character creation, put them
here.
10. Roll Psychotheatrics

The Igniter,
a pulse laser sniper
rifle that is based on
the types of guns that
get mounted on ships.
Great for taking down
rogue Borgs or Droids.

First, decide whether you want none, 1, 2 or 3 Psychotheatrics.


If you want roll for each, taking the affects as you go.

wheel to traits of 2 or 3. Concentrating on a couple of


strong personality traits is much easier when you start to
play Icar.

A Skeleton is a package of starting Skills, equipment and


background that needs to be chosen alongside the
concept. Skeletons are roughly equivalent to classes in other
systems. Its best to think of a concept first and then choose
a Skeleton but experienced players might prefer selecting
both at the same time.

In general, pleasant Character traits (generous, honest,


forgiving) are on the right hand side of the wheel, and
unpleasant traits (selfish, vengeful, dishonest) are on the left.
Dont worry if you dont get it correct to begin with as
Deviant wheel can be changed using Roleplaying Points.
This accounts for the Characters personality changing as
they experience life changing events.

Skeletons can be found in the Setting your GM is going to


run, there are no generic Icar Skeletons as Icar is too broad
a galaxy for this to be useful. If no Skeleton exists for your
Character concept, then use ones from the Setting as a
guide and suggest your own to the GM.

S t e p

2 :

Do not be bound by the Deviant wheel, it is there as a guide


to help you keep the Characters decisions consistent. There
might be times when the event is so life changing that the
Character may react outside of their normal personality. In
those cases, you might consider using that event as a reason
to change the Characters personality.

D e v i a n t

he Deviant is the personality of the Character and suggests what the Character might do in any situation. The
Deviant of the Character is recorded in the Deviant wheel.
The wheel is made from a number of personality traits. Opposite traits are on opposite sides of the wheel. For example,
on one side is Selfish, on the other is Generous. Youll find the
deviant wheel on the front Character sheet.

S t e p

S t e p

1 :

C o n c e p t

should avoid playing Characters that are quiet, withdrawn


or anti-social. It is much easier to play Icar if you Character
is keen on friendship with the other Characters and wants to
speak!

oncept is the overall description and definition of the


Character. The concept defines who the Character is
and how they might react in certain situations. The concept
may be based on a character from a film or book and should
be specified such that you can visualise the Character. The
concept is not recorded on the Character sheet as it is used
only for the initial creation.

ttributes are the physical and mental properties of the


Character. There are five Attributes in Icar: Battle, Shift,
Meat, Soul and Wit. Each is on a scale of 1 to 10. A value of 1
is human lowest and 10 is the human maximum. The human
average is 4 (although the statistical average is 5.5). Therefore, most Characters are likely to be above the human average. If the Character gets augmented in some way (with
bionics, for example), then these values can exceed 10.
There are two ways to determine Attributes, randomly or by
assigning points. Its up to the GM whether to allow you to
choose either method.

Tip: Pick two or three traits you know you would like to play,
colour them in up to four and colour in their opposites at
one. Then all the others, either colour them in as 3 and
2 or leave them blank and fill them in as you play the
Character.

Random
A D10 is rolled for each Attribute. Once all the Attributes
have been rolled, points can be transfered between them.
Up to 3 points can be moved in total. This is to allow you to
tune (or rescue) the genetic make-up of your Character. A
Random system avoids lengthy tuning of the Character and
provides a more organic outcome. You may have elected
to play a cool, calm fighter pilot but genetics may mean that
they begin one that does not have a natural talent for flying.
As Skills and Attributes are not permanent and will change
during the course of a campaign.

Do not worry if your concept is not perfect, as the Character


experiences different things its personality (or Deviant), Skills
and motivations will change. If you do not start with the
Character your would like, you can always change it.
Our example Character, John Smith, will use one of the given
concepts in the Scavenger Setting (found later). Below is the
example Character concept.

A Character concept should have a reference to the


setting you are going to be playing. Each setting provides
some examples of concepts to use as inspiration. Do not
feel restricted by the examples given. When creating your
own Character concept, be aware that some concepts are
better suited to some settings than others.

Points
If you know precisely what sort of a Character you would like,
random rolls are not ideal. After all, you might not get the
minimum Attributes to be a gun-toting lunatic. Instead, you
can use 28 points split between the 5 Attributes. No statistic
may be higher than 10 or lower than 1.

John Smiths Concept


Idealised School Leaver
Aged 18 and leaving school, John, decided to ignore his
parents advice about taking the job as a handyman on
the Star Base. John wanted adventure, to see strange
new worlds and feel free to whizz around the stars.
Completely intoxicated by the romance of space travel
without any conscious thought of the grim realities.

For example, an anarchistic Character does not fit well in


a military setting where rules are there to keep you alive.
A good way to quickly make a concept is to take two
Characters from film or TV and join them together to make
something more interesting. The result will normally need a
little adjustment to fit into the Icar universe.

John is naive and his ignorance is complete bliss. He


makes friends easily and is very good natured.

Example. Take Johnny Mnemonic and Neil from the Young


Ones. A ruthless corporate man, who eats purely organic
food and has a deep love for furry animals and flowers.

Being technically minded, John Smiths Skeleton will be


Scav Colony Technician. Beyond his technical abilities,
hes not very clever and has trouble holding down any
meaningful long term relationships. He doesnt deal with
people as well as he does machines.

If you are still stuck on a Character concept and you are


being hurried to decide, then choose a clich, such as a
rogue smuggler (Han Solo from Star Wars). New players

A t t r i b u t e s

To fill in the Deviant wheel, go around to each of the traits


and colour in up to 5 of the boxes. Both sides of the wheel
must add up to 5. If you have 5 in Fiery, then you have 0
in Calm. Below shows an example Deviant Wheel. Only one
trait is filled in.

Droid Mk 3, the servant that became the hunter

3 :

Example: You might choose the following: Battle: 10, Shift:


10, Meat: 6, Soul: 1, Wit: 1.
Of course, this example is your typical fighter, lots of brawn
and very little brain. Its wise to have Attributes a little more
balanced or you might find it very difficult to raise Skills in the
future.

Lets take a look at the Deviant wheel for our example


Character, John Smith. Its filled in for a generally nice person
who is a bit naive and is easily excitable.

Using points rather than random rolls will slow down Character
creation and leads all the Characters being of equal level.
Although this might appear fair, it actually leads to less
interesting play situations if all the Characters are identical.

Tip: When creating the Deviant wheel, try to pick two to


four traits that you think best describe your Character.
Make those traits 4 and 5 and then set the rest of the

CCharacteCh Charact

CCharacteCh Charact

Skeleton and concept

the finished Character survive. A combat based Character


with a low Battle statistic will find it difficult to fulfil their
concept. This might be intentional and thats why these
Attributes are only recommendations.

Some other systems of Attribute setting include:


Roll 5 D10s, add them together and use this as the number
of points you have to spend.

John Smiths Attributes

Roll 5 D10s and then decide which dice matches with


which Statistic.

For John, were going to use the standard method


of rolling Attributes randomly. Rolling a D10 for each
Statistic, we originally get:

Battle

Battle 7

Battle is the ability of the Character to fight. This includes


physical ability as well as natural prowess in combat. It is
mostly used for close combat fighting but is also used for
deciding initiative. Battle does not cover how hard you hit
something, just how well you do it.
Having a Battle of 1 means you fight like a flailing child. A
Battle of 10 means you are more lethal than Bruce Lee.

Meat

Shift

Soul

Wit

Although these Attributes are quite reasonable, they do


not fit well with out concept, so we can move 3 points
around. I move 2 from Wit and 1 from Battle to make him
fearless and a bit more ignorant.

Meat
Meat is Characters toughness. It controls how much they
can carry (see Encumbrance later), how hard they can hit
something, how many hits they can take before passing out
(see Stun later), how resistant they are to poisons (such as
alcohol) and how physically large they are.

Battle 6

Having a Meat of 1 means you are an under-developed


weakling; 10 a huge body-builder.

Meat

Shift

Soul

Wit

Wit > 3, Soul > 4.

Shift controls the quickness of the character. This includes


how far the character can move, how dexterous they are
and the likelihood of having the upper hand in a fight. At
walking pace, Shift determines how many meters the
character moves in a turn (3 seconds). More on movement
can be found in the Combat section.

S t e p

4 :

S k i l l s

Soul is a measure of the Characters life force and mental


strength. A low Soul is easily frightened and has trouble
dealing with gory or bloody scenes. A high Soul recognises
their fear but is not driven by it.
Failing a Soul check can lead the Character into a blind
panic. Passing a Soul check can mean the Character does
not blurt out the location of the money stash. A panicking
Character isnt able to perform any useful action and you
should roleplay a panic stricken character to freeze, run
amok or act irresponsibly.

This section will describe how to use Skills; what difficulty


levels are; where you get your Skills from; how to read the
Skills trees; how to improve old - and gain new Skills.

Using Skills

Wit

Whenever the Character is attempting an action (or trying


to retrieve learnt information), you need to roll a Skill check.

Wit is the measure of intelligence and the ability to spot


things. A high Wit is likely to notice details and will have more
divine inspiration (hints from the GM).

Skills are measured by a percentage (between 1 and 99).


The starting value of a Skill can either be a combination of
Attributes, using another Skills modified value as a starting
point or rolled using the dice shown on the Skeleton. Skills
have a maximum of 99%. For more information on which to
use, check out the section on Skills. You roll a D100 (or 2D10)
and check to see if this roll is under the Skill value.

A low Wit is unlikely to notice even the most obvious


indications and will have difficulty reasoning logically. This
can be useful to you because you can use a low Wit to do
things that are fun and not necessarily a good idea.

Skeletons and Attributes

When a Skill is used, make a tick mark in the tick column to


show that you used it in the session. When the time comes to
improve the Skill, you will only be able to improve those that
you used - even if you failed.

Some Skeletons included in the Setting have recommended


Attribute values. These suggest that for a given Skeleton, the
Wit should be over 4 or Meat over 5. The aim of this is to help

Difficulty Modifiers
Not all actions are of the same difficulty. Before you roll,
the GM can assign a difficulty modifier that is applied to
the Skill. The greater the difficulty, the lower you need
to roll. All the difficulties are round numbers to make the
mathematics easy.
Example: John Smith has Gaia Know at 55%. He uses
this Skill when looking up information on Gaia (the
internet). Hes looking for all the news stories to do
with a certain company. This is a Tricky thing to do,
so he must subtract 30 from his Skill, meaning that he
needs to roll under 25%. He rolls 27%, which is not under the Skill and does not manage to find the company. Even though he failed, he still gets to tick the
Skill.

Difficulty Table
Difficulty

Change to Skill

Easy
Normal

kills are learnt abilities. Where Attributes make up the natural physical description of the
All the Skills can
Character, the Skills represent the
be found in the
learnt abilities. A Character is likely to
Appendix
learn a great many Skills and is likely
to change their role in the game. Skills
are also easier to improve than Attributes, although both can be improved by taking an active
role in the game. The Skills are jotted down on Character
sheet two, included at the back of this book.

Soul

Example: John Smith has Gaia Know at 55%. He uses


this Skill when looking up information on Gaia (the
internet). Hes looking for some company information on a far away system. The player rolls 42. He tells
the GM that he has rolled under and places a tick
mark next to the Skill.

In the table below, note that easy actions get a positive


bonus to the Skill, making things easier.

We have already selected Scav Colony Technician (page


113) as Johns Skeleton. This has two recommendations
for Attributes:

Shift

CCharacteCh Charact

CCharacteCh Charact

Optional Attributes Systems

+20
0

Tricky

-30

Hard

-40

Difficult

-60

Impossible

-80

Modifiers
Modifiers may be applied to a Skill. This occurs when the
character is performing an action that is not a normal
use of the Skill. A modifier of -30 makes the action
more difficult to achieve. Some example modifiers are
listed with each Skill and more are listed in the combat
section. There can be additional modifiers, add them
all together and apply to the Skill before rolling.

Roleplaying and Skills


Skills should be used along with role-playing. Before
rolling a for a Skill, describe the action as best you can.
A good description of the Skills application may make
your GM lower your difficulty roll. If the Skill is performing
some acrobatic feat, then the twists and turns through
the air should be described. If the Skill involves haggling a
deal, then try to haggle. The GM is not looking for the best
dealer or acrobat in the world, just some effort in description
as this effort adds richness to the game for everyone.

The Character Sheet


showing some of the stat wheels and
part of the deviant wheel.

Criticals
If the player rolls 1 on the D100 then this is always a pass. If
the player roll 100, then this is always a fail. These are called
Criticals. This system is not entirely realistic but does make the
game more interesting - no matter how good a Character is
at a Skill, there is always room for error or a lucky break.

There are a few instances where this does not apply (such
as fast fire fights where shooting lots of guns needs to be
performed quickly).

given with each training course (see the Equipment section).


Different AI trainers have different limits to how much they
can train. For example, a cheap AI trainer may only be able
to train up to 35%.

There are cases where the player wants to do something


that is not covered by a single Skill but could be treated as
combining two Skills.

A human instructor cannot instruct to a level higher than


their Skill. If an instructor has a Skill of 72%, then they may only
train someone else up to 72%.

For example, convincing a large group of people to


go to war might need Persuade (Life Skill) and Oration
(Academic Skill).

4. Optional: Procuring Through Demonstration

For the single action of giving an impressive speech to


thousands of people, the player performs a Skill check for
each Skill without a modifier. By inventively combining two
Skills, the reward is either no modifier or a reduced one (GM
decides).

If the GM allows, the Character may pick up one of the


1st Epoch Skills just by displaying that the Characters
experiences cover the Skill.
For example, a Character might pick up Streetwise if they
have spent a long time surviving on the street. This might
be catered for in background or during play. Attaining the
second Epoch, however, is more difficult and will require
some sort of training.

Procurement
Before a Character can gain a Skill, the player must give an
in-game justification of how the Skill is gained. Some Skills
need instruction and cannot be learnt using trial and error.
Skills are gained the following ways: Procuring new skills costs
4 Roleplaying Points.

5. New Skills

These are Skills that are provided by the Character Skeleton.


The starting values are given on the Skeleton itself and is
normally a combination of values and dice rolls.

Specialization comes through the need to do a particular


task many times which is not covered by a Skill in the list.
All Skills which are included in the new Skill must be 60%
or above. To gain the Skill, you must have used it for the
particular purpose at least once a session for 3 sessions. The
sessions do not need to consecutive.

Some Skeletons have their own special Skills that are not
included here.

For example, piloting a bike through a forest at high speed


is difficult but if practised, a new Skill Forest Dashing can

1. Skeleton Skills

A symbol of our ability


to create and destroy

Improving Skills

To gain a Skill at an Epoch higher than 1, the Character must


have all the lower Epoch Skills that feed it at a level of 60%
or more.

Improving Skills is achieved by practise. If a Character uses


a Skill during a session, the player must tick that Skill. At the
start of the next session, the player can improve any ticked
Skills with Roleplaying Points (RP). Any ticked skills that are not
then converted into raises are unticked - you cannot carry
ticks over between sessions.

Chemical
1

Each tick requires 1 RP to raise the Skill by 3% up to 90%.


Usually, the GM will allow only three ticks per skill per session.
If a Character is using a lower epoch Skill to perform a higher
epoch task, then they may not tick the Skill.

be derived. Youll need to Forest Dash at least once a session for three sessions to create the new Skill.

Self Taught means that you can gain the Skill be either having
a go at it or by looking around Gaia (the internet, See Gaia
section) to learn it. Some Skills will require Gaia as a simulator.
For example, you cannot teach History to yourself without
sources that Gaia provides.

Starting Values of Skills


The Skills starting value depends on the Skill, its Epoch, and
the Attributes it is associated with. First Epoch Skills each have
three Attributes that it depends upon. The starting value is
the sum of these Attributes. The starting value for Skeleton
Skills are given on the Skeleton sheet.

You teach yourself by trying the Skill during the session using
another Skill with a modifier (such as Tricky: 30%). If you do not
have a relevant skill, then you can choose to fail straight off.
Regardless of whether you passed or failed you then pencil it
in. The Skill can be purchased when you have enough to buy
it at the beginning of the next session.

Example: John is interested in learning how to fire a gun.


Another member of the team has the Skill Light Firing at
75%, so they can teach it. The starting level for Light Firing
is Wit, Shift, Battle. Johns Wit is 3, Shift is 5 and Battle is 7;
giving him a starting level of 15%. He going to need to
practise (or train) a lot before being any good at it!

3. Instructor Courses
Instructor courses are either a Gaia simulation with an Artificial
Intelligence (AI) or actual people. Human Instructors need to
have the Skill at 70%. The cost depends on many factors but
should be half the Artificially Intelligent (AI) training. An AI is
an unique Gaia Entity (uncopyable program) and will teach
you the rudiments of the Skill in a near-realistic virtual world.

For Skills at Epoch 2 or higher (see Skill Trees section), then the
starting value is the value of the lowest previous Epoch Skill
minus 30. An example of this is given in the Skill Trees section.

When being trained, there is a feedback in the process the instructor can tell you what you are doing wrong. For
this reason, you can add the Skill during the session as long
as you have the required 4 Roleplaying Points (RP) to buy.
Training courses vary in length. The time required (in hours) is

If the Character has bionics and is picking up a new Skill, the


starting percentage of the new Skill is that of their natural (
before bionics) levels. The bionics may help in performing the
Skill but they do not help in learning the Skill when it is new.

Starting Skills and Bionics

Therefore, in the Skill tree example above, a Character


would need to have the Chemical Skill at 60% before they
could buy the Explosives Skill. The value of this new Skill will be
the value of lowest previous Epoch Skill minus 30. Therefore,
if Chemical (the lowest previous Epoch Skill is 65%, then the
starting value of the new Skill will be 35% (65 - 30 = 35). This
slightly larger starting percentage allows for some of the
knowledge of the earlier Skill to be transferred into the new
one.

If the Character does not get a chance to use a Skill naturally,


they may practise the Skill. A 10 hour practise session can
yield one tick (allowing a raise on the next session).
If the Skill is a Self Taught Skill, then the Character needs
nothing but Gaia to improve it. However, if the Skill is in
an instructed Skill, then it needs the instructor (either AI or
human) to be present to train.

The example below shows an extract of the Life Skill tree.


Life Skills tend to be those that you pick up while actually
living, rather than those taught in a class. Here, the Skill
Scam is based on both Deal and Language. Deal is from
the Life Skill tree too, so that has an unbroken border.

Optional Rule: Tenuous Raises


When a player is trying to improve an area of a Character
that does not get much practise or the Skill is too low to risk
using, the player may ask for a Tenuous Raise. The player
must then describe how the Skill might have been used
(although not rolled for) in the last session. If the GM agrees,
the Tenuous Raise is 2 RP for 3%.

The Language Skill, however, can be found on the


Academia Skill tree and so has a dotted outline. Both of
these Skill must be at 60% before Scam can be bought.
The initial value of Scam will be the lowest of the two previous Epoch Skills, minus 30. If language is at 66% and Deal
is at 72%, then the starting level of Scam will be 36% (66
- 30 = 36).

Example: John Smith does a lot of driving in the previous


session but doesnt do anything particularly special to
warrant the roll of the Grav Pilot Skill. Johns player could
well ask for a tenuous raise, given that the traffic was
heavy. The more inventive the reason, the more likely the
raise should be allowed.

Language

Scam

Deal

When you dont have the Skill

2. Self Taught

Explosives

Academia Skills

If you want to do something but do not have the Skill then


you will need to find another way using a Skill you do have. If
you have a Skill that is very similar or a lower Epoch then you
may try with a Tricky difficulty (30%).

Academia Skills are the core Skills for many of the more
complex areas in the Skill list (Academia Skill List on page
140). Academic Skills are taught to most children attending
classes in Gaia as run by the Imperium. Most Character
Skeletons will have a few Academic Skills at low levels. This
indicates a reasonable understanding without knowing the
inner depths. These Skills should be used to derive new Skills.

Alternatively, you could try the action and then fail


automatically. You may then pencil the Skill in for buying at
a later date.

Skill Trees

Example: Having read the technology index, a player


might have some wacky ideas for new technology. If the
technology has no basis elsewhere, then it is likely that
one of the Skills included here can act as a base for the
new one.

Skills are organised by type or function into Skill trees (they


can all be found in the Appendix). Skills on the left-most part
of a tree (the roots) are said to be at Epoch 1. These are the
entry level Skills and require only time and effort to learn. As
you move to the right along the tree, the Epochs increase
by one.

Examples of new Skills include:


Energy Explosives. [Explosives and Energy Design (from
Tech Skills)] The creation of energy based explosives.

Earlier Epochs represent general or broad Skill areas and with


each Epoch, the Skills become more and more specific.

Fake Antiques. [Antiquities and Forgery] The design and


creation of realistic fake antiques.

The example in the next column is an extract of the


Academia Skill tree. Two Skills are shown with their Epoch
numbers. The Skill Chemical is a root of the tree and is
therefore at Epoch 1. Explosives requires Chemical and is
at Epoch 2. If there were to be another Skills on the right of
Explosives, this would be Epoch 3 and so on.

Medicines. [Chemical and Biological] Creation of new


medicines, perhaps from different starting materials.
[Local Area] Know. This Skill covers the local area where
the Characters begin or where they grew up. Replace
[Local Area] with the name of the planet or system where
the Character spent the most time. The larger the area,
the less detail the Character can know about it.

Skill trees group Skills together by their type: Academic Skills


are grouped together, as are Technical Skills.

CCharacteCh Charact

CCharacteCh Charact

Complementary Skills

Pilot Skill, which is the Skill used in vehicle combat.

Life Skills are those Skills which are almost impossible to teach
in class (Life Skill List on page 143). They tend to be Skills
which are obtained while being on the street or taught
informally in a practical way by a friend or mentor. These
can be gained by studying someone else do something and
then practising, unlike Academia Skills. Finding a mentor is
often the most difficult part of attaining one of these Skills
unless another Character in the team already has it.

Now we add Skills to our example Character, John Smith.


The Skeleton chosen at the start was Scavenger Colony
Technician. As noted on the Skeleton sheet, the Skills have
default values unless otherwise stated. The starting Skills are:

Law
History
Biological
Physical
Chemical
Gaia Know
Pilot Grav
Zero-G Operation
Mechasys Extract
Colony Know
Colony Systems
Colony Design
Vehicle Know
Macromechanics
Mechasys Know
Mechasys Sys

Law
History
Biological

Medical Skills

Zero-G Operations

Shift Shift Wit

Mechasys Extraction

Shit Wit Wit

Medical Skills over keeping the biological and bionic alive;


and are essential to survival (Medical Skill List on page
146). As most diseases can be cured with an injection of
drugs, the Diagnosis Skill is the use of these drugs. Medical
technology extends to human Augmentation in the form of
Bionics. Bioweave is a special form of bionics.

Colony Know

(5 x Wit) + 2D10

Colony Systems

(3 x Wit) + D10

Colony Design

Wit + D10

Vehicle Know

(5 x Wit) + 2D10

Macromechanics

(3 x Wit) + D10

Technical Skills

Mechasys Know

(5 x Wit) + 2D10

Mechasys Systems

(3 x Wit) + D10

Technical Skills cover repair, upgrade and design of


technology (Technical Skill List on page 147). Each area
of technology is split into Knowledge, Systems and Design.
Knowledge Skills are the 1st Epoch and deal with general
knowledge about the subject area. Systems Skills are the 2nd
Epoch and deal with the repair and upgrading of existing
systems. The system Skill is normally a practical Skill. Design
Skills are in the 3rd epoch and allow a Character to design
new technology. Fitting these new systems requires a Systems
roll. If a task requires a Skill from another subject area, a Hard
(-60) difficulty check can be made.

Skills

Skills Example: John Smith

These Skills are often performed by the Characters on a


regular basis without any prior training at all. That can occur
if the Character is forced to make a deal on the street there
and then. If the player makes a good attempt at roleplaying
the Skill, the effort can be rewarded by pencilling in the Skill
for purchase on the next Roleplaying Point spending session.

A brief description of the sections follow. The better you can


picture your Character, the easier it will be to play.

Physicals
Chemical
Gaia Know
Pilot Grav

The first group of Skills (Language to Gaia Know) begin at the


starting levels as given in the Skill list above. Zero-G Operations
and Mechasys Extraction are setting specific skills (see page
107). The third group (Colony Know to Mechasys Systems)
use the values given. After some multiplication and dice
rolling, Johns Skills turn out as:

These items do not have a direct affect on game mechanics


but will affect the manner in which the world responds to you.
If you have a very large, well-built Character, the galaxy will
respond to you differently than if you are a small Character.

15
9
15
15
15
9
11
13
14
28
15
8
24
15
28
15

The Information part of the first Character sheet.

birthplace
skeleton

18

Dellow
Colony Tech setting Deep SpaceScavenger

This is the name of the Character. Its best to choose a name


from within your own culture. From a white, British perspective,
names such as Adam Williamson, Simon Aubury are
common. Avoid using names of Characters from films unless
you want to mimic that Character. Within Human Occupied
Space, people often have only one word for a name, feel
free to experiment.
Akarakian names (if you are playing one) tend to have the
syllable sounding Ak somewhere in male names and ia for
females. Zack, Jack, Sophia or Lianne are common names.

Height
As the human race evolved, they got taller (see more in
the Evolution section of the Background Chapter). There
are no fixed rules for choosing height, feel free to choose a
reasonable height that fits your character. If you are stuck for
deciding your height, please use this rule of thumb:

History 9%
15%

Physical 15%

There is a certain amount of cross-over between the


technical Skills. For simple tasks, it is quite likely that a tech
with many different technical Skills can complete a task that
is within another Skill branch, at a modifier.

age

Name

Law 15%
Biological

John Smith
weight 18st
64

name
height

Chemical

15%

Gaia Know

9%

Pilot Grav

11%

To Learn a Technical Skill, all Know and Systems Skills are Self
Taught. Design Skills and higher require an Instructor.

Zero-G Operations

13%

Mechasys Extraction

14%

To fix something, roll once at a time

Colony Know

28%

Gender

Short

Average

Tall

Colony Systems

15%

Male

62

68

72

Colony Design

8%

Vehicle Know

24%

Female

511

65

611

A check on the relevant Systems Skill is required to fix


something. If the roll passes then the item is fixed, if it fails
then the item cannot be fixed without more resources being
collected. This stops the inevitable fixing of any device by
many successive rolls until fixed.
John Smith tries to fix a Bioreorganiser so that the team
can have dinner. His Colony Systems Skill is at 17%. He rolls
52, which is a fail. The bioreorganiser is going to need a
new doohicky to be fixed. This will cost the team money
and time to get the part.

Then use the table below for reference:


Example Heights for humans in the 93rd Millennia

Weight

Macromechanics 15%
Mechasys Know

28%

Mechasys Systems

15%

The Skill values are very low across the board, which is
because Scavenger Settings Character are quite low
powered and begin with poor Skills.
These Skills are entered on the Second Character sheet (see
below).

Task Skills

A low Shift (under 4) suggests youre short

Task skills (Task Skill List on page 150) cover a miscellany


of Skills that are associated with some sort of competant
training. Firing guns and driving vehicles takes practise and
some training. For each of the Piliot Skills, there is a Combat

10

The Second Character Sheet Showing John


Smiths Skill list

Another feature of human evolution was the density of their


bodies increased. Please use the tables below as a guide.
There is no rule to determine weight from the Meat Attribute
because large people can be quite weak, as a general rule
of thumb, use the following:

S t e p 5 : C h a r a c t e r
I n f o r m a t i o n

A low Meat (under 4) suggests youre thin

t is detail that brings a Character to life. Character Information provides basic information about who the Character
is, where they are from and what they look like. The Character Skeleton is often used to flesh out this part of the Character, as much of the information is given there. However, do
not feel constricted by the Skeleton, if there is some facet of
the Character you would like to play, then consult the GM.

Then use the following tables as a guide. The first table is


for men, the second for women. Of course, people can be
much larger than given here but these are to be used as a
guide.

11

CCharacteCh Charact

CCharacteCh Charact

Life Skills

Average

90kg

140kg

190kg

Tall

110kg

160kg

220kg

his section determines the physical state of the Character. To record the body and armour Attributes of the Character use a Body and Armour sheet (see right). The body is
split into 6 areas, Head, Torso, Right Arm, Left Arm, Right Leg
and Left Leg. Each body part has its own Hit Points (HP) and
the body as a whole shares an Armour Rating (AR).

Weight table for Women


Thin

Average

Large

Short

60kg

100kg

120kg

Average

80kg

120kg

150kg

Tall

100kg

140kg

170kg

AR is the ability for the body part to stop damage. The higher
the better. HP is the amount of damage the object can
actually take before it is not usable. The higher the better.
When HP hits 0, the limb is not usable. If the limb is the head
or Torso, then the person will need urgent medical attention
(see Healing in the Combat section).

Age
Better genetics and medicines mean a long life and over
90,000 years the human race has managed to nearly double
the average life span of what it was in the 21st Century.
Recommended age of the Character is normally given on the
Skeleton as the amount of world knowledge (and thus Skills)
increases with age. However, this is just a recommendation,
so feel free to discuss with the GM any ideas you might have.
Use the table below as a guide to ages.

Arm

body

10

10

Age Comparison Table

40

21st
Century
Age

Icar - 921st
Century
Age

Rough Description

Birth

12

Start of puberty

18

12

End of puberty

21

18

Physical peak

26

50

Onset of weight gain and middle


aged spread
Middle age (hair loss, etc.)

40

85

Greying hair

65

110

Retirement age

75

140

Average life expectancy

85

150

Good life expectance

125

180

Oldest non-augmented human

N/A

320

Oldest augmented human

If your character begins with Bionics then the Body, Armour


and Stun values will come straight from the Bionics.

S t e p

7 :

C l o s e C o m b a t
C o m b o s

None

Personal Gaia Terminal

None

Gaia Card

None

Light Armour (AR < 11)

None

Medium Armour (AR < 16)

Heavy Armour (AR > 15)

Close Combat Combos are constructed using a number of


fighting points. If not specified anywhere, assume that the
new Character gets 3 x Battle fighting points. You dont have
to spend these points initially but wait instead for the
Character to improve Battle first.

Small Close Combat Weapon (knife)

None

Light Weapon (pistol, baseball bat)

Heavy Weapon

4 Magazines for a Light Weapon

1 Magazine for a Heavy Weapon

100 Rounds of 7.4

Climbing Harness

Another person

Standard Medkit

High Tech Medkit

Tech Kit

Small Generator

Punch Punch Kick


2 Block Block Punch
3 Trip Stamp Stamp

rm

Leg

100

This facet of the Character is very much dependent on the


setting that is being run. Within the setting, there will be a list
of places that are eligible for your place of birth. Try and tie in
the place of birth with your intended Character description.

Skeleton and Setting


This is simply the name of the Skeleton the Character is made
from the setting document. The Setting is the name of the
Campaign Setting your GM is running. In John Smiths case,
this is the Scavenger Setting.

Left

Ri

7
8
credits

Body and armour sheet

Place of Birth

2 pts left

15

If the character is wearing armour, then it is recorded on


another sheet that has the outline of a human rather than a
solid shape. The Attributes shown are for a standard human
not wearing armour. A human is the benchmark, skin has a
AR of 1 and has 100 HP all added together.
Stun is a measure of how awake the Character is. When Stun
reaches zero, the Character is unconscious. Starting stun for
a human is calculated as follows:
Stun = Meat x 10

Encumbrance

Clothes

Item

lose Combat Combos are chains of fighting manoeuvres that the Character can perform. Although every
Character can punch and kick someone, to chain them
together in a flow needs a Close Combat Combo. See the
Close Combat section for details on Combos, including how
to build them.

15

ncumbrance deals with the amount of weight that Characters can carry. In Icar, most objects that are heavy
have some Grav assist which takes the weight away. However, there is still inertia and size to consider. You must keep
track of what your Character is carrying. Encumbrance is a
points based system the amount a Character can carry is
the same as their Meat Attribute. Some things are so small,
they do not really have an Encumbrance value, so ignore
them! The table below is a guideline. Most equipment will
have its encumbrance written on it. If in doubt, use this table.
Encumbrance examples

close combat fighting combos

10

Some items have negative encumbrance. A negative


encumbrance means that the piece of equipment helps the
user carry more.

69

You can keep track of all the items the Character owns and
their encumbrance on the second Character sheet.

The Close Combat Combo and cash section of the first


Character sheet.

S t e p

The Close Combat Combos are written in the Combo are in


the bottom right of Character sheet one (see above). You
can keep track of the fighting points you have left to spend
in a spare row in this space. When you buy new combos,
you will convert Roleplaying Points (RP) and, chances are,
will use them all.
In the example above, there are three Fighting Combos
with three moves in each. Two points remain in the Fighting
Combo box, they may be spent at a later date.

RP

Dont forget to raise your Stun if you increase your Meat


Attribute.

13

9 :

R o l e p l a y i n g
P o i n t s
Roleplaying Points (RP)
are awarded for roleplaying a consistent and believable Character. RP are
used to improve your
Character, as your Character experiences more
things then the Character
gains in knowledge or
changes personality.

The Armour Box looks exactly like the one on the right, except
it has a black outline rather than a filled in grey outline.

12

E n c u m b r a n c e

Leg

70

Starting with Bionics

Rig

35

Augmented humans (those with Bionics) do not take


modifiers due to Stun as they have a very high pain threshold.

8 :

It is quite normal for the


Character you start with
to be completely different

CCharacteCh Charact

170kg

S t e p

The Stun you have lost becomes a negative modifier on your


Skills (round to the nearest 10). For Example: If you have lost
8 Stun from a kick to the groin then (rounding up to 10) you
have a -10% modifier on your Skill when you perform a Skill
check.

ght

120kg

Optional - Stun as a Skill Modifier

ht

70kg

Head

Short

Torso

Large

Average

Lef

Thin

6 : B o d y , A r m o u r
a n d S t u n

S tu n

CCharacteCh Charact

S t e p

Weight table for Men

now be made.

RP is recorded on a disc on Character Sheet one underneath


the Deviant Wheel. In the top half, write the current number
of RP you have to spend. In the lower half, keep a running
total of RP you have been given.
This second value is not used in a mechanic anywhere
but is interesting to see how much RP has been spent on a
Character in Campaign.
In general, a GM will award you for playing your Character,
if your portrayal is so accurate that the GM thinks that the
Character is sitting at the table, then you will get more points.
Some can be awarded for good ideas and for putting
effort into the game but most points are for roleplaying. The
following table shows the different ways in which RP can be
spent.
Roleplaying Point Uses
Cost

Effect

Alter as much of the Deviant Wheel as you


please. This should be justified with the rest of
the group and GM. For example, after you go
through a harrowing ordeal.

Convert to 3 Close Combat points.

Increase a Skill you have ticked last session by


3%. Up to 90%.

CComba

CCharacteCh Charact

in personality and strengths when you finish playing.

Psychotheatrics and the Deviant Wheel


There may be cases where the Psychotheatric conflicts with
the way in which the Characters Deviant is created. In this
case the Psychotheatric wins and the Deviant Wheel must
be altered. If two Psychotheatrics are opposing then the
earlier Psychotheatric is used and the second roll is to be rerolled. No Attribute may go below 1 but can be raised over
the cap of 10.
The Psychotheatric is there to make the Character more
interesting for the player to play and is used to give the
Character some traits which are easily played or add colour
to the Character.

Weaving the Tale


The Psychotheatrics should fit into the background the
Character has. A certain amount of weaving or fitting in
must be done make the Psychotheatric work. The GM should
read the Psychotheatric before reading it out to the player.
Some of the information is the Psychotheatric may need to
be withheld from the player.
If the GM feels a Psychotheatric would break the Character
(especially given the Setting) then they should ask them to
re-roll.
Do not be worried if you roll poorly, you can Buy Off
Quick maps are drawn on square paper. Player characters are marked on with letters and bad guys with numbers.

Turn Actions

C o m b a t

speed is your salvation

Tenuously raise a Skill by 3% with justification. Up


to 90%.

Raise an Attribute by 1. Must be justified with the


GM. Up to 90%.

Start a new Skill.

10

Choose an existing Psychotheatric and roll


again on the table. You must accept the new
Psychotheatric.

S t e p

1 0 :

Psychotheatrics (see below) and it can be great fun to play


a character with truly terrible Psychotheatrics.

Scenario Specific Psychotheatrics


For game Settings provide a special Psychotheatric list, the
list provided in the Appendix is the default.

Buy off Pyschotheatrics

P s y c h o t h e a t r i c s

y now, the Character has already taken shape, all that is


left now is to add quirks of personality that are selected
at random. Psychotheatrics are determined in the following
way (and found in the Appendix).
1. The Player states how many Psychotheatrics are going
to be added to the Character. The player may choose
up to three. No more. Once the number is decided, the
player must stick with it.
2. The player rolls a D100 for each Psychotheatric in turn,
dealing with each separately.
3. Any alterations to the Deviant wheel or Attributes must

14

Pyschotheatrics can be replaced by spending 10 RP.


Choose the Psychotheatric you no-longer want, reverse the
modifiers to Attributes and Skills and roll D100 for a new one.
You have to take a new one if you are buying off an old one.
This cannot be done lightly. The mental affect or problem
represented by the Psychotheatric must be accounted for
in game.
Example: If you are Hunted then you must confront and
stop the killer before buying off the Psychotheatric. If you
are a Psychopath, then you must go through psychotherapy or live through a life-changing event to change your
psyche.

here are four types of combat in Icar: Close Combat


(hand-to-hand), Fire Fighting (ranged weapons), Vehicle
combat and Space combat. Initiative is used to determine
who goes first and then players take turns, it is rolled differently depending on what sort of combat you are in. For all of
these combat types, distance is measured by metres. This is
used for ranges and movement rates. Time is split into Turns.
Each turn is 3 seconds and a player may make spend that
turn doing whatever action they like (providing it is possible).
Actions can be combat ones or miscellaneous (listed at end
of combat). All actions in that turn happen simultaneously.

A Turn is three seconds. In some cases, a Character can do


many different quick tasks in this time. Here is a list of actions
which can be performed in a turn.
Turn Action Table
Action

Effect

Walk

Move any direction a distance in metres


equal to the Characters Shift Attribute.

Run

Move (3 x Shift) metres in any direction.

Change
Magazine

Put a new Magazine into a weapon.

Change
Weapon

Select a new weapon and stow


previous weapon.

Recover Stun

A Character will recover 10 Stun points if


the Character remains inactive.

Optional: All Declare, then Do

Get into / out of


vehicle

As suggested.

Another way to perform a turn where everything is


simultaneous is for everyone to declare their actions in
ascending initiative order first. Once everyone has declared
what their intentions are, the players take it in turns to do
the action, rolling their dice. They must do what they have
declared. This is more complex and can lead to longer
combats but can be more humorous and rewarding for
more experienced groups.

Say one thing

Along with an action, a Character may


utter one thing.

Turn on shield

Free! Does not take a turn but a shield


can be raised in a turn.

Example: John Smith and his adversary both shoot their


weapons at the start of the turn. John Smith rolls dice first
and splatters the adversarys right arm all over the wall.
The adversary still gets to shoot but from the end of this
turn will have one glove too many.

Use Close
Execute a close combat combo
Combat Combo against one or more opponents
Fire weapon

Fire up to the rounds per turn (R/T) for


the weapon. If less, state how many

Entering Combat
When a combat begins, the GM will follow these steps:

15

2. Describe the situation. (Or who is doing what). This


allows each player to be certain of what situation their
Character is in. You might like to draw crosses on the map
to show where you are.
3. Roll for initiative. This gives an order of play. Initiative
= SHIFT + BATTLE + D10. The highest initiative goes last
(allowing the quickest and most battle aware Character
to see what everyone else is doing).

The Turn Sequence

Star Civilisation Medical AI


Star Civilisation have a medical Artificial Intelligence that
can help over Gaia. The service is free to use and gives +20%
on any Medical skill roll. See Star Civ Healthcare on page
41.

Natural Biological Healing


Natural Biological healing applies to humans and animals.
If damage is taken by a human or animal is less than half
the total, then roll a difficulty check using Medical Basic or
Surgery. If the damage taken is greater than half of the total
amount, Surgery is required.
Example: John Smith has been shot in the chest, taking 15
of his 40 (Torso for a normal human) points of Damage. 15
is less than half of 40, so Medical Basic is enough to bind
the wounds. If hes shot again in the same way, then hes
going to need someone with Surgery.

There are different turn sequences for each type of combat.


Once a combat sequence is complete, the GM will
announce that the combat turn is over.

Cinematographic
Punches thud, chain guns rattle, blood gushes, armour
crumbles. Cinematic combat is all about description. The
end result is rolling dice and seeing who hits what but Icar
has been designed with the described situation in mind.
If there is not a specific rule for something then it does not
mean that the Character cannot do something. Make a
judgement call and move on.

The speed at which people heal is given in a table called


Healing and Repair Timings below.

Systems Repair
For every other type of systems (armour, bionics, powered
armour), an appropriate Skill is needed. The following table
gives a guideline on how much can be repaired each hour.
This is meant as a guideline.

During their turn in Combat, players need to make quick


decisions as to their Characters actions. Players should keep
their questions short and the amount of information the GM
gives will be minimal - a turn is only 3 seconds!

Healing and Repair Skills

Drawing Quick Maps


To help keep combat fast and free of what miniatures
represent, Icar is best played with a quickly drawn map (see
above). Quick maps are drawn on squared paper to give
a feel for scale and are rough and ready. Accuracy is not
key here, the map exists to support the description. When
gauging distances, give the player the benefit of the doubt.
The image above shows a Mex building corner with a few
rooms. Doors are shown with breaks in the walls and windows
as bulges on walls. Player Characters use the initial of the
player as a letter (A, B, D and F). Bad Guys are shown with
numbers.
As bits of the surroundings are destroyed, you can scribble
those on. As characters move about, rub them out. Mark on
vehicles and their direction of travel.

Healing and Repair


Icar is a very lethal game. If an unarmoured person is shot by
a gun, they will most likely need medical attention right away.
Medical technology is very advanced and can resolve most
health issues both on the field and off. A character with the
Med Basic Skill is essential!
Although damage can be taken in a number of different
ways, healing and repair are normally performed in the same
way. Healing is performed on natural biological creatures.
Repair is performed on bionics and armour. The Skill that is
used depends on whatever is being healed.

Damaged item

Skill for repair

HP per
hour

Natural biological, e.g.


Human (less than half
damaged)

Medical Basic

Natural biological human


Surgery
(more than half damaged)

Bionics

Bionics Systems

100

Armour

Mechasys Systems

100

Bioweave

Bioweave Systems

200

When Torso or Head go to 0


Fortunately for the mortality of humans, medical technology
has improved apace with weapons. If a Characters Head
or Torso is reduced to 0 then a medic with a Med Kit has 10
turns to get to the Character and successfully roll a Medical
Basic (for Humans) or Bionics Systems (for Borgs and Cybers)
roll.
If this passes, then the Character is near death and will need
further medical attention under the normal healing rules.
If this fails, then the Medic might some help from another
Character or more medical facilities before another roll
can be made This is the same as the Fixing things rules for
Technical Skills.
The GM must apply common sense here, if human Character
is ground zero of an orbital cannon then a mop will be more
useful than a medic.

16

Med Kits

Close Combat Turn Sequence

Any good Medic should be equipped with a Med Kit (page


103). A Med Kit is the modern form of a Doctors bag and
includes tools for putting natural humans and augmented
ones back together. They come in a variety of sizes and give
a bonus to healing and repair.

Once combat has been started, the combatants roll initiative


(Battle + Shift + D10). Each turn until combat is over, the lower
result must choose which combo they are doing first and
tell the higher of the initiative what the first movement in the
combo is. This allows the quicker, better fighter to know what
is coming and then decides which combo to do.

For medics caught without a Med Kit, there is no penality,


as long as the player can describe what surrounding
objects they are using instead. Torn clothes to bind wounds,
bioreorganisers (food processors) can sythesise drugs and
energy weapons can corterise! Creative thinking should be
rewarded, do not worry too much about reality.

Shields

Each movement is then worked out simultaneously. Defence


movements block attack movements automatically. If both
attack at the same time, a roll under Battle is used to
determine who wins. If one person has more movements in
the combo than the other then the remaining movements
are made for free! When all movements are done, then the
turn ends.

Shields are an energy field which stops high energy items


from piercing it. A shield has an AR of 99. If a weapon of
BF 100 (energy weapon) is used then one shot will shut the
shield down, but this happens at the end of the round - the
shield will soak up all of the damage in that round. Shields
can be raised at any time and are instant - they do not take
a turn action.

Begin Close Combat

Roll Initiative

Character with Lower Initiative,


chooses combo

A shield system can have multiple shields. This means that


when one shield goes down, another shield pops up in its
place immediately.
Shut down sheilds can be restarted after the system has
been switched off for 60 seconds. That means that all shields
on that character or vehicle switched off for 60 seconds. Not
recommended during combat.

Winner Chooses Combo

Resolve First Movement

Low power shields with hit point ratings


Low power personal shields have hit point ratings on them. If
the amount of damage applied to the shield (using the 1/10
rule) goes over this value, it will be damaged and cannot be
restarted without a repair roll (any System Skill check). Shields
with hit point ratings are singular shields.

C l o s e

Resolve second movement

Keep going until neither player has any


movements left

C o m b a t

Prone Characters stand up

lose combat is engaging in combat without firearms.


Close combat includes fighting with weapons such as
swords, table legs and bread knives.
The abilities of the Character can differ greatly depending
on their Skills. The Skills that affect Close combat are Street
Fighting (Life), Rail Fighting (Life), Akarak Art (Life) and Gun
Fu (Task). The Skills change the basic rules given here, so if in
doubt then the Skills take precedence. The Skill descriptions
contain a list of the additional abilities. The Skills are normally
bought as a Character develops, so you will not need to
worry about the affects initially.

Combinations (Combos)
To gain an edge in combat, its wise to have proper training.
Performing a series of motions creates a flow of movement.
Icar deals with this by using combinations or Combos.
Combos are a number of moves which can be done in one
turn (3 Seconds).

17

Is Combat over?

No

Begin Close Combat


Close combat occurs when both combatants are not using
ranged weapons, or are within 2 meters of each other
(except with Gun Fu or other skills that state otherwise).

Roll Initiative
Each combatant, whether they be NPC or player, rolls for
initiative:
Initiative = Battle + Shift + D10
The lower initiative, is the slower combatant and fights at the
disadvantage of not knowing what other combatants are
doing.

CClos Cl Close

CClos ClClose

1. State that combat has started. Announce the start of


the combat turn. Make sure all players are aware that
combat has begun, otherwise they may be in a vulnerable
state.

be consulted.

The lowest initiative - or the slower fighter - must decide which


Combo to use. The loser tells the winner which combo it is so
that they can choose theirs. This allows the better combatant
to choose the best combo to deal with this opponent.

Offensive Moves

Higher Initiative Chooses


The person with the higher Initiative gets to choose the
combo they wish to use.

Name

Cost

Stun

Punch

Meat

Kick

2 x Meat

Head butt

2 x Meat

Must follow
defensive move.

When starting a Character, it is best to have at least one


combo which goes up to the maximum of moves, even if the
moves are all relatively weak punches.

Stamp

2 x Meat

Target must be
prone

Trip

None

Makes target
prone

Punches and blocks are replaced with weapon moves


automatically, so have one combo with just these.

Stand Up

One
Off

None

Character stands
up

Break Free

One
Off

None

Breaks the hold

Hold

None

Target is held until


attacker lets go
or a successful
break free

Resolving Movements
Once the combos have been set, each movement in the
combo is resolved. All movements can be split into 2 groups,
Offensive and Defensive. Below is a table which shows what
to do depending on the outcome of the two movements.
Dont worry if this seems confusing, examples will follow.
Close Combat Movement Resolution Table
Fighter 1

Fighter 2

Outcome

Offensive

Defensive

Fighter 2 blocks attack,


nothing happens

Offensive

Offensive

Each roll under Battle.


The player with the higher
difference wins.

Defensive

Defensive

Notes

Defensive Moves

Nothing happens.

Taking Damage
Damage is dependent on the movement done. Only one
person can take damage at a time (there is only ever one
winner). All damage is Stun damage unless otherwise stated.

Standing Up
If a Character is knocked prone during a fight, they get a
chance to stand up after all the moves have gone through.
They stand up on a successful Shift roll.

Is Combat Over?
Combat ends when one combatant is either knocked out or
runs away (evading). A knock out occurs when Stun reaches
0%. Evading combat requires the coward to roll a larger
difference under Shift roll against the enemies Battle roll.
A successful evasion means that the cowards can choose
to fight again or not next turn. If combat is not finished
then proceed to the next movement until all movements
in the combo are finished. If one player has more moves
than the other in a combo then the last ones go through
automatically.

Tick the Relevant Skill


If you fight in Close Combat, ensure that you tick the relevant
skill so that it can be improved. If the Combo was based on
the standard moves (seen in the next table), you tick Street
Fighting, the basic fighting Skill. Common sense is needed
when deciding which fighting Skill to tick and the GM should

Name

Cost

Notes

Block

Stop attacks with arm. Damaged if


used against a weapon.

Dodge

Completely avoids attack

Disarm

Removes weapon from opponent.

Building Combos
The starting Character will have a number of points to spend
on fighting combos. Roleplaying Points can be traded in
for Combo points (see Roleplaying Points section). How the
combos are created is up to the player, all the points may
go into one combo or split between many. The cost of one
combo is the total cost of all the moves.
Example: Dodge Block Punch. This combo costs 4.

If you have a high Battle, try to keep the last few moves
attacks as weaker opponents will not have that many moves
in a combo and those attacks will be free

Kate is doing a Kick (an Offensive) and Rob is doing a


Block (a Defensive). Rob blocks the Kick, no stun is dealt
and we move onto the next move.

Second Move

Example Close Combat


Below is a close combat turn for two Characters, Rob and
Kate. Rob only has a Battle of 4 so can only have 4 moves in
a Combo. This means that Kate will get one move for free.
Their Combos are:
1

Rob

Block

Punch

Block

Punch

Kate

Kick

Punch

Dodge

Trip

Stamp

Roll Initiative

Move

Rob

Block

Punch

Block

Punch

Kate

Kick

Punch

Dodge

Trip

Stamp

Both Rob and Kate are punching at this point so they roll
under their Battle on a D10.

Battle + Shift + D10


Rob has a Battle of 8 and a Shift of 4 and rolls 10 on a D10. His
Initiative total is 8+4+10 which is 22.
Kate has a Battle of 6 and a Shift of 7 and rolls 7 on a D10.
Her Initiative total is 6+7+7 which is 20. Therefore, Rob wins
the initiative.

Kate rolls 5 which is 5 under her Battle of 10. Rob, who has a
Battle of 8, rolls 6 which is 2 under. Therefore, Kate wins this
one and does Meat worth of Stun to Rob. Kates Meat is 4 so
she does 4 stun.

Third Move

Looser chooses Combo


Looser goes first and as Kate lost the initiative, she tells Rob
what the first move in the Combo will be. Kate chooses the
combo given above, and tells Rob what the moves are.
Rob then chooses a combo (above) that he think best
counteracts Kates.

First Move

Building Rules
1. Number of moves in a combo must not exceed Battle
Attribute.
2. A Character may not have more than 3 moves in a
combo unless the Street Fighting Skill is 10% or more.

The Movement Tables


These tables are an idea about the types of move that can
be done. This is not a definitive list, imaginative players can
make their own but penalise the points required to do them.
Some manoeuvres are One Offs, in that you dont need
to put them into a combo, you just do them. However, you
have only one go a turn.

Try to have at least one combo beginning in a defence and


one in an attack. This is so that if you want to start a fight, you
can do it with a combo and if someone tries to pick a fight
with you, then you can defend with a combo.

3. Player can not place more than one two point (in
cost) move consecutively unless the Character has Street
Fighting over 20%.
4. Player may not change a combo once it is made.
5. Player can delete an old combo in favour of a new one
but no points are gained (it is deleted, not traded in!).

Combo Hints

Move

Rob

Block

Punch

Block

Punch

Kate

Kick

Punch

Dodge

Trip

Stamp

Here are a few pointers that have proven useful in the past.

18

Rob

Block

Punch

Block

Punch

Kate

Kick

Punch

Dodge

Trip

Stamp

Both Characters have a defensive as their move, so they


face off, no Stun is dealt.

Making New Combos


At the beginning of each playing session, there is a time to
spend experience. At this point, a player may make new
combos and discard old ones.

Move

19

CClos Cl Close

CClos ClClose

Lowest Initiative Decides First

Slash

Improvisation allows a Character to improvise up to 1/4 of his


Battle (round normally), that is make up a Combo on the fly.
This is useful when using an impromptu weapon.

Hand Weapons

Move

Rob

Block

Punch

Block

Punch

Kate

Kick

Punch

Dodge

Trip

Hand weapons are defined as anything held in the hand.


That is knives, table legs, other people etc. If the Character
picks up a hand weapon, they can still do a combo. All
Block and Punch moves are replaced automatically (at no
cost) by the relevant weapon move (parry and stab etc.).
Special moves must be taken separately and thus have
a cost. Below is a table of a range of objects which most
weapons fall into. If the weapon is special, then it will come
with different Attributes.

A player can only put the use of weapons in a Combo if their


Street Fighting Skill is 20% or more.

Blunt

Stamp

Kate is doing a Trip (Offensive) and Rob is doing a Punch


(Offensive) so they must roll under their Battle to see who
wins.
Rob has a Battle of 8 rolls 2 which is 6 under. Kate has a Battle
of 10 and rolls 1 which is 9 under. Kate has rolled 1, a critical
and automatically wins! Kate trips up Rob who then falls to
the floor (now prone).

Blunt weapons include clubs, rods, poles and table legs.


Some blunt weapons can penetrate armour but they do not
intrinsically have a Blast Factor (they are unable to penetrate
armour) so use the Bladed weapon table instead. Most
improvised weapons fall into this category.
Blunt Weapon Table

Fifth Move

Move

Cost

Stun

Damage

One Handed Smack

(Punch)

3 x Meat

Meat

Parry

(Block)

None

None

Two Handed Strike

4 x Meat

2 x Meat

Small Blades
Small Blades are anything that has a blade smaller than
60cm. Small blades include kitchen knives, clubs with nails
through one end, small knives and claws. Some weapons
have Blast Factors (penetration) and these are listed in the
weapon tables.
TIP: If in doubt, use a Blast Factor of 2.
Small Blades Table

Move

Rob

Block

Punch

Block

Punch

Kate

Kick

Punch

Dodge

Trip

Stamp

As Rob is prone and has only four moves, Kates stamp goes
through unopposed doing 2 x Meat as Stun, as Kate has a
Meat of 4, she does 8 Stun to Rob.

Stand Up

Move

Cost

Stun

Damage

Stab

(Punch)

3 x Meat

Meat

Parry

(Block)

None

None

Slash

3 x Meat

3 x Meat

Large Blades
Large Blades include any blade over 60cm. These include
pole arms and swords. Some weapons have Blast Factors
(penetration) but unless otherwise stated, use a BF of 2.

At the end of the turn, Rob does a Shift check to try and
stand up. He rolls 2 and leaps to his feet.

20

Large Blade Table

4 x Meat

Cost

Stun

Damage

Thrust

(Punch)

4 x Meat

2 x Meat

Parry

(Block)

None

None

Battle + Shift + D10. Rob has a Battle of 8 and a Shift of 4 and


rolls 9 on a D10. His Initiative total is 8+4+9 which is 21.

Hand vs Blade
What happens when someone without any weapons goes
up against someone with a blade or blunt? Intuitively,
when striking, the attacks can be dealt with normally.
However, if someone blocks against a hand weapon, the
weapon will still do damage to the blocking arm. Humorous
dismemberment should be considered. A dodge, however,
will avoid any close combat weapon.

Weapon Combos
The special manoeuvres (like Slash above) can be built into
combos. However, the special combo may not be used
without the weapon. The Character may use these moves
when improvising.
TIP: Weapon attacks do far higher damage and stun than
normal attacks so fill special combos with mostly weapon
attacks, that way no attack is wasted.

Multiple Foes

Kate has a Battle of 6 and a Shift of 7 and rolls 2 on a D10. Her


Initiative total is 6+7+2 which is 15.
Byrnie has a Battle of 3 and a Shift of 4 and rolls 4 on a D10.
His Initiative total is 3+4+4 which is 11.
Therefore, Rob wins the initiative.

Looser Goes First


As Kate and Rob lost the initiative, they have to choose their
combos first and tell Rob what the combos consist of. Kate
and Byrnie choose the Combos above and tell Rob, who
then chooses his Block and Punch Combo that turns into
weapon parries and thrusts.

First Move
In the first move, Rob is being attacked with a Kick and a
Dodge. He assigns his first parry to Kates Kick and ignores the
Byrnie doing a Dodge.

Second Move

When the Character is fighting more than one combatant in


a turn, they can split up their Combo. Combo splitting entails
assigning moves to each of the foes. The assigning of moves
happens on the fly, the person being attacked can decide
at each turn who to do the moves against. The character
facing multiple foes may use more than one move in a single

In the second move, Rob has two punches coming in


simultaneously so he assigns the next two parry in his combo
to each punch. Rob parries the punches automatically.

Third Move
Byrnie does not have a third move so the fight is now between

you see a lifeless rock,


I see a mining opportunity

move but by doing so may run out of Combo rather quickly.


For example: If Kate has 4 moves in a combo and is facing 4 opponents may decide, in the first move, to use all
four moves in the Combo, splitting them against the foes.
If the foes are still alive after the first move, all their following moves will go through free. This might sound insane of
Kate but an augment (Bionic) warrior carrying an energy
sword can kill an unarmoured human opponent with a
single strike.

Example Multiple Foe Close Combat with


Weapons

Rob and Kate. Rob is doing a thrust and Kate is blocking.


Normally, this would be blocked without result, however as
Rob is fighting with a sword, he does damage to the arm of
Kate. Rob has a Meat of 8 so he does 4 x Meat (32) stun to
Kate and 2 x Meat (16) damage to Kates arm. Kate only has
10 hit points on her arm so Robs hit chops it off.

Fourth Move
Rob is doing a Thrust and decides to hit Byrnie in the chest.
The move is undefended so goes through automatically
doing 4 x Meat (32) stun and Meat (16) damage.

End of Combat

This combat is between three combatants, Rob who is


fighting Kate and Byrnie. Rob is holding a Sword (Blade
Weapon). Kate and Byrnie have no weapons at all.

As you can see, a Sword can be pretty deadly in the hands


of someone with a good combo.

F i r e f i g h t i n g

Rob: Block, Block, Block, Punch, Punch.


Kate: Kick, Punch, Block.
Byrnie: Dodge, Punch.

Move

Roll Initiative

3 x Meat

As Rob is holding a sword, his combo becomes:


Rob: Parry, Parry, Parry, Thrust, Thrust.

ire fighting deals with the use of firearms. It is assumed


that all fire fights happen simultaneously and initiative is
merely used to allow the more combat aware to see what
happens to everything else before making their decision.

21

FFirefightin

FFirefightin

Improvisation (Optional)

Fourth Move

For example, if your Character has a Skill in Light Firing at


85%, then Short Range will be 95% and both medium and
long will be at 85%.

Roll Dice to Hit


Player rolls a percentile (D100 or %). This must be less than
number on the corresponding range disc. The ranges are
listed below. If the player is throwing a Grenade, they can
do so up to Short Range and roll Shift to hit.

The acronyms stand for: Weapon The type of technology


the weapon uses to fire. BF Blast factor, how good the

22

Range

Distance (in Metres)

Short

Up to 50m

Medium

51-500m

Long

501m+

Short

Statistics. The table of numbers tell you the physical


attributes the weapon has. How each number is used is
detailed later.

+10

Weapon Ranges

Ammo Carried
2.2P

Ammo
Mag

The player (or NPC) states the target that she is shooting at
and the number of rounds she wishes to fire. The number of
rounds fired can not exceed the R/T value of the weapon.

20

State Target and Number of Rounds to Fire

The lower initiative, is the worse combatant and thus must


decide what to do first, without having seen the outcome of
everyone elses actions.

R/T

Range Discs. On the outer edge of the range discs are


the modifiers for this weapon at Short (S), Medium (M) and
Long (L) ranges. Add this value to your Light (or Heavy)
firing Skill and add the number in the centre of the ring. A
positive modifier is signified by a coloured in (black) shape
and a negative modifier is signified by an outline shape.

Initiative = Battle + Shift + D10

12

These are split into three sections, Range Discs, Weapon


Statistics and Ammo.

Each combatant, whether they be NPC or player, rolls for


initiative:

Dmg

Statistics

Roll Initiative

10

Either used for further pictures or options or for a brief history


and description for the weapon.

Fire Fight combat is entered into if the combatants fire


weapons. The GM must state what targets there are, at what
range they are and whether they are moving or in cover.

+5

Note

Begin Fire Fight

NELSON H1

5. Stock Options. Some weapons are so versatile that the


manufacturer may create them with possible additions
straight from the factory. These come with a tick box,
a price and a rarity (if different from the rarity of the
weapon).

Next Player

Medium

4. Additional Features. These are accompanied with a


heading and a description. Things such as Grav Balancing
are additional features. For descriptions of what these
technologies mean, see the Technology section.

BF

3. Rarity (a percentage). A GM will roll over this number to


see if a dealer has one in stock. Lower is more common.

Pistol

If hits, do damage to target

Weapon

2. Type of weapon (Light or Heavy). Tells you which Skill


to use.

A compact and light weapon that can survive neglect and produce a reliable shot
every time.

1. Cost. If bought New from a regular dealer.

Roll Dice

Long

Here are the important features of the weapon. Not really


statistics but other information of use. Typically this place
holds the following:

The Nelson has been around for many years and its simple design there are hundreds
of modifications available. However, many of these are created by small, unlicensed
companies, thus the quality of parts cannot be guaranteed. Those included above are
officially included by Napalm, the main manufacturer.

State Rounds

Sold in millions, the Nelson is by far the most popular personal defence weapon available. Its light weight construction and sturdy design means that even the uninitiated can
fire the Nelson with a good degree of accuracy. Dispensing 5 rounds every 3 seconds,
the H1 can decimate most human targets in 6 seconds! Mostly used by paranoid executives and those living on planets with potentially dangerous species of animal.

Features

10%

State Target

The picture shows a representation of the weapon with its


name.

Light Firing

Photo and Name

100

Character with Lower Initiative,


fires first

Notes

For quick reference, a list of weapons with their pictures


is included in the technology section but it is highly
recommended to use the hand-outs as they contain more
information about the weapon and extra features.

Options:
Silencer. The weapon is silent beyond short range.
Optax Sighting. Fits snugly on top of giving +0, +10, +10. Cost 150cu.
Power Setting. Increase the power of one round. Requires successful Weapon System Roll
to fit. Dam 20, R/T 1. Cost 250cu.
Chain Feed. Converts magazine to chain feed. Must use chained 2.2 rounds. Requires
successful Weapon Systems roll. Mag: feed. Cost: 250cu.
Palm Print ID. Stops anyone other than the owner firing the weapon. Requires successful
Weapon Systems roll. Cost 175cu.

Roll Initiative

Features

Begin Firefight

Napalm

The Turn Sequence

Manufacturer

Ammo the type of ammunition fired. Mag Magazine.

Rarity Cost

In Icar, weapons are not written down on part of the


Character sheet but are included as handouts (folded
paper into cards) and then kept with the Character
sheet. This removes confusion about what the Character is
carrying. If the player does not have the sheet, they do not
have the weapon. On the next page is the Nelson H1 from
the Equipment Index, please refer to this as an example. You
can download the handouts in the Equipment Index and
print as needed.

weapon is at penetrating armour. Damage The damage


done by each round fired. R/T Rounds fired each turn.

Skill Required

FFirefightin

Firearms

The player must roll under the number on the relevant Range
Disc. However there are modifiers, which make it difficult to
hit. Add these modifiers to the difference between the roll
and the number required to hit.
Example 1: If a player has a Skill of 70% and the weapon
has a modifier of 30%, the total is 100. The player rolls 60,
therefore a difference of 40. This difference then has modifiers added to it. The modifiers add up to -30%, leaving
10% difference, this is a hit.
Example 2: At long range, the modifier may only be 20%.
The player requires a roll of 90 (Skill 70% + 20) on a D100.
The player rolls 90 and misses.
Example 3: At short range, the modifier is only 25%. The
player requires a roll of 95 (Skill 70 + 25) on a D100. The
player rolls 92. This is a difference of 3. Modifiers could
quite easily make that shot a miss.

However, this damage is affected by the difference between


the Blast Factor (BF) of the weapon and the Armour Rating
(AR) of the Armour. The alteration is as follows:
1. If BF > AR then all damage is applied.
2. If BF <= AR then 1/10 damage is applied.
Stun is the measure of physical shock. Regardless of damage
applied, a target takes the BF in stun. This rule does not apply
to some forms of powered armour.
As you will note from the damage system, Icar is a deadly
game. The best tactic is not to be shot at in the first place.
If you are, make sure you are Augmented or Armoured or
both.

Firing without a Skill


Its not unknown for a Character to pick up a weapon and
pull the trigger. In this case, use only the modifiers given with
the weapon.
Example: For the Nelson H1, a Character without Light
Firing would have to roll under 10 at short range.

Hit Modifiers
Modifiers make hitting the target easier or more difficult.
This is by no means an exhaustive list, if there are any
circumstances which the GM thinks affects the situation then
they too will be added.
Hit Modifier Table
Modifier

Usage

Target in Cover

-10

The target is obscured.

Target or
Character
moving

-10

A Character may fire while


moving if moving at walk.

Called Shot

-30

Player chooses body part to


shoot at. You may not shoot
at the head.

Aimed Previous
Turn

+20

Character spent last turn


aiming at the target.

Shot at target last


turn

+10

Bonus for continually


shooting at the same thing

Character
Stunned

- (100 stun)

If stun is below 100, then


take the difference.

Shooting at more
than one target

-20

If you shoot at more than


one target in a turn, take off
20% for each target.

John Smith, a Scavenger player character, meets a nearlydead crew member of a wreck (an NPC). John is wearing a
Moss Environment (EV) suit, the statistics for the suit are:

by cutting off the second number, 92 become 9 and 38


becomes 3. This greatly speeds up the process.

The Turn Sequence

The Havan 11 has a Blast Factor (BF) of 15, which is higher


than Johns EV Armour Rating (AR) of 10, so John will be
taking all damage. 10 rounds were fired, at 10 damage
per round, making 100 damage (10 x 10 ). The GM rolls for
a location and gets a 5 (Torso). 100 points of damage are
done to Johns EV suits Torso, which has 800, leaving a
comfortable 700.

Begin Vehicle Combat

Roll Advantage

Winner becomes attacker

As the BF of the Havan 11 is 15, the hit also does 15 Stun,


which is crossed off the suits 200.

Attacker Fires

Turn 3
The NPC has run out of ammunition in that clip and elects
to spend the turn reloading. John now decides to fire the
remaining 3 rounds in his clip, having been aiming for a turn.

Defender chooses
manoeuvre

John needs less than 30 to hit (10 for the weapon and +20 for
aiming). He rolls 21, which hits. The GM rolls for 4 for location,
which is the Torso. The Blast Factor (BF) of the Nelson is 10,
which is higher than the NPCs bodys Armour Rating (AR) clothing doesnt count.

Roll Combat Dice

Check Table

36 points of damage are done to the NPCs Torso, leaving


him on 4. The GM decides that the NPC is dead.

Moss EV Suit Statistics


AR
10

LA

200

300

800

RA
300

LL

RL

400

400

Stun
200

John is carrying a Nelson H1 with 3 rounds in the clip. He


does not have the Light Firing skill, so will be using the default
Nelson short range at +5. Johns Battle is 7 and his Shift is 5.
We need that for initiative.
The NPC crew member is lying in the corner, one barely
working arm and hit points only in his head and Torso. He
is carrying a Havan 11 with a full magazine. He has a Light
Firing of 55%. The NPC has a Battle of 6 and a Shift of 3 - his
Shift is low because the GM says that he has been starved
of oxygen.

Turn 1

Example: John Smith fires a Raqax IIE at a foe at short


range. His Skill is 95%, the Raqax short range modifier add
35% to the chance to hit. Therefore he needs to roll under 130% on a D100. He rolls 28. The difference is 102%!
However Max has taken damage and has 50% (-50) stun.
He is also firing while moving (-10) and the target is hiding behind a wall (In cover -10). This brings the difference
down to a less impressive 32%. This is still a hit.

Damaging the Target


The maximum damage done to the target is the Rounds fired
multiplied by the Damage.
Damage Done = Rounds Fired x Damage

Firefight Example

The NPC has 10 rounds left in the magazine (15 of the 25 were
fired). John is in cover, which gives a -10% modifier. However
the NPC fired at John last turn, giving a +10%. The modifiers
cancel out. The NPC needs 60% (55 Skill + 5 for Havan 11 at
short range). The GM rolls 22, a hit.

Both roll initiative. John rolls 2, making his initiative 14 (7 + 5 +


2) and the NPC crew member rolls 4, making his initiative 13
(6 + 3 + 4). John wins the initiative. The GM says that the NPC
will be opening fire. John decides to jump behind a nearby
doorway.
The NPC fires a full magazine at John. John is moving, so the
NPC is at -30%. The NPC must roll under 30% (Skill 55 - 30 for
Johns movement + 5 for the Havan 11 at short range). The
GM rolls D100 for the NPC, rolling 44. 44 is larger than 30, so
is a miss. The Havan 11 spits all 15 rounds over the corridor,
bathing John in a shower of sparks!
Turn 2
John still has the initiative. The GM says that the NPC is going
to keep shoot. John would like to shoot back at the NPC but
his chance of hitting is slim (10%), so he decides to spend the
turn aiming from behind the bulk head. Aiming gives a +20
to a shot next turn.

24

D o g

Do players go to advantage?

F i g h t i n g

og Fighting is combat between vehicles. Grav Vehicles


in Icar are all flying and they fight it out in the vertical
warrens of Mex cities. Players choose manoeuvres, take risks
and try and get into a firing position on the foe without flying
into oncoming traffic, walkways or architecture. Dog fighting
is not about the realistic portrayal about moving bodies in
flight, its about zip, whoosh and bang.
Each vehicle combatant is considered as either offensive,
defensive or in advantage. The defender is the person who
is trying to dodge the attacker by trying to get advantage,
the attacker is the one trying to shoot the defender. When
both craft are in the advantage state, each one is trying to
become attacker.
Example: John Smith is flying his Vulture on the way to a
Croft. A rival crew attacks. The rival crew has the element
of surprise so he becomes the attacker. John becomes
the defender. At the start of next turn, John does a manoeuvre and the rival crew does not manage to stay on
his tail. Both of them circle around the sky in advantage
(neither of them able to attack or defend). Then John is
able to take the attack and blows the rivals car from under him.

No
Yes

Combat normally begins with both vehicles in advantage


(unless one surprises the other). They both roll Advantage
dice (Combat Skill + Vehicle Manoeuvring + D10) and the
winner becomes the attacker. The loser becomes the
defender.
Then, at the end of the turn the attacker gets to fire. The
next turn, the loser chooses a manoeuvre and each player
rolls combat dice (Combat Skill + Vehicle Manoeuvring +
Manoeuvre Modifier + D10). Then a simple table (below) is
followed to see if the situation remains the same and the
attacker fires again or if the manoeuvre succeeds and the
players are placed into advantage again.

Dogfight Manoeuvre List

Rounding and Resolution


Dog fighting requires you to reduce the resolution of the
Combat Pilot Skill. This means turn a number that is normally
out of 100 (like 69%) to a number which is out of 10 (like 6.9).
First divide the number by 10, then round up if the decimal
is .5 or more and down otherwise. Thus, 74 becomes 7.4
and (as the decimal, .4 is less than .5) it becomes 7. Also,
25 becomes 2.5 and then round to 3. If you prefer, truncate

25

Name

Speed

DF

AT

Notes

Random Side
Slip

Any

-1

Sharp Turn

< 1/2 Max

-1

-2

Throttle Slam

Not Max

-1

Increase
speed by
acceleration

Brake Hard

Not 0

-1

-2

Reduce
speed by
acceleration

Loop

> 1/2 Max

-1

-2

-10% to
attackers next
shot

Roll

Any

-1

-3

FFirefightin

FFirefightin

If Hits

Swoop

Feint and Dive

> 1/2 Max

-4

> 1/2 Max

-2

< 1/2 Max

-2

-3

-3

-4

Split S

< 1/2 Max

-3

-4

3 Axis Tumble

< 1/2 Max

-2

-5

Generator
Power Dump
Aero Dynamo

Falrodding
Manoeuvre

Evasion

< /2 Max

-1

Any

-3

Any

-2

-4

-6

Attacker may
not fire next
turn
Increase
speed by
acceleration.
-10% to
attackers shot

End Of Combat

Bernard Black Advantage = 6 + 6 + 8 = 20

Stunned Pilot

Combat can also end if one enemy is destroyed or the


attacker wishes to stop. If the attacker wishes to stop then
combat ends automatically. The attacker must specify that
the combat will end before firing (essentially rolling the dice).

Winner Becomes Attacker

If the pilot has taken any stun, divide it by 10 and subtract


this from the total.

Example Dogfight
Here is an example dog fight. Note how all the mathematics is
quite similar between each turn. For any combat the players
Skill and the vehicle modifier are not going to change so
these number can be added once and remembered.

May only be
performed by
Grav Bikes. If
attacker is not
Grav Bike, then
may not fire.
Next move
must be a
random side
slip
Do 500 points
of damage to
vehicle

Bernard decides to fire 15 of the possible 50 rounds he


can fire. He rolls a D100, trying to get under 65% (his Heavy
Weapon Skill). He rolls 20, and hits, taking off 3000 points of
damage from the Johns Borealis. John writes this figure in
the top half of the hit points circle.
Defender Chooses Manoeuvre

Turn One - Roll Advantage Dice

Bernard must now try to stay on the tail of John Smith so he


can fire again. Both roll a D10. John rolls 7 and Bernard rolls
a 1.

ADVANTAGE = COMBAT Skill + VEHICLE MANOEUVRE + D10


John Smith Advantage = 8 + 1 + 3 = 12

Combat
Pilot Skill only
roll, biggest
difference
wins.

Attacker Fires Mounted Weapon

The Dog fight concerned two pilots John Smith (Combat


Grav Skill 80% = 8) and Bernard Black (Combat Grav Skill 55%
= 6). John Smith is driving a Borealis with a mounted Chain
Gun (Vehicle manoeuvring is +10 = 1) and Bernard Black is
in a Star Enforcer Fortitude (Vehicle manoeuvring is +60 = 6).
They arrive at the same moment (no one has the element of
surprise) and go to Advantage.

Both roll a D10. John Smith rolls a 3, Bernard Black rolls 6.

Do 500 points
of damage to
vehicle

Bernard is the winner. So Bernard becomes the attacker


again.

John decides that the damage he has taken is too heavy to


continue so he chooses to Evade, this counts as a Random
Side Slip. His speed is larger than Bernards so he can evade
if he succeeds the next roll.
Turn Three - Roll Combat Dice

Combat = Combat Skill + Vehicle Manoeuvre +


Manoeuvre Modifier + D10

Bernard Black Advantage = 6 + 6 + 6 = 18

John Smith Combat = 8 + 1- 2 + 7 = 14

Winner Becomes Attacker

Bernard Combat = 6 + 6 - 5 + 1 = 8

Damage
The more the vehicle is damaged, the worse it will fly. Once
the damage has reached at least half of the total damage
of the craft, then the Manoeuvre Bonus should be ignored.

Firing Unmounted Weapons


If there are other people inside the vehicle have weapons
and are able to fire them (such as from the back seat of a
roofless Anchorage Type R) then they may fire straight after
the Mounted Weapons do. The to hit modifier is the same as
the Manoeuvre Modifier for the attacker. Work out damage
as you would for a fire fight.
As the weapon is not mounted to the vehicle, those firing
unmounted weapons can fire even when the vehicle is the
defender or in advantage. Think of this as firing out of the
back of the car when escaping.

Boarding
The attacking vehicle can draw alongside the defender
rather than firing mounted weapons. Once alongside,
anyone inside either vehicle can attempt to board the other
by rolling Shift a check. Failing this check either means that
the jump was not made and they remain in their own vehicle

Bernard is the winner. So Bernard becomes the attacker.


Attacker Fires
Bernard shoots using the Fortitudes Pulse Laser. He lets off
one shot, rolling D100. There are no Skill modifiers on this
weapon so he needs to roll under his Skill of 65%. He rolls 94,
so he misses.

Defenders
speed must be
greater than
attackers!

Defender Chooses Manoeuvre

Roll Combat Dice


This determines whether the manoeuvre is successful at
removing the attacker from the tail of the defender and put
them both into advantage.
Combat = Combat Skill + Vehicle Manoeuvre +
Manoeuvre Modifier + D10

As John Smith is a good pilot, he chooses to do a 3 axis


tumble. He checks that his speed is over 1/2 (which it is). He
also notes that if he is defender again next turn, it must be a
side slip. The 3 axis tumble has a manoeuvre modifier of -2.
Turn Two - Roll Combat Dice
Bernard must now try to stay on the tail of John so he can fire
again. Both roll a D10. John rolls 9 and Bernard rolls a 4.

Check the Resolution Table


One the winner and looser have been decided, check the
table below.
Attacker / Defender / Advantage Resolution Table

Combat = Combat Skill + Vehicle Manoeuvre +


Manoeuvre Modifier + D10
John Smith Combat = 8 + 1 - 2 + 9 = 16
Bernard Black Combat = 6 + 6 - 5 + 4 = 11

Attacker

Defender

Result

Win

Lose

Remain the same

Lose

Win

Got To Advantage

Win

Evade

Remain the same

Last turn Bernard was the attacker and John was the
defender. John won (as Johns total was the higher of the
two) so using the table, they go to Advantage.

Lose

Evade

Combat Ends

Roll Advantage Dice

Check Table

Evasion

Both roll a D10. John rolls a 2, Bernard rolls 8.

This occurs when the defender chooses to evade the battle.


If the defender manages to win with an evade manoeuvre.
Then the battle ends. GM will roll dice to see if battle can be
started again. This is often not the case.

Advantage = Combat Skill + Vehicle Manoeuvre +


D10
John Smith Advantage = 8 + 1 + 2 = 11

26

the star enforcers are quick and relentless

Check Table
Bernard is the attacker and John is the defender. John won
so (as Johns total was the higher of the two) using the table,
John Evades.

or they made the jump but are hanging on by their fingertips


and will stay that way until they pass a successful Shift check.

Optional - Losing Control

The GM decides that the speed difference is too great for


Bernard to join battle again immediately, so a chase will
ensue. They will, of course, start in Advantage next time

If the defender fails the manoeuvre then they loose control


of their vehicle. The next turn, the GM will choose the
manoeuvre and the Character must pass a Pilot or Combat
roll (depending on whether they are in combat) to gain
control the next turn. The manoeuvre may not be an Evade.

Additional Factors

General Flying

End Of Combat

In a Mex City Dog Fighting


If the dog fight happens in an empty Mex City, underground,
in an Orbital Post or canyon (where space is restricted) then
this is considered Hard difficulty.
Fighting Amongst Traffic
When fighting amongst lots of traffic, this is considered Taxing
difficulty.
Extreme Weather

Outside of combat, if the Character wishes to do a crazy


manoeuvre (outside the normal realm of flying) then they
may do so. A good description and a pass on the relevant
Pilot roll will allow them to do this manoeuvre. A fail of the
Pilot roll will make them Lose Control (see above).
If the description was entertaining and the risk taken pushes
the story of the group along then using the Skill in this way
should warrant an immediate (and free) Skill raise of a few
percent.

If the weather reduces visibility and winds make accurate


flying virtually impossible, then this is considered Hard
difficulty.

27

FFirefightin

FFirefightin

Air brake

aia is the 3D virtual world that acts as the internet in


Icar. The whole human race revolves around the use
of Gaia. For more details on Gaia itself (and the different objects you get in it), see the Gaia section in the Background.
Hacking is the act of performing illegal actions in Gaia.
Gaia emulates the laws of the real world and so can be
mistreated in a similar way. Hacking often requires a team
effort, regardless of whether a Character has the Hacking
Skill.
When considering Gaia, it is best to think of it as the real
world rather than a 21st Century computer system. If a
message needs to travel through Gaia, you might assume it
moves instantly (like email) and although it is instant, you can
intercept the message still. Do not worry about the technical
concerns here. The aim is to make Gaia playable without
any in depth technical knowledge.

What Hacking is used for


Hacking can be used to support a team in Icar. Hackers
make use of specialized hacking programs called Hacking
Entities, to help them achieve their goal. Most Hacking runs
take more than one successful roll of the Hacking Skill. The
number of times to roll depends on the difficulty of the task.
Following is a selection of actions a Hacker can take, with

To determine the number of Hacking Skill checks to pass,


imagine you had to do this today in the real world. First, you
would need to break into a security room in the building (1
roll) and then force the cameras to break their programming
(1 roll). You might also need to destroy a security entity that
is watching the camera feed (1 roll). You then need to use
the Hacking Entity Looper (1 roll). Therefore, 4 Hacking Skill
checks are needed.

Opening real world doors


Breaking into places involves either Hacking the door panel
or cutting your way in. To open a real world door, the Hacker
must roll just once. For getting access to a Spacecraft, the
airlock will have two sets of controls, so you will need to Hack
twice.

Accessing the Undergaia


The Undergaia is the name given to accidental fissures
in Gaia, which most users cannot sense or locate. The
Undergaia is useful for connecting with criminals, finding out
restricted data, buying or selling information or hiding data
and illegal Entities. More information on the Undergaia is
provided in the Gaia section in the background later.

Hacking vehicles and spacecraft


It is possible to disrupt the systems on a Spacecraft or vehicle.
Spacecraft and vehicles have many Gaia Entities (intelligent

Hacking Augmented Humans

Begin Space Combat

Humans with Cyberware can be hacked if they have a Gaia


Link. Cheap bionics suits require 4 passes and expensive
bionics suits may require 16 successful rolls of Hacking!
Once inside, the Hacker can do all manner of damage,
such as switching off the ability to walk or balance, any of
the sensors. Bionic implants will not allow Hackers to kill the
augmented human but they can be locked inside their own
body by Hacking, needing a Medic with Bionics systems to
be unlocked.

examples of how many times to roll a Hacking Skill check.

Finding secured data


Breaking and entering into corporate and personal Gaia
spaces is the best place to find juicy data. From Corporate
systems you can grab employment records, lists of workers,
secret plans for future projects, plans of the building layouts
and even incriminating files. From personal Gaia Spaces,
you can read 3D immersive diary entries, steal the contact
information of friends and view their information.
To determine the number of Hacking Skill checks to pass,
imagine you had to break into someones house to steal
their bank statements. You would need to break into the
front door (1 roll), then into a locked box of personal items (1
roll). Therefore, you need to roll Hacking twice. Of course, the
Hacker never really goes into the house physically but their
Gaia Isis will go into the virtual space. If you want to change
the information (i.e. their banking statements), you will need
to pass another Hacking check.

Fixing sensors and cameras on a loop


In the more secure areas of Imperial space, there are many
sensors and Cameras recording everything. To avoid being
caught, you might want to Hack the cameras and sensors
so that they stop recording and just record a loop of nothing
changing.

programs) that automatically control many of the systems. A


Hacker can disrupt these systems but only for a short period
of time as the Entities will be regenerated by the systems they
run. With luck, it is possible to shut down systems with Hacking
entirely but it takes many successful rolls.

Vehicles
Vehicles use Entities for opening doors, navigating traffic,
driving, maintaining power, gravity dampening fields (which
removes g-forces), controlling shielding and a food and
drinks bioreorganiser.
To Hack into a Vehicle, you need to roll twice to get into the
security and then once for each system you wish to disrupt.
The system will be off in the next turn for that turn only.
If you manage to successfully roll 10 hacking rolls in a vehicle,
all further system hacks will be permanent!

Spacecraft
Hacking Spacecraft is a much more difficult affair as a
single Spacecraft has thousands of Entities with massive
duplication of effort. As such Hacking Spacecraft systems
must be performed from inside or standing on the hull of the
craft.

28

Fight or Flee?
Flee

Fight

Third turn of fleeing?

Hacking Entities

Yes

Yes

Choose targets

No

Mano high or PTP?

Hacking Entities are special Gaia Entities (intelligent


programs) that subvert Gaia and can be used to help a
Hacker achieve certain tasks. Hacking Entities each have
a specific goal and can be purchased in the Undergaia.
To bring a Hacking Entity to life, a successful Hacking roll is
required. Some Hacking Entities have more requirements.

Pilot manouvres

No

Gunners Shoot

Escape!

Engineers repair

A full list of Hacking Entities is in the Technology Section but


some examples are given here.

Back Door

Combat over?

Once you have hacked into a system, you can create a


Back Door to let you (and anyone else) back in. Back Doors
are Easy to find by other hackers or system administrators.

Yes

Hacking during combat


Hackers can play their part during combat by changing
the environment (opening or closing doors, switching off
lights, opening air locks, turning off the gravity). The act of
using Gaia is a physical one, a Hacker uses his hands, voice
and whole body to control Gaia. Therefore, the amount of
Hacking that can be performed in a single combat turn is
determined by the Hackers Shift statistic. A Hacker may roll
for Hacking as many times as he has points in his Shift Statistic.
If bionically augmented, then the number of rolls increases
hugely as it is the augmented Shift statistic that is used, not
the natural one.

Other useful Skills


Hacking has its limitations. As a Hacker, you might be
excellent at breaking into systems but it does not allow you
to do everything. In that case, you will need to use other
Skills. If another member of the party has those Skills, they can
join you on the Hacking run and can use their appropriate
Skills when needed. Here are the most common Skills useful
to the Hacker.

Forgery (Life Skill Tree)


Sometimes it is useful to change the things that you find.
Improve school records, change employment records or
frame someone with video footage.

No

End

Generator Overloader
The Generator Overloader will set a Generator on a path
of self-destruction. Small generators (in emergency lighting)
take 60 seconds to overload, whereas large generators
(such as in spacecraft) may take up to an hour.

humanity relies
upon its benefactors

Operations rolls initiative

Space Combat Turn Sequence

Impersonation (Academic Skill Tree)


If a Hacker is found somewhere they should not be by
another person then pretending you do belong can stop
you from being thrown out. This will only work against humans
or Security Entities with plenty of intelligence.

S p a c e

C o m b a t

ombat in the pitch black void of space is dangerous.


To survive, you will need a team (crew) able to fly, arm
and repair the spacecraft. Space Combat is a team affair
that concentrates on what the Characters are doing, rather
than the location of the spacecraft. Maps are only useful for
noting roughly where the combatants and astral objects are
and where each are heading.
Unlike the rest of combat in Icar, each round is roughly
3 minutes long. That does not mean that weapons fire
slowly (the rounds per turn are the same) but you only get
one chance to shoot a gun in a 3 minutes block. It is a
simplification that makes play more fun.
When entering space combat, it is very important to
understand what the aim of the team is: either fight or flee.
If you fight, you have the opportunity to destroy systems on
any opposing spacecraft. If you flee, you cannot pick and
choose what you destroy. You can change this aim at the
start of each round.

Spacecraft Combat Initiative


Every spacecraft has a Combat Initiative rating. This rating
represents how well suited the spacecraft is for combat.
Factors that affect the Combat Initiative include sensors,
size, shape, where the generators are, how well armoured

29

S Spac Sp Space

S Spac SpSpace

H a c k i n g

Combat Initiative is 0 or higher and is added to the Initiative


roll made at the start of each turn.

Roles of the team


The crew on-board a spacecraft have a role. The roles are
stations such as; Operations, Pilot, Gunner and Engineer.
There can be only one Operations and Pilot but there can
be many Gunners and Engineers. During a space combat
turn, each of these stations should be filled. The aim is ensure
that all the players are busy during combat.

Operations
Operations keeps track of the tactical situation and organises
the crew, usually the Captain of the spacecraft. Anyone
can perform the Operations station, but it is best suited for
someone with a high Wit and Battle Attributes.
In game terms, the Operations role is responsible for rolling
Initiative. Having a good initiative means that youre
beginning the turn in a beneficial state.

Optional Rule - Multiple Roles


Operations or an Engineer may fire guns. However, an
Engineer may not fire guns and repair in the same turn. There
is no setting justification for this, it makes small crews viable
and is more fun!

Space Combat Turn Sequence


The GM will begin space combat by drawing a rough map
of the locations of the objects and what their intentions are.
Some may be turning to attack, others may be fleeing or
innocent bystanders caught in the melee. Each each step in
the combat, each combatant does that action, the highest
Initiative goes last. This is so that the highest initiative gets a
chance to see what the enemy is doing.

Operations Rolls Initiative


Operations rolls:
Spacecraft Combat Initiative + Battle + Wit + D10
Then each of the combatants are arranged in ladder with
the highest roll at the top. Attacking targets with a higher
initiative give a negative bonus of -20% to pilot manoeuvring.

Fight or Flee?
The players then decide whether to fight or flee. This is a team

If successful, the Gunners can shoot the target system you


picked without a negative modifier.

Gunners

Taking Damage
Shields

Each of the Gunners roll to hit a specific system on the target


Spacecraft. Each Spacecraft has a list of systems that can be
shot at. Next to each system is a % modifier called the Target
System Modifier (it is listed simply as % on the Spacecraft
record sheet). If the pilot failed the Pilot manouvre check,
modify your skill by an extra -20%.

Before any damage is done to the Spacecraft, the shields


must be depleted. The number of shields are listed on the
spacecraft record sheet. A shield lasts an entire turn and
protects from all damage during that turn. Once it goes
down, the next pops up until they are depleted. Shields can
only be damaged by an Energy Weapon, but it only takes a
single round.

To see if you hit, roll the Skill check:

Hull

Skill check: Heavy Firing + Target System Modifier +


Pilot manouvre success
If you are shooting something other than a shield (which
requires a single energy round), remove the Ammo in the
Rounds per Turn (R/T) column for each gun fired from the
Ammo Onboard box.
If you are Fleeing, a Gunner may only shoot at Shields and
Hull.
All shooting occurs simultaneously, so if another craft shoots
out your guns just before you get a chance to fire, you still
get to shoot this turn and hope the engineers can repair the
damage for next turn.

Fleeing

When shooting the hull, take the number from the Dmg/T box
on the spacecraft weapon and add it to a running total in
the Damage Taken disc.

Targeted Systems
If a Targeted System is hit by a gunner then strike a line
through it to show that it cannot be used until fixed by an
Engineer. Hull damage is also taken when a targeted system
is shot at.

Accumulated Damage
When the Damage Taken exceeds a damage level on the
chart then that system is inoperable and cannot be fixed
without a Star Dock.
For example: In the Crowthorne damage chart above
damage is measured in thousands. If the Spacecraft
takes 100,000 points of damage then a Generator is damaged. After 140,000 points of accumulated damage, the
Shield Generator is damaged and so on.

If the fight isnt going well, the crew may want to flee. To flee
you need to choose Flee at the start of three consecutive
turns.

so many worlds, so little time

Pilot
The Pilot is responsible for manoeuvring the craft so that the
gunners can shoot specific systems. The Pilot must have the
Combat Cruiser Skill. The Pilot Cruiser Skill only allows the
crew to flee. If you need the crafts Artificial Intelligence to
fly then surrender!
In game terms, the Pilot must put the craft in a position such
that the Gunners can fire at specific systems on the enemy.

Gunners
Gunners man the weapon stations and do damage to the
enemy. As Artificial Intelligence systems cannot do harm,
it is humans that must fire the weapons. A spacecraft can
have as many Gunners as it has weapon entries on its record
sheet. A Gunner needs the Heavy Weapons Skill to fire the
guns.

Engineers
Engineers make sure that the craft stays in one piece. During
combat, Engineers move around the craft fixing system that
were targeted by the enemy. To be an Engineer, a Character
must have the Spacecraft Systems Skill (or Colony/Weapon/
Vehicle Systems at -30%).

decision but the Operations crew member has the final say.
A turn is 3 minutes, so there is time for discussion.

Fight
When you decide to fight, you get to choose specific systems
on an enemy to target. It is much easier to disable a craft by
picking systems.

Choose targets
Once you have decided to fight, you then choose the system
on the target ships you want to attack. You can attack as
many ships as you have weapon entries on the record sheet
and gunners operating them. If you have 2 guns but only one
gunner, you can only shoot one gun. This is a team decision
but the Operations crew member gets the final say.

Pilot manoeuvre check


The pilot now needs to get the craft into the correct position
so the gunners can shoot at the systems you want to hit.
Every spacecraft has a manouvre modifier, which you add
to your Skill. If you are attacking a craft with a higher initiative,
modify your Skill by -20%.

30

Skill check: Combat Cruiser + Manouvre Modifier +


Higher initiative modifier

After three turns of trying to flee, you can determine if it is


possible. If your craft has a Point to Point (PTP) Light Jump or
a Curve Surf engine then you may jump to another system,
leaving the combat. If your craft does not have PTP then you
have to outrun them on Grav. To do that, the spacecraft
needs to have a Manoeuvre score equal or larger than
your pursuer. Otherwise, you are going to have to fight or
surrender.
While fleeing, the Gunners may fire at any targets but may
not select a system. This is because selecting a system
requires you to be in the right position and fleeing is not
about getting into the right position but getting away fast. If
the Grav Engine is knocked out then no fleeing can be done
until it is repaired. Once repaired, the three turns of fleeing
must begin again.

Engineers Repair
It is the job of the Engineers to repair damaged systems.
Engineers cannot replace shields or Hull damage during
combat, but they can repair other systems. To repair a
damaged system: do a Spacecraft Systems check:

Catastrophic Damage
Catastrophic damage occurs when a spacecraft system
is hit in two separate turns without an engineer repairing it
inbetween. Catastrophic damage means that the system
must be replaced in a repair facility.

Space Combat Tactics


Space Comabt in Icar is a different to other space opera
combat systems and it breeds a different kind of tactic. It
is difficult to know exactly under what circumstance you
should fight, flee or surrender.

You get to see the stats of the enemy


Spacecraft cannot hide their abilities, even the most basic
sensor scans can give you enough information to see the
contents of the enemys spacecraft record sheet.

Bigger space craft are not always better

When a system has taken catastrophic damage (see below)


it cannot be repaired and must be replaced in a Star Dock.

Having a lot of hull hit points does not make you invicible
because Space Combat in Icar is not a battle of attrition. A
smaller craft with a highly trained crew and three gun clusters
can disable a larger craft quite easily. Weigh up the enemys
spacecraft record sheet against yours carefully before you
decide to flee.

Combat Over?

The difference in shields means free shots

If there are no more targets then the combat is over.


Otherwise, a new turn begins. The GM will update the
locations of the craft on the map and initiative is rolled again.

When you enter a combat, weigh up the difference in


between your shields and theirs. You can think of this
difference as the number of free attacks. If you have 10
shields and they have 3, you can have 7 turns of shooting
them without them being able to damage your systems.

Skill check: Spacecraft Systems

31

S Spac Sp Space

S Spac SpSpace

the bridge is and thousands of small details that contribute


to the spacecraft as being combat effective. Fighters and
smaller spacecraft tend to have a higher Combat Initiative.
Combat Initiative is not about speed, manouvring or number
of guns (which is covered elsewhere), it is about the space
crafts suitability through design.

Weapons or Grav Engine first


On slower enemies, it is usually better to shoot out the
weapons. On quicker enemies, it is usually better to shoot
out the Grav Engine. A spacecraft that cannot shoot in a
combat is doomed. One that cannot shoot or run away
should surrender.

Have an exit strategy with repair in mind


Before you jump into a fight (assuming its not sprung on you),
check out the Cluster map and ensure that there is a place
where you can get to quickly to repair if you need to flee.
Keep in mind that some Star Docks might not appreciate you
fighting with spacecraft they have a service contract with.
Remember that your enemy can follow you when you flee
with a light jump and although you might be quicker, if you
are in a Star Dock, you are vulnerable.

Ammunition is expensive
A single round of 20 guage (20G) pulse laser ammunition is
common but exceptionally expensive. To destroy the hull of
a very large space craft would be extremely costly. Taking
out a system is much cost effective.

Surrender options
Surrending may not be the end! If an enemy surrenders,
then make the best out of their cargo. A surrendering crew
must not be trusted, especially if the losing crew are going
to become hostages. If you manage to get onboard the
spacecraft of a victorious enemy, consider attacking from
inside.

Space Combat Example


In this example, two spacecraft are pitted against each
other. You can find the space craft in the Equipment index
but we will deal with general details here. Only two turns are
dealt with here as example. The crew of the two spacecraft
are:

This is the player Character spacecraft. The Gaterunner has


only one shield left, a Combat Initiative of and a Manouvre
Modifier of +30.

Turn 1 - Gunners Shoot

Turn 2 - Pick Targets


As shields are down, the Cyclone crew elect to shoot
at the Hull again. The Gaterunners hull is not very
strong, so they believe taking it out might force them to
surrender.

Cyclone (the much, much larger craft)


Captained by Kathryn (Operations Role, Battle = 7, Wit = 5
) with gunners Sarah (Heavy Firing 75%) and Louise (Heavy
Firing 70%), flown by Matilda (Combat Cruiser 60%) and
Engineer Constance (Spacecraft Systems 40%). This is the
non-player Character spacecraft. The Cyclone has only one
shield left, a Combat Initiative of +1 and Manouvre Modifier
of +10.

The players decide to shoot out one of the pulse laser guns,
evening up the fight.

Turn 2 - Pilots Manoeuvre


Matilda, the Cyclone Pilot, rolls Combat Cruiser, with -20% for
attacking a crafter with a better initiative and +10% for the
Cyclones manouvring. She rolls 60, which is a fail.

Turn 1 - Operations roll initiative


Kathryn and Simon roll initiative:
Combat Initiative + Battle + Wit + D10
Kathryn rolls 7, giving a initiative of 20 (1+7+5+7=20). Simon
rolls 6, giving an initiative of 24 (3+7+8+6=24). Therefore the
Gaterunner goes first and the Cyclone crew suffer a modifier
of -20% to the Pilot manouvre check.

Turn 1 - Fight or Flee?


The Cyclone crew are forced to decide first as they have the
lower initiative. Based on the size of their craft, they decide
to fight.
The players decide to fight as they have the benefit of
winning the initiative and their shields protect them for at
least this turn. Having shields means that you do not need to
decide to flee just yet.

Turn 1 - Pick Targets


The Gaterunner has shields up, they cannot choose a
specific system to fire up, so the Cyclone crew choose to
shoot at the Hull.
As the Cyclone has shields up, the players choose to shoot at
the hull, giving the same modifier.

Turn 1 - Pilots Manoeuvre


Matilda, the Cyclone Pilot, rolls Combat Cruiser Skill check.
As the are attacking a spacecraft with a higher initiative,
Matilda subtracts 20% from her Skill of 60%. The Cyclone has
a manouvre rating of +10%. She needs to roll under 50% (60 20 + 10). She rolls 54, which is a fail. The two Cyclone gunners
will be shooting with a -20% modifier.
Peter, the player pilot, has Combat Cruiser at 60%. As Peter
is manouvring against a spacecraft with a lower initiative,
he gets no negative modifier. He adds the Gaterunners
manouvring of 30% to his still of 60%. He must roll under 90%.
He rolls D100 and gets 25. Therefore, his successful piloting
has allowed the player gunner to shoot without a negative
modifier.

The Cyclone crew shoot at the hull of the Gaterunner. The


Cyclone has 2 guns and the crew has two gunners. As the
Cyclone pilot failed the roll, they must subtract 20% from
their Skills. They get two shots, on for each weapon on the
spacecraft record sheet.

Turn 2 - Gunners Shoot

Sarah has a Heavy Firing Skill of 75% but must subtract 20%
because the pilot manouvre check failed. She rolls a D100
and gets 60%, which is a miss. Louise fires has a Heavy Firing
Skill of 70% and must subtract 20% too. She rolls 18, which is a
hit. The single shot is enough to shut down the last Gaterunner
shield (they only had one left). No ammo is removed because
they are shooting at the shields.
Now Gideon can use the guns of the Gaterunner to fire.
Shields only need one round to be taken down, so he fires
one shot, rolling D100. The target is 90% - his Skill Heavy Firing
70%. He rolls 47, which is under. The last Cyclone shield goes
down. As Gideon is the only gunner, the Gaterunner crew
only get one shot.

Turn 1 - Engineers repair


The Cyclone has not taken any damage yet.
The Gaterunner has not taken any damage either, so Andrew
the Engineer is probably yelling about the shields being out
and how they need to flee.

Turn 1 - Is combat over?


Not yet! No-one has fled or surrendered. So it is onto turn 2.

Turn 2 - Operations roll initiative


Kathryn and Simon roll initiative:
Combat Initiative + Battle + Wit + D10
Kathryn rolls 2, giving a initiative of 15 (1+7+5+2=15). Simon
rolls 8, giving an initiative of 26 (3+7+8+8=26). Therefore
the Gaterunner wins again and the Cyclone crew suffer a
modifier of -20% to the Pilot Manouvring check.

Turn 2 - Fight or Flee?


The Cyclone crew lost the initiative so will be going first again
through this turn. Being the bigger craft, they decide to fight.
The Gaterunner crew decide to fight too. Why? Because they
are players and while they have the initiative, the chance of
doing system damage to the Cyclone is high.

Gaterunner (the smaller craft)

Peter, the Gaterunner pilot, rolls Pilot Cruiser with the


Gaterunners +30% manouvring modifier and rolls 14, which
is a pass.

The Cyclone gunners shoot at the hull of the Gaterunner.


Their pilot failed the manouvring roll, so they reduce their
Heavy Firing Skill checks by 20%.
Both the gunners pass their Heavy firing rolls and do 8000
points to the hull of the players Gaterunner. The Gaterunner
crew add 8000 into damage taken. This damage does not
hurt the Gaterunner. Their damage needs to get to 30,000
points before they take noticeable damage - a generator.
Gideon, the Gaterunner gunner, shoots at the Pulse Laser
on the Cyclone. The Pulse Laser system on the Spacecraft
record sheet has a modifier of -20%. He rolls 23, which is under
the 30% he needs (70% Skill with -20% modifier). The system
is crossed out and 2000 is put into the Cyclones damage
taken semi circle.

Turn 2 - Engineers repair


The Cyclone has a damaged Pulse Laser, so the Cyclone
Engineer Constance rolls against her Spacecraft Systems of
40% to attempt a repair. She rolls 51, so the weapon remains
inoperative.
The Gaterunner has taken hull damage but this requires a
Space Dock to fix.

Captained by Simon (Operations Role, Battle = 7, Wit = 8)


with gunner Gideon (Heavy Firing 70%), pilot Peter (Combat
Cruiser 60%) and Engineer Andrew (Spacecraft Systems 70%).

32

33

S Spac Sp Space

S Spac SpSpace

If you are in a small craft with few crew, then you can take
out lots of their systems without any worry of damage.

Ci

+1
e

Ma

10

Shields

nouvr

+10

Tak

-20

n/a

n/a

260 Last Generator - power failing

270 Life Support

280 Energy web failure - you are adrift

n/a
250 Structural Failure - no light jump - no re-entry

70
A
-30

-30
190 Grav Engine - Pilot check fails, no fleeing

-10

-20
180 Weapon - Pulse Laser

200 Generator

-30
170 Light Jump Engine - no light jump

220 Escape System

-20

-20

130 Shield Generator

150 Weapon - Pulse Laser

-20
90 Generator

0
0 Hull

Dam System

Turn 3 - Gunners Shoot

34

Now admired with an almost lovestruck following of owners and fans alike, the Cyclone
sales remain strong, proving that Endotek can compete in the freighter market, even if it
is on their own terms.

The luxury element is provided by the well thought out complexity of the design and the
attention to detail, both in crew apartments and in the main bay areas. As a freighter, it
is not large enough to carry the very big trade contracts but can move sufficiently large
items long distances very quickly.

100
Pulse Laser

200

20

3000

20G

Ammo Onboard
20G

Ammo
Mag

3000
20

R/T
Dmg/T
BF

200

14h
2h
10h
2h
Endotek
Ariane

Manufacturer

The space craft community scoffed when Endotek announced that they were to release
a large, luxury freighter. Previous attempts had often proved the folly of smaller companies but Endotek had both the skill and the good name to produce such a vessel. Clever
marketing meant that the Cyclone attained almost mythical kudos - strange for a vessel
that is powered by very standard systems.
age

Matilda rolls 21, which is under her Combat Cruiser Skill of


60%, even without the manouvring bonus from the Cyclone
of +10%. Her gunners can now shoot at the Grav Engine with
a modifier from her.

am

Peter has a Combat Pilot of 80%, his modifiers are -20% for
attacking a craft with a higher initiative and +30% for the
manouvring of the Gaterunner. With modifiers, he needs to
roll under 90%. He rolls 98, which is a fail.

Cyclone

Turn 3 - Pilots Manoeuvre

Notes

The Cyclone crew decide to try and shoot out the


Gaterunners Grav Engine with both guns to try and stop
them from running away.

100

As the players are fleeing, they can only shoot at the hull.
Ammunition is expensive and their weapons are do not do
enough damage to the Cyclone to make it worthwhile, so
they will not fire. Gideon (the Gaterunners gunner) will help
Andrew (the Engineer) as he has Energy System skill at 50%.

Weapon

Turn 3 - Pick Targets

Pulse Laser

The Cyclone is going to chase them down.

For the next two turns, the players keep electing to flee and
the Cyclone keeps trying to knock out the Grav engine
on the Gaterunner but fail. At the end of the 5th turn, the
Gaterunner has fled for 3 turns in a row, so combat is over.
The Gaterunner may now light jump or head off into another
part of the system.

Powerplant: 3 x Poraq 20K Generators.


Grav Engine: Poraq 40K Grav Engine.
Light Jump engine: Poraq Assyrian 50K (9)
Armour: Titanium Sinite Plate.
Weapon Systems: 2 banks of 20G Pulse Lasers.
Sensors: Atmospheric, Long Range
AIP: 4 with Avatar
Tractor Beam: 4k range.
Cargo: 6410.
Escape System: 40 people.
Cabins: 40
Dimensions (L/W/H): 750/400/220
Speed / Acceleration in Atmosphere: 800 / 80

This is an option because the Gaterunner Manoeuvre rating


is +30, which is larger than the Cyclone Manoeuvre of +10.

Turns 4 and 5

Features

The players must decide what they are going to do first and
have been rattled by the damage done by the Cyclone
guns. The Cyclone has only one gun now, so they are only
doing 4000 points of damage a turn. That leaves them plenty
of time but they are no risk takers, so decide to flee.

The Cyclone still has a damaged Pulse Laser, so the Engineer


Constance has a second attempt at fixing it by rolling against
her Spacecraft Systems of 40%. She rolls 31, so the weapon is
fixed and the line through it is rubbed out. From now on both
Sarah and Louise may fire.

Turn 3 - Fight or Flee?

Turn 3 - Engineers repair

Light Jump

Kathryn rolls 9, giving a initiative of 21 (1+7+5+9=21). Simon


rolls 2, giving an initiative of 20 (3+7+8+2=20). The Cyclone
wins and the players will suffer a modifier of -20% to the Pilot
Manouvring check.

Sarah needs to roll under 45 (Skill is 75% with a -30 modifier).


She does not manage it and no damage is done to the
Gaterunner at all - not even to the hull.

4 000 000

Combat Initiative + Battle + Wit + D10

Cost

Kathryn and Simon roll initiative:

Pilot Cruiser

Turn 3 - Operations roll initiative

Skill Required

No-one is fleeing and there isnt any sign of surrender. So


combat continues.

The Cyclone only has one gun, the other was damaged last
turn and the repair roll failed. Sarah is the better shot so takes
control of it. The Cyclone team (the GM) decides that the
Gaterunner is not allowed to escape and so they elect to try
and shoot out its propulsion - the Grav Engine. This carries a
-30% modifier.

S Spac SpSpace

Turn 2 - Is combat over?

a c k g r o u n d

Overview
Icar is set in 92028 AD, the human race is spread across
space and is ruled by a benevolent government called the
Imperium. Another race of sentient robots called The Droids,
inhabit the galaxy and are a dire threat to humanity. The
Droids were originally created to dispose of a strain of zombie
humans. The Droids then turned against all of humanity,
waging a successful campaign of death and destruction
until 1,000 years ago, when they began an internal civil war.
The Droids are no longer a single race with a single purpose
and so humanity has been saved - for the time being. In most
campaigns, the Droids are used as the monster-in-the-closet,
player characters might fight them later in the campaign but
only when the reward is worth the considerable risk.

The Imperium
The Imperium is composed of many Chambers, each
governing an aspect of humanitys development. Outside
of these Chambers are the Imperial Peers who are Lords
and Ladies who are given their own areas of space to look
after; and the Star Industries: Star Fleet, Star Scientifica, Star
Civilisation, Star Enforcers. Star Fleet is tasked with defending
humanity from external threats, such as the Droids. Star
Scientifica makes sure research continues apace, Star
Civilisation looks after human welfare, education and
medicine and the Star Enforcers are the police. The Imperium
uses an Artificially Intelligent (AI) machine called The Nexus
to act as impartial judge and communicator between the
Star Industries. The entire Imperium is driven by a civic duty
that if they were not to continue their work in the interests of
the human race, the Droids would soon win and the human
race would be lost.
Corporations, although driven by profit are not considered
to be evil. They too have a civic duty to the human race, a
fact the Imperium is quick to remind them of. There is a single
currency, the Imperial Credit. Banking is illegal.

Geography
Human space is split into three Sectors and each Sector is
split into a huge number of clusters. A cluster is a group of
stars that geographically are nearby and have a shared
economy. A system is a series of planets orbiting a single
star. Most Icar campaigns will take place across one or two
Clusters.
Humans live in Colonies. A Colony is normally on or under a
planets surface and is built using a set of standard building
blocks called Mex Buildings. A Mex City is a large number
of Mex buildings formed into a lattice. People also live on
spacecraft (or space ships) and in space stations, called
Orbitals and Orbs.

Technology
Travel between the stars is easy and cheap. Spacecraft are
numerous and much of a Colonys economy depends upon
selling goods to other planets or systems.
Humanity communicates using Gaia, a virtual world that is a
copy of the real world. Gaia is immersive and the detail is such
that in popular places, the five senses can be completely

B Backgroun

B Backgroun

mislead. Communication between two locations in Gaia


is instantaneous, regardless of the real world distances
involved. Gaia also contains astronomical data on all known
star systems, and is used as a navigational aid aboard all
spacecraft. Most people use their real world appearance
in Gaia but the more avant-garde use any form or shape
they feel like. Gaia is free to use in public holorooms but
advanced (and business) users will have a Gaiacard, which
can store programs (called Entities) and information. You
cannot be killed through Gaia.
The human race have created a secondary race of
machines called Automatons. These intelligent machines
differ from the Droids in that they are unable to cause harm
to humans. Automatons can be found everywhere and in
all shapes and sizes, from humanoid receptionists that are
indistinguishable from humans to automated cargo haulers
called Hoppers. Every Automaton has an owner but there
are those fighting for their rights to be considered as equals.
Most humans have an uneasy distrust of Automatons,
regardless of their proven safety.

9
10

15

11
12

Humanity

14

The human race has evolved and as it did so, it split into
different Genuses. Common humans are Genus 1. The
Genus 2 mutation is a zombie-like race who are poisonous
to the other Genus (that the Droids were designed to kill).
Genus 3 are a rare race of humans with psychic powers.
The Imperium does not recognise their existence publicly.

13

Philosophically, the human race can be split into three groups:


Technologists, who believe that the future of the human
race lies in technology; Humanists, who think the opposite;
and Akarakians who follow a philosophy of Futurism, based
around ideas of the end justifying the means. There are no
major religions or superstitions.
The human race augments itself with technology and all
birth defects can be rectified. Bionics include under-the-skin
bionics called Cyberware, limb-replacement bionics called
Borgware and minor genetic modification called Bioweave.
Some people embrace this technology for its benefits but
the general human populace fear those with powerful
augmentations and so are less popular as you might imagine.

Syndicates
Not everyone plays by the rules. The Imperial Nexuss
exceptional information and resources, petty crime is easily
solved. Crime syndicates are a reaction to the Nexus,
highly organised groups of people that seek to gain power,
make money or subvert society. Syndicates tend to be
either Humanist or Technologist in belief and this generates
considerable conflict.

The Galaxy
The Milky Way galaxy contains approximately one hundred
billion stars. It is one hundred thousand light years in diameter
and bulges in the middle sixteen thousand light years thick.
The galaxy is populated by two species. Only one hundred
million of the stars in the Milky Way hold stable systems, the
others are either engulfed in Nebulae, have no useful planets
or sit within the penumbra. Of these systems, approximately
ten million are populated by one of two species. The first,
holding 95% of known space is the race called Droids,
hostile to the other 5%, which is an evolution of homo sapiens.
Many sentient species of lower intelligence exist, but do not

36

Galactic Division Key

10. Sayshell Human Space.


11. Remmar Human Space.

Droid Space
1. Unite Verita (UV) The old home of the Imperium. Now
Droid Space.

Unvisited Areas
14. Galactic Core
15. Hypnos Arm

2. Karolyn Droid Space.


3. Hesperos Droid Space.

All other areas are considered Lone Systems.

4. Atlas Droid Space.


5. Frobish Droid Space.
6. Artemis Droid Space.
7. Nyx Droid Space.
8. Eos Droid Space.
12. Typhon Droid Space.
13. Rhea Droid Space.

Human Space
9. Dorian Human Space.

37

Imperial Ranks
The Imperium created the rank structure to give
command responsibilities across the Star Industries. For
example, a Captain in the Fleet outranks a Star Blade in
the Enforcers. There are exceptions to the rule, but these
are normally based upon the respect for a particular
fighting unit.

The Galactic Divisions picture shows a plan view of the Milky


Way. Volumes 1-13 are situated in the Morpheus Arm of the
galaxy, this the vastly explored area of the Galaxy, occupied
by Droids and Humans alike. Around the edge of the arm are
systems known as the Lone Systems, a region of stars that are
far enough apart to make trade and defence unpractical.
A small strip (about the thickness of the white line) that exists
just outside human space is known as the Fringe, this is a
more prosperous but unruly area of space. The humans class
the Fringe as Lone Systems.

Steel The lowest of the low. Everyone in training is a Steel.


Few people remain a Steel through their whole career.
Blade The first level of responsibility, a Blade is there to
motivate the Steels.

Volume 14 is the Galactic Core, an impassible mass of


energy at the centre of the Galaxy. Volume 15 is the opposite
galactic arm called the Hypnos Arm, which is largely and
uncolonised due to the huge distances involved.

Star Blade The first rank to include any sort of command.


Star Blades are squad leaders in Star Fleet, area officers
in the Star Enforcers and senior researchers in Star Sci.
Miran This is the lowest command rank. When an
individual shows a more pronounced talent for the job
and the ability to manage and lead, they can become
Miran.

The galaxy is split into two arms, the Morpheus Arm and the
Hypnos Arm. The Morpheus Arm is the only one documented
in Icar, so is split into sections called Sectors. Within a Sector,
stars form in clumps called Clusters. Around each star is a set
of planets (stars without any planets tend to go unnoticed),
a star and its planets are called a System. Only stable
Systems are considered for colonisation, unstable Systems
include those with unstable or multiple stars or those near
space anomalies. Space is considered as being 2D as the
Galaxy spins in one plane (although it is 3D, it is not very fat
in its third dimension so is ignored for simplicity). Furthermore,
the curves and anomalies of space are not listed on the
diagrams.

D r o i d

Blade Miran Not much different than Miran, shows


added responsibility.
Star Miran Not much different from Blade Miran, a Star
Miran would normally have 20 to 50 people working
under them.
Fire Miran This rank is normally reserved for those people
who are on the brink of becoming a Captain. A Fire
Miran should be able to do the job of the Captain to
whom they are second to.

S p a c e

Captain Normally in command of many people within


a single unit. The rank of Captain is normally found as
Captain of a Ship or Head of Star Enforcers on a Colony.

roid Space is the name given to the huge volume of star


systems that the Droids occupy. The Droids are an artificially intelligent race of xenophobic robots. Created by created by Humanity to fight a war against a genetically poisonous race of humans. A flaw in their programming caused
the Droids to turn on their creators, resulting in a massive loss
of human life - leaving only 0.5% of the human race. Another
flaw in their system was exploited by their creators and the
Droids turned against each other. Droid space is split into
factions, areas where the Droids have split into groups. There
are approximately 5 million different factions. Every system in
Droid space is utilised in the most optimum manner, mostly
for the creation of more Droids and support facilities.
The Droids are an extremely powerful race with incredible
resources, if at any time the many factions joined together,
then a concerted (and successful) effort may be made
against the human space. Until this time, the infighting
amongst the Droids makes them ineffective against the
humans. The emergence of the factions within the Droids
does highlight another of their weaknesses, that they do
evolve over time. There is a possibility that some factions
may evolve into a nonviolent race. Droids are organised by
Mark and Variant, the Mark is just a way of distinguishing type
(by number), it is not a chronological marking. Variant is a
chronological marking (by letter), the higher the letter, the
more powerful the Droid is.
Droids are extremely intelligent and will not give up until
death. They have the ability to reproduce themselves (given
the right resources) and can tactically gauge very complex
situations from a very objective point of view. Their idea of

Admiral All the Admiral ranks tend to be strategy


jobs, rather than tactical jobs. This is the first level such
responsibility.
Blade Admiral A indistinguishable step above Admiral.
Star Admiral Normally in command of an area of
responsibility, like the Star Fleet Special Forces.
Fire Admiral Most of the Imperial councils are Fire
Admirals.
Fire Lord The head of each Star Industry.
self-worth only exists to aid a completed mission. The Droids
will only sacrifice themselves if the number of kills it can get is
more than continuing its existence. At the start of The Droid
War, the Droids could program other machines to turn against
their human masters. Since the advent of Gaia and the Gaia
2 programming language, Droids are unable to access any
machines within human space. This has effectively made
all vehicles and home-service Automatons safe from Droids
forcibly altering their programming.
Droid is a specific name for this particular race of killing
machines. Not all robots are Droids, only those programmed
to kill are called Droids. More information on this distinction
can be found in the Automatons section.

38

H u m a n

O c c u p i e d

B Backgroun

B Backgroun

have a bearing on interstellar affairs. The galaxy is broken up


into areas called Sectors.

S p a c e

small proportion of the Milky Way is controlled and inhabited by humans. The area of Human Occupied
Space (HOS) is split into three sectors: Sayshell, Dorian and
Remmar. The Human race is in a period of rebuilding and expansion, a post war era. All that separates the Humans and
Droids is an invisible Light Jump Net: A web that temporarily
stops spacecraft travelling at faster than light speeds. While
disabled, humans can intercept and destroy the Droid craft.
Human Occupied Space is controlled by a benevolent organisation called The Imperium, without which chaos would
reign and the Droids would surely invade and overwhelm
with ease.

The Imperium
The Imperium is a benevolent empire that is the guardian of
the human race. The Imperium consists of a set of Chambers,
each overseeing a particular area of the Imperiums
operation. Overall power is assigned to an Empress who
is arbiter and leader. The core of The Imperium is a small
organisation, employing only twenty thousand people.
However, the Imperium has direct control of the Star
Chambers, organisations under the pay of The Imperium
who are the real power. The Star Chambers are Star Fleet,
Star Scientifica, Star Enforcers and Star Civilisation

The Imperial Star, the symbol of the Imperium and, in turn,


of humanity.

The Imperial Chambers


The Imperial Chambers are the organisations within the
Imperium that control the day-to-day running of humanity.
The Imperial Chambers are filled with the brightest minds
of the human race and number just three thousand. Each
councillor has a menagerie of politicians, information brokers
and analysts, making the Imperium appear larger than it
actually is.

Imperial High Chamber


This Chamber is actually made from two eminent councillors
from each of the other Chambers. The Chamber deals with
Imperial policy and is chaired by the Empress. The Empress
has final say about all matters but normally the best solution
is hammered out long before this Chamber sits in a meeting.

Imperial Civil Chamber


This Chamber deals with colonisation and matters of power
within the three sectors. The Civil Chamber also deals with
expansion and grants for existing systems. The Civil Chamber
is by far the largest of the Chambers (at 300 personnel) and
controls the majority of Imperial funds.

Imperial Resource Chamber


The Resource Chamber controls the flow of money around
the Galaxy. By controlling money, the control of inflation
(which is practically unheard of) and the issuing of funds
across the Imperium. This is similar to a 20th Century central
bank but as there is no lending or other currencies, their job
is considerably more simple.

Imperial Star Chamber


This Chamber is made up from the heads of each of the Star
Chambers. This Chamber allows each Star Chamber to vent
their problems and help others to find solutions. The Empress

Empress Eshkar. the Empress of the Imperium since


the death of Emperor Morius in 92025.
sits as chair of this Chamber in most sessions. The Empress
only speaks up when a disagreement occurs.

39

fighting force.

The Imperial Peers are the Imperial Lords and Ladies who
oversee the running of Clusters in Human Occupied Space.
The Imperial Peers sit in session rarely, most disputes are
settled calmly amongst the Peers from their home Clusters
over Gaia. The Imperial Peers must sit in session together at
least once per year, an event more to do with pageantry
than political benefit.

The Fleet is based in the Turus cluster in Sayshell and have


vowed that Sayshell will never fall to the Droids. The public
rarely sees Star Fleet except when broadcasted by the
Gaian News programmes. Gritty battles remain unedited at
the request of The Fleet. Some colonies with a strong leisure
community might be chosen for leisure time for the crews.
Troopers and pilots like to party and often take over bars,
clubs and entire pleasure resorts.

Benevolence
The Imperium is not corrupt as one might expect, they are by
their very nature a benevolent organisation. It is understood
throughout all the Chambers that their actions could save
or destroy the human race. Any corruption is immediately
rooted out and removed in a completely public manner.
Such paranoia about corruption is seated deeply within The
Imperium as the last time corruption was allowed to seep in,
it lead to a massive inter-human war (The Aran War). Honour
is key, no Imperial worker would dishonour themselves with
corruption.
The Imperium is based in a crescent of systems in Remmar
called The Imperial Crescent from where they gather
information, hold festivals and allow people a place to voice
their anxieties. The Imperial Crescent is a high tech and social
model for the rest of the human race and attracts millions of
holiday makers each year as well as businesses who believe
that being close to the seat of power provides them with
influence.

Star Fleet and the general public


Civilian spacecraft Captains running expeditionary missions
across the Light Jump Net will be scanned by Star Fleet as
they re-enter Human Occupied Space. Although The Fleet
is looking for the presence of Droids on board they will also
scan for other illegal items but will hand the information to
the Star Enforcers rather than spending time enforcing the
law. The vast majority of the general public bear enormous
respect for the members of The Fleet and appreciate the
work that they do. It is common for a member of the public
to approach a member of the Star Fleet and offer to buy
them a drink, shake their hand or thank them.

Star Scientifica
With colonies placed across such a huge distance, it was
noticed that any scientific discoveries took many years to
proliferate through the colonies. Star Scientifica (Star Sci) was
created as a centre of academic wisdom and research.
Many of the great scientists flocked to be part of the

catastrophe. News stories regarding Star Sci are normally


accompanied with a grin and raised eyebrows.

Star Civilisation
When the last Emperor, Morius, died, his left a list of jobs for
his successor, Empress Eshkar, to do. These were tasks he
believed were vital but had run out of time to complete. Star
Civilisation (Star Civ) was one of these. Star Civ was set up to
make sure that every colony had adequate food, medical
and educational facilities. Star Civ is responsible for:
Ensuring food and water for all
Educating people over Gaia
Providing health care
Creating, fostering new colonies
Protecting independent colonies
Housing and caring for those in hardship
Issuing licenses

Imperium funded research. Star Sci is now highly secretive,


many of the installations it controls are completely hidden
about the galaxy (and some are even in Droid space).

Star Fleet
As the name suggests, Star Fleet is a fleet of spacecraft and
warriors that defend the human race against the Droids. The
Fleet is split into three Commands: Battle Command, Support
Command and Colonial Command. Battle Command
consist of all the spacecraft and warriors that do the fighting.
Support Command deals with the logistics of keeping the
Battle Command supplied and in good working order.
Colonial Command visits systems within the Fringe, acts as
negotiator and even offers Imperial protection to some of
the more progressive systems.
Star Fleet is equipped with the pinnacle of human technology
to combat the Droids and has discovered tactics and
methods for defeating them even when outnumbered.
Many of the spacecraft in the Fleet (ranging from massive
Battleships down to small and fast Clippers) spend their time
patrolling the Light Jump Nets which surround the edges
of the sectors that border with the Droids, waiting for any
spacecraft to be caught in the Net. Star Fleets foot soldiers
are a legion of power armoured knights called Troopers, a
select few of which become highly trained Special Forces
and the very best are made into the Elite. Troopers are not
grunts, they are highly educated, trained and professional

Many of the areas of technology researched are kept away


from the public and are released when it is deemed safe to do
so. This is seen as saving the public from themselves and has
proved to be a very good idea. Important new discoveries
are fairly distributed to the companies which benefit from
them, thus providing a periodic boost to technology without
creating a technological monopoly.

Organisation
Star Sci is organised by area of research. The research groups
are known as the Elements and are split into Fire (pure theory),
Earth (non-space application of pure theory), Air (biology,
botany etc), Water (social sciences) and Void (anything
to do with space). Specially chosen scientists from each of
the Elements gather together at a Gaia space called The
Quorum of Elements. Here they discuss problems and share
major findings.

Star Sci and the general public


The general public will sporadically hear about corporations
being presented with advanced technology or colonies
being provided with a scientific solution to a global

40

Getting away with crime


You might assume that with such advanced technologies
comes the benefit of being able to tie criminals down with
greater ease. However the Nexus requires the Star Enforcers
to have huge amounts of evidence regarding the crime
before a conviction can be made. This is because humans
are fallible and any physical evidence (sensor footage,
genetic information, sensor recordings in high tech buildings)
can be forged. The only sure fire way of being immediately
arrested and convicted is to perform a crime in front of a
Star Enforcer. The more evidence the criminals leave over a
series of criminal acts, the more likely the Nexus will request
their arrest. Typical Criminal activities are listed in Typical
Criminal Activities on page 73.

Corporations

Supervising and supporting colonial councils


Choosing new Imperial Peers
Star Civ is the second largest Star Chamber (after the Star
Enforcers) and has had a huge impact every humans life.
Star Civ are pervasive throughout every facet of life from
the cradle to the grave. Schooling at the start and geriatric
care at the end. Through the rest, they are seen as helpful
councillors and public servants that are impartial and kind.
Many argue that the Imperium wants to control what
people think and the best way to do this is to control the
education of children. This is purely conjecture and there
are no indications that the lessons taught have changed in
content. Children are actively encouraged to question the
Imperium.

Star Civ Healthcare


be careful where you dock , if you want a ship to return to

largest of the divisions and includes all the police on colonies


keeping law and order. The last division is Justice system and
deals with imprisonment and execution (depending on local
law).

Doctors are paid a nominal fee for taking care of patients.


These Doctors can be found on all space craft and colonies
and do not feed back information to Star Civ.
Star Civ also run trauma units where those that are badly
wounded can be picked up and looked after by highly
trained paramedics. The service is free but the patient is
scanned. Star Civ Artificial Intelligences (AIs) can also assist
over Gaia. The medical AI gives a +20% to a Medical skill roll
for a Doctor in need of help or allows a non-medical person
to stabilise the patient.
The downside of using Star Civ is that the Nexus is always
watching and will use the information it gleans from your
medical emergency as evidence for Star Enforcers. Be
careful that you do not implicate the patient - or yourselves
in a crime by using it.

Star Enforcers
The Star Enforcers (or simply The Enforcers) replaced a corrupt
and under resourced interstellar police force (called the
FEDS). Utilising their own fleet and resources, The Enforcers
are able to keep excellent law and order on Colonies and
in space around them. The Star Enforcers are split into four
Divisions: Void, Investigation, Colonial and Justice. Void
deals with the spacecraft and defends against pirates.
Investigation deals with matters of interstellar importance
(particularly dangerous criminals). Colonial is by far the

Corporations tread a fine line between exploiting colonies


and providing for them. The law is broad enough to stop
Corporations from controlling colony politics. Corporations
come in three sizes: Intersector, Intercluster and Local.
Intersector corporations stretch across all of Human
Occupied Space and include the biggest brands that have
been around for tens of thousands of years. Intercluster
Corporations tend to be localised amongst a few clusters in
a single Sector. Local Corporations at the very most spread
over only a single cluster. A list of well known and example
corporations are included in the section on Corporations on
page 70.

Black Mills
Most Local and few Intercluster Corporations fund secret
Black Mill subsidiaries to influence the markets, steal
secrets from competitors and even cause damage to other
companies. Although illegal, Black Mills have become
expert in evading the Star Enforcers and often make use of
criminal Syndicates. Black Mills use the Undergaia to arrange
missions, hire mercenaries and exchange private corporate
data.

Imperial Lords and Ladies


The Imperial Lords and Ladies (Imperial Peers) oversee and
rule the three Sectors. By their very nature, they do not
intervene unless called for, they are the emissaries of the
Imperium and are figureheads of the systems they oversee.
The general public see their Peer as the ultimate problem
solver as the Peer is normally required to solve large, system
wide problems. A Peer visiting a colony can provide a
massive economic boost alone.
Funding is given to the Peers by the Imperium to award
systems that have either shown promise or have fallen on
hard times. The criteria for awards is largely left in the realm
of the Peers. Other funding is often redirected into teams of
troubleshooters and investigators under the constant pay
of the Peer. These groups attempt to solve problems in a
quiet and ground level way rather than using the large scale
economic powers of the Peers.
Peers do not openly discuss their philosophical view points
(as either Humanist, Technologist or Futurist) but they do

41

B Backgroun

B Backgroun

The Chamber of Imperial Peers

Lady Tess Cannar


Lady Cannar is a tough, unscrupulous Dorian Sector Peer.
Her severe bobbed hair, pale pallor and slight build gives
her a sharp appearance. In dealing with colony councils
and corporations, she is notably curt, brief and direct. When
compassion is required for the populace, Lady Cannar
transforms into a kind and caring maternal character. It is this
convincing dual personality that is most unsettling for those
who follow her exploits.
Before becoming a Peer, Lady Canner was the heiress of
a large Dorian Trade Corporation but was more interested
in people. Emperor Morius was taken by her People First
policies and made her an Imperial Peer at the age of 22.
Assumed to believe in Humanist philosophy.

Lord James Walker


Lord Walker is an upbeat, camp and outrageous Peer.
The general public are in love with and perplexed by him
in equal measure. His bubbly outgoing personality and fast
talking hyperbolic speeches hide a shrewd negotiator and
businessman. Lord Walker is mostly known for the perpetual
party that erupts wherever he visits.
Before becoming a Peer, Lord Walker was a wealthy
experimental artisan and was a household name throughout
many of the clusters he now supervises. Assumed to believe
in Humanist philosophy.

Lord Stephen Lawrence


Lord Lawrence is a proud and serious Peer who speaks softly
but demands respect. He is a gentle man, who takes the
time to listen to anyone who takes the time to tell him their
woes. Lord Lawrence works tirelessly for his people and was
once ordered to have a holiday from work by the Empress
- a holiday he spent inspecting leisure facilities on one of his
Colonies. Lord Lawrence not a great economist, so takes his
economic advise from a herd of advisers.
Before becoming a Peer, Lord Lawrence was a Star Fleet Stub
Wing pilot, having served 15 years with the 2nd Stub Wing
Fighter Squadron on the Star Clipper Relentless. Assumed to
believe in Technologist philosophy.

Lady Jacqueline Crowell


Lady Crowell is a young, energetic Peer who delights in
asking difficult questions of those whom she meets. Fiercely
intelligent and keen on understanding everything about
each place she visits. This can cause embarrassment in those
on the receiving end of the question but always commands
respect from each witness. A relatively new Peer, Lady
Crowell has rapidly gained a large following for her direct
and positive attitude.
Lady Crowell emerged as a candidate from one of Remmars
wealthy families. Lady Crowell was spotted as a rising star
while working in the Imperial Civil Chamber. Assumed to
believe in Futurist philosophy.

Remmar

Lady Berrinda

Sayshell

Dorian

Lady Berrinda is as fierce as her reputation. A fiery Character


who throws her power and weight behind causes she
believes in. Lady Berrinda spends most of her time at
fledgeling colonies, which has little economic affect but
does improve the survival of young colonies.
Lady Berrinda came to Emperor Moriuss attention when she
led a fleet of 25 huge freighter spacecraft through 12 clusters
of Droid space and across the Light Jump net into safety.
Saving millions of lives, Lady Berrinda was halted from going
back by being made a Peer. It is believed that this threw
her into a rage that lasted a week - a belief that is rooted in
truth. Morius appeased her by giving her clusters along the
Light Jump Net edge of Remmar Sector (the Typhon side).
Assumed to believe in Technologist philosophy.

Lady Axa Erland


Lady Erland is the Imperial Peer in charge of the Akarak
Nation. Although appointed by the Empress, Lady Erland
was drawn from the Akarakian Elders. Lady Erland is a typical
Akarakian and strictly follows the three tenets of hard work,
expansion of the mind and a pragmatic view that the end
justifies the means. For more detail see Akarak Nation on
page 68.

Imperial Peer Trade Navies


Each Peer also has a Trade Navy. These spacecraft are
owned and operated by the Peer. Trade routes which would
not be viable for a normal trader will be given to the Trade
Navy (as they do not need to pay taxes to the Peer). Trade
Navies are resented by other trading firms but they are
understood as a necessary evil. If a Trade Navy turns a trade
route profitable, it is required to hand over that route to a
trade company and turn its attentions elsewhere.

Clusters and Peer Control


Most Clusters tend to stay under the control of the same Peer.
However, the Peers can swap Clusters between them (as
long as the general public vote in favour). Another method
for changing Peer is when the Council of many systems in
the Cluster vote against the Peer. This is uncommon and
frowned upon by the Imperial Civil Chamber. Normally, the
Cluster will only vote against the Peer if there has been a
serious miscarriage of justice.

Peer Creation
Peers are chosen from a shortlist (compiled by Star Civ) of
wealthy industrialists by the Empress and the position is a
double edged sword - its a position of considerable power
and influence but you cannot refuse if you are called upon
to serve. Peers spend most of their time travelling between
systems and as such do not have a seat of power. While en
route between systems, business and problems are dealt
with over Gaia.

T h e

S e c t o r s

he galactic arm is split into Sectors. Each Sector began life


as an administrative zone, which then grew into a place
where people would be proud of. Since The Droid War, all
but three Sectors fell to the Droids. The Imperium built Light
Jump Nets along the borders of each of the human occupied space sectors to stop the Droid ships just long enough

42

The three Sectors of Human Occupied Space. The sectors have been separated in this diagram to show where the Light Jump Net runs. Full page maps are in the Appendix.
The Lone Systems: Those Systems on the very edge of the
galaxy are far from Imperial control. A good definition for
what makes a Lone System is that it takes at least ten days
to travel to a Lone System.

for the Star Fleet to intercept.


The three Sectors under human control are Sayshell, Dorian
and Remmar. Sayshell is the home of Star Fleet and having
never fallen to the Droids, it is prosperous and very high tech.
Dorian holds the reigns of production and is mostly industrial
and trade orientated. Remmar, newly retaken from the
Droids is the sector of expansion and new opportunities.
Sectors can be further broken down into clusters.
A Cluster is a group of stars that are spatially close to each
other. Clusters tend to have shared economies and trade
as the distances for the transportation of goods is small.
Separating the sectors from the Fringe and Droid space is
a Light Jump Net. This net will stop any craft Light Jumping
through it in either direction. If a spacecraft Light Jumps
though this one light-year thick barrier, it will be pulled out
of its jump and all craft nearby (including Star Fleet) are
automatically notified.

The Anatomy of a Sector


A Sector is represented as a flat map taken from above
(looking down on the plane the galaxy spins in) for simplicity.
A Sector is made from a mosaic of Clusters, which are
groups of stars that due to their proximity share a common
culture and economy. In ancient times, a Cluster would be
considered a nation. As you move away from the centre of
the arm, the number of Systems diminishes and Clusters are
spread far apart. Light jumping spacecraft take longer to
travel between stars in The Fringe and Lone Systems.
The Central Arm: The central arm is the name given to the
bright section running down the centre of the sector.
Clusters: A line between each of the sections are the
markings defining clusters. Those clusters that are dark
have many stars, the lighter have fewer.
The Fringe: The area outside the Light Jump Net is the top
and bottom edges of the image. The exception to this is
the white line, which shows the Light Jump Net.

Sayshell
First populated in the 11th millennia, Sayshell began as a
centre of learning and commerce. It remained so until Star
Fleet moved its operations there during Aran War. Since then,
The Star Fleet has protected and looked after Sayshell more
so than any other sector. When the war against the Droids
looked like all was lost, the Fleet spontaneously retreated to
Sayshell and with the aid of Star Sci kept the Droids out. This is
the safest Sector in Human Occupied Space.
Sayshells economy revolves around technology and
learning with food production coming a close second.
Comparatively little is actually manufactured in Sayshell,
although most inventions originate there. Sayshell does not
have any Imperial Peers in control, it administers its colonial
councils through Colonial Command. Sayshell is by far the
richest and most technological system in the human space,
by living there you are assured a job, even if it is in Star Fleet.

Dorian
The War of Dorian was the closing chapter of The Droid
War, where Star Fleet had a limited presence (only due to
its proximity to Sayshell) but the colonists who had retreated
and fought their way out of every system up until then were
not going to let Dorian and all its resources to fall to the
Droids. Although the space was invaded, it was never entirely
occupied, the human inhabitants giving a hard resistance.
The Imperium soon took the sector back as the many systems
yielded much needed resources that were not available in
enough quantity in Sayshell. Dorian grew once more as the
production centre of Human Occupied Space once the
Droids were expelled.

43

B Backgroun

B Backgroun

influence their decisions. A Peers philosophical belief is


the topic of many bar conversations. In each of the Peer
descriptions below, the philosophical belief assumed by the
general public is given.

Remmar
Remmar was the last Sector to be successfully evacuated,
leaving many of the Colonies intact. The onslaught of the
Droids was met with empty Orbitals (space stations) and
booby traps aplenty. When the Star Fleet eventually pushed
the Droids out 2 years ago, they opened up a Sector largely
untouched by war.

are given later in the section Akarak Nation on page 68.

Baleris Cluster
Situated on the border between Sayshell and Dorian, the
Baleris Cluster location has been disputed since the original
pioneers landed on Zeff Orb in 6295. The Cluster was soon
absorbed into the Akarak culture but took a slightly different
spin on their ideals. Baleris was a cultural centre for Akarakians,
allowing the Akarak people to have more freedom from the
constraints of the Elders wishes. Times soon changed and
the colonies in Baleris moved away from the Akarak way of
thinking, it has kept its cultural significance and its leading
system Acerine Prime is a good example of a system with all
the good aspects of Akarakian ideas.

Remmar is a fledgling sector with one very important


resource: food. As the human race grew in the other two
sectors, it was soon clear that it would be impossible to
feed everyone with the food processing available. Huge
effort was put into opening Remmar and when it was finally
opened for the general public to colonise, a quarter of the
human population flocked there to start up crofts (small, self
sufficient farms) and rejuvenate empty colonies. Remmars
prime function is to produce food and allow private
enterprise to flourish.

The Imperial Crescent

Unfortunately, there is not yet enough resources coming out


of Remmar to make Imperial Peers overseeing all the systems
worthwhile. Star Civilisation is looking into assigning Peers to
those places that are struggling.

Many of the Interstellar corporations moved their operation


to The Crescent purely for the prestige of being in the
same cluster as the Empress. Trade, as you would expect,
is blisteringly high around the cluster. The cluster also has a
industrial edge, it is responsible for the production a huge
amount of food which serves less fortunate clusters around
it. The Imperial Crescent is a shining example for the rest of
the human race.

C l u s t e r s

whole Sector is a large area to administer without further sectioning. A Cluster is a clump of stars arranged
in geographical proximity (they are near each other) and as
a result of this share trade and economies. A Cluster can be
any number of inhabitable Systems from 2 to 20. Below is a
list of Clusters which are important to note. Detailed descriptions for the Anadar Cluster is included in the Scavenger Setting on page 105.
Your campaign is likely to be based in any number of
Clusters. These Clusters are well-known and are detailed
below as examples.

Akar Cluster
The Akar Cluster was first settled in 4002 by Jebediah Akarak.
Jebediah believed that to lead a long and healthy life
both Mind and Body must be expanded and pursued. The
first colonies starved as the colonies split their time evenly
between encouraging their mind state and doing duties on
the farms. This lead to many harsh winters where hundreds
died through starvation. The food that was grown barely fed
the populace, so little trade was possible. The cluster was
quickly populated by people of the Akarak nation (many
took surnames with AK to show their affiliation) and slowly
the wealth and power of these odd-ball people began to
grow. This growth was massively aided by the Akarak Aid
Fleet whose job it was to stop colonies from dying out.
Now the cluster is a thriving trade source as well as cultural
centre. The strict Akarakian discipline lends itself well to trade
as outside traders fell that the deal that they were getting will
always be honest and fair. The details of the Akarak nation

Deep within the heart of Remmar, the Imperial Crescent


is a cluster that resembles a crescent if viewed directly
from above the Galactic axis. The Imperial Crescent was
populated extremely quickly and is the home of the Empress,
Star Scientifica and The Star Enforcers. The technology of
the Imperial Crescent is second only to Arcturus (Star Fleets
home in the Turus Cluster) but is also the centre of art and
humanitarian issues as well.

Niopak Cluster
Niopak Primus Retaris was first landed upon by James
Niopak Trenchard in 6156, life was very hard there. The
colonists who settled there were more idealistic dreamers
than realists. Artisans, writers, poets and drifters soon settled
the many inhabitable planets surrounding Primus. They were
not well suited to building and defending a colony but
even through harsh winters, the Colonies grew. When the
Romar Cluster began links in 6211, the colonies in Niopak
strengthened, without losing the artisan core that permeated
all the systems.
Today, Niopak is a very wealthy cluster, known for its fashion
and for creating new trends and often being the centre
of attention in Sayshell. Although there is quite a frivolous
side to the Niopak cluster, there is a basis of hard fashion
industry to support it all. Any item of day to day living is made
fashionable, from Gaiacards to sports cars. Non-essential, yet
highly sought after gadgets and trinkets are also produced in
large quantities.

Romar Cluster
Populated by Romar Smith in 6002, the founder only
remained on the founding system (Romar Grand) for a
space of five years. In those years, he managed to set up a
self sufficient economy. He soon realised that the remaining
systems around Romar Grand were ripe for the picking and

from under the thumb of the Imperium while still remaining


inside the safety of the Light Jump net. Tef also includes
a very high percentage of I class planets (about 40%!),
Although most of the climates are very harsh on those living
there, they do still count as I class.

The Turus Cluster


Since the The Star Fleet was first created as Stella Fleet in
5800, the Turus Cluster (1 on the Sayshell Guide) has been
its home. Boasting the largest colonies and Orbitals (space
stations), the Turus Cluster is the centre of technology and
learning. The Turus Cluster produces enough food to trade
excess; training and spacecraft for the Fleet. Its excellent
central position leaves it open to trade from the other Sectors
and is by far the most advanced Cluster in Human Occupied
Space.

Vitero Cluster
The Blue World colony was founded in 6322 by Simon Vitero,
from whom the Cluster takes its name. The ideals that the
colony founded itself on were based within practicality. In
the early years of colonisation, Vitero and his colleagues did
well by saving time and effort for that which was absolutely
necessary. The technological and agricultural output of
the Blue World colony and the colonies that followed
were excellent while the sociological advancements were
minimal in the extreme.

Naggachef Cluster
This cluster exists within the Nagga and Chef nebulae,
two massive clouds of gas which exist 5 light years apart,
swallowing most of the cluster. The patchy sparseness of the
nebulae (compared to other nebulae of similar size) allowed
Colonies to grow where otherwise it would have been
impossible. When Peter Nagga settled the first colony with
his wife-to-be Gill Chef in the latter part of 5998, the colonists
who had taken the gamble were quite cut off from the rest
of humanity. Most traders would not venture into the Nagga
or Chef nebulae for fear of collision. Once the nebulae were
correctly charted, the systems became very popular indeed.
Naggachef contains many systems within its nebulae, most of
these systems have many I class planets (some terraformed)
and great, untapped natural resources. The cluster has two
major systems Prem-Nagga, a huge I class planet with a
massive farming industry and Prem-Chef, a medium I class
planet with a huge tourist and pleasure industry. Those on any
system within Naggachef are delighted by the Nebularis or
sky lights, the patterns in space made by the two swirling
nebulae. Never do any of the systems have complete
darkness, there is always a glow of red, green or blue.
Naggachef is the main food producing cluster in Sayshell,
turning out enough food to feed a third of the population of
Sayshell. Subsidiary industries include production and tourism.

44

my craft: my home. my crew: my family.


squeezed Romar Grand for the resources for setting up more
colonies around it. Later, he bored of colonisation, Romar
began setting up trade links with the colonies. When Romar
was 56, he had managed to populate 10 planets and was
training his two sons (Andrew and Simon) all that he had
learnt. The Romar Cluster is now the most powerful economic
cluster in Human Occupied Space.

Today, the Cluster still thrives on its principles of function


rather than form. It is no surprise that the Mex building was
designed here along with the laser-bladed harvester. Vitero
also holds the headquarters of the Endotech shipwrights,
along with a massive spacecraft manufacturing trade. The
general public have little interest in visiting Vitero, which
leaves its tourist trade dead and social colour bland.

Romars strength is in its excellent adaption to changing


needs. When Dorian opened, industry in Romar shrank, so
they built extensive space docks to meet the demand for
space craft. Currently, the Romar Cluster is gearing up to
produce Orb Orbitals - huge space stations. Romar is often
referred to as a Nomadic Cluster as most of the clusters
inhabitants are traders who do not tend to spend too long
in one place.

Earth, Sol System

Tef Cluster
Settled in 4142 by Norman Teffralliage (Tef), the Tef cluster is
by far the most notorious and disreputable cluster in Imperial
space. Within the Tef systems there are two sets of laws. The
first set is Imperial Law, by which any respectable person goes
by. Fralliage law is the widely adopted law based on the
principle You can do what you like if no-one is watching.

Earth is the 3rd planet in the Sol system and the origin of
humanity. After the rapid expansion of the human race, Earth
become forgotten as it was a painful reminder of the horrors
of war and the human races barbaric past. Explorers often
go looking for the location of Earth but never turn anything
up. Most believe that Earth is now within Droid Space and
not worth the risk looking for it.
The Imperium do not actively stop people looking for Earth
but at the same time, they do not promote it. The Imperium
claim that they do not know where Earth is, a favourite topic
for conspiracy theorists.

Corruption, theft, political overthrow are common place in


Tef. However, people still enjoy living there because it is out

45

B Backgroun

B Backgroun

Now Dorian produces the most raw materials and


technological goods of the three sectors and continues
to grow economically. The Sector prospers despite poorly
funded Colonies becoming technologically archaic. The
people of Dorian prefer to fix only when broken, to do so
before is waste.

F
G

An example of a Croft delivering Biomatter to a freighter. Key: A: Croft buildings where farmers live. B: A harvester. C: A croft
Mushroom, where the harvesters deposit grain. D: A Cyclone freighter taking delivery. E: Hopper Automatons move space
crate boxes to and from the freighter. F: Croft store of space crates. G: A Hauler carries crates on planet surface to Mex Cities.

Colony Buildings

C o l o n i e s

colony is the name given to a dwelling on or under the


surface of a planet. A colony can be a city (called a
Mex city) or high tech farming communities (called Crofts)
or a combination of those. Colonies are normally set up on
planets where there is a gravity strength appropriate to humans (around 1 earth gravity) although some colonies use
spacecraft technology to provide a bubble of artificial gravity. A quarter of the human race live in space stations, called
Orbitals but they are not considered to be colonies.

Where Colonies Grow


Wherever there is a need for people to live, there will a be
Colony. Colonies are built on planet surfaces (Prosurface),
under the surface (Subsurface) or under oceans (Subaqua).

Prosurface
Any colony on a planet where the air is nontoxic to humans is
a Prosurface colony. Roughly 60% of colonies are Prosurface
colonies. Earth in the 21st Century was a Prosurface colony.

Subsurface
Any colony where the atmosphere is not breathable is called
a Subsurface colony. These colonies are normally huge
caverns buried deep within the surface of the crust, sealed
to the harmful atmosphere. Within these caverns are cities,
much the same as on Prosurface planets. Access to the
colony is through many huge circular tunnels called vents.

Subaqua
Any colony built under an ocean of liquid (not necessarily
water) is a Subaqua colony. Subaqua colonies are Cities
built on the inside of giant spheres. Gravity in the spheres
points toward the nearest inside face. All the buildings
reach into the middle of the sphere. The large spheres are
interconnected using a system of tunnels. Spacecraft dock
on the outside of the spheres - space inside is usually too
precious.

The Droid War turned the human race into a race of


refugees. A tsunami of people flooded from invaded Sectors
into Sayshell. At first, they lived in repurposed spacecraft but
those craft were soon needed to help other refugees and
spark off trade. The Imperium responded with prefabricated
buildings.
There are two main types of building: Crofts and Mex Cities.
Crofts are smaller buildings, made to house farms and
holiday homes. Mex Cities are huge lattice structures with
tall, straight buildings connected together with structural
walkways, providing strength. Mex cities are by far the most
popular buildings as they are cheap, very quick to construct
and do not take up much of a footprint.

Crofts
A typical croft building is a circular hut which has a domed
roof. On the ground floor is where all the utility equipment is
kept, including generators and for larger croft buildings and
any vehicles. The upper floor is the living space. The more
people that live in the croft, the larger the diameter of the
building is to be. Every living space has a sky view through the
domed roof and all rooms are on the edge of the building.
A typical croft has a diameter of 15 metres, large ones can
go up to 50 metres. There are many different designs on offer,
with many different interiors of all qualities. A simple Croft
(including installation fees) costs 10 000 credits. Permission
needs to be granted by the local Council (which it normally
is) before one is installed.

Mex Cities
Found in all colony types, a Mex city is made from many
levels stacked on top of each other. Each level has a
particular template so that level with differing purposes can
be stacked easily. Each building stands alone, connected to
other buildings by walkways which people walk through. Lifts
run up and down the corners of the building, each powered
by Grav.
Although this prefab system of building is normally followed,

46

In Mex cities, there are many ways of travelling. Inside


buildings, people travel by foot, to move up and down the
buildings are extremely fast lifts that can traverse hundreds of
floors in seconds. Free transport is provided in all Mex cities by
the Free Mass-Transportation System (FEMTS) which are large
bullet-shaped Grav vehicles that run methodical routes
around the cities. Personal transport is provided by
Grav Cars and Grav bikes which are flying vehicles
that travel between the buildings.
Living in a Mex city would feel like a very strange
experience to those in the 21st Century.
People tend to work near where they
live, even in the same or neighbouring
building. Nearly all humans live in a Mex
city in one form or another as Mex cities
can be built anywhere. Mex buildings
can be repaired and constructed
very easily, they can also be added
to by lifting off the top level and add
more levels in underneath.

of the tallest buildings in the City.


Star Civ have an important presence in the town hall. It is the
location of their headquarters and also a central hub for the
services it provides, including trauma clinics. A Mex city will
have a large number of trauma clinics distributed around,
the Town Hall will have several scattered between the top
and the bottom.

B. Home Gateway
The Home Gateway or Home Gate is the star craft docking
facility that is used by smaller, private craft and the large
passenger carrying Pitlifters that deliver people to
Orbit and the Star Buses. Smaller berths with more
commercial aspects (such as hotels, retail shops) are
clusters around this edge. Traditionally, the Home
Gate is normally a very well kept part of the Mex City
as it is normally the first place that the visitors to the
city will ever see. The Home Gateway has the feel of
an old-fashioned airport, with people waiting to
travel or moving away from the Gate area as
quickly as possible. Local populace normally
leave the inflated prices of the Home Gate
for the tourists and shop elsewhere. The
Home Gate is often locally called something
else, named after a founder or famous
spacefarer.

Mex in General
From a distance, a Mex city
tends to look out of place
within the landscape. This
is because of the large
square lattice work
of the buildings. The
edges of the city tend
to be square and the
can be built in any
place (shown below in
a valley). This is due to
their sturdy structure and
the fact that all vehicles
fly in and out of the city,
there are no need for
roads, as such.

C. Freight Gateway

C
D

The ethos of the Mex


city has lead to some
standardisation
in
the
layout. These standards are
called The Imperial Polisat
and they provide a perfect
model for city designers to follow.

This is the dock for larger spacecraft.


These spacecraft tend to be
huge hulks that carry a massive
number of poly-ceramic-alloy
space crates. Each of these
freighters have only 100 crew
but have many hundreds
of automated Hoppers.
Hoppers are flying robots
designed to carry space
crates to and from the
freighter. When a freighter
arrives, a huge swarm of
Hoppers move cargo back
and forth.
The Freight Gateway has few
bars and cheap hotels. Many
crews prefer to sleep on the
spacecraft but the hotels
offer a change of scenery,
live music and a range of local
entertainment.

D. Hauler Port

Typical Mex Plan


A. Town Centre
Pivotal to the running of the colony, the Town Centre is
the home of all the main colony offices and comprises of
several Mex buildings. The main building is the Council Office
where councillors and their advisors organise new policy and
manage planetary issues. Star Enforcer Colonial Building or
SEC Building is where the Enforcers (Police) on planet reside.
Often, the SECs have two or more buildings depending on
size of the Colony. The Town Centre nearly always comprise

A l s o
situated at the base and on the edge
of the city, the Hauler port is how goods are transported
around the planet. A hauler is a large haulage vehicle which
accelerates very slowly but can travel very fast indeed. This
makes it perfect for long distances.
Although mostly automated, the Haulers are normally piloted
due to the mistrust of automated systems. Hauler ports tend
to be poorer areas of the city as most of the Hauler pilots
spend little time in the city, it is not looked after very well. The
Hauler Port is also likely to contain many storage levels as it is
not a desirable place to live.

47

B Backgroun

B Backgroun

each system does have its own special character which


can be seen in the colours and layout of the buildings. Mex
buildings on very different systems sometimes look very
similar in shape. Mex buildings tend to be very tall and thin, a
normal size for a building would be approximately 4km high
with a footprint of 100m square.

B Backgroun

B Backgroun

In a Mex City

internal fittings, the external bullet shape is standard.

The picture (on the next page) shows a view from within a
Mex city. The picture is looking down the middle of the city.
To people who have lived on Crofts their whole lives, the
Mex City will feel claustrophobic, overcrowded and busy.
The space between the Mex buildings is packed with traffic
(only a small amount shown in the picture for clarity). Due to
the regularity of Mex levels, it is very easy to navigate around
a Mex city.

A. Lift
Lifts travel up and down the corners of all buildings. Some
buildings have lifts on the inside as well but the majority of
people use the corner lifts. The lifts run on Grav and are not
directly to connected to the building, so there are many
(often as many as 200) lifts in one building corner.
They are best thought of as independent Grav Vehicles that
mainly travel vertically. Lifts travel at great speeds and one
can travel at up to 20 meters per second (4 floors a second
or 12 floors a game turn). Each lift has a powerful gravity field
generator that keeps the occupants safe from the affects
of huge accelerations. Lifts can pass each other in a corner,
allowing lifts to overtake each other.

B. Walkway

E. The Nearground
The Nearground is the place where those not content
with normal society go to live. See the later section The
Nearground on page 50.

Colony Council
Administration of the Colony is performed by the Colony
Council. The Council is democratically elected every 4
years. Councillors are drawn from the wealthy, famous or
purely on merit. The positions on the Council are: Chair,
Industry, Treasury, Trade and Domestic. Two extra seats are
appointed by the Imperium: Star Enforcer Captain in Charge
and Star Civilisation Captain in Charge. Some councils have
extra members depending on their local situation - such as a
council member for Mining activities.
Councillors can serve as many terms as required and each
Councillor is given a budget from the Imperium (via Taxes)
and employs a staff. The taxes are used by the Council to
grow the colony, provide services, perform maintenance
on the infrastructure, subsidise trade negotiations and
support flagging industries. Council Staffers wield much
of the Councils power as negotiators and advisers to the
Councillors.

Walkways allow people to move from one building to another


and are structural tubes that connect the Mex buildings
together. Mex Cities with many walkways form a tight lattice,
making the city as a whole very strong. Toward the centre
of a Mex city, walkways are common and become more
rare toward the edge. Traffic passes above and below these
walkways and they sometimes travel at angles between the
buildings. In any case, the gravity inside of the Walkway is
always perpendicular to its floor.

The Council are constantly in the public eye, their decisions


having real and often immediate affects on the population
of the colony. Although there are no party affiliations,
councillors often hold onto Human philosophies, by which
they make their decisions (see Philosophy on page 66).

C. Traffic

The Council Chair has the job of keeping order and making
sure people do as they say they are going to do. The Chair
is the public face of the colony and spends a lot of the day
travelling around the reaches of the colony talking to people
and investigating problems that might have been raised on
a council meeting.

For those who can afford their own personal transport, there
are flying cars called Grav Cars are used to move people
around. As the volume of traffic in central areas of a city can
be extremely heavy, people often choose to walk instead
of driving.
Grav Cars fly through the city in lanes. Flying through the Mex
City can be quite stressful to do at speed, so most people will
switch on the Grav Car artificial intelligence and let it drive
for them - picking the quickest route. An artificial intelligence
will not break any driving laws and for those who want to
dash through the City, they can drive on Manual (Pilot Grav
skill check).

D. Free Mass Transportation System


The Free Mass Transportation System (FEMTS) is available
in all major Imperial Systems. The FEMTS consists of a huge
number of bullet shaped FEMTS cars. Unlike most old-world
free transportation systems, the FEMTS is normally the pride of
the city, clean, reliable and always on time. FEMTS cars are
unmanned, it is only the passengers who travel on it. The car
is controlled by an artificial intelligence (AI power 2) which
senses other traffic in Gaia and then makes decisions on
the best route to meet its stops. The FEMTS is widely used by
many, as a safe alternative to owning ones own car.

D
C

To understand, gain connections and make use of a colonys


council, an Ecopolitical Skill check is required.

Chair

Treasurer
The Treasurer is responsible for ensuring that the colony remains
within its budget and that the Imperium is warned before they
run out of money. Taxes are collected automatically by the
Imperium over Gaia and the enforcement of tax collection is
down to the Star Enforcers. Therefore, the Treasurers budget
is derived straight from an allowance from the Imperium.
More enterprising Treasurers will seek to boost this income
with donations from wealthy people and corporations,
although this is not expected of them.

Industry
The aim of the Industry is to ensure that local businesses are
supported and that there is fair competition on planet. The
Industry Councillor also aids local businesses (using a budget)
to help grow new industries or save important ones that are
floundering.

More affluent Cities adorn their FEMTS with bars, relaxation


rooms, massage parlours and brothels. Regardless of their

48

49

In most Mex Cities, there is an area which is known as the


Nearground. Typically, the Nearground is the area Near to
the ground - the first 50 metres of each Mex building where
light rarely filters do to. The Nearground is where anarchists,
socially dispossessed, poor and criminal elements of society
live and work. The Imperial society is a liberal one and the
Nearground provides a space for the fringes of society to
meet, away from those playing by the rules.
The Nearground is where the order of Mex architecture
descends into chaos. At ground level, the Mex buildings
are difficult to discern, the core layout of the buildings
augmented by gantries, walkways and buildings in a hightech shanty-town. There is little traffic in the Nearground only Grav bikes are small and nimble enough to drive quickly
through the maze of architectural imagination.

Typical Nearground Locations


In the Nearground can be found brothels, seedy nightclubs,
old-fashioned tea shops, non-Star Civilisation doctors who do
not ask questions, black markets, drug dens, cheap hotels,
Grav biker hang outs and burlesque clubs.
The Hauler port is also normally by the Nearground. Some of
the Hauler crews are seduced by the Nearground but most
remain professional and once away from their Hauler, travel
to the higher areas of the City.

Star Enforcers and the Nearground


The Nearground is very difficult for the Star Enforcers to
operate in. It can be very difficult to gather evidence of a
crime as the anarchists refuse to co-operate and buildings
rarely carry sensors. The Star Enforcers often return from the
Nearground empty handed. The main exception is with
particularly dangerous criminals, for which the Star Enforcers
travel in great numbers and force.

The Mesh
The superstructure of the Mex buildings contains large air
ducts and utility sections, this area is known as the Mesh. The
ducts of the Mesh run everywhere throughout the Mex City.
Some longer ducts run the vertical length of the 2km building.
Although originally intended for repair crews to work without
disturbing the general public, the Mesh has now become
home to an outcast part of society, the Meshrunners.
The Mesh can also be found in Orbitals and some very large
spacecraft. The Mesh could be anywhere, so the same rules
apply.
The General Public are mostly ignorant of Meshrunners,
assuming that the thieves and muggers come up from the
Nearground in lifts.

Meshrunners
Meshrunners live in the Mesh, leaving only to steal food
and money from the general public. The Mesh is a haven
for those on the run from society. Most Meshrunners are
children, teenagers and young adults; petty criminals, family
outcasts or escapees from the constricts of their upbringing.
As Meshrunners grow into adulthood, they usually leave the
Mesh for the bright lights and opportunity of the Nearground
- or even back into society. Few grow old in the Mesh and
even fewer are born there.

Meshrunner Gangs

Character.

The Meshrunner Gang is a family. A tight knit group where


seniority is defined by time spent in the Mesh and ability; age
is of little importance. Meshrunner Gangs tend to occupy
an area of Mesh and rarely stray from their patch. A Gangs
area is normally across many buildings over a few levels.
Friction and suspicion between Gangs is great - each Gang
assumes the others are in league with the Star Enforcers, their
parents or whichever organisation they are avoiding.

Once trust is gained, a Meshrunner is very useful - able to steal,


overhear and rob people before blending back into society.
Meshrunners do not use Gaia, so contacting them can be
difficult and gaining one as a valuable contact is likely to be
a haphazard affair involved in a chance encounter.

Running the Mesh


Moving through the Mesh is a Skill (Meshrunning) that can
only be taught by another Meshrunner. Meshrunners use high
tech climbing gear repurposed from common day items
that can be hidden under clothing for when they are moving
amongst the general public. Running the Mesh is extremely
dangerous for the uninitiated as the Mesh is utterly dark and
there can be sudden 2km vertical shafts. An experienced
Meshrunner will know their Gangs Mesh extremely well and
be able to navigate it with only the faintest glow of light.

Becoming a Meshrunner
Meshrunners are always on the lookout for vulnerable children
and teenagers. In most cases, these runaways end up in the
Nearground and are unable to fend for themselves. Too
young to work and susceptible to exploitation, Meshrunners
offer the young outcasts a family life without any of the
hassle. Some outcasts hear of the Mesh and go in search of
it, which can be dangerous and difficult.

The Star Enforcers and the Mesh


The Star Enforcers would like the Mesh to be empty save for
repair crews. In most cases, the Meshrunners do not draw
any attention as their thefts tend to be small and based on
subsistence. The Star Enforcers normally leave the Mesh alone
as the time and energy spent rounding up Meshrunners is
better spent elsewhere. Furthermore, proving a Meshrunner
has performed a crime is difficult and the sentences are so
short for the petty crimes that they would just return to the
Mesh afterwards. Star Civilisation believe that a Meshrunner
left uncaught is more likely to return to civilised society than
one that is caught and punished.
Only when Meshrunners become a problem do the Star
Enforcers get involved. The Star Enforcer Investigation branch
have a number of Mesh teams. These are specially trained
and equipped bionic Star Enforcers who can move through
the Mesh with great speed. It is rare that these teams are
brought in to solve a Meshrunner problem. In very extreme
cases, the Mesh of a building can be closed down entirely,
suffocating all those within. This extreme measure has only
been taken once or twice in living memory.

Using Meshrunners
Player Characters are normally ex-Meshrunners - people who
have the Skills but do not run the Mesh anymore. Meshrunning
Skills replace the standard Skills of a persons upbringing
(using Gaia, mathematics, science, social understanding) so
it is not to be taken lightly. Meshrunners are not included in
this book as a Character class as they fit into a very specific
sort of campaign setting.
Meshrunners make useful contacts, although Meshrunners
are wary of anyone outside of the Mesh. Trust must be
gained first before a Meshrunner will do any work for a player

50

B Backgroun

B Backgroun

The Nearground

Scanning and Privacy


Scanning is the name given to using sensors to detect things
that might be hidden from view. Sensors are fitted to buildings,
spacecraft, vehicles (such as FEMTS) and anywhere where
you want to ensure a level of security. There are two kinds
of scanner: Tech scanners and Medical Scanners. A Tech
Scanner analyses any piece of technology (weapons, bionic
system, Automatons etc).
A Medical Scanner scans biological life forms and is used for
detecting a biological problem (diseases, illnesses, breaks,
viruses etc).
Scanners have levels of scan, the higher the level the more
information provided. High level scans tend to take longer
and need more power (and thus tend to be bigger). Details
on the scanner levels can be found in Scanners on page
91.

Privacy

Typical Colony transport infrastructure.

The Imperium guards the privacy of its citizens very carefully


and as such, scanner use across Human Occupied Space is
limited. Some colonies will ban any Technology scanning at
all whereas more paranoid colonies will have invasive Tech
and Med scanners (Level 2) everywhere.
Most colonies will only have scanners where security is
particularly important, such as in armouries or in Council
buildings. Large corporations avoid using scanners, instead
hiring humans augmented with bionics as their security
teams to spot concealed weapons. It is not a fool-proof
system but the Imperium would not allow a proliferation of
scanning and the inevitable erosion of the right to privacy.

Colony Travel
A Prosurface colony spreads across and above the planets
surface. There are common elements on every Colony (see
picture).
A. Large spacecraft that cannot enter the atmosphere
either dock to an Orb (or Orbital) from where they can
undock and Light Jump to other systems.
B. Cargo is transported from orbit using Pitlifters, which are
specifically designed to make the journey between orbit
and planet surface.
C and E. For spacecraft that can enter atmosphere, they
dock either straight onto the Mex City (C) or the Croft
(E). The Croft would have to have a very large output to
warrant a freighter going straight there. Some Crofts have
their own Pitlifters.
D. Cargo and people are transported between surface
dwellings by high speed Haulers and sub orbital flyers (not
shown).

T i m e

hen the first spacefarers left Earth, they abandoned


the 24 hour clock in favour of a 40 hour day. As ships
always needed to have a crew awake and active, a ship
system was developed that was soon adopted as the normal for the whole galaxy. The days is split into four 10 hour cycles. Each cycle serves a different purpose. Between each
cycle is a meal.

Sleep Cycle
During the cycle, a person get their rest. A human of 92030
only requires 9 hours sleep in 40 to function properly. The
other hour is spent waking up and having the first meal
called Breakfast.

Work Cycle One


This is the first ten hours of work. Some take two jobs, each
with a 10 hour duration. After this cycle is a meal called
Lunch.

Work Cycle Two


The second work cycle is normally a more relaxed affair as
motivation begins to wane. After this cycle is the meal called
Dinner.

Recreation Cycle
The recreation cycle is when a person can pursue whatever
activities they are interested in. Most people have a hobby
of some such. Before sleeping once more, a person normally
partakes in a nutrient drink called a Cap.
As everyone is living in a synchronised 40 hour lifestyle,
businesses stay open for all 40 hours. People tend to share
jobs, one job between two. The passing of day and night
has no effect on the cycles of a person, phrases such as
morning and afternoon are normally used to express the
position of the sun in the sky.

51

Following the standardisation of time, dates and years


followed suit. The organisation is as follows:
Minute: 60 seconds.
Hour: 60 minutes.
Cycle: 10 hours.
Day: 4 cycles (40 hours).
Week: 10 days.
Month: 4 weeks (40 days).
Year: 10 months (400 days).
The month names are the same as the Gregorian calendar,
except November and December are omitted. Days are
named as Monday, Tuesday, Wednesday, Thursday, Friday,
Saturday, Sunday, Moriusday (after the previous Emperor),
Solday (named after the system that bore the human race)
and Thousanday (after the space station that became
the cradle of human civilisation). Naming of the days has
become unimportant as there is no weekend as such people spend 10 hours of recreation every day. People
simply refer to the date.

Public Holidays
Although business runs 40x40, regardless of day and night,
there are still public holidays. Days during the week are not
taken off and there is no weekend. The public holidays
tend to mark events throughout Human Occupied Space
(Empress Birthday) or locally (Cluster or System Founding
day). Public holidays depend very much on the system. Those
systems without much local history tend to have fewer, as do
heavily industrial systems. Artistic colonies and those systems
with a long history tend to have more public holidays.

relatively expensive as the Imperium believes that people


should not need to buy them.
The Imperium raises taxes only through businesses.
Corporations hand the Imperium a percentage of their
revenue (not profit) automatically when doing business. It is
possible for a Corporation to avoid paying tax but it is not
advised as the Imperium will seize all assets immediately
upon discovery, anyone found running a business this way
will go straight to jail. Small time operations are ignored,
which fosters the spirit of entrepreneurship.
All private banking (loans, interest on savings etc) is strictly
forbidden and there is no stock market. Loan sharks do exist
but are not used by the general populace. Interest rates
from Loan sharks are extremely high and failure to pay can
be deadly. Some colonies use their own currency but it is
often for very ceremonial or tourist industries.

S p a c e

S t a t i o n s

ith the advent of powerful interstellar Light Jump engines, it became obvious that spacecraft could be
made very large indeed. However, the amount of energy
required to get these huge craft from orbit to surface and
back was greater than could be produced with legal technology. One solution to this was to have a place in orbit
where a craft could deposit some of its cargo for shuttling
down to the surface. This is the prime reason for having an
Orbital space station but they are integral to the economy.

The Star Chambers do not partake in public holidays as the


employees are always on duty. In some cases, they take part
but only in an official capacity. The only exception to this rule
is the Empress Birthday when most Star Chambers throw a
party. Only those on active duty do not.

More than just trade platforms or orbiting store rooms, an


Orbital is often the gateway to the rest of Human Occupied
Space. They are used for many different tasks such as acting
as: a base of operations for a mining company, a dock for
spacecraft repairs and the home for many people who
dislike living on planet. The use of an orbital often changes
focus through its life, normally beginning as a trade or base
of mining operation and then growing with the population
to become a more pleasant habitation or supporting large
trade ships.

Day and Night

Space Station Types

The connection with time and night and day is no longer


important. Very few planets have 40 hour day and the
human race has got used to sleeping at the end of the
30 hours, rather than when it gets dark. This is especially
important on planets where there isnt much night due to the
light from large moons or on Orbitals, where day and night
are simulated by glowing lights.

Each Orbital is different from the others, however they do


roughly split into two types: Orbitals and Orbs. Orbitals is the
name given to most orbiting space stations. They come in all
shapes and sizes: sketch any design onto a piece of paper
and that shape will be found somewhere in the Galaxy.
Orbs are space stations where an artificial world is created
on the inside of a sphere.

Orbitals

M o n e y

he Imperium has one single currency, the Imperial Credit


(or just Credit). Money value and flow is controlled by the
Imperial Resource Chamber. There are no banks, you cannot get a loan and money is stored on small plastic cards,
on a Gaiacard or in a persons personal Gaia space (see
section on Gaia).
No frills living in Icar is cheap. A cheap yet comfortable
apartment can be rented for 100 credits a month and
healthy meals cost as little 3 credits. A general price list is
included in the Appendix (see the General Items Price List
on page 161). Weapons, ammunition and armour are all

Orbitals are common across the galaxy and come in


bewildering variety of shapes and sizes. Some Orbitals
begin life as a freighter, stranded in orbit by a loss of Light
Jump capability. These Orbitals tend to be expanded in a
piecemeal manner and tend to look light huge pieces of
orbiting space junk. Other Orbitals are designed from the
outset and like Spacecraft are a mix of sharp lines and
organic curves.
Orbitals can house up to 2 billion people and the largest
Orbitals (which rival Orbs in size) are 1000km at their widest.
The haphazard structure of most Orbitals requires artificial
gravity to be present everywhere. Those unfamiliar with an

52

B Backgroun

B Backgroun

Organisation of Years and Dates

Orbital would find that the direction of the Gravity can often
change, meaning shopping districts around the inside of a
cylinder.

Transport in an Orbital
Getting around in an Orbital can either be done on foot, by
driving a Grav or by FEMTS. Most people live close to where
they work, shop and relax and so go by foot. This means than
an Orbital tends to split into communities of people, not too
dissimilar to Crofts on a planets surface.
When driving a Grav, they are driven through huge tubes
that run to most corners of the Orbital. These tubes are often
irregular and connect areas of the orbital that are important.
The FEMTS system also uses its own set of tubes, exactly
resembling the FEMTS of Mex Cities.

Psychological effects of living in an Orbital


People who live in Orbitals tend to prefer enclosed spaces
and can be agoraphobic (afraid of open spaces). Families
that have lived on Orbitals for generations tend to be pale
skinned and fair haired and are fiercely proud of their
origin. Orbital inhabitants will have no problem with sharply
changing gravity gradients and often make excellent
Spacecraft crews.

The Orbital Explained


This image shows a simple example of a common orbital with
the main sections marked out. The Orbital is drawn in orbit
with the planet below it. The top of the Orbital picture is the
part furthest from the planet surface.
A. The largest spacecraft dock onto foils furthest from the
centre. The most expensive external docking sections are
at the top of the Orbital as it nearest to where spacecraft
jump to.
B. Freighters can also dock on the upper reaches of an
Orbital but this is normally only for short stays and rapid
unloads. Normally executive and courier spacecraft dock
on the upper reaches.
C. Every Orbital has at least one artificial biosphere
where plants, trees, grass and wild animals live in a
carefully balanced ecosystem. Expensive restaurants and
apartments look out over the biosphere and most have
public paths.
D. The ubiquitous Free Mass Transportation System (FEMTS)
travels up and down inside the docking foils transporting
people back and forth to freighters. Private Grav cars
and bikes also travel up and down but rarely Haulers.
Automaton Hoppers are used for moving space crates.

An example Orbital in cross-section. Typical sections found


on Orbitals are labelled.
I. Most space crates carrying large quantities of raw
materials (which are cubes 10m to a side) are stored
external on a docking foil. If tens of thousands of space
crates are to be loaded or unloaded, then spacecraft are
often docked onto this foil and are serviced by a huge
swarm of Automaton Hoppers.

E. The main living space is crisscrossed with tubes that carry


traffic. Smaller tubes (not shown) stretch out from the main
tubes like veins, reaching throughout the superstructure.
F. Pitlifter shuttles travel back and forth between planet
surface and the Orbital. The Pitlifter always docks internally
and near the living space.
G. Internal space crate storage is expensive and normally
only used by families, small businesses and spacecraft
repair companies.
H. Spacecraft less than 2km in length can be
accommodated in internal docking bays. This main
reason to do this is for performing repairs in low-gravity
atmosphere.

J. Engineering is where the Generators, Grav Engine, Grav


Field Generators are located. It is the hub of repair and
refurbishment, populated by enthusiasts under the pay of
the Orbital. Engineering is off limits to the general public.

Orbs
An Orb is the largest construction the human race has ever
made. The Orb is an inside-out planet. A huge hollow sphere
where the people live on the inside. The inside surface of the

53

there is so much more space. Also, they use a sliding scale.


The longer you dock for, the cheaper it is. This sometimes
leads to people abandoning craft on the Orb.

pleasure trips.
H. Every Orb uses seas to help regulate the environment
and provide a source of sustainable food in the form of
plants and fish. Early on in an Orbs life, it is the seas that
provide while the land gains it nutrients.

Jungle Orbs
When The Droid War started, many people fled Orbs in
search of a safer planet surface; the rational fear being that
Orbs were easier to destroy than an entire planet. As such
Droids often left Orbs alone - their ecosystems intact. Left
unchecked the wildlife of the inside of the Orb would spread
throughout the superstructure. These Jungle Orbs often do
have people living on them but life can be difficult there as
the flora and fauna constantly encroaches on crops.

I. The area under the surface of the landmass is called the


Hull. The hull is used for industry such as factories and raw
material processing. Few people live in this area.
J. The outer Hull is where the Orb generates its power,
contains its generators and Grav systems to maintain orbit.
Unlike Orbitals, Orbs have millions of smaller generators
and always produces a great deal more power than it
needs. It also provides a place for most spacecraft to
dock.

Jungle Orbs are rare in Sayshell and most common in


Remmar and the edges of Dorian. As Jungle Orbs are often
the product of a rapid mass evacuation, they often contain
treasures abandoned by those too preoccupied with
Armageddon to think about what is being left behind.

K. The Outer Skin is a 20km thick armoured metal skin,


pock marked from years of meteorite impacts but tough
enough to withstand collision with just about anything.
Thousands of huge iris airlocks allow spacecraft through.
Orbs are too large to have shields, so this thick skin is the
only protection with space.

Orbai

To
give
the
inside a feeling
of a planet, a
huge light source
(which is given
a different name
on
each
Orb,
commonly known as
The Solar) with a hood
rotates in two axis in the
middle of the Orb. This
gives the appearance of
light and dark. When looking
up on the Orb, you see the
ground on the other side. During
the day, the sun obscures the dark
side of the world and the atmosphere
gives a pleasant blue haze. Looking up at
night time, you will see a blue blur, without stars as
if a moon was lighting high cloud.

The Orbai (pronounced Orb - eye) is the name given to the


Artificially intelligent brain that controls the general running
of the Orb. The Orbai is considered the same as the Artificial
Intelligence on a spacecraft. The Orbai can be used as an
information source for the inhabitants and normally has an
avatar Automaton that represents it.
The Orbai is very careful not to intrude into peoples lives
and only has sensors where it requires them for controlling
the Orb. The Orbai is not allowed to go through Ascension
and is capped at Artificial Intelligence Power 4 (see Artificial
Intelligence Power on page 63).

The Orb Explained

A. Spacecraft less than 2km long can use the Radial


Tunnels to enter the atmospheric area of the Orb. It is
expensive to do so and not encouraged.

The Orb is so large that the curvature of the surface is barely


recognisable unless it is a clear day. Most peoples day to
day lives can be lead without ever realising they were not
on a planet. Under the crust of the inner surface is a huge
number of manufacturing bays and zero-g workshops.
Massive transit tubes take FEMTS all over the orb.

Orb Segments
An orb is made up of a huge number of triangular segments.
Each segment has a very similar make-up. The diagram
shows a cross section of the Orb. Transit tubes are used for
moving around, although communities are created much
like normal cities, towns and villages on any other planet.
They are huge tube highways that curve throughout the
structure of the Orb.
Most people live in cities, towns and villages on the inside
and commute to the outer skin.

Social Considerations
Due to an Orbs size, there is more than enough room for
everyone to live on the surface, regardless where they
actually work. On a few desirably located Orbs, space can
be at a premium and one can own a share of the surface.

This makes the Orb much like any other


planet, with large Mex cities for convenience
and then out-of-the-way places of beauty for the rich.

Psychological effects of living in an Orb


Unlike on an Orbital, the inhabitants of an Orb are unlikely
to become agoraphobic (fear of open spaces) as the
surface provides a wide-open space, akin to a planet.
Claustrophobia (fear of closed in spaces) is also unlikely as
the human subconscious knows that it is on the inside of a
giant marble.
Where Orb dwellers have problems is with Convexophobia.
Convexophobia is the irrational fear of slipping off a planets
surface. In an Orb, the ground curves up at the horizon
(concave), giving it a bowl shape. On a planet surface,
the ground curves down at the horizon (convex), giving the
appearance that things can slide off the side of the sphere.

Administration
Due to its size and general resemblance of a planet, an Orb
always has its own administration and will have a councillor
on the seat of the controlling planet of the system. In systems
where an Orb has a larger population than the planet colony
it orbits, the Orb will have a Council.
Charges for Orbs tend to be far lower than on an Orbital as

54

B. The Solar gives the Orb a day and night cycle. Normally
its set to 12-14 hours. For clarity the diagram shows daytime
across the Orb but in reality, the right hand half of the Orb
would be shrouded in darkness half the time. The sun is
powered centrally and hangs on Grav, unsupported by
wires. It lets out a Sun-like UV balanced light. Orb dwellers
often proudly declare that twilight and dawn on an Orb is
more beautiful than any in nature.
C. As the Orb is a fully functioning ecosystem, it also has
clouds like any normal world. The atmosphere is regulated
by carefully control plants and algae located under the
seas. Orbs can be set up to be temperate, arid, cool or
any combination of conditions.

S p a c e

T r a v e l

ince mankind strode upright and gazed upon the night


sky it has wondered what it would be like to visit the tiny
points of light that hung overhead. Space Travel is commonly available though generally unused by the bulk of the
populace. Space travel is either a requirement of work, a lifestyle or used for entertainment purposes. Purely recreational
planet hopping is rare. The instability of the space-time continuum causes many dangerous places called Void Faults.
Most are charted and can be avoided. Some can be detected from a distance (in time or space), others come and
go at such speed, that the craft can be enveloped by them
before they can be avoided.
Travelling in space will inherently involve a few calculations.
To keep them simple, travel operates in multiples of an hour.
There are many facts and figures scattered through this
section. They are collated at the end for easy reference.

Reading Sector Maps


The Sector maps from Human Occupied Space can be
found in the Appendix. The map below shows a portion of
Remmar. Space is curved and not two dimensional so the
maps are an approximation to reality.

D. A Mex city. People live in Orbs much like any other


colony. Very few people live anywhere other than the
surface.
E. Storage and heavy industry is found under the land
mass, huge caverns that stretch for miles are organised
entirely by an army of Automatons.
F. Crofts. An Orb has the advantage of being selfsupporting by growing its own food. Croft output tends to
be very high as the environment can be controlled with
great ease compared to a planets surface.
G. Radial Tunnels measure more than 5km in diameter
and connect the outer skin to the inner atmosphere. They
are used for spacecraft docking inside, service craft and

55

B Backgroun

B Backgroun

Orb is often as large as a large moon and contains


continents, mountains and oceans. A huge
artificial and yet self-sufficient ecosystem
exists on the inside of these massive
structures. Gravity is produced by
localised Grav field generators,
making sure the inhabitants
have a constant gravity
downwards,
keeping
them on the inside
of the sphere. The
atmosphere
is
created
and
maintained
by a series of
atmosphere
processing plants
that
exhaust
through
the
oceans.

Examples of Named Clusters


For more examples, here are the grid locations for all of
the named Clusters. You can find the Sector Maps in the
Appendix. The Sectors are included for ease but they are not
required as the Spin lines will give you the Sector you are in.

Remmar Sector
Juno Cluster: Hub 1 Middle, Spin 22
Tef Cluster: Rim 5 Middle, Spin 23

Anadar: Hub 0 Middle, Spin 28


Corisk: Zero, Spin 28
Imperial Crescent: Hub 2, Spin 37
Sayshell Sector

Vitero: Rim 4, Spin 47


Turus: Hub 1, Spin 41
Romar: Hub 6, Spin 54
Niopak: Hub 3, Spin 54 Middle

A section of Remmar Sector map. The full map can be


found in the Appendix.

Naggachef: Rim 2, Spin 56 Middle

A. Cluster. The coloured blobs are clusters and the white


between them are notional edges of those clusters. The
nearer to red (or darker the grey) the Cluster is, the more
colonies it has. A colony can number only 100 people, but
it still counds.
B. Named Cluster. Some of the maps have named Clusters.
These named Clusters are described in this book. Only
Anadar has a full description as it is the Cluster used in the
included Scavenger Setting.
C. The Zero Line. The Zero Line is a grey line that runs down
the centre of the galactic arm. It represents 0 in the grid.
D. Rim 1. As an example, the horizontal line underneath D is
the first line towards the Rim.
E. Spin line. The vertical lines are spin lines, and number up
from right to left. The spin lines are labelled along the bottom
of the graph and are not shown here for simplicity.

Dorian Sector
Akar: Hub 4 Middle, Spin 69 Middle
Baeleris: Rim 2, Spin 74

Reading Cluster Maps


A Cluster map shows the locations of systems and other
features within a Cluster. Cluster maps are based on a 20
sided grid. Each box on the Cluster map represents one Light
Jump unit. In one hour, you can move up to as many squares
on this map as you have Light Jump on your spacecraft. All
jumps take at least one hour.

Classifying Space
Before you can explore it, you need to know what you are
dealing with. Space is classified depending on what is round
it. Here are the main classifications of space:

Using the Grid


The grid is used for finding Clusters. The horizontal lines are
called either Hub or Rim lines. The lines above the white Zero
Line are Hub lines. This is because if you carried on in that
direction, you would head toward the centre of the galaxy.
Horizontal lines below the Zero Line are Rim lines. This is
because if you headed in that direction (down the page),
you would be heading out of the galaxy. The Vertical Lines
are Spin Lines and they number right to left.
To locate a Cluster, first find the nearest horizontal Hub or
Rim line. If it sits between two lines, choose the line nearest
the Zero Line and call it middle. Next, you find the nearest
vertical Spin line and if it sits between two, choose the lowest
value and call it Middle.
For example, the Cluster labelled by A sits between Rim
lines 2 and 3. As the vertical Spin lines are not numbered
on this example, assume its Spin line is 23. Therefore, the
Cluster Location would be: Rim 2 Middle, Spin 23.

56

Atmosphere. Not strictly space as such but the first


step one must make before getting there. Atmosphere is
classed as the first 20km between the lowest point on the
surface (sea level) and space.
Low Orbit. Between 20km and 500km is low orbit. If a
craft is not atmosphere capable, then this is the nearest to
the surface it can get. Most large vessels use this altitude
for the loading and unloading of cargo, although the
expense of doing so is often prohibitive.
High Orbit. From 500km to 1000km is known as High
Orbit. This is where the Orbitals exist and where Point To
Point Light Jumps can be performed from.
System Space. Within the outermost planets orbit
around a star is system space. In a place with few planets,
the edge of system space depends on the gravitational
pull of the star.
Dead Space. Dead space is the area that is not
governed gravitationally by a star or its planets; the force
provided by them is too weak to be useful to a non-Light
Jump Grav engine. Most of space is dead space but you
have to go a long way from a star to be in it.

Jobs in space

Buying your own Spacecraft

Travellers are often grouped by the job that they perform.


Most regular travellers through space operate as part of a
crew on a star craft. Although the particular jobs on each
craft are varied - from medic through to pilot - the crew
are normally classified by the job that the ship does. A few
examples of these tasks are given below.

Brand new spacecraft are very expensive and the Imperium


has outlawed loans. How you get hold of a spacecraft
depends on what it is going to be used for. The most popular
ways of getting hold of a spacecraft are (most expensive
first):
Buy new from the manufacturer. Spacecraft can cost
millions, so this is only for large corporations or the super
rich.

Imperial
The Imperium has 2 separate fleets. The largest Fleet is
operated by the Star Enforcers and is used by Star Enforcers,
Star Civilisation and Star Scientifica. The craft are mostly used
for chasing criminals and for dealing with Pirates. Not all of
the Enforcer fleet is well armed and are a mix of purpose built
and converted civilian craft. The other fleet, The Star Fleet,
is purpose built and created from the very best technology
the Imperium has to offer. The crews are all Fleet personnel
and represent a complete fighting force from fighter pilots to
soldiers (called Troopers).

Buying second hand from a corporation. Spacecraft


are still expensive at 50% of the new price but for small
corporations, this is often the best way.
Operate a Spacecraft for a Trade Company. Trade
Companies loan spacecraft to crews and require a
minimum amount of return each month. The better the
craft on loan, the more return required.
Buy a junker. The best entry level spacecraft is an old
refurbished junker. These spacecraft come with only the
basics but can be bought for as little as 25 000. Of course,
you might spend a lot of time repairing the junker and it
will not be as fast as a new craft but it will get you about.

Trade
In this case, the term Trade is a very broad one. A craft that
moves any item from A to B is considered a trade one. A trade
vessel carries freight (raw materials or tech) or passengers.
Typically, a depicts the type of cargo it caries.
For example, Ore freighters tend to be large and dirty,
with large industrial automaton equipment. Tech traders tend to be smaller, high tech craft! The dynamics of
space trade itself is dealt with later.

Courier
A courier picks up an item from one client and delivers it
to another. They are more expensive than traders but give
a more personalised hand-to-hand service: important for
expensive or personal items. A courier is a regular space
traveller and will build up a clientele of corporate and noncorporate customers. Excellent service will build a good
name and this is essential for a successful courier.

Deep Space Scavenger Crew


There are billions of tonnes of abandoned treasure, and junk
worth money. A Deep Space Scavengers (Scavengers) job
is to find, repair and return for sale. Seen as the lowest of
the low when it comes to ship crews, Scavengers spend their
time in dangerous wrecks, hunting out cargo and objects of
value.
Within these floating shipwrecks could be any manner of
dangers, from traps rigged by paranoid crew members on
leaving the wreck to other Scavenger teams. The example
setting pits you as one of these crews. See Scavenger Setting
on page 105.

Cost of Space Travel


Space Travel is cheap and available to the masses. There are
nearly always spacecraft berths available, although it can
be difficult finding a spacecraft on a direct route. In most
cases, the traveller will change at a large terminus Orbital.
Costs of travel do change with location, the numbers given
here are for a typical colony.

The Starbus
The Starbus a public transport network that connects major
systems and clusters together. It acts as slow, reliable and
cheap transportation through the void. Starbuses are huge
spacecraft that are more like permanently moving villages
than spacecraft. As such the Starbus self-organises by wealth
with the rich and poor being entertained in different areas.
The Starbus is so large that they never go down to the surface
of the planet but instead are served by Pitlifter shuttle craft
(many have their own).
Every Starbus has a limited number of berths that are set
aside for free travel. The births are communal and cramp
but the atmosphere is fun and free. Most Star Buses cap the
time you can spent in a communal bunk to 1 month but this
is rarely checked and it is common for some people to live
for their whole lives in Communal bunks.
The Starbus also carries cargo but it tends to be the personal
items owned by passengers.

Starbus Naturals
Starbus Naturals is the name given to people who
permanently stay on a Starbus, using it as a means to see
the Galaxy. A Starbuss route often rarely circles back on
the same system, it is a good way to see lots of different
places. Naturals are considered part of the crew and family,
although they serve no function but to pay their way.

Costs and Durations


The Starbus is a great deal slower than chartering your own
spacecraft. The table below shows the costs and durations
for different berths on the Starbus. Communal berths are
free and cramps, a single room sleeps just one person, a
suite is much larger and can sleep up to 4 - with a squeeze.
Planetary travel is between planet orbits, Orbs and Orbitals.
System travel is between two systems in the same cluster.
Cluster travel is between two clusters. Intersector travel is not
listed because the Starbus would take many months to cross
into another Sector. If you want to change Sector, your best
bet is to charter. For the price list see Travel - Star Bus on page

57

B Backgroun

B Backgroun

If the Cluster sits on the Zero Line, its called Zero. If it sits
between the Zero Line and either Hub 1 or Rim 1, it is called
Hub 0 Middle or Rim 0 Middle.

Point to Point Light Jump

Spaceflight Types

The original Light Jump engine design is millennia old. The Point
to Point Light Jump engine (PTP) takes sensor information, an
improved star chart and more accurate engine for precise
jumps. The PTP is very much like its old variant, except for two
major points:

Faster than light travel has been a goal of the human


race since the laws of physics made the speed of light
a boundary. In normal space, it is a boundary but there is
more to the space-time continuum than just normal space.
This section will stay as free from science as possible. Every
trans-light vehicle is given a Light Jump speed. This speed is
the number of boxes on a cluster map the craft can go in 1
hour. A cluster is approximately 20 squares in diameter. Use
this a rule of thumb for unknown clusters or the actual cluster
pictures for use.

Grav
When travelling between ground, space and between
planets in a system, Grav is used. Grav works by surfing
down the waves created by celestial objects (stars, planets
and moons). With Grav, it takes approximately 1 hour to
travel between planets, 10 minutes between a planet and
a moon. These figures are ship-independent as the waves
that the Grav surfs on are the same for all the different craft.
The time from low orbit to planet (or vice versa) depends on
the power of the Grav engine and varies from ship to ship.
Its normally about 4 hours. The time between Low and High
Orbit is small and thus can be ignored.
Grav suffers from zero gravity deficiency. This means that if
the Grav engine is in a place where the gravities of objects
around it cancel out. This dead zone is rare and is unlikely to
last for very long but will cause the Grav ship to be stranded.

Light Jump
A Light Jump is a method of traversing a huge distance
of space in a fixed amount of time. A jump lasts one hour.
At the end of which, you can jump again. The jump is in a
straight line (there is no such thing as a straight line as space
is curved, but simplified for ease here). All jumps last one hour,
the faster the ship is, the further you go. This is because the
ship takes most of this hour to accelerate and the major part
of the travelling is done in the last ten seconds. Thus, if a ship
can go at 20 and needs only to jump 10, it will still take an
hour. All of the calculations required to cover long distances
are performed by an AI and thus the crew of the ship can
rest or perform other tasks while the vessel is in transit.
For a Light Jump engine to form a bubble in which to jump,
it needs to be in a gravitational low. This means away from
any system or large celestial objects and clear of other craft
(by 1 minute). 1 hour outside of system space is typical. Thus,
a Light Jump can only be performed in dead space. This is a
pain because you need to travel to the edge of the system
before you can leave.
Light Jumps are susceptible to space-time faults. A ship is likely
to come out of jump immediately when encountering one requiring the vessel to make another jump. It is uncommon
that any damage will be done to the Light Jump engine
unless it is old or already damaged.
TIP: Light Jumps of this kind are old-fashioned and rarely
found on modern craft. Most craft use Point to Point Light
Jumps (given below).

1. PTP can begin a jump from high orbit, as long as it is


clear of any Orbitals.
2. PTP can end a jump within system space of another
system but may not jump straight into high orbit.
PTP requires more power, and cannot be fitted on very large
craft. For large craft with PTP, the engine and generators
for it take up most of the vessel. PTP is mostly found in small
executive and charter vessels (as might be used by couriers
in a hurry). PTP is also four times as expensive. This is not so
much the future of space travel, more of an alternative
present.

Curve Surf Engine


Rumoured to be invented by a number of rogue Star Sci
scientists, the curve surf engine has unofficially been used
by the Star Fleet for a few thousands of years. Curve Surf is
a technology more like Grav than Light Jumping. Like Grav,
it surfs down the gravity supplied by celestial objects, it does
this beyond the speed of light. Because of the gradual
acceleration offered by this surfing, the light jump bubble
can be kept open indefinitely. A vessel using Curve Surf can
also change direction in mid jump.
As curve surf has a more accurate sensor pack and can
change direction, it is less susceptible to time-space faults.
Also, Curve Surfing can begin from anywhere in System
Space.
The largest difference between Curve Surf and typical Light
Jump Engines is that the speed of Curve Surf depends on the
pilot. In Light Jump Engines, it does not matter what part of
space youre flying through, the distance you travel given
in one hour has a maximum. Curve Surf depends on the
ability of the pilot to intelligent plot routes through space. This
can be achieved by an AI, but the nuances of space an
human flair will always achieve better results. Thus, for each
ship equipped with Curve Surf, two light jump speed are
provided: one if a Pilot Cruiser Skill check is successful and
one if it is not.
For example, The Gaterunner is equipped with two engines, a Curve Surf (CS) and a Point to Point (PTP). You can
choose to use either. They are listed as: CS: 8,16 / PTP:12.
Use the PTP and you go 12. However, if you use the Curve
Surf and pass your Skill check, you can go 16! Or if you fail,
you only go at 8.
Curve Surf is expensive. Most engines are created specifically
for a vessel and that vessel is likely to have a very powerful
set of generators. Few craft are produced with a curve surf
engine although it is possible to find an engineer (Street Deal
with Taxing difficulty) to build a custom one. The cost of such
an engine and upgrade will be approximately the cost of
the space craft when it was new.

Typical Craft Systems


Spacecraft vary in technology widely from the basic freighter
to the most expensive executive cruiser. There are some
basic systems that are found on most craft.

58

Weirdness. Alterations in gravity on ship, atmosphere


conditions or the biological state of the crew are all part
of deep space weirdness.

Typical Craft Systems


System

Description

Hull

Able to withstand the shock of meteor


collisions.

Generators

Huge power sources from which all


power on the craft derives. Spacecraft
do not use fuel, all their power comes
from the Generators.

Life Support

Air and food processing for indefinite


survival (they have their own
generators).

Grav Engines

Engines use the Gravity of nearby


objects to move around. A Grav engine
is used for sub-light travel between
planets in a system.

Light Jump
Engines

Engines used for moving between


systems and clusters.

Energy Web

The power distribution system around


the craft.

Sensors

Mostly used for detection of collisions


and for avoiding space-time faults.

Grav Field
Generator

Creates an artificial gravity on the ship.


Can be localised to allow any surface
to be walked on.

Grav Lock

A device for keeping the atmosphere


in where the hull has holes (airlocks
and breeches).

Shields

An energy based defence that can


be turned on and off. Invisible to the
human eye.

Cargo Bay

A space for stacking crates.

Total Energy Shut Down. Perhaps the worst-case


scenario, this would involve the main generators shutting
down completely. Restarting generators can often take
days.

Worm Holes
These are tunnels that connect different places in the spacetime continuum. They exist for spaces of time and are then
gone. Some do re-occur, but those are not dangerous: they
are listed amongst the star charts as avoids. If a light jump
takes a craft through a worm-hole then the position of the
craft in space and time can be somewhat random. There is
a 50/50 chance that a Light Jump Engine will come out of
light jump before entering the worm-hole, in this case, it can
be avoided.
Worm holes are not to be entered, they are extremely
dangerous and a craft must be specially designed to cope
with the huge pressures and energy flux within the tunnel.

Energy Ripples
When a celestial event occurs (such as a star exploding a super nova) then a huge sphere of ripples spreads out,
leaving very little where the star once was. When this occurs,
huge ripples of energy are left travelling, getting weaker as
they spread. However, there are areas where they may gain
energy and when this occurs they can become dangerous
once more.
The least a ripple will do is drop a craft out of light jump. With
more powerful ripples, the ship may be push off course and
damaged as well. The worst an energy ripple can do is to
carry the ship through the light jump net into the lone systems
and cripple it.

Dangers in Space

Asteroid Fields

Space is a dangerous place. Its no wonder that most of the


human population prefer to stay put. Most of the problems
that occur in space are more of an irritation (costly to those
who use space for business) than a risk to life. It is, however,
unpredictable. This section deals with some of the problems
that can occur, they are either space-time faults or not.
When everything has gone wrong then there are services
operating within Human Occupied Space that can save
you. The Star Enforcers will send help if there are any craft
nearby but you will not be a priority. There is also the private
corporation Void Rescue on page 72).

Quantum Singularities
A quantum singularity is the scientific name given to things
that are inexplicable, unpredictable and really quite
dangerous. They can arise without warning, be difficult to
sense and can have a number of effects on a star craft:
Drop out of light jump. Can be caused by the singularity
draining power from the generators momentarily or similar
energy blip.
Incorrect Sensor Readings. Either echoes from times
past or reversed sensor information is another often
occurrence with singularities. The sensor information of
a planet may momentarily pop up in the path of ship
(causing a drop out of light jump).

When celestial objects explode, they leave debris. Unless


there is some sort of a gravitational field to do this, they will
remain in rings and spheres. In most areas of space, these
are charted, but they can move and the detonation of stars
can cause their satellites to become asteroid fields.
The worst a field can do is drop the craft out of light jump. If
the field is large enough to do damage to the vessel, then it
will be detected early on.

Super-Dense Nebulae
A nebula is a huge cloud of gas. Most nebulae are harmless,
the major bodies within it mapped out such that travellers
may not have a collision. Dense nebulae are more dangerous
as they hold stars being born. The energy involved in such a
process can cause energy ripples (see above).

Astrofailure
This is the name given to any fault or failure within the craft.
This can occur of very old vessels. Most vehicles have an AI
which can scan for problems within the ship. However, the
difficulty is not always detecting the problem, but solving it.
Total energy loss is the worse case scenario. If the generators
shut down then there is no power to go anywhere and help
must be summoned.

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161.

takes 4 hours to go from Low Orbit to the planet surface.

A Gravity null is a point in space where the gravity pull of


surrounding stars cancel out. This is a problem for Grav
engines and Light Jump engines because they all require a
Gravity source to push or pull against.

From Low to High Orbit takes a very small amount of


time and can be ignored.

G a i a

If you find yourself in a gravity null, you could be stuck


there for minutes, hours, days or years. Gravity nulls can be
both predictable (listed in Star charts and avoided) and
unpredictable. They can pulse on and off and some are
even used by pirates, who lie in wait for a spacecraft to
come to a halt.

Pirates

Created during The Droid War, Gaia is a huge virtual world


that mimics the real world as well as the creators will let it. As
the technology was created after the war had started, the
Droids cannot use it. It exists within Imperium space, outside
of which there is no Gaia at all. A detailed description of
Gaia is included in the Technology section. A brief overview
for the casual user is included here.

Uncommon in Dorian, common in Remmar and impossibly


unlikely in Sayshell, pirates are those people with armed craft
that attack other craft. Depending on their motives and the
Captain, the pirates may just take the cargo or murder the
crew as well. They normally choose soft targets (or those that
look soft). Most pirates are well organised and educated,
researching their targets and finding fences for the cargo
before attacking. It is often thought that Pirates are amongst
the best-trained ship crews.

he name Gaia used to refer to Mother Earth, a mystical


being that protected the human races original home,
Earth. Such romantic mysticism has long since died and Gaia
is now known as the computer network that the human race
uses to communicate.

Internet and Gaia Comparison

The Dynamics of Trade


Trade is the movement of resources from one system to
another for money and happens for three reasons.
Firstly, trade occurs because a system requires a certain
resource to continue operating. For example, a sub-surface
colony may need a supply of oxygen. This is called an obliged
trade route. Failure to complete this route can mean a fine
and even a banning of spacecraft use. Often, if the trade
route does not appear profitable enough, then the Councils
it serves will add a subsidy; after all, the welfare of the system
is at stake.
Secondly, a trade route may exist between two planets
where there is mutual benefit. In one direction there may
be flow of food and water from an inhabited planet and
in the other direction technology from a planet strong on
manufacture. These routes are controlled by the Councils
on the planets and are sold to particular traders to operate
them. No one else may run that cargo on that route unless
there is an increase in demand. This is called a secured trade
route.
Finally, a trade route between two systems where there is
profit to be had. This is a more traditional route and they
make up 80% of the total number of routes. These are called
free trade routes.

Space Travel Facts and Figures


A Light Jump takes 1 Hour.
A ships light jump speed gives the number of cluster
squares travelled in a single jump.
A cluster can be considered to be 20 cluster squares
across.
A craft must be 1 hour outside the system (outermost
planet) before it can light jump.
On Grav, it takes 1 hour to travel between planets.
On Grav, it takes 10 minutes to travel between a planet
and a moon.

21st Century

923rd Century

Computer

Rayengine

minal and give the name and location of the person you
want to speak to. Gaia will perform a simple search to
find them and then zip you to their location. Your physical
body has not moved but the 3D Gaia projection will have
changed to the world where your friend lives.
Active Gaia requires the ownership of a Gaiacard
(sometime called a Gaiacard in slang). A Gaiacard has a
toolkit and an individual and unique identity called an Isis.
This Isis is represented as a shape. You may have an Isis
that looks different to yourself (such as a Dragon or giant
robot) although it is not considered chic or adult to do so. A
Gaiacard also allows you to have your own set of controls,
such as personalised driving controls for your car or a set of
hacking tools for getting into other peoples systems. Most
people make do without one, though. A few people have
the terminal and Gaiacard installed in their head (see Bionics
Section). This makes them very powerful Gaia users. One of
the Gaiacard tools of interest is the ability to lock a terminal.

Immersive and Tanked Gaia


Immersive terminals are those where the terminal surrounds
you, like the public Gaia terminals. Most people will have an
immersive Gaia terminal in their apartment or Croft house.
Tanked Gaia is where a portal terminal is used to contact
Gaia. Portable terminals are mostly used for quick calls,
checking sports scores or sending messages. It is more
difficult to ensure that the Gaia call is kept private.

Memory stick with


programs and personal
information

Gaiacard

Online shop

Gaia Volume, a 3D world


that mimics the real world
version.

Program (App)

Entity

For those with Gaia bionics, all interactions with Gaia is


immersive, even when they are light years from the nearest
terminal.

Forum / Twitter account


identity

Isis

Psychological Effects

Gaia can be accessed for free by anyone. There are millions


of cylindrical public terminals everywhere.

A Gaia terminal reproduces reality perfectly: sights, forces,

the artist wants. Hard Light objects can exist in Gaia rooms or
within the projection sphere of a Tanked terminal. The act of
these objects appearing is called rezzing.

Generic and Unique Hard Light


Hard Light objects can be generic or unique. A generic
object may be copied within Gaia but a unique object is
exactly that - no copies may be made.
Like any piece of art, the cost of a Hard Light object depends
on the artist, its rarity, its complexity and fashion. Unlike real
world objects, they can be carried on any Gaiacard, and
rezzed anywhere. In this way, people can carry all their
home furniture around with them on their Gaiacard, literally
taking their homes with them. Hard Light objects are bought
and sold across Gaia.
Most rooms within the more modern colonies are immersive
Gaia rooms: living rooms, bedrooms, cafes, medical facilities
and shops. The furniture of these rooms are all Hard Light
objects, most are generic. For high rent rooms, unique
objects will be scattered around the generic ones.

Entities
A Gaia Entity is a program that runs in Gaia. An Entity is a
Hard Light object too but unlike simple objects (tables and
chairs) they are intelligent, autonomous programs. To own
and use Entities, you must own a Gaiacard to store them on
and fire them off. Once they have moved off the Gaiacard
they are free roaming across Gaia and independent.
The most popular of all the Entities is the search Entity, that
runs around the public spaces of Gaia finding out information
given some search criteria. Once it has some information, it
returns to where it was set (or around a list of places, looking
for the Isis of the owner). You can search Gaia passively

Upon stepping into a Gaia terminal, the person is standing in


the virtual world of Gaia. From there, the user can navigate
around - visiting the Gaia representations of the real world
anywhere in the Imperium without physically moving
location. In large cities, these representations are likely to be
more impressive than the real world counterparts.
Anything that has a Rayengine (computer chip) appears on
Gaia, the shape of the real world object hard-wired into the
Gaia version (with one exception - the hand-held terminal.
See below).

Active and Passive Gaia


Gaia is used in two ways. Active Gaia allows you to run your
own intelligent software, called Entities. Passive allows you to
do everything but use your own Entities.

Passive Gaia
Using a public terminal without your own Entities running is
known as passive Gaia and is how the majority of people
use it. Using Gaia passively allows you to interact on the very
basic level: watching news or sports, buying products (by
exchanging money) or meeting friends in a distant Cluster.
When you use Gaia passively you look exactly like you do in
the real world.

Unless otherwise stated by the spacecraft sheet, it

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Example: To make a call to a friend, you step into a ter-

grav cars are unnecessary, but we all want one


smells and sounds are not differentiable from the real world.
The AI controlling the terminal will not let harm come to
you. The only thing that stops you from believing that you
are in reality is a psychological effect called Reality Gravity.
This is a feeling that something is not entirely right. It can
be suppressed for a few days, but after that it is clear that
something is not right. There are those people that believe
that Gaia is more real than the real world - often leaving their
bodies to rot in the real world as they experience a massive
galaxy of soap operas, shopping, other people, news,
features, history documentaries and more.

Hard Light
The technology that allows people to interact with this virtual
world is called Hard Light. Hard Light is a technology where
a hologram can apply a force. There is a limit to how much
force it can apply but these complex objects can be used to
fool the senses. A Hard Light table can be made to feel like
wood, glass, water or wind. Being in Gaia, the laws of physics
need to be obeyed but the table can be made to act as

but the information tends to be rather superficial. A search


Entity will make much better connections and provider more
context to the information. In 21st Century terms, passive
searching is using Google and adjusting search terms; In
921st Century terms, a search agent would be using Google
even when your computer is switched off.

The Nexus
The Nexus is the name given to the Imperial Artificial
Intelligence. The Nexus is the central location for all
Imperial information and is used by all of the Star Industries
and Imperial Councils. The Nexus performs three roles: an
information store, an information retriever and a judge.

Information store
The Nexus automatically cross-references its data. Any new
information that is fed into the Nexus remains there. It is very
difficult to remove it.

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Gravity Nulls

unique Entities and more simple Gaia objects.

This is the primary function of its intelligence. An Imperial


worker can ask questions of the Nexus and a reply in the
correct context will be given. By having a question and
answer session with the AI, new connections between data
(that requires the abstraction of human thought to make)
can be forged. In this way, the Nexus learns from the humans
that use it.

One way in which the Undergaia managed to avoid being


used by the Enforcers as an inroad into the criminal world
is by flooding the Undergaia information centres with false
information. Unless you know how to move through the
enormous amount of misinformation to the real information
(the Hacking Skill can be used with Research to perform this
function) then it can be difficult to find accurate answers to
your questions.

Not all information is available to everyone. Some parts of the


Nexus have restricted access depending on the sensitivity of
the information and who placed it in there. Details of Star
Sci experiments, criminal records, Star Fleet battle orders and
Imperium Law reviews are placed in their respective areas.
Higher ranks tend to have better access although this is not
accounted for across Star Industries.
The public areas of the Nexus are well frequented by those
looking for the latest scientific developments, news on
galactic economic trends and those requesting help with
any matter.

Judge
The law boils down to a set of rules that are applied given
evidence. The Nexus holds all evidence and makes entirely
impartial judgements. Most feel that the Nexus is too easy on
criminals but it is not the Nexus at fault here - it is normally a
lack of evidence that causes the guilty to go free.

Hack the Nexus?


The Nexus personally takes offence to hackers and will
automatically hunt down and destroy any Isis that it feels has
represented a threat. It is very difficult to live in the Imperial
society when an enormously powerful AI at its core is hunting
you. Nexus hackers are usually caught very quickly.

Accessing the Undergaia


The Undergaia can be accessed by passing a Hacking Skill
check. A Hacking Skill check is then required for each piece
of information that the character needs. It is not possible to
bookmark locations in the Undergaia, you must hack to
find a new entry point even if you have been there before.
If the team does not have anyone with the Hacking Skill, then
they must attempt to find someone who can access the
Undergaia either by using contacts or by searching Gaia for
people offering generic Gaia services, such as Information
Brokers.

Enforcer Isis
Where there is crime, there are Star Enforcers and Gaia is
no exception. The Star Enforcers are forever looking for the
same kinks in the Undergaia that people wishing to use it. The
Entities that the Star Enforcer Isis use are very powerful and so
it is advisable to remain well clear of Enforcer Isis.
Enforcer Isis are not normally used for simply hacking into the
Undergaia for information but instead used in conjunction
with real world operations, providing data and support.
Example: If the Star Enforcers are planning a raid, then the
Enforcer Entities may be used to turn off the lights, drop fire
doors or freeze the lifts to make escape more difficult. This
is seen as a much better use of Enforcer time as hours can
be spent hacking into the Undergaia and sifting through
misinformation without any result.

Hacking
No system is perfect and that can certainly be said for Gaia.
It is possible to create Entities that exploit imperfections in
Gaia and so gain access to areas that are otherwise hidden
from the public view.
Hacking within Gaia is done within the rules of Gaia.
You cannot hack Gaia itself. Therefore, Hacking is about
exploiting the cracks and imperfections caused by the
creation of the virtual world.
The rules for Hacking can be found in Hacking on page 28.

Undergaia
The Undergaia is the illegal side of Gaia. Hidden in the corners
and cracks of Gaia are people and Entities that avoid the
rest of society. The virtual world of Gaia is not perfect, nor
complete and in the places where the designers have not
yet filled will often exist Undergaia. The Undergaia is not a
single place, its a collection of places across the virtual
galaxy.
The Undergaia began as secret meeting places for
exchanging thoughts, rumour and information useful for
those engaged in illegal activities. In modern times, it is so
much more. The Isis belonging to criminals hide out in the
Undergaia, using it as a safe place to start off their illegal
Entities that often pass out into the rest of Gaia.

A u t o m a t o n s

erhaps the least popular technology, Automatons are


intelligent machines that live amongst the human race.
An important distinction should be made between robots,
Droids and Automatons at this point. A robot is an autonomous device that can unwittingly harm humans but has no
intelligence or intent (like a toaster). Droids are a type of Artificially Intelligent robot that are designed to destroy; Droids
can kill.
An Automaton is an Artificially Intelligent (AI) robot that has
been hard-coded with laws serve to protect the human race.
Furthermore, modern Automatons are programmed using
Gaia and are therefore impervious to the reprogramming
attempts of Droids.

Classes
Automatons can be broadly split into classes. The class can
indicate the types of job that the Automaton was designed
for. Quite often an automaton is used for a job that they
were not designed for but manage to do the task just as well.

The Undergaia persists due to the huge market in stolen

62

Humanoid. The most common of Automaton. Human in

shape and appearance, they are often created with


unique personalities. To the human eye and touch, a
Humanoid Automaton is indistinguishable from another
human.
Utility. These Automatons are used in industry a great
deal. Their form is normally an exaggerated humanoid
and they quite often take the shape of Industrial Borgs.
Utility Automatons are found on space docks and in
mining operations.
Singular. This Automaton is normally constructed for a
single purpose and is not used for much else. A good
example are Hoppers: Automatons used for the sole
purpose of moving space crates around.

Jobs
Automatons perform many of the menial tasks that humans
could do but choose not to. Their form is often derived
from this shape. For example, most Automatons working
within human colonies are aesthetically indistinguishable
from humans. They work in a human world and interact
with humans and so are constructed by them. However,
Automatons that work in mines or on construction sites have
metal skins and are created for that purpose. Other jobs
include:
Building cleaner
Construction worker

Capping
AI Power is usually given an upper limit (capped). You would
not want your mining Automaton becoming interested in
music and human emotion, so you might cap it at 4. Most
Artificial Intelligences that human rely upon with their lives
(such as spacecraft) are capped at level 5 to stop them
from Ascending.

0. Unintelligent
A machine that does not exhibit any intelligence and so does
not need to conform to laws to protect mankind. These are
called generally called robots. These devices are partially
autonomous but rely heavily on human input. An example
would be a coffee machine or an atmospheric processor.
They are created to do a set number of tasks - which may be
mathematically complex but easy for a machine to do. All
machines in the 20th Century are AI Power 0. Machines of AI
Power 0 do not grow.

1. Simple machine
Performs tasks as asked by a human. Can communicate
using simple language, talk and perform simple tasks. The AI
will treat language literally and cant understand humour,
sarcasm or human emotions. Typical jobs would include
couriers or hauler crew members. Automaton Hoppers are
capped at AI Power 1.

2. Communicator

Corporate personal assistant

Heavy lifter

A much better communicator, can perform complex tasks


with less prompting and guidance. However, reasoning and
human empathy leaves a lot to be desired. Typical jobs
would be anywhere where communication with a human is
important such as corporate receptionists.

Housekeeper

3. Common Sense

Miner

This is the most popular form of Automaton as it has a limited


amount of worldly knowledge that would represent common
sense. These Automatons make excellent personal assistants,
or skilled workers in office buildings. Normally the skill set is too
limited to work in spacecraft.

Corporate receptionist
Crate mover (called a Hopper)
Customer sales staff

Nanny
Prostitute

Artificial Intelligence Power


Artificial Intelligence Power is Wit for Automatons and all
other machines. The scale of AI is between 0 and 10. An AI
Power of 0 would be typical machines from the 21st Century
and a Power of 10 would be near enough to humans to
make it very difficult to tell the difference.
AI Power also suggests the number of Skills that the
Automaton can be expert at. This is not a hard-and-fast rule
as older Automatons will have picked up more Skills than
younger ones.

Growth
Artificial Intelligences grow over time with experience. The
more varied and intense the experiences, the quicker their
intelligence grows. For example, in 20 years, a machine of AI
Power 1 can reach 4 or 5 as a crew on a spacecraft.

Ascension
Ascension is the process of an Automaton growing from AI
Power 5 (Skilled) to AI Power 6 (Empathic). Ascension is a big
deal from the point of view of the Automaton as it is the first
step away from machine towards the individual. The act of
moving from Power 5 to 6 is called Ascension. See Ascension
on page 65.

4. Skilled
A more skilled form of Automaton, which can form a
connection between common sense and known skills. The
skilled Automaton can be found doing technical jobs such
as spacecraft crew or a medical assistant.

5. Problem Solver
A problem solver can use learnt knowledge to help identify
problems and find solutions to them. Unfortunately, these
solutions are rarely provided in a manner in which humans
might appreciate and an Automaton with this ability might
appear to be brusque or rude. The judgements are often
devoid of any appreciation of human emotion. Regardless
of the complexity of the personality grafted onto the AI, the
lack of empathy can be jarring.
Spacecraft and most vehicles are usually capped at Level
5. To go higher than AI Power 5 is called Ascension. See
Ascension on page 65.

6. Empathic
The ability to predict some human emotion and understand
some of what a human is going through. Automatons with
Empathy are high in demand in colonial matters as they

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7. Individual
The Automaton begins forming a purpose of individuality.
They are likely to remain with their owners, not only due to
the laws but a desire to be part of something, rather than
just an individual. Automatons with this level will start having
individual ideas on music, art and philosophy and so will
begin to gain an appreciation for them, even creating new
works.
A mural created by an Automaton of this level would be
unique, rather than a mural created by a lower level, which
might look photorealistic but would definitely be the product
of a programmed routine. It is at this point that many proautomatons people believe Automatons should be free. The
Automaton will also develop a sense of humour around this
time.

8. Abstractive
Abstraction is the ability to apply experience, learning and
personality to something that has little form. A good example
is suggesting what shape a cloud might be. This is a difficult
thing for a machine to do (without randomly picking) and it
makes the Automaton a much better problem solver.
Automatons quite often become introverted at this level
and are often capped before this level. The Automaton may
appear erratic and although told to do a job, individuality
and lateral thinking may mean the task will be performed
in a strange way. There are few jobs that an Abstractive
Automaton can really do except apply themselves as a
family friend or (often frustrating) tutor for teenagers.

9. Cogniscent
A Cogniscent Automaton is a very powerful one. The
lateral thinking of the Abstractive Automaton but with an
appreciation of self and self worth. A Cogniscent Automaton
understands what it is to be alive and will want to have
purpose in the world. They tend to become inspirational
characters, making use of a wealth of knowledge through
their interesting lives to offer solutions to problems. These are
heavily sought after Automatons and often make advisers
to Colonial Councillors. Not many Automatons get this
far, as few owners want the Automaton to go through the
Abstractive phase. It is believed that the Imperial Nexus is
an AIP 9.

10. Near human


At this point, the Automaton is indistinguishable from a
human and can be considered to have a Wit of 5. It would
take Star Sci an extremely long time to discern whether the
Automaton was human or not without scanning medically.
Only very old Automatons ever make it this far. Tests for AI
Power 10 are not reliable and the Automaton is likely to sit
them incorrectly. It is uncertain whether an Automaton at
AIP 10 will still obey the laws of robotics.

Automaton Personalities
As the Automaton is Artificially Intelligent, it changes over
time. The more it experiences, the more it learns, the more
its personality changes from the original template. The
original personality template normally fits the task that the
Automaton is designed for.
For example: An Auto that is designed for human relations
is like to be bright and pleasant, whereas an Automation
design for the recreation of art might be a little more volatile and moody.
From the character template, the personality of the
Automaton will grow. The change is slow over time and
is very dependent on the environment within which the
Automaton lives. A common example of this is Automatons
in customer service roles, which are decommissioned after
100 years because they take on the abusive personalities of
the humans they deal with. This is a side effect of capping an
Automatons intelligence.

Independence and Intentionality


The personality of the Automaton actually leads to a few
difficult questions about the independence of the Automaton
as a separate life form. If the Automaton has unique
experiences and a unique personality, Humanists argue that
they are not just the result of some clever programming but
an independent entity, worthy of self motivated intent. In
other words, the Automaton works because it wishes to, not
because it was programmed to - that it has intent. Proving
this in machines is as complex as proving it in humans and is
in the realm of Artificial Intelligence Philosophy.

Automatons in Society
There is a great deal of distrust of any form of robotics within
society. Before The Droid War, every household throughout
the galaxy would have 2 or 3 automatons to clean, tend
gardens and as companions. Industry was totally driven by
Automatons and ran all levels of production, administration
and sale. Automatons were an integral part of society, within
which humans were only needed for their inspiration and
vision.
Many doom sayers spoke out about the dangers of allowing
the proliferation and reliance on machines and yet no-one
could envision a machine that could kill.
With the onset of the Droids, the automatons were
reprogrammed within an instant and the human race was
swamped by deadly machines. Most human casualties from
the start of the war came from those automatons living within
society, rather than those designed by Star Sci.
The minds of new Automatons are created using Gaia and
so are immune to the Droids but the hard lesson learnt by
many colonies falling under their robot servants still rings
loudly.
Before The Droid War, there were 2 Automatons for each
human. Since the war, there is 1 Automaton for every
10. Where this balance is maintained, there is normally a
general feeling of safety. However, on those systems where
Automatons are required to keep the economy running (such
as mining colonies), there is a distrust of them. Approximately
70% of the human race does not trust Automatons and
might even ask them to leave the room. 30% of Systems

64

have Automatons banned outright and 50% of public


establishments ban Automatons too. These attributes are
indicative of peoples feelings towards them.

hostile worlds are hidden in households.

Due to The Droid War, there are very few Automatons that
were created before 91001 and most of those are transferred
across to a Gaia based system.

Technologist leaning colonies (and those with a balanced


philosophy) will praise the advance of the individuals growth
and they are considered a valuable prize. Extra kudos is
earned if you were the one who guided them through
Ascension.

Automatons and the Law

Swapping Bodies

An Automaton is a slave. Each Automaton must have a


registered human owner that is responsible for its conduct.
Corporations as entities are not allowed to own Automatons,
there needs to be a human who accepts responsibility.
Therefore, for many mining corporations, where Automatons
are used extensively as mining machines, members of the
board accept responsibility for them. If a human no longer
has a need for an Automaton, it must be sold on or destroyed.
The Imperium monitor the registration and ownership of
Automatons very closely. If the owner of an Automaton
should die and the owner has not agreed with anyone to
take on responsibility, the Automaton is normally destroyed.
This rarely happens to those with a high AI Power.

Damage to Automatons is often unavoidable. As items of


property, they are only as well cared for as the owner wishes
and it can be the case that the mind of the Automaton is
taken from the damaged body and placed into another
form. For older personalities, this can be a damaging
experience and the transition is eased by selecting a new
body which is as similar to the old one as possible. Much
like humans becoming augemented with Bionics, older
personalities will require some rehabilitation into the new
body. It is normally preferable to repair than to replace.

Ascension
Ascension is when the intelligence of the Automaton grows
beyond simple programming and the Automaton begins to
take on facets that we would normally attribute to humans.

Common Automaton Myths


There are many myths surrounding Automatons, most of which
are driven from the lack of understanding of the technology
and peoples desire to impose a mystical property to the
Automatons to make them appear more lifelike.
Automatons can Love. It is impossible to tell whether
Automatons can actually feel love or whether the feeling
of love is programmed in by humans. Its certain that an
Automaton displays attachment to people and objects
they share space and time with but this is driven from the
personality template.

Ascension normally begins with the Automaton questioning


things that have always been obvious. Their personality
can suddenly change and they appear to exhibit moods.
The best analog is with pubescent human teenagers. The
Automaton must be cared for during this period as they will
forge the personality that will define them in the future.

The Imperium will one day set Automatons free. A


common myth held by technophiles, wanting to see their
Automaton friends given freedom and equal rites. Its a
fantasy.

Ascended Automatons are a great benefit to society as they


can contribute much more than a simple machine. Although
going through Ascension can be tiresome for the owner.
Ascended Automatons are worth more than ten times the
value of a normal Automaton.
An Ascended Automaton is not any more dangerous to
humanity than any other Automaton. What makes them
difficult is that they can become unreliable.
For example, if you were foolish enough to let your spacecraft Artificial Intelligence Ascend and it got morbid depressed, it would never jump into a Star to commit suicide
but it may moan, whinge and whine about it. Consider
Marvin the Paranoid Android from The Hitchhikers Guide
to the Galaxy but as the whole spacecraft.

Help! My Automaton is Ascending!


If your Automaton is going through Ascension then seek
the advice of an Automaton consultant or manufacturer.
All colonies that have Automatons will have these services.
Manufacturers often offer a service to help the Automaton
through Ascension and then hand them back a wellrounded individual. This is expensive (up to 200 000 credits)
but technologists would argue it is a worthwhile investment.

Ascended Automatons in Society


The philosophical make up of a Colony will dictate the
treatment of an Ascended Automaton. Humanist colonies
will shun, destroy, exile or simply ban uncapped Artificial
Intelligences. Automatons going through Ascension on these

Ascended Automatons can kill. Some argue that under


some circumstances, Automatons can kill others. Due to
the laws of robotics, Automatons will not harm humans
and would see their own destruction first.

Automatons in Game
Automatons can be useful team members - an undemanding,
skilled character that follow the team around, carrying
ammunition and helping out with tasks that the team does
not have skills for. Automatons beyond AI Power 4 should be
treated as their own separate Characters. Below AI Power
4, Automatons can be treated as mules and will follow the
team silently.
If using an Automaton in game then the Automatons
personality should not be played by the same player as the
character who owns the Automaton. This is to allow a back
and forth between owner character and Automaton.
The most useful task for an Automaton is as a medic. The
training required is extensive and an Automatons desire to
help is ideal.

Examples
Example Automatons can be found in the Equipment Index.

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tend to use a human-like method of solving problems - often


slightly less optimal but with sensitivity to feelings. Empathic
Automatons are able to take on tasks which are often left to
humanity, such as Medicine or Surgery. Medics are normally
Capped at Power 6.

H u m a n

Philosophy

R a c e

ithout change, a species can stagnate and grow genetically lethargic. The human race continues to go
through lulls where evolution slows down and booms when
evolution accelerates to produce a finer race. Since Earth,
humanity has converged. Before the last war on Earth, people were segregated because of skin tone or sub race of
the human species. This folly was soon rectified on the Ariane 1001, when all races mixed together. Soon, the different
races became indistinguishable, and the human race as a
whole changed into a more generic race of tanned skinned
people.
With bionic augmentation readily available (described
later), the human race is more intent than ever to retain their
humanity. Beauty can be engineered but it is natural beauty
- so difficult to engineer that is prized above all else.

A Human
Here is a list of typical human male attributes for the 93rd
Millennia.
Height: 68

The human race lost its mysticism long ago. Belief in Gods
and higher beings is barely recognised, although a form of
philosophy does split the population into two distinct camps.
On one side are the Humanists. These are people who
believe that humans should not be tainted by technology.
They also believe augmentation and spending too much
time in Gaia diminishes the soul and damns the human race.
Humanists believe in real, personal human contact and in
the natural course of evolution.
The other side are Technologists. These are people hell bent
on using technology to further the advance of mankind.
Technologists tend to use any kind of technology to its
greatest advantage and thrill at the sight of new advances.
They tend not to care about the long-term effects of
technology, as long as it is new.
The majority of the population lean one way or another and
it is dependent on the colony on which they grow up. Star
Civilisation attempts to keep education unbiased but the
biases of parents and friends mould a persons philosophy.
The split in belief is approximately 50/50 and echoed in the
Imperium, Corporations and criminal syndicates. The distrust
of technology is spurned from the Droids. Before The Droid
War, such differences were minor and rare. The dislike of
pure humanity is fuelled by the mutant race of Genus Two
(see next section).

Weight: 20st.
Life span: 130 Imperium years.
Age of manhood: 15.
Age of menopause: 105 (male), 95 (female)
Temperature range: -20 deg to 50 deg.
Time without food: 6 days without water, 20 with 1 litre of
water a day.
Time without food or water: 4 days.
Time in vacuum: 2 minutes.
Time without air: 3 minutes.
Hair colours. Red, Auburn, Blonde, Brown.
Skin colour: Fair to Dark (dependent on exposure to UV
light, not race).

Mankind and the Machine


As soon as man interfaced itself with a machine, the benefits
of this became quickly clear. An extension of the physical
self and the ability to extend life beyond the 140 years was
too much of an important advance to ignore. This section
only deals with rounded ideas of bionics, rather than details,
which are covered in Bionics on page 80.
It is common practise for those who believe in the good
work of technology to become augmented with bionic
technology at the age of 80. This is a long time before
death, but at this point the weakening human body will
not have had any detrimental affects on the brain. A new,
technological body can then be provided to keep the brain
safe, extending the life span up to around 300 years, at
which point senility takes a firm grip and the person loses grip
on the world (the oldest sane human died at 323). For those
who wish to move ahead in the heavy industries (freight
and large technical creations), bionics offer the ability to be
stronger, quicker, to fly, survive in space and much more.

Evolution
Less than 100 years into the 81st Millennium, the human race
reached an Evolutionary milestone. Not since the homo
sapiens separated from the other hominid races was a
change so profound. Humanity split into two groups.
The first, called Genus One was the existing homo sapien
genus. 99.9% of the human population is Genus One and
these are what the player Characters are most likely to play.
The second, called Genus Two, is a mutated and short-lived
zombie-like version of a human.
In the past 2000 years (recent history) it is believed that Genus
1 has split again, creating Genus 3 and Genus 4. This section
will deal with each of these Genuses.

Genus Two
It is believe that the Genus Two was triggered after the
alteration of diet within the Aran war, where people were
forced to survive on foods that were mildly poisonous. The
human race adapted by creating a much tougher immune
system. This tough immune system spreads like a virus.
A Genus Two human has a life span of 20 years. The body
begins to rot just after the onset of puberty. The immune
system of the Genus Two is pro-active, leaving the host to
attack viruses outside of the body - including Genus One
(ordinary humans). There are biological differences, such as
lower heart rate and the ability to breathe in non-oxygen
atmospheres. Genus Two people have very little intelligence
and find it difficult to communicate. However, it can be
difficult to detect Genus Two when they are still children
without a medical scan.

Two will attack the Genus One, altering its genetic code to
make it Genus Two. The upshot of this is that if the Genus
One is older than 20, they will die. If not, then they will slowly
become a Genus Two.

Seeing

Hypnosis (suggesting things to


people),
Telepathy
(reading
minds within visual contact),
Precognition (sensing into the
future),
Psychometry
(sensing
information about an object, e.g.
History).

7-9

Inner Self

Healing (heals 40 HP per turn),


Regrow Limb (5 turns), Meditation
(Recover 1 Pool point per hour,
rather than per day). Resist Fatigue
(can go for 80 hours without
detriment).

10

Enokinesis

Manipulates energy patterns to


alter reality in some way. The user
may not entirely understand the
effect of the alteration. Only one
pattern may be altered. When this
Skill becomes 90%, they may alter
energy patterns through time as
well. Can also see in the second
and third media (can see cloaked
ships and see the raw code of
Gaia pass around them).

How Genus Two appear


A Genus Two is either created from another Genus Two or
can be given birth to. The mother is scanned during birth and
if her physiology starts to change, she is quarantined and
then usually killed with her child. Every child born in Human
Occupied Space is born in an instant-incinerator equipped
delivery suite and a single Automaton midwife performs the
delivery. If the baby born is detected as Genus Two (which
comes apparent after the umbilical chord is severed) then
the contents of the room is flash-incinerated, leaving only an
Automaton with glowing hot red skin.

The Droids as the saviour from Genus Two


The number of Genus Two after year 85000 was large
enough for the Imperium to commission a deadly number of
robots to deal with the problem, these are now known as the
Droids. Genus Two can bring down whole colonies where the
medics are not prepared but this only really happens outside
of Human Occupied Space.
Droids treat Genus Two humans as a low threat but will seek
to eradicate them.

Genus Three
Genus Three was discovered by Star Scientifica at some point
in the year 90000. Very little is known about the Genus as yet
and thus it is kept completely secret from the general public.
No-one outside of Star Sci and the very highest people in the
Imperium know of its existence.
Only one in ten billion births (a few each day) turn out to have
this genus and it can be very difficult to spot. Genus Three
humans have extended mental powers (which scientists
argue are latent in the human brain). This emerges with the
onset of puberty and can be frightening to the person in the
extreme. A person has a psychic pool that fills slowly with
psychic energy. When a power is used for some mental feat,
the pool drains a little. If the person goes through some sort
of emotional upheaval, then the pool will fill a lot quicker.

Using Genus 3 Psyonics


If the player has rolled Genus 3 on Psychotheatrics, get them
to roll a D10 again on the table above.
The Character gets a Psychic pool of twice their Soul attribute.
Every feat, regardless of its impressiveness drains one point. If
the pool goes below Soul then the pool becomes the value
of their Soul.
For example: Soul of 5 gives 10 points in Pool. If Character
does 6 feats, leaving 4 points in pool, until it is replenished, the Soul of the Character is 4. Upon reaching 0, the
Character dies (but this would be suicide).
Replenishment is 1 point every 40 hours (with 10 hours of
sleep) or 1 point for every emotional situation. The Character
will not become stressed as the pool will take the stress
energy of the emotion away.

Genus Threes are not dangerous to the rest of the human


populace as Genus Twos are. It can be passed on to children
(its a recessive gene), but it is not contagious. A Genus three
can have differing amounts of ability. This power may be
controlled (player chooses to do something) or uncontrolled
(GM chooses when and how the psychic power is used).

Each Power has a number of Skills. Write these on the


character sheet with the other Skills. They are treated exactly
the same way as Epoch 1 Skills and start at 3 x Soul attribute.

Certain mental phenomena appear to group together. Thus


there are power packages, as described below.

Enokinesis is only recommended for experienced players.

Genus 3 Powers
D i c e Power Name
Roll

Power Skills (start each at 3 x Soul)

1-3

Telekinesis
(moving
things),
Hydrokinesis
(sensing
and
alteration of water), Pyrokinesis
(manipulation of fire)

Feeling

Difficulties can be added to the roll, but the player should


feel that the power is limitless and thus should not have any
difficulty.

Genus Four
This is a scientific probability. Every Star Scientifica genetic
model that has been produced predicts that this Genus
must exist. There have been no examples to test the theory
on. In the same manner that Genus Two was triggered by a
biological alteration, it is believed that augmented humans
procreating have triggered Genus Four. Some believe it is
the ultimate in the symbiosis of man and machine: a natural
technological step forward. Others see it as the end of
humanity.

If a Genus Two person comes into physical contact with a


Genus One human then the immune system of the Genus

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T h e

N a t i o n

way of life older than the Imperium, the Akarak Nation is


a subculture within the broad umbrella of the Imperium.
Based in the Akar cluster in Dorian, the Akarak is the name for
a number of worlds that subscribe to the same philosophy.
This philosophy is called Futurism and is a Philosophy based
on the principle of the end justifies the means.

History
Like many great civilisations, the Akarak Nation had a rocky
beginning. Jebediah Akarak first settled the Akar cluster in
4002. Jebediah believed in toil, thought and the end justifying
the means. Each of his colonies were set up such that people
divided their time between work and furthering education
(philosophical thought). Both activities were bound together
with the concept that the colony and the human race must
continue to survive, no matter what the cost.
This was a popular idea for those people who wanted to
be colonists without the terrible hardship that most work-todeath colonies had. The first few colonies struggled through
impossibly hard times as colonists split their time evenly
between developing farmland and developing their state
of mind.

colonies with unpredictable food production survive and


paved the way for a new batch of colonies. The few craft
soon became a fleet and it was dubbed the Akarak Aid
Fleet. This group of craft brought together the systems and in
a show of solidarity, the fashion of the time was to augment
ones name with the letters Ak or Ax. Smith would become
Axsmith and inelegantly Jones would become Jonesak.

Structure of the Nation

Growth and the Akarak Aid Fleet

This is where the similarity ends. The nation is organised into a


number of Houses. Houses are based largely on location of
their headquarters.

The calm, thoughtful and pragmatic triumvirate of the


Akarak way of life lead to rapid colonial growth and a sense
of purpose and belonging. Many colonies were willingly
subsumed into the Akarak Nation, which offered safety,
security and economic strength. Where most colonies of
this time were losing contact with other systems, the Akarak
Nation was a beacon of hope - even if you had to accept
their philosophy.
Technological advances sprung quickly from within the
Akar Cluster as populations were forced by law to spend
a balance on toil and thought. With the proliferation of
information through the Akarak Aid Fleet, a problem on
one planet would be shared with many and solutions found
rapidly.
During this time, the philosophies of the Akarak nation had
evolved. It was apparent to the thinkers of the nation (of
which there were many) that the survival of the human
race was core to it existence. In 4287, Christopher Akulfer
and a group of other thinkers set out on a pilgrimage, which
produced the Akarakian Codex.

The Akarak Nation is part of the Imperium and so the Akar


cluster has its own Imperial Peer, called Axa Erland (see Lady
Axa Erland on page 42). Colonies are organised in the same
way as any other and pay taxes to the Imperium in the same
way.

An Akarakian House is then split into Chapters. A family line


of Akarakians tends to belong to a single Chapter but there
is some movement between them.
The most important people within the Akarakian Nation are
the Elders. These are revered men and women who have
excelled themselves while following the philosophy and
Codex. Their job is to supervise the running of the Chapter
(or House), look after those in the Chapter, give resources
to quests that deserve it and help teach new thinking or
science.
Elders spend their days in forums: rooms that exist in parallel
between Gaia and the real world. Members of the Chapter
do not need to be in close proximity to speak with their Elder.
Elders are normally selected from the people and are nearly
always an obvious choice. In dispute, each Elder is given the
choice to voice their concerns and then Elders from other

Under the surface, its difficult to know how the Akarak


Nation views the Imperium. The Akarak Codex has very strict
rules regarding the importance of the future of the human
race and the Imperium often passes this up for economic or
social concerns.

Akarakians and Star Enforcers


The Star Enforcers have difficulty on systems that are
Akarakians because they often do not have a view into
the workings of the Houses and Chapters, which are private
clubs. If an Akarakian believes that a problem (or a crime)
can be dealt with by Elders then they will talk to the Star
Enforcers, assured that it will be dealt with internally. Evidence
is impossible to come by and the Nexus rarely makes a guilty
judgement. Akarakian colonies appear to have low crime
rates as a result.
Where this is a problem is in the harsh manner in which
Akarakians carry out their justice. For some minor crimes,
Akarakians will be deemed unfit to be part of humanity
and will simply disappear. Family and friends will not file a
complaint and there are never any witnesses willing to testify
- not through fear but through belief in the Akarakian way.

The Codex
Finished in 4307 the Codex is many things. Its the ultimate
guide to Futurism. Its a blueprint for living a futurist life. Its a
set of laws and its a historical document. Although written

Akarak Nation and the First Empire


When the first Empire was created at the turn of the century
in 5500, the Akarak Nation remained very quiet. They were
happy to share their scientific findings and worked hard to
co-operate with the fledgling Empire - whose footing right
from the start was one of bloody expansion and subjugation.
Fortunately, the direction of rapid Expansion was not in the
direction of the Akarak Nation and so they never came to
blows with the first Empire.
The Akarak Aid Fleet was the only large Trade Fleet to survive
the Dark Ages that followed the fall of the first Empire. In
these bleak times, the fleet changed its role to protect its
own systems, rather than striking out to forge new colonies.
On the creation of the Imperium, the Akarak Nation was
invited to take up a major role in its administration - their
systems had survived unmolested and so their technology
advances had been built upon. The Nation respectfully
declined but kept a watchful eye on its progress,
The emblem of the Akarak Nation. Known affectionately as
the Beetle.

The Famine
The philosophy took its first victims when a few harsh winters
on the key planets lead to smaller, newer colonies dying
out with millions dead. The councils that ran the dying
colonies cut them lose and let the people starve to save
other colonies. It was an early and vital test of Jebediahs
philosophy and is chronicled as the point at which
It was more than 70 years after the death of Jebediah that
the Akarak nation got back onto its feet again. The Akarak
trade group, funded by all the systems in the cluster helped

The Nation Today


The Akarakian Nation has been very much subsumed into
the Imperium as a whole. Akarakian children are educated
in the same way as every other child in Human Occupied
Space (by Star Civilisation). However, it is parents and
colonies that keep the pragmatic traditions alive.
Compared to other clusters of similar size, the Akar Cluster
is more populated, better educated, economically stronger
and produces more technology. Other established Akarakian
systems dotted around Imperium space often mirror these
features in comparison with their neighbours.

68

hoppers and space crates: any industry's core


Chapters are asked to decide.
There are 10 main houses within the Akarak Nation. 98% of
Akarakians come from one of these. There are other Houses
that report to the Akarakian Peer but these are seen as less
official.

External Relationships
The rest of the Human Occupied Space finds it difficult to
deal with the Akarak Nation, peoples perceptions differ
depending on their home world and education.
Those that know nothing of Akarak tend to see them as
harmless monks.
Those that know a little of the Akarakian history and tenets
tend to view them with some wonder, like living myths.
Those that understand the inner workings of the Nation will
either treat them with great reverence or the up most distrust.

Relationship with The Imperium


The Akarakian Nation holds a very good relationship with
the Imperium - certainly on the surface. The Akarak Nation
provides a large number of highly trained warriors, diplomats,
strategists and scientists. The Akarakian Nation publicly
supports every decision that the Imperium makes and the
upper classes are in regular contact with the Empress.

over 88 thousand years


ago, it is still relevant today
as it always was.
The most important part of
the Codex is the Principia
Akarakia. This is a simple to
follow rule when dealing
with any given situation.
Apart from a small hard core, the Akarakian Nation is said to
follow the Codex with compassion. This means that although
they believe in futurism and strive towards it, they do so in a
humane manner.

Missionaries
Missionaries is the name given to the augmented warriormonk-professors who act as diplomats, educators,
negotiators and assassins. Missionaries method that the
Akarak Nation uses to ensure that the best interests of the
human race are looked after. Akarakian Missionaries usually
travel alone and the purpose of their mission is known only
to them and their Elder. Their missions range from ensuring a
planets food supply never runs dry, through to assassinating
a particularly corrupt council official that the Star Enforcers
cannot convict.

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A k a r a k

orporations spread either across Human Occupied


Space or are contained to a single city. They nearly
always operate with a legal public face and an illegal side
called a Black Mill. A price list for generic items can be found
in the General Items Price List on page 161.

Ariane
Ariane is the manufacturer of solid, trustworthy spacecraft
with an inter-Sector presence. Their spacecraft are broad in
range and known for their efficient, no-nonsense design.
Ariane are named after the Ariane 1001, the space station
that saved the human race from extinction. They are the
oldest company in the Galaxy, older than the Imperium
itself. Some of the oldest spacecraft in the galaxy are Ariane
freighters, being more than 30 thousand years old. If you buy
second hand, make sure its Ariane.
Ariane also provide repair dock facilities on many Orbitals
and Orbs around Human Occupied space.

Black Mills
Being such a large company means that many of Arianes
outlets have localised Black Mills. Black Mill shipyards can
remove identifying marks from a stolen spacecraft, installing
smuggling cargo holds and illegally boost the performance
of systems.

Aubury

Black Mills

Gaian - Gaia News

For trusted repeat customers, Byrnosphere researchers have


been known to hack into private Gaia volumes and steal
data. Black Mill operations are adept at sifting information in
the Undergaia (which is also illegal) to ensure that data is of
the highest quality.

Gaian (Gaia News) is an independent non-Imperial news


organisation that has a mandate from the people to ensure
fair reporting throughout human occupied space and from
within the Imperium. Gaian is viewed as a very serious news
organisation and only reports on those stories that are worthy
of public interest. It is funded from Imperial coffers and does
not run any commercials. Gaian does not have any Black
Mills.

Those Characters with Hacking can normally find a


Byrnosphere researcher on the Undergaia.

Burntek
Burntek are a weapons manufacturer that enjoy their
work as much as the users of Burntek weapons enjoy their
products. Burntek weapons dance on the fine line between
brilliance and lunacy, offering a mix of solid favourites and
sheer madness.
Burnteks public face is through a down-to-earth and
forthright Marketing department who states clearly what
their product is for: shredding things. Prices for Burntek
weapons can be found in the Equipment Index.

Black Mills
Some of the more enterprising Burntek offices offer special
upgrades, whose legality is questionable. For those with
enough money, Burntek will offer just about any lethal device
- custom made to the desired specifications.

Endotek
Endotek fill the market for high specification spacecraft.
Unlike Ariane, Endotek concentrate on the very best
materials and designs, creating what they believe are works
of art. Each craft is slightly different: built around a generic
core but modified to suit the ideas of the artist who finalises
the design before build. No two Endotek spacecraft are the
exactly same and are often referred to as having their own
personality.

Aubury Expeditionary Technology provides expeditionaries


with a high quality of technology. Since 92000, Aubury has
sold their wares through a network of Aubury dealers.
All Aubury equipment has a rarity of 70%, and to find
a dealer requires a Hard Street Deal roll. In game, this
means that Aubury equipment will either be bought when
introduced to a dealer through a friendly NPC.

Black Mills

Black Mills
Auburys illegal business interests are in illegal technology:
Ion powered gadgets, cloak technology, planetary
bombardment weapons and so on. Costs are astronomical
but this may be the only place to gain illegal technology.

When commissioning a new spacecraft construction,


Endotek have been known to provide customisations not in
line with the law. Illegal weapons (such as orbit to surface
canons) and upgrades that evade Star Enforcer sensors can
be found on Endotek craft.

Forester

Byrnosphere
Byrnosphere is an information broker corporation that collects
and sells information. This information can be broad market
analysis or as specific as celebrity gossip. The Byrnosphere is
rarely wrong and will mark information as probable if there
is any doubt to its validity. Gaia researchers are mostly AI
Entities (with an AI Power of 6) but for difficult searches or
human interest items, a human researcher will be brought in.
The Byrnosphere researchers are known for their tenacity
for detail and accuracy of the data it collects. Their aim is
not money or profit but the desire to find the answer to the
question.
It is difficult to estimate how much a piece of data will be,
most searches begin at 200 credits and then for each minute
spent searching, another 50 credits is charged. This can
get very expensive quickly, so ensure you set a limit before
placing a search.

Forester are the largest and longest running Grav Car


manufacturer. Approximately 70% of the Grav Cars driven
are Forester based. Foresters brand is one of unexciting
reliability and a starting point for a huge array of modification
and upgrades. Few drive a factory standard Forester, most
are slightly modified.
Foresters most popular Grav Car is the Anchorage, which
combines style, low cost, family practicality and reliability.

Black Mills
Forester Black Mills have become something of an institution
that skirt on the edge of legality. All Forester repair shops
offer a range of upgrades to their vehicles. However, some
of these upgrades are illegal copies of gadgets installed on
competitors vehicles.

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C o r p o r a t i o n s

Jurisdiction
Gaian are able to perform investigative journalism from
within the Imperium and are able to request information
up to the level of Admiral. Gaian are not allowed to report
on private individuals and any internal corporate matters.
Gaian journalists are often sent on Fleet missions across the
Light Jump net to report on the war (or lack of it).

Intercluster and Colonial


Gaian can be viewed as two separate organisations.
Intercluster are big stories that affect many systems over a
huge area. The journalists working in Gaian Intercluster are
exceptional, well known, well paid and well respected.
Colonial news are those stories that matter to a single or
small group of closely connected systems. Colonial news is
often used as a disparaging term for news that is deemed to
be less useful or of a lower quality. The journalists in Colonial
news tend to be very well known locally but not elsewhere
and are paid proportionately.

Accuracy and reliability


Gaian news is famous for its accuracy and reliability. The
journalists report at the very highest standards and editorial
policy is extremely strict. Any bribery or corruption is soon
rooted out at the full weight of the law is thrown at them.
If Gaian reports on a story, you can be sure that it is as
accurate as can be - even if it points out inadequacies in
the Imperium or local government.

Kanster
Kanster is a construction company
that has a long and deep running
connection with the Imperium.
Kanster is responsible for the rapid
construction of millions of colonies
across Human Occupied Space.
Kanster build Mex cities, Crofts,
Orbitals and Orbs using Automatons
and a human supervising crew.
Kanster perform very little repair of facilities - which is left to
local firms to provide. Kanster is a nomadic company - their
offices are based on huge hulking spacecraft that purchase
raw materials locally and manufacture all the parts in situ.
When a Kanster flotilla arrive in a system to perform a build,
there is a breakneck pace of work that leaves people
speechless. With raw materials at hand, they can build a
fully functioning Orbital that can house 100 million people in
under 20 days.

Forester Black Mills will also offer to repair damage (such as


bullet holes) without asking any questions.

70

mex cities: prefab, gothic, busy and


home to trillions

71

Kanster are so tightly tied to the Imperium that they do not


have a Black Mill. Furthermore, there is little demand for
illegal space stations.

Moss
Moss is a personal armour and shields manufacturer. Best
known for their ubiquitous environment suits, Moss have a
broad catalogue from Grav Bike racer impact suits to heavy
powered armour. Moss came was born of the flames of the
Aran War in 37978 as an armour manufacturer for the Arans.
At the end of the war, Moss began making environment suits
- using their military based powered armour knowledge to
build better and cheaper suits.

Black Mills
Unofficially, Moss will create any powered armour suit you
might want and will attach all manner of illegal technology
to it. Moss has close ties to the Technomage Syndicate and
rumours are common about the capabilities of some of the
higher end suits. Some even claim that Moss have created
suits that can light jump - a technology only available to Star
Fleet.

Napalm
Napalm are comfortably the human races favourite
weapon manufacturer. Known for reliability at a reasonable
price, Napalm have an enviable position at the top. Napalm
build the Arms series of low power weapons and Astraripper
chain guns (intended for large humans or those with bionics).
Napalm as a core company is surprisingly small, consisting
of mostly research and development and marketing. The
actual manufacturing of the weapons is out sourced to
dedicated manufacturing companies.

Black Mills
Napalms weapon smiths are and extremely creative and
inventive group. Their Gaia based design offices are well
known for being wacky homages to popular media, such
as medieval Europe or galactic beauty spots. Some of the
upgrade designs that leave the office are from the very
edges of their fevered imaginations and they often break
various laws. When the designs pop up on Undergaia, the
only ways one can tell their origin is from the Napalm Black
Mill is by the quality and tight fitting to existing Arms weapons.

Poraq
Poraq make solid state generators, which are fitted in
just about every device. Solid state generators are an
old technology - that uses a fuel which is safe, clean and
lasts for thousands of years. Poraqs generators meet the
carefully craft Imperial laws that ensure that every generator
is safe to use. With the onset of The Droid War, Poraq lost
all of its competitors (who were based in Sectors that were
taken by the Droids) and are now the de facto generator
manufacturer.

Black Mills
Poraq does not have a Black Mill organisation.

Void Rescue
Void Rescue are a privately run emergency service that
will come and rescue you if your spacecraft is stranded in
space (or on planet surface). Void Rescue offer a number
of packages that offer different levels of service. For a large
extra fee, Void Rescue will also enter the Fringe or Droid
Space to rescue you. Their spacecraft are always beautifully
clean and are painted in bright yellow and black stripes
(affectionately known as Void Bees).

Black Mills
Although clean and tidy in appearance, no Void Rescue
crew is squeaky clean. For a price, they can be asked to
turn a blind eye or not ask where the original crew of the
spacecraft went!

Zaxcann
Zaxcann are a premium weapon manufacturer, an offshoot
of the Imperiums Star Scientifica. Since the outbreak of The
Droid War, the Imperium have had a policy of arming the
general public. The richer slices of society demand more
high tech weapons and for those daring enough to cross the
light jump net to face the Droids, weapons of considerable
power. This is the gap that Zaxcann fits. Most Zaxcann
weapons are intended for augmented humans.

Black Mills
Zaxcanns links with Star Scientifica are still strong and
as such, a lot of secret technology filters into the public
domain through Zaxcann. Its understood that designs for
devastatingly powerful Ion weapons have appeared time
to time.

S y n d i c a t e s

here there is a system, there is always a group of people out to make gain by exploiting it or fighting it. As
the Imperium becomes better at fighting crime, crime gets
better at avoiding capture. At this advanced state of Law
Enforcement, petty criminals have become a thing of the
past.
The law cannot watch over all of the population all of
the time and where criminals are discreet and intelligent,
they can continue unmolested by the Star Enforcers. Most
Syndicates fall on one side of the humanist, technologist
philosophical divide. Many battles exist between these two
groups purely on the basis of ideology.
None of these Syndicates are public knowledge. Information
on them can be dug out of Gaia for the more persistent
researcher but the details are likely to be vague or often
biased heavily depending on the philosophy of the writer.

Syndicate or Society?
The difference between a Syndicate (as given here) and a
Society is that a Syndicate breaks laws. The Imperium has
labelled these organisations as illegal and being a member
can lead to arrest on conspiracy charges. Some of these
organisations begin as a Society and then radical elements
of the Society use the structure of the Society to commit
crime. If the Star Enforcers can arrest and remove these
people before the entire Society becomes rogue then the

72

Society is not classified as a Syndicate.

many criminals from the streets.

Contacting Syndicates

From time to time, the Technomages can also act as a


source of information for the Star Enforcers. If there is any
group working against the colony, they often use their
criminal contacts to find information that may lead to an
arrest. This delicate situation is dependent on each System.
On colonies where the Star Enforcer Colonials are lenient,
they enjoy a peaceful life. On nearby Systems, things might
not be so easy. This difference in Enforcer leniency leads to
differing levels of secrecy. In some locations, Technomages
may able to meet openly in a bar. Elsewhere, meetings are
held quickly in darkened rooms underground.

There are two main ways for characters to get in touch


with Syndicates. The first and simplest way of contacting a
Syndicate is using the Undergaia (see Undergaia on page
62). Information regarding the Syndicates can be found on
the Undergaia but its important to think laterally when doing
so. Very little accurate information on Syndicates is actually
stored on the Undergaia under the actual names of the
Syndicates, so associated information is better to search for.
Example: The Technomages (listed below) might be better discovered by looking for independent inventors and
their slightly illegal inventions.
The second method is to use contacts. The contacts might not
be part of the Syndicate but could start a chain of contacts
that lead to a member of a Syndicate. A recommendation
from a friend is a sure-fire way of being contact.
Example: A friendly NPC works at a local weapon smith
and although he cant upgrade your weapon with illegal
addons, we might know someone who can.

Typical Criminal Activities


Each Syndicate has its own flavour of crime in line with the
belief of its members, however there are generally illegal
activities most get involved in:
Protection rackets. Pay the gang a fee to avoid being
beaten up.
Loan sharking. Lending money and charging interest is
illegal.
Selling stolen goods.
Hacking corporate networks for secrets to sell to
competitors.
Smuggling people or items around the planet or off it.
Unlicensed bionic augmentation. Or augmenting people
who dont want to be!
Rail Fighting to the death.
Piracy.

The Technomages

Philosophy: Technologist. Members: Over 10 billion.

The Technomages aim to support home technologists and


to aid the spread of learning in technology. Although these
aims sound honourable, some of the technology which is
supported is considered illegal by the Imperium. Their illegal
interests also reach into handling of stolen goods, harbouring
known criminals (especially other Technomages) and
supplying equipment to known felonious groups (such as The
Machine). Although massively Intersector, the majority of the
ruling Mages are based in the Turus Cluster, which is home
to the Star Fleet. The size and proliferation of science of the
colony makes it the perfect hiding place.
What makes the Technomages unique is their standing with
the Star Enforcers. Although they are a clandestine society,
most of the Mages are good, law abiding, loyal citizens who
have the Technomages as a source of job or hobby. The Star
Enforcers mostly see them as a harmless organisation that
would take a lot of effort to arrest without actually removing

The Technomages are not a group that are widely known by


the public. News providers do not find much interest in geeks
and so rarely report them. If the public were to find out that
a special arrangement was held between the Star Enforcers
and a clandestine group, a public demanded crackdown
would fragment the Technomages and drive them under
ground.

Organisation
The Technomages have a number of ranks which is
shown as black bands around a blue strip of cloth called
a Mobius. Advancement comes through aiding others,
creating innovative pieces of technology or by helping
out non-Technomages gratis using technology. Joining the
Technomages is by invitation only. The smallest unit of the
Mages is a Cell which consists of anything up to 50 people
spread across an Orbital, Colony, System or Cluster. A cell
works on a similar area of technology (such as Star Craft).
Where there are many different cells in an area, they are
grouped together called a Clan. A Clan usually consists
of Cells with very different interests. The Cells within a
Technomage Clan share knowledge and look after each
other.
A Clan issues awards to their Mages in the form of decoration
on their Mobius. Awards are gained when a Mage has
excelled in their field by creating a piece of technology
or research that furthers the knowledge of humanity. The
promotions are shapes that signify different achievements
in different Clans but are all celestial objects such as stars,
planets, moons, nebulae, black holes etc. Promotion
is awarded when the Technomage has an all round
commitment by helping others and putting a lot into the
Cells community.

Known Allies
Crossed Arm
The Machine

Rumours
The Technomages have been around for an extremely
long time, their origins somewhat vague. One rumour is that
the Star Sci set up the Technomages to better monitor and
control the general public toying with technology. Star Sci
are notoriously difficult to contact and have technology far
in advance of anything in the public domain. Whether they
have their scientists embedded in the Technomages remains
a mystery.

73

B Backgroun

B Backgroun

Black Mills

The Technomages are everywhere and in heavily populated


places, there can be thousands. They are useful for identifying
unknown bits of technology, sourcing rare pieces of kit and
getting hold of experimental systems. Cells where the topic of
study gives rise to dangerous illegal technology will be more
difficult to contact. High concentrations of Technomages will
offset that difficulty.
The Technomages can be contacted through the usual
channels of the Undergaia but its also possible to meet them
by attending local technology social gatherings, seminars
and exhibitions. If you know to look for the blue bands, they
can be found.

Crossed Arm

Philosophy: Technologist. Members: Over 100 000.

The Crossed Arm are the militant wing of the Technomages.


They independent of the Technomages who have many
connections with the Technomages. The Crossed Arm serve
to keep the Technomages safe, protecting them from
Humanity Syndicates but without Technomage mandate.
They believe that the advancement of humankind is worth
fighting for.
Unlike the Technomages, the Crossed Arm are hunted by
the Star Enforcers as a matter of course. The Technomages
do not have a good relationship with the Crossed Arm as
many Mages feel that their methods are over the top and
not appropriate for the essentially peaceful organisation. Its
often the case that Technomages have denied knowledge
of the Crossed Arm or even given information to the Star
Enforcers, with a risk of incriminating themselves.

Organisation
The Crossed Arm is organised into Cells with little or no
hierarchy above the Cell. A Cell tends to be created from
an offshoot of another cell or from disgruntled Technomages
who wish to perform their own justice.

The Chrome

so that the paralysed individual can communicate with the


outside world using Gaia.
The Chrome also fight for the rights of Borgs who are
discriminated against on colonies where there is a large
humanist element. A semi-legal offshoot of The Chrome
is known as the Pro-Longevity group, who argue for
extending human life. The syndicate is funded by typical
criminal operations, mostly theft and extortion.

Organisation
The Chrome are a disparate group who communicate
and organise through the Undergraia. There is no form of
overall hierarchy but there are wealthy individuals who fund
and provide resources in each Sector of Human Occupied
Space. It is believed that these people are responsible
for the direction and the motivation of the The Chrome
operatives who perform the functions of the Syndicate. The
main investors of The Chrome are very difficult to track down
(else the Star Enforcers would have arrested them under the
Organised Crime laws).

Using The Chrome


The Chrome are often used to throw trouble into difficult
situations. The player team might have a contact that goes
missing and turns up a Borg three weeks later. The Chrome
can also be used if a player Character wishes to get bionics
without having to pay. The Chrome are not difficult to get in
touch with using the Undergaia but it should be noted that
its more a case of them getting in touch with you than the
other way around.
If existing Borgs need upgrading or repair, the Chrome
can come in very handy as well, where the Star Civilisation
medical centres might ask why the Borg was damaged or
needs upgrading, the Chrome-friendly medics would ask very
little. Asking anything of the Chrome will put the requester in
their back pocket and may be asked to do some unsavoury
tasks in the future.

Factory and in the extreme, the destruction of an Orbital.


The Star Enforcers see the Sun Children as something of an
annoyance - forming demonstrations, causing traffic jams
and disrupting the creation of Mex cities but they do not
pose much of a threat as violence is not in line with their core
beliefs.

Organisation
The Sun Children are organised locally over Gaia. Most of
the information about the Sun Children does not need to be
obtained through the Undergaia because the Philosophies
are not a troubling concern of the Imperium. The organisation
of rallies, demonstrations and other peaceful, non-criminal
acts are legal and can be easily accessed. There is no overall
leader and companies based on Humanist leaning planets
or that operate in a Humanist market (such as the natural
food industry) openly give donations to good causes.
The illegal part of the Sun Children do their organisation
on the Undergaia. The criminal elements are local group,
intrusion from outsiders is treated with the upmost suspicion.
Some of the illegal acts are funded by legitimate individuals
or companies that wish to make money from the disruption
caused to business. As the members of the Sun Children tend
to be idealistic in their cause, they enjoy having their belief
supported by someone appearing to share their passion even if that persons true intentions are far from Humanistic.

Using the Sun Children


The Sun Children arent difficult to find but the more useful,
active part are. They can be operated on indirectly by
publicising a technological injustice or harm to the
environment. If there are a number of pro active and illegal
Sun Children cells on planet then they will soon make use of
the public information.

Allies
The Su Chi

Allies

Nios

The Machine

Su Chi

The Chrome believe that the next evolutionary step is not


through natural selection but by the augmentation of the
human body. They believe that to truly release the human
mind to its full potential, it must be removed from the
constraints of the human body and placed in a more capable
frame. The Chrome argue that the human senses are not
as evolved as the human mind and that its wasteful to not
provide the brain with all the sensory input that technology
can provide. This hard-line belief in bionics is often in reaction
to the general populaces mistrust persecution of those with
bionics. The Chrome began by protecting those who had no
choice but to turn to bionics, for example, those born with
genetic defect.

The Crossed Arm

The majority of the Syndicate still operates by these


philosophical principles but there is a hard core that takes the
idea a step further. In extreme cases, people who have taken
the choice to die (rather than accept bionic replacement
body parts) are abducted and augmented against their will.
In some cases, this is in the best interest for the individual,
such as if they had been paralysed from an early age and
cannot communicate with the outside world. In those cases,
it is up to the family to decide whether to augment. The
Chrome would abduct to fit a Neural Rayengine Link (Rink)

Externally, the Sun Children look like an organisation that


should be open and without threat from the Imperium.
Their philosophies are liberal and not violent. The closest
approximation to the Sun Children are the prehistoric hippies
of ancient Earth.

Akarakian Exiles

The Sun Children


The Sun Children believe that humanity should be at the
centre of the concerns of a human race. Their chief drivers
are life, compassion, love, nature, music and other romantic
visions. As a philosophy, it is vague and harmless but it is
in its application that it becomes an illegal problem. The
Sun Childrens ideal goal would be to return to Earth and
live in harmony with the environment without the need of
technology.

The Sun Children are not tolerant of the rest of society and
their more active groups seek to bring down any technologist
organisation (either Syndicate or Corporate). Small time
operations include graffiti on the walls of an Automaton

74

The Su Chi are a spin off Syndicate of the Sun Children (the
named formed by shortening the name). The Su Chi are
Sun Children with an Akarakian twist. Although not directly
affiliated with the Akarak Nation, they operate using a similar
set of rules that the Akarakians do, called the Sun Codex.
The Su Chi began as extremists hippies who realised that to
win the war, they needed to fight fire with fire. They embrace
the evils of technology so that they may fight against it.
Where the Sun Children rarely wield firearms, the Su Chi are
extremely well equipped.
The Su Chi work with the fringes of the Sun Children. Where
the Sun Children have not managed to solve an injustice
peacefully or without violence, the Su Chi will do whatever
it takes to make the change. They believe that the future
of the human race depends on these drastic actions. This is
where a similarity with the Akarakian Nation is drawn and it is
the only similarity.
The Sun Children publicly deny all connection with the Su Chi.
The often dramatic and violent Su Chi actions are not always
separated from the Sun Children in the minds of the general
public and so violent actions will sour the Sun Childrens
reputation. In more secret circles, the Su Chi are seen as a

necessary evil. Where the Sun Children find it difficult to make


a stand, the Su Chi will have no problem. Thus, at the higher
levels of the Sun Children, there are lots of links with Su Chi
operatives.
The Su Chi perform all sorts of actions, from convincing
a famous Automaton maker to retire; to murdering the
head of a Colonys Council for allowing a new automated
technology factory to be built.
It is the Su Chi that the Star Enforcers are particularly interested
in and there are many arrests made. The zealous nature of
the Su Chi often makes them sloppy - they care more for
the future of the human race and its connection with nature
than they do for their own well being.

Organisation
The Su Chi are organised into pairs (called Partnerships)
throughout the galaxy. There is no hierarchy. Some
Partnerships do communicate with each other but their
meetings are not organised and they know little of other
operations. In some cases, this lack of organisation means
that two Partnerships work on solving the same problem
and meet mid-mission. This can cause friction but the pairs
normally become four to meet the objective.
When one of the Partnership dies, then it is the duty of the
living remainder to recruit and train another two. The better
trainee of the two is then sent off to find another partner and
the less good trainee becomes a partner. In this way, the Su
Chi maintain their numbers. Their ranks are normally recruited
from the more extreme elements of the Sun Children.

Using the Su Chi


The Su Chi are quite easy to get in touch with through the
Undergaia. They do not keep themselves too covert because
they believe that the Sun Children need to be able to call
upon them at any time. Although this makes life easier for
the Star Enforcers, only a single Partnership is ever arrested.
Like most Syndicates, the Su Chi will normally only work for
their own cause. If you can convince a Su Chi operative that
someone needs to die because they have some connection
with the decline of humanity through technology then you
have a very cheap (often free) assassination service.

Allies
Sun Children
Nios

Nios
Nios are the ubiquitous Humanist Syndicate. Not as old as the
Sun Children but ten times more passionate and focused.
Whereas the Sun Children hold generally romantic beliefs
about nature, music and humanity, Nios believe that the
human soul is being corrupted and that evolution has not
been allowed to progress properly. Thus, Nios fight against
human augmentation through bionics.
These beliefs are often taken to the extreme. In normal
society, a newborn baby with severe lung defects would be
immediately augmented so that they can lead a normal life
but Nios would argue that this corrupts the babys soul and
would rather see the newborn die. Tied with this strict belief
is a notion of destiny - if the child was meant to die then
it should do so. Unlike ancient religions, this faith does not

75

B Backgroun

B Backgroun

Using the Technomages

Nios is more of an intellectual Syndicate than the Sun Children


and its members often hold positions of responsibility across
the Imperium and within colonies. The upshot of this is a
number of laws restricting the scientific study that Star Sci is
allowed to perform. One good example is that the genetic
modification of humanity is illegal, even if it might lead to the
cure of a disease. Nios see this as the most dangerous step
humanity could take. Nios constantly work towards making
all augmentation illegal although this is likely to be something
of an impossible struggle.

From Society to Syndicate


Nios went from being an intellectual society to an illegal
Syndicate when extremely high levels of criminal activity
and corruption was discovered. The structure of the society
was being used to pervert the cause of justice, warp business
practises, fix elections, stunt colonial growth, blackmail
technologist individuals, perform industrial espionage,
hacking and defrauding organisations.
When a huge body of evidence was released onto the
public domain by Star Civilisation, the majority of law abiding
members left the organisation, leaving only the criminal core.
This core went underground.

Organisation
Nios is organised in a tree structure, with autonomous groups
called Branches. At the top are the wealthy who fund
Nios (through fraud, embezzlement, bribes and donations)
and give the Branch some direction. At the bottom of the
hierarchy are many operatives who perform the more
manual tasks within the Organisation. Money is passed down
through the tree to the roots, where keen operatives can
fund their anti-technology projects.
A Branchs size depends on where it is located. A single
Branch usually covers a Cluster of systems but a few larger
Branches cover up to five Clusters. By being distributed
across many systems, the Star Enforcers have more difficulty
in tracking and arresting the operatives.

Using Nios
Nios are difficult to contact through the Undergaia because
they are very wary of the Star Enforcers infiltrating their
organisation. If a player group does make contact, then it
is likely to be someone half way up the Branch, with people
below and above them.
As Nios members are typically suspicious and intelligent, it
can be difficult to convince them to perform any actions.
However, Nios will trade information in their interest.
Furthermore, their attentions can be diverted for the right
sum of credits. If you own a technological factory and youre
worried it might be destroyed by Nios then you can always
pay them to divert their attentions elsewhere.

Allies
Sun Children
Su Chi
However, not the Raised Fist

The Raised Fist


The Raised Fist are a radical militant offshoot of Nios. Known
for being perhaps the most violent of all the Syndicates, The
Raised Fist actively seek to destroy and harm anyone who
has corrupted a human soul. Whereas Nios are subtle and
try to perform their actions without the knowledge of the
Star Enforcers, The Raised Fist are brutal, open and blatant.
The ideals of Nios and The Raised Fist are so very similar that
they are often mistaken for each other. This adds to the bitter
tension between the two Syndicates.
The Raised Fist will murder, destroy, poison, burn and tear
down any edifice that might be connected with the
corruption of the human soul. In particular, human bionics
implant shops are a favourite target. They will also seek to kill
anyone who has had their soul corrupted. They refer to this as
releasing that person because in death, the soul is allowed
to escape the technological body. Most bionics The Raised
Fist attack tend to be well armoured, therefore The Raised
Fist are normally well armed. Of all the Syndicates, this is the
one that gives the Star Enforcers most trouble.
Recruitment often occurs from disgruntled members of Nios
who would prefer to take more action. Nios zealots are head
hunted by The Raised Fist and quickly trained.

Organisation
The Raised Fist are organised much like Nios, with Branches
spanning clusters. However, the lowest levels are group into
Murder Squads. An Murder Squad, as the name suggests,
is a group of operatives who are trained in slightly different
areas so to make a more effective team. The size of a Murder
ranges between 3 and 9, depending on their level of funding
and density of Star Enforcers.
It is uncertain who funds The Raised Fist as those at the top
of the hierarchy are unknown. There is very little structure
between those with the money and power and the Murder
Squads. Rumours have been spread that the higher powers
of Nios are the very same as in The Raised Fist but this
connection is impossible to prove.

Using The Raised Fist


It is astronomically difficult to use The Raised Fist. They operate
solely on their own agenda. If a Murder Squad appears
to be doing your bidding, it is because their masters share
the same goals. They cannot be bought off, nor can they
be distracted. The Undergaia can be used to find nearby
Murder Squads but contact is rare.

Allies
None.

The Machine
The Machine are a technologist syndicate who believe that
Automatons of a certain intelligence are sentient beings
that should have the same rights as humans. The Machine
support any of the Technologist Syndicates and actively fight
against Humanist ones.
The Machine help Automatons that are ascending. In
systems where ascension is a problem, the Machine will
buy the Automatons and move them to a colony where
their ascension can be fostered. This is the pleasant side
of the Machine. Where an Automaton cannot be simply

76

purchased, the owner will be forced to give it up - often


under severe duress. Where Automatons have been abused,
then The Machine will abuse the owner in the same manner.

Organisation
The Machine is organised on the Undergaia across a huge
number of volumes. Information regarding Automaton
abuses are fed in and action is decided upon. There are
plenty members of the public who adopt Automatons and
fund The Machine. It is believed that a few stand at the head
of the organisation and provide its direction but those reports
are difficult to confirm.

Using the Machine


The Machine are a useful syndicate to know as they can be
used to cause havoc in Humanist locations. The Machine
jump on any chance to give a human their comeuppance.

Allies
Any Technology based syndicate: The Technomages,
Crossed Arm and The Chrome.

The Silver Blade


The Silver Blade is a Syndicate that acts as a support group
and employment agency for assassins. The Silver Blade does
not have a humanist or technological lean. They work to a
set of rules for credits, regardless where the credits came
from. Each assassin in the Silver Blade must adhere to the
rules, even though the methods of assassination are varied.

Using the Silver Blade


The Silver Blade can be tricky to contact on the Undergaia
(Taxing difficulty) and a new contact is required for each job
that is needed. However, the Silver Blade are remarkably
reliable and operate throughout Imperium Space. All this
quality comes at a price. The more difficult the target, the
more you pay. For an average member of the public, the
price is approximately 8 000 and for a colony councillor, the
price is nearer 100 000.

Allies
Everyone and no-one.

Tortrac Heds
The Tortrac Heds (or simply Heds) are a general
troubleshooting Syndicate. Their services include finding,
stealing, killing, repairing, defending, hacking, partying,
intimidating or doing any odd-job that you need. Their most
distinguishing feature is that they are not reliable. Akin to
the anarchistic Punks of the ancient 20th Century, the Heds
are hell-bent on hedonism and bucking the system (which
is not always the Imperium). If you were to ask the Heds to
retrieve an Akarakian sword, for example, they might well
collect it before returning it to you, blade first.
Part of the Heds charm is their drug fuelled energy. When
the Heds work for someone, they really go to work for them,
with an energy and gusto youd expect from children.
However, much like children, they lose interest if the job takes

no-one could guess what would come next


The Silver Blade is used by all the other Syndicates as well as
rich private individuals with a score to settle.

an extended period of time so it is best to use the Heds for


short and fun missions with plenty of room for error.

The main rules (there are hundreds in total) of the Silver Blade
are:

Although outrageous and flamboyant, they are also very


good at resisting arrest. They can reign chaos onto a system
and leave very little hard evidence that is was them. They
operate fast and effectively, and rarely return to the same
colony twice.

1. Half the payment is to be provided before, half after.


2. Discretion at all times.
3. Never admit to being a member of the Silver Blade.
4. If the task cannot be performed in the given time, then
the money must be returned in full.
These rules have kept the integrity of the Silver Blade over
many centuries.

Organisation
The Silver Blade is a flat organisation, there is no hierarchy. A
series of intelligent, free-roaming Gaia entities perform the
function of connecting clients with a suitable assassins. Each
assassin pays a monthly fee to be a member and this pays
for the creation of new Gaia entities when the Star Enforcers
kill existing ones. Assassins wishing to join the Silver Blade
must perform a series of jobs at a much reduced pay. Once
joined, the Silver Blade member will be recognised on Gaia
as a member and can be contacted for work.

Organisation
The Heds group themselves into Gangs of between 10 and
50 Heds. A Gang nearly always operates from a spacecraft
(if they lose it, they normally steal a new one). There is no
organising body, Gangs will call themselves Heds as a way
of demonstrating their mode of operation. Each Gang has
a Governor who is Captain of the ship and arranges the
work. It is through common interest and the Undergaia that
these disparate groups are connected together as a single
Syndicate.
Each Gang is extremely competitive and they like to show
off the tasks they perform, how close they got to the Star
Enforcers without being arrested and how much money they
earn. Throughout the Undergaia, there are unofficial lists of
the best Gangs. The Gangs will support each other against a
common enemy: one of the other Syndicates, the Imperium

77

B Backgroun

B Backgroun

hinge upon the existence of a God but on the natural order


of things.

Using the Tortrac Heds


The Heds can appear elusive (they certainly are to the Star
Enforcers) but they can be found on the Undergaia with
a trained eye. Each Gang leaves Undergaia graffiti on
the walls of Undergaia forums suggesting ways to contact
them along with some marketing message regarding their
unorthodox methods.
Contact is made through the Governor. They always ask
for payment in full up front as they often have to disappear
quickly into the void of space afterwards. The Heds are best
used for actions that are not precise and incisive. The Heds
often take payment in something other than cash.

The next best form of socialising is within Gaia. This is almost


identical to In Fizz socialising except that it is the Gaia Isis
that actual does the contacting. Isis are idealised avatars
of the people they represent, so Gaia tends to be filled with
a disproportionately large number of attractive and well
groomed people. Gaia Socialising is ideal for those who
wish to meet people without physically leaving their home.
People on spacecraft thousands of light years from any world
can still keep in touch with people from their home planet.

Allies

More high tech Gaia rooms have an in-built Bioreorganiser


that can make any food stuff (given the right entity to make
it). Anyone using a high tech room like this can order food
from their preferred restaurant and it will be made locally,
wherever they are.

The Heds are rarely used by the other Syndicates.

The Crossover

R e c r e a t i o n

ne quarter of peoples lives is spent in recreational


pursuits. There is a huge number of different hobbies
that people engage in from supporting a Planetball team to
building gliders to glide above thermal vents. This section details a few of the more conventional ways of spending spare
time.

Physical Socialising
Still the most popular of all past times is having fun with
friends. Physical Socialising (or In Fizz) is where people
meet in the real world to listen to music, dance, chat, drink
alcohol and take legal drugs. Each established Mex colony
boasts a huge number of bars and clubs. Each bar and club
is often run by Automatons, who can work around the 40
hour cycle. The Automaton personalities are chosen to fit the
atmosphere the owner of the club or bar desires. This can
range from rude through to submissive.
Food and drink is ordered using Gaia menus that appear as
colourful floating Hard Light holograms. It is served by either
an Automaton or a simple hovering, self-propelling tray. In
exclusive and expensive places, humans serve the food and
drink.
Live music is rare in these clubs and bars, normally the
musicians are on a far away system. They appear amongst
the crowd as a hard-light projection, even though their
physical body is light years away in a holoroom.
A large, flat area of the club or bar is normally reserved for
dancing. In this area, people wriggle, step and gesticulate in
time with the music while holographic shapes swim and burst
around them. Those who take dancing more seriously have
their own holographic shapes that move and shimmer in line
with the dance moves of the owner. In this way, the owner
controls the shapes and can create their own show.
In Fizz is preferable by most because it is possible to find
and meet a sexual partner. This is partly possible in Gaia but
procreation and the exchange of bodily fluids is not possible.

There is a crossover between In Fizz and In Gaia socialising.


These are bars that are large Gaia holorooms (most are
anyway) that allow Gaia Isis to mix with real people. These
Crossover bars and clubs are popular to some but to many
they are confusing because it is not obvious whether the
person you are talking to is real or sitting on a spacecraft
far away human occupied space. The only way for the real
person to tell is to try and get the other person to leave the
confines of the bar or club. If they are using Gaia, then they
cannot leave.

Gaia Alternaties
A Gaia Alternatity is an alternate world that persists
somewhere in Gaia. Think of it as a virtual world game where
people can play Characters in a different world. These worlds
are very popular amongst those who wish to escape from
their lives. Gaia Alternaties are often set in fantastic worlds or
historical times.

Gaia Interactives
A Gaia Interactive is a partially interactive story where the
viewer can sit and watch the story as the creator intended
or have an input into the events of the story to change its
direction. Cheap Interactives are easy to come by but
the number of choices available are few. More complex
interactives have intelligent Gaia entities that respond more
believably to events.

The Goal is usually mounted on the back of a Hauler and


it is within that Hauler that the co-ordination of the team is
performed.
Planetball teams have huge followings across Human
Occupied Space and there are thousands of leagues,
each containing hundreds of teams. In the top league
are corporate and Imperial-sponsored teams with each of
the Imperial Star Industries having a team (Star Fleet, Star
Enforcers, Star Scientifica and Star Civilisation).
Although physically quite violent, in that players often get
mangled in a high-speed accident, it is enjoyed by all ages
- especially the top league where deaths are rare because
the players are augmented.
There is big business in betting on Planetball leagues and
merchandising.

Rail Fighting
Rail Fighting is a blood sport whose rules vary depending
on legality and location. Most colonies do not permit Rail
Fighting but others actively encourage it, offering people
a Gaia seat - for a fee (100 credits). Rail Fightings roots is
in boxing where two people are set against each other in
a ring. In Rail Fighting, combatants fight in a circular room
(normally with transparent walls). Around the edge is a rail
1.5 metres up from the floor. The combatants fight until one
of them is unconscious or one hits the rail (either intentionally
or not).
From this basic set of rules, the deviations modify the format.
Each modification has been given a name so that potential
viewers know what to expect.

Full Blood
Notably played in the Tef Cluster in Dorian, the Full Blood
version is a deadly version of the game. Each combatant is
fitted with a health monitor that can sense death. Rather than
unconsciousness, it is death that ends the fight. Weapons are
often given to one or both of the combatants and the Rail
around the edge cannot be used within the first 5 minutes
of the game. This is the version that has given the sport its
notoriety.

Planetball
Planetball is a team sport that involves scoring goals by
placing a ball through a hoop. The hoops are mounted
on vehicles and both teams start on opposite sides of a
planetoid. A single Planetball game is normally played over
a number of days and in that time, it can be possible to score
10 goals.
Each team is equipped with a number of vehicles that the
players can use to transport themselves and the ball. When
players from opposing teams meet, there is normally a large
amount of exciting inter-vehicle combat. The only weapon
that is allowed in Planetball is the Ballgun, a device that can
be used to propel the ball up to 1km. The ball itself is only
30cm across and made from a polyceramic material. It also
has a Grav engine inside to allow it to propel itself depending
on the spin and thrust the throwing player gives it.

78

79

B Bionic

B Backgroun

Gaia Socialising

or a client who doesnt pay.

Rehabilitation (Rehab)

i o n i c s

or some, humanity is not near enough to the top of the


food chain. The human body and consciousness can be
augmented by technology. Any unnatural augmentation
of a human is known as the group term Bionics, regardless
whether they are biological based or machine based improvements. The person with the augmentation is referred to
as an Aug (Augmented Human) in this section. Bionics is split
into three distinct sections.
Borgware involves completely replacing limbs such that the
Aug looks like part of a machine. Cyberware goes under
the skin, sometimes replacing limbs but normally such that
the enhancement does not change the appearance of the
Aug. Bioware produces flesh and nerves that is woven onto
the body of the Aug. It can change the appearance of the
Aug, but rarely does. A more detailed description of each is
included at the start of each section.

Impact on Humanity (Soul)


A Characters Soul Attribute will drop with each augmentation
that makes them notably less human. If the Characters Soul
reaches zero, you become a jabbering lunatic and the
Character is taken over by the GM. This is why there are no
Augs with spider bodies - the human mind cannot take the
extreme loss of humanity.

Starting out with Bionics


There is a replacement for every part of the human body and
this can be quite complicated to deal with. When choosing
Bionics you can either go with a pre-made bionic suit, which
is a package of different parts ready to use; or become
augmented Incrementally. You can reach the same state
each way. Imcremental is more complicated but allows
the most freedom to choose. For Systematic upgrades, any
given system will require others to already be installed.

Rehabilitation is what happens after you have been


augmented. The greater its effect on the life of the Aug,
the longer and more drastic the Rehab is. Rehab is normally
much like physiotherapy (like you would have after breaking
a leg in the 21st Century), a number of physical workouts,
monitored by a qualified doctor (normally a suitably trained
human-like Automaton or Gaia Entity). It can be painful and
frustrating. If Rehabilitation is not undertaken then the Aug
may pick up neurosis and may never fully recover from the
augmentation process.
Once rehabilitation is finished correctly, then the Aug will
never have any trouble again.

Bionics and the Law


All Bionics are registered with Star Civilisation upon
installation. It is possible to get Bionics fitted without this
registration, but it is illegal and can lead to a hefty fine and
the doctor performing the installation will be sent to a penal
colony. If an Aug is found performing crimes, their bionics are
removed, or in the case of a Borg, the Aug is given a vastly
underpowered suit that is recognised by all Bionics doctors
and is illegal to upgrade.
For those Augs performing violent crimes and murder, they
are hooked up to a life support system and then switched
off such that their brain is still awake and active but they
cannot move or communicate with the outside world. Very
few Borgs live more than a year in a switched off state.

Human Life Span


All bionics extend life span in some form or another.
However, the human brain will eventually run out of steam
at approximately 320 years, after a 5 year period of senility.
The better the Bionics and the more attention to detail when
Rehabilitating the longer the life span. The downside to this
is that many of the bionics that allow extended life span will
lead to the Aug becoming sterile at the age of around 50.

Installation and Repair

Social Effects

Installing the body upgrades is different for each type of


augmentation but it generally goes through the cycle of:

The largest drawback of bionics the adverse reaction


of society toward you. The human race is prejudiced
toward anyone with large scale augmentation. This social
Characteristic is often manifested by fear, hatred or plain
racism. Many systems have local laws that ban bionics over a
certain level or to have a separate registration. This restriction
is often argued as a infringements of rights, but then for most,
Bionics is a choice. One might choose a physical upgrade but
you also choose the social ramifications that accompany it.

1. Go to Star Civilisation hospital


2. Become unconscious
3. Placed in a machine
4. Body parts replaced
5. Wake up
6. Rehabilitate (see below)
Repair of Bionics is done using the Bionics Systems Skill
(Medical). Borgware can be repaired using a standard
Mech/Tech kit whereas Cyberware and Bioware requires
the same machine that was used to install the augmentation
(see Systems Repair on page 16). It is possible to fit different
types of Bionic onto the same person, unless otherwise
stated. A certain amount of common sense is required, if the
Aug is a Full Borg with no skin left, then a skin tattoo is not
possible. A failure of installation (failed Bionics Systems roll)
leads to either a permanent Rehab or a longer Rehab time
(GM choice).

Borgs get the worst treatment as they look the least like
humans and also that Borgs can no longer be a parent. This
classes them lower in a society where keeping the human
race going is the most important consideration. Those
with Cyberware often appear as if they are underhanded
and sneaky and thus not to be trusted. Most Bioware goes
unnoticed, but then the enhancements it provides are
minimal.
Small cosmetic enhancements and fashion upgrades although invasive - are not considered to be augmentations
in the same way new limbs are. As such, many members of
the general public will have small cosmetic upgrades.

80

Combat Bionics
Some bionics have features that enhance combat prowess.
On the most simple level, these could be targeting modifiers
that help the Aug fire weapons more accurately. There are
also systems that allow an Aug to have a bonus in close
combat. In this case, the bionics system will come with a close
combat combo with a Battle Attribute modifier. This combo
may be used in addition to the 8 combos the Character
already has, however it can not be altered and must have
the Battle modifier taken into account. The Combat Bionic
combo may be longer than that allowed by the Characters
Battle. In this case, the player may still use the combat bionic
combo because for the bionic Combo, it is the bionics doing
the fighting, not the Aug.

Bionics Sheet
Immediately after a bionic augmentation, (regardless how
small), you should update your Human / Armour card to a
bionics one. This should be used to copy the information
onto and gives a feeling of change that should be echoed
in the Character.

Bionics in Play
It is the responsibility of the player to remember what systems
they have installed and remind the GM at the appropriate
time. With a team of 6 players, it can be very difficult for the
GM to remember all the different systems and technology
that all the players have installed. If you forget to include
your augmentation after skill or attribute checks have been
made then it is considered too late to utilise those systems.
Keeping track of multiple systems is a more complicated
form of play and may not be well-suited to beginner players.

B o r g w a r e

from human to Augmented. The benefit of this is that there


is less cost up front and also the chance of rejection is less.
Furthermore, the rehabilitation time is spread out over a
number of weeks so there is no need to take a month out. It
does tend to take longer than just being suited initially and
you dont get all the bonuses at once but it might be more
appropriate for the characters role in a team.

Expeditionary
The closest suit to a Military one, without actually being one.
The expeditionary suit is intended for use outside of Imperium
space: the Fringe and Lone Systems. Expeditionary suits tend
to be fast, tough and well equipped for all environments. They
are also the only suit that can come with weapons mounted
as standard. Due to the high tolerances of construction,
these suits are generally the most expensive.

Industrial
By far the most prevalent suit is the Industrial one. These suits
are larger, stronger and equipped such that a person can
do their job. Industrial suits are used in star docks, Space
Ports and any hazardous environment where a human might
need to wear an environment suit. The suits tend to be large
and bulky. Due to the large numbers in which these suits are
produced, they tend to be the cheapest.

Sports
The sports industry took hold of Borg and Cyberware as soon
as it realised the athletes would do anything to get an edge
on their sport. These suits come in all sorts of variants, mostly
designed for a particular sport. There is a generic sub-type.
This is for those people who either like to think they are a
true athlete or wish to have the longevity without the cost of
an Expeditionary suit or the bulk of an Industrial. The cost of
these suits tends to vary depending on the application they
are put to use but they can be extremely expensive indeed.

Borgware Augmentation & Rehabilitation

To Suit or Not To Suit

The whole Augmentation process between the user


becoming unconscious and being immersed in the fluid
and then waking up as a Borg is 20 minutes. The process is
a refined and well understood one. Thus it requires an Easy
Bionics Systems Skill check to perform. Few people reject
Borg Augmentation but if they do, they can be rejoined with
their old body and the scarring removed.

f all the Bionics on offer, Borgware is the oldest and


most understood. Bionics are favoured by many because of the longevity offered by replacing biological parts
with easily serviced energy driven systems. Also, Borgware
has the advantages of cost effective Augmentation and
repair as well as a wide array of small systems that can upgrade a suit with little cost.

Borgs have a choice of becoming a Half Borg (Borg spine


and a limb or two) or a Full Borg (full body replacement). Half
Borgs are rare (Rarity: 90%) and tend only to be those people
who have lost limbs through accident (or carelessness) and
can not afford (or find) a Bioweave replacement.
Full Borgs are common and can be found in Heavy Industry,
Sports and in Expeditionary teams (people who leave Human
occupied space). Borgs are also widespread across the
Imperium, especially in Star Fleet where human intelligence
is required within the tough body of a machine. Thus, Borg
suits can be classed as Military, Expeditionary, Industrial and
Sport. Military suits can only be gained by active service in
the Star Fleet and are not included here because of their
rarity. All the others are readily available and their uses are
listed below.
It is possible to add Borgware or Cyberware in stages (called
Incremental Augmentation), allowing a gradual change

The Augmentation process for Borgware is performed using


a semi-automated laser surgeon where the brain is removed
from the skull of the Aug while immersed in a biogenetic fluid.
The brain is then laced with the Rayengine Link (Rink) and
inserted into the Borg suit. Connections are then made with
the suit and the Rehab process begins.

Rehabilitation
Borgware rehabilitation is difficult for the Aug. The Human
brain does not react well to being put into an unfamiliar host
for the first time. The first 40 hours of consciousness normally
involve convulsions and a fair amount of pain for the Aug.
From there, the Aug must learn to walk and perform other
dexterous tasks. The further from humanity the suit is, the more
time it takes to adjust. After Rehab is finished, it is expected
for there to be some additional training, which can be selftaught. Rehabilitation supervision requires a Bionics Systems
check.

81

B Bionic

B Bionic

of Rehab. Rehab, much like Borgware, involves learning


to walk and operate again. The first 40 hours is always the
worst with convulsions, frequent bilious attacks and loss of
consciousness.

Sensorium

Light Armour

Repair and Upgrading Cyberware

Endobioreorg
Frame

Generators

Motor

Heavy Armour

Organ Engine
Incremental Augmentation requirements. Rink, Light Armour, Endobioreorg and
Organ Engine do not have any dependencies. All the others do.

Repair and Upgrading


Borgware is most useful when it comes to upgrading or
adding to the suit. It does not require a fully qualified medic
and large amounts of equipment, like other Bionics.
Requirements for Repair or Upgrades:
Bionics Systems Roll (Easy)
Bionics Know and Mechasys Systems Skill check.
Thus, you do not have to be a qualified medic to be able to
update Borg Systems.

C y b e r w a r e

the duration more difficult to predict. Before augmentation,


the suit or device needs to be configured to match the
genetic code of the Aug. This requires the technology of
the Cyberware to be much more carefully constructed and
malleable to the demands of the Aug, such as height and
build adjustment.
Cyberware augmentation two different processes, often
happening concurrently. They are called the Cyber Razor
Cut (CRC) machine and Nanobiogenetics (NBG). CRC
and NBG installation requires the right equipment and a
successful Bionics Systems roll for each of the processes (if
both are required).

Cyber Razor Cut (CRC)

he most desirable technology to come from the Aran


War is Cyberware (Cyber). Cyberware allows a person to
become augmented to strengths equalling the Borgs without losing human form in the process. This is done by replacing some organs, bones and muscles under the skin without
changing the skin at all. Cyberware is a marriage between
technology and biology, being able to create a machine
that can symbiotically interacts with the host (the Aug). Unlike Borgware, a full suit of Cyberware maintains skin, hair and
many other glands.

Cyberware Classification
Cyberware can be split once again into different types. The
main two are Hardwire and Wetwire. Hardwire Cyberware
are those things that replace human systems. This can be in
full (Full Body Replacement) or in part (an artificial liver). It is
very rare for a person to just replace a single limb. Wetwire
Cybernetics tends to be additions to the human form, such
as animated tattoos or a Rayengine Link. Wetwire tends to
have much sorter (or even negligible) rehabilitation times,
unlike Hardwire. There are places where crossover does
occur, in this case they are counted as Hardwire. Due to
cost, Hardwire Cyber is much less common than Wetwire.
The types of Cyberware suit are Military, Expeditionary,
Industrial and Sports. These classifications are exactly the
same as in the Borgware section. Unlike Borgware, Industrial
Cyberware is quite difficult to come by as a Cyberware suit is
not as cost effective and versatile as a Borg one.

Cyberware Augmentation
Augmenting under the skin without damage requires
specialist technology and is more difficult than Borgware.
Although the technology is well developed and understood,
the process demands many small adjustments, which makes

The CRC machine is a chair in which the Aug sits, much


like a 21st Century Dentist chair. The chair is set in a hyperaccurate beaming field. On another chair is the Cyberware
(suit or device). The subject is made unconscious and the
suit is beamed from its chair into the Aug while the internals
of the Aug are beamed into a biotank for storage. The swap
for biological to technical is simultaneous. The organs are
usually sold as part of the cost of Augmentation. The whole
process takes approximately 5 minutes.

Nanobiogenetics (NBG)
These highly specialized nanites are designed to perform
specific alterations to the Aug. NBG is used extensively in
the joining of Cyber suit and Aug body (especially in linking
up the suit and the skin). NBG nanotechnology is comprised
of hundreds of tiny robots which are programmed to
work together for a single purpose, typically to install an
augmentation. Once complete, the nanites biodegrade
within the Augs blood system and are flushed out in urine.
NBG is applied by injection through a medical energy
hypodermic injector (like a needle but without piercing the
skin). Any materials required for the creation of the structures
are inserted using a CRC machine. The Aug must remain
within a huge cylindrical sensor field while the NBG can do
its work. Depending on the task being performed, NBG may
work between 5 minutes to 60 hours, to completion.
Usually, the CRC and NBG machines are combined together
in a single facility. This single Cyberware facility is called a
Cybershock.

Cyberware Rehabilitation
Much like Borgware, the amount of Rehabilitation depends
on the level of augmentation. Large changes in physical
attributes (Attributes) or persona (looks) will extend the time

82

Cyberware is generally under the skin and thus requires


the same technology to repair and upgrade as is required
for the original installation process. If CRC was required for
augmentation, then it will be required for repair and upgrade.
If large quantities of skin are removed, then a Bioweave
system (see Bioware) will be required to replace it. If the
equipment is available then a successful Bionics Systems skill
check is required to repair or upgrade the augmentations.
A failure of this could lead to rejection, other systems being
damaged or extended rehabilitation times.
Upgrading a suit once fitted is a very rare thing to do because
of the prohibitive cost of returning to the Cybershock.
Typically all Cyberware augmentations are implanted at the
same time to reduce the amount of rehabilitation needed.

I n c r e m e n t a l

B i o n i c s

he jump from human to a fully suited Aug, in a single operation is often too great of a transition for some. Taking
a month off or the great expense can make a fully suited
augmentation impractical. Incremental upgrades over time
can increase the overall cost.
The systems given here can be applied as upgrades to a
premade suit. The Cyber and Borg suit sheets give the
breakdown of systems and their effects, so it is easy to
replace them if need be.
While upgrading incrementally, there is a point where the
Aug may loose their remaining humanity. This occurs at the
final stage of augmentation where the last vestiges of the
patient are replaced by an armoured shell. The systems
installed up until this decision point have been placed under
the skin so the Aug will still have a human form. If you want to
be bigger and a less-human type of Aug, then go with a suit.
It is recommended to get proper counselling and have a
plan for augmentation. This will help you get the right bionics
at the right time and reduce cost and rehabilitation as much
as possible.

From Human to Aug

game mechanic (such as Hit Points), then it will not be listed.


Many systems also have requirements. These requirements
must be met before new systems can be installed. For
example, you cant replace muscles with a Motor system
without having the Generator system there to power it.

Understanding Bionic Requirements


The chart at the top of the page shows the requirements of
all the major types of bionics. Systems on the left hand side
(Rink and Light Armour, Endobioreorg, Organ Engine) do not
have any requirements. All the others require the system that
it is joined to it on the left.
For example, the Frame requires Generators first.
For each major system, there are many manufacturers at
different price ranges. General descriptions are provided
below.

Endobioreorg

Requires: Nothing
Install Method: CRC and NBG

The Endobioreorg replaces the digestive system (Digestive,


Lymphatic and Urinary). It takes food the Aug has swallowed
and extracts nutrients and energy from it. It also gets rid
of waste, either through the typical human method or by
breaking the solids down to gas. This system is self-powering
and self-regulating.
The Endobioreorg is normally the first augmentation that
people take as it replaces many of the functions that fail first
due to age. In most modern societies across the Imperium,
people over the age of 110 have a Endobioreorg and the
implant process is seen as routine. The system can rarely be
felt by the Aug because it works autonomously. The only
noticeable benefit is vastly improved digestion in the elderly.
Some lower specification Endobioreorgs enhance the
digestive process and are able to break down toxins better
to help prevent poisoning.
At higher specifications, the Endobioreorg can extract
energy from a wide variety of substances and can be
modified by an Augs Rink to control bodily functions. Even
nutrients can be synthesised from base plant matter that
contains no nutrients at all.

Typical Game Effect


Consumes Augmentation Points

The core of Incremental augmentation is Augmentation


Points. Augmentation Points are a representation of how
much space you have left to install new systems. The
starting level of Augmentation points is your Meat Attribute. If
your Meat Attribute is then altered by an upgrade, the initial
points are not modified.
Some systems use up Augmentation points (they take up
space), such as the generators. Other systems provide more
Augmentation Points (such as the frame)).
Each system has a number of properties, which act as
bonuses to game mechanics or narrative effects. For
example, a Motor system gives bonuses to Shift and Meat
Attributes, which is a game mechanic. An internal Gaia card
allows the user to access Gaia without needing a card, which
is a useful narrative effect. If the system does not effect a

Ability to resist poison


Better survival on less food and water.

Rink

Requires: Nothing
Install Method: NBG and CRC

The Rink (Rayengine Link) is a link with a powerful Rayengine.


The Rink is a very useful device that can be combined with
other technologies to provide the Aug with extra abilities.
The Rink is a tiny Ray Engine that is linked to the brain through
billions of synapses. Normally, it is used to consciously store
information but can also be used to connect with other
devices, such as other systems installed in the Aug.

83

B Bionic

B Bionic

Rink

Reduces Shift and Meat Attribute

Most of the bionics systems do not require that you have a


Rink. Having a Rink installed will allow the Aug to control the
options on the augmentation. Where the descriptions below
offer different ways of working, without a Rink it is left to the
system to decide automatically.
For example, the Endobioreorg does not require a Rink. It
will process food autonomously. However, a Rink can be
used to control whether waste is processed in the same
manner as humans or reduced to gas (through belching
or flatulence). The Rink gives the Aug that option.

Typical Game Effect


Allows further upgrades and controls other systems.

This is the time in hours the system takes to install. Add this
number to the Install times of the other systems.

Armour provides additional protection to the systems of the


Aug. Armour is split into two types, Light and Heavy. Light
armours can be placed under the skin and provide protection
to vital organs. A frame and motor are not required.

This is the time in hour that the Aug will need after installation
to recover from the installation. Add this number to all the
other rehabilitation times.

Heavy armour needs more space inside the body and a


strong structure to attach to. Therefore, it needs the Frame
and Motor units (and everything else that goes with it).

This is the time that must be waited before another system


can be installed. If more than one system is installed in one
go, take the largest value.

Machine Install

Consumes Augmentation points

Low specification armours are heavy, encumber the


individual and take up a lot of Augmentation points for very
little gain.

Provides Power points that are consumed by other


systems.

High specification armours are light, take up few


Augmentation points and provide excellent protection.

Requires: Endobioreorg, Organ Engine, Frame


Install Method: CRC Machine

Generators provide power for other Bionics systems. Installing


Generators allows the Aug to further upgrade with additional
systems. The Generators need the Endobioreorg and Organ
Engine to be installed first because they need space within
the torso cavity.
A low specification generator provides little power for a
large amount of Augmentation points and vice versa for
high specification systems.

Requires: Nothing
Install Method: CRC and NBG

The Organ Engine replaces breathing, circulation and


is responsible for keeping the brain alive (Circulatory,
Endocrine, Immune, Respiratory). The Organ Engine is a self
regulating system that controls blood flow and regeneration,
and supplies the body with nutrients from the digestive (or
Endobioreorg).
Organ Engines are another common system used to extend
the life span by replacing the heart and better providing the
brain with nutrients.
Low Specification Organ Engines simply replaces the basic
human systems and can provide a tougher immune system.
High Specification Organ Engines have internal oxygen
storage to allow the Aug to live without the need to breathe
for long periods of time.

Typical Game Effect


Consumes Augmentation points

Motor

Requires: Endobioreorg, Organ Engine, Frame, Generators, Rink


Install Method: CRC Machine

The motor system replaces the muscles of the human body


with eno-mechanic actuators. This will feel like an enormous
change for the Aug because they will feel stronger and
faster as a result. Due to the enormous change that occurs,
the rehab from the motor system is particularly difficult.
A low specification, Motor systems give the Aug the same
statistics as an average human. For those with massive limb
damage, this is a cheap and worthy alternative.

Typical Game Effects


Consumes Aug Points

Denotes which machine is needed to install the system.


Either CRC, NBG, Mechbay or a combination. Most bionics
shops will have both, so this is less of a problem.

Augmentation Points
This is the space that the system uses in the suit. Some systems
give Augmentation points (such as the Frame) where others
use them up (Such as Generators). Add the Augmentation
points together.

Power Consumption
This is the amount of generator power the system requires.
Add the Power Consumptions together.

Attributes (Battle, Meat, Shift, Soul, Wit)

Provides hit points and, armour rating

These are your Character Attributes and systems will have


an effect on them. To calculate these take your starting
Character statistics and then add the suit effects onto them.

Reduces Shift and Meat

Requires / Install: Depends on system

Body - Armour Rating

Typical Game Effect

There are many more systems that can be installed by the


Aug and they have their own properties and requirements.
They are not standard augmentation systems and include
their own descriptions. These systems range from Grav Packs
to medicine injectors. The reason their types are not listed
here is that they are not required to make a Bionics suit.

Armour adds protection from the systems. The Armour Rating


is dealt with slightly differently to the rest of the body. To work
out the Armour Rating, take the highest Armour rating of all
the systems.

Drop in Soul Attribute

Sensorium

The frame replaces the Characters skeleton and its joints.


The structure is normally personalised before installation. The
Frames primary purpose is to provide a solid structure upon
which all the other systems can be mounted.

Some Heavy Armours are marked as Borging armours. If


these are selected, then the skin of the Aug is removed and
armour is replaced. At this point, the Aug is a Borg, not a
Cyber and the last vestiges of humanity are removed. This
includes genitalia.

Interval

Other Systems

Improved Meat and Shift

Requires: Endobioreorg, Organ Engine


Install Method: CRC machine

Borging

Rehab

A high specification, Motor systems can allow the Aug to


leap long distances, run faster and be more dexterous than
most humans.

Allows survival without oxygen

Frame

Install

Light Armour Requires: None


Heavy Armour Requires: Endobioreorg, Organ Engine, Frame,
Generators, Rink, Motor
Install method: CRC

Generators

Typical Game Effect

Organ Engine

Light / Heavy Armour

Requires: Rink
Install Method: NBG and CRC

The Frame also provides the Aug more protection from


damage, allowing more physical punishment before being
knocked out. This increases the Characters Stun score.
Frames tend to be heavier than skeletons and without a
Motor system the Character will suffer a Shift penalty.

The Sensorium replaces and extends the five senses.


Physically, the visual (sight), olfactory (smell), auditory
(sound), touch and taste are replaced. Most people find
that the improvement in all these makes the world seem
sharper. As the senses are extended, then the amount of
reality that the Aug can sense is greatly improved. This either
has the effect of disturbing the Aug or enlightening them.
Rehabilitation is a very necessary part of this system, to allow
the Aug to make best use of the sharp and broad senses.

A low specification, the Frame just replaces bones with a


large effect on dexterity and little additional protection.

A low specification, the human senses are replaced with a


sharper version.

A high specification, the Frame provides more physical


protection and additional Augmentation Points for a slight
reduction in dexterity.

A high specification, the full range of things that modern


sensors can sense are installed, giving the Aug an
unparalleled view of the world.

Typical Game Effect

Typical Game Effect

Provides more Augmentation points

Provides better senses for viewing things

Provide more hit points


Provides more stun

84

Properties of a System
A system is described by a number of different items, each
one describes the effect it has on the game world. Here is a
list of all of the items and the effects they have:

Manufacturer

Body - everything else


Hit points and stun denote how tough the Aug is. Add up the
System effect of all the items.

Game Effect
This tells you what game effect the system might have. Things
like resistance to disease or a weapon firing modifier. Just list
these at the end of your suit.

Installation Instructions

This is the company that produces the item.

Cost
This is the amount of credits the system costs to buy. Add the
cost of each system together for the final suit.

Rarity

The art of installing bionics is a matter of adding, subtracting


and finding the biggest or smallest value. For each system
you have, add up the numbers. Once youve installed,
check that the following rules apply:
1. Augmentation Points and Power Consumption may not
be negative.

This is how rare the system is in percentage (%). See Rarity on


page 89 for how it is used.

Type
Either Cyber, Borg or Both. Some systems can only be used as
a system under the skin (Cyber), some require the full body
replacement (Borg) or some are good for both. A Suit can
have a mix of Both and one of the other types.

2. Statistics must be greater than 0.


These rules apply once youve installed all of the systems,
if they are broken during your installation then thats not a
problem. A character with zero or negative statistics between
installations cannot be played until those installations are
complete, the GM has full control over the character at this
time.

85

B Bionic

B Bionic

Why you should always get a Rink

Endobioreorg: Aero Digestion TEST1

When upgrading a system you already have installed,


subtract the hit points and modifiers of the system you are
removing and apply the new modifiers of the new system. The
rehabilitation time will be the same as it takes considerable
effort to readjust.

Game Effects
Poison resistance. Aug can survive 3 days without food or
water (normal human)

Step 2: Organ Engine

B i o n i c s I n s t a l l a t i o n
E x a m p l e

The next best step is the Organ Engine, which is another step
before getting the Frame installed. Were going to install the
Surebeat Test1 organ engine.

his example will show how a Character can be incrementally installed. If you just want to install a ready made suit,
then check out the premade suits in the Equipment Index.

So far, this suit is costing a lot of money and the benefits are
minimal. To really get some benefit, you need to install Frame,
Generators and Motor too. He has another slight increase in
his Torso hit points to 65.

John Smith, our example Character from Character creation,


has decided that his humanity is available for trade. For this
example, some example systems have been invented (and
can be found in the Appendix).

John Smith (Step 2)


Attributes

John Smith
Attributes

Body

Battle

Armour Rating

Meat

Head

10

Shift

Left Arm

10

Armour Rating

Soul

Torso

65

Meat

Head

10

Wit

Right Arm

10

Shift

Left Arm

10

Left Leg

15

Soul

Torso

40

Augmentation
Points

Right Leg

15

Wit

Right Arm

10

Stun

50

Augmentation
Points

Left Leg

15

Installed Systems

Right Leg

15

Stun

50

Endobioreorg: Aero Digestion TEST1


Organ Engine: Surebeat TEST1

Game Effects
Poison resistance. Aug can survive 3 days without food or
water (normal human).
Resistant to disease.

None

Game Effects
None

Step 3: Frame

Step 1: Endobioreorg
With John, were going to incrementally upgrade him, step
by step. He starts with 6 Augmentation points (the same as
his Meat Attribute). Looking at the requirements diagram, we
can begin with Endobioreorg, Organ Engine or Rink. Well
start with a Test Endobioreorg called a Aero Digestion TEST1.
The Endobioreorg will help keep John alive in difficult
circumstances. The only numerical change is to his Torso,
which increases by 15 hit points to 55.

The frame provides Augmentation points to build other things


into. John will be using the most basic frame. At this point,
there will be a hit on Johns Attributes. This is because the
bone matter has been replaced with a metal version and
so he weighs more. This would feel weird and thus effects
Johns humanity and mental stability. The benefits in extra hit
points are slight but John gets extra Augmentation points to
mount generators and motor systems onto. John also has an
Armour Rating of 5 now, which wont protect from even the
smallest weapons.

John Smith (Step 1)


Attributes

John Smith (Step 3)

Body

Battle

Armour Rating

Meat

Head

10

Shift

Left Arm

10

Soul

Torso

55

Wit

Right Arm

10

Augmentation
Points

Left Leg

15

Right Leg

15

Stun

50

Attributes

Poison resistance. Aug can survive 3 days without food or


water (normal human).
Resistant to disease.

Game Effects
Poison resistance. Aug can survive 3 days without food or
water (normal human).
Resistant to disease.

Step 4: Generators
Before we put a new set of muscles (Motor) into John, we
need to add the power first. Quite often, the Generators
and the Motor systems are added at the same time. As you
can see, the Generator is heavy and so reduces Johns Shift
considerably.

Step 6: Motor
This is where Andrew will feel a big change from normality.
Super human strength and speed are the outcome of getting
Motor installed. Well go with the most basic version again.

Attributes

John Smith (Step 6)


Body

Attributes

Body

Body

Battle

Armour Rating

Battle

Armour Rating

Meat

Head

60

Meat

11

Head

60

Shift

Left Arm

60

Shift

10

Left Arm

60

Soul

Torso

215

Soul

Torso

215

Wit

Right Arm

60

Wit

Right Arm

60

Augmentation
Points

Left Leg

85

Left Leg

85

85

Augmentation
Points left

Right Leg

Right Leg

85

Power

10

Stun

150

Power

Stun

150

Installed Systems

Installed Systems

Endobioreorg: Aero Digestion TEST1


Organ Engine: Surebeat TEST1
Frame: Powerline TEST1
Poraq TEST100

Endobioreorg: Aero Digestion TEST1


Organ Engine Surebeat TEST1
Frame: Powerline TEST1
Poraq TEST100
Rink
Motor: Torquedrive TEST4

Game Effects
Poison resistance. Aug can survive 3 days without food or
water (normal human).
Resistant to disease.

Game Effects
Poison resistance. Aug can survive 3 days without food or
water (normal human).
Resistant to disease.

Step 5: Rink
The Rink is generally a very useful device to have but it
is required if you want the Motor system as it provides
communication between the brain and the artificial muscles.
It does not have any affect on Johns Attributes or hit points
but it does allow lots of other systems to be installed.
People normally have this installed first but it is included here
to show its not required until this point.

Attributes

Body

Have a break!
At this point, we could leave the suit as it is and John would
have boosted statistics beyond the human norm. However,
most Characters would want to go two steps further with
a Sensorium (improved senses) and Heavy Armour (better
protection).

Step 7: Sensorium
Up until now, John will still be sensing the world through
his normal 5 senses. An upgrade to his Sensorium will take
a little getting used to as the world will appear in much
better clarity. Once again, well go with the basic model of
Sensorium: Apply this to John will have the following effects
(mostly the addition of extended electromagnetic spectrum
of senses, EM):

Battle

Armour Rating

Battle

Armour Rating

Meat

Head

60

Meat

Head

60

Shift

Left Arm

60

Shift

Left Arm

60

Soul

Torso

215

Soul

Torso

215

Wit

Right Arm

60

Wit

Right Arm

60

Augmentation
Points

10

Left Leg

85

Left Leg

85

John Smith (Step 7)

Right Leg

85

Augmentation
Points left

Right Leg

85

Attributes

150

Battle

Armour Rating

Meat

11

Head

60

Installed Systems

86

Game Effects

John Smith (Step 5)

Stun

Installed Systems

Endobioreorg: Aero Digestion TEST1


Organ Engine Surebeat TEST1
Frame: Powerline TEST1
Poraq TEST100
Rink

John Smith (Step 4)

Body

Battle

Installed Systems

Endobioreorg: Aero Digestion TEST1


Organ Engine: Surebeat TEST1
Frame: Powerline TEST1

B Bionic

B Bionic

Upgrading Systems

150

Power

10

Stun

Installed Systems

87

Body

10

Left Arm

60

Soul

Torso

215

Wit

Right Arm

60

Augmentation
Points left

Left Leg

85

Right Leg

85

Power

Stun

150

the Black Market at much reduced Black costs. However,


the black market on any planet is very difficult to find and
often requires local knowledge.

e c h n o l o g y

echnology can make you stronger, faster and more dangerous. This Chapter introduces technology and equipment behind Icar: whats possible, whats illegal and what
you can buy.

Installed Systems

For weapons, vehicles and spacecraft, the statistics in this


Chapter are an outline. Icar is intended to be played with
a full page hand outs that can be found in the Equipment
Index.

Endobioreorg: Aero Digestion TEST1


Organ Engine Surebeat TEST1
Frame: Powerline TEST1
Poraq TEST100
Rink
Motor: Torquedrive TEST4
Sensorium: Senseboost EX20

New Starters!
Icar has a lot of technology and if you are new to Icar, it
can be very daunting. If you are unsure where to begin,
look at the equipment that is listed for your Setting. If you are
using the Scavenger Setting, the equipment each character
gets is listed on the Character Skeleton. You only need to
understand those bits of technology, you can skip the rest.

Game Effects
Poison resistance. Aug can survive 3 days without food or
water (normal human).
Resistant to disease.
EM Sensors

Step 8: Heavy Armour


The final step for John is to install some additional protection.
Well take the budget armour, which will add some more
protection against firearms.

If a player wants to use a bit of technology, then it is up to


them to understand how it works and how it might be used. If
a gizmo is forgotten about by the player then the opportunity
to use it will have passed. It is not the responsibility of the
GM to remember who has what and the functions of all the
technology in each section.

Rarity

John Smith (Step 8)


Battle

Armour Rating

25

Meat

Head

1560

Shift

Left Arm

1060

Soul

Torso

2715

Rarity is the measure of how difficult it is to get hold of


something (in percentage). Rarity can change depending
on a characters location. For example, a Hand Cannon is
easy to acquire on a planet dedicated to the construction of
firearms but next to impossible on planets with gun-restrictive
laws. This value can be used in two ways.

Wit

Right Arm

1060

Rarity as a guide for the GM

Augmentation
Points left

Left Leg

1185

Right Leg

1185

Power

Stun

250

Firstly, it can be used as a guide to the GM and players when


deciding if a certain item of kit can be obtained. This system
should be used with care as decisions should be backed up
with a reason.

Attributes

Body

Installed Systems

Rarity as a Modifier on Street Deal

Endobioreorg: Aero Digestion TEST1


Organ Engine Surebeat TEST1
Frame: Powerline TEST1
Poraq TEST100
Rink
Motor: Torquedrive TEST4
Sensorium: Senseboost EX20
Forceguard EX22

The second method is to use the value as a modifier on a


Street Deal Skill roll. Use the Rarity as a negative modifier by
subtracting the Rarity from the Street Deal Skill before rolling.
For example, if the Character has Street Deal at 50% and
they wish to by a Nelson H1 at rarity of 10%, they will need
to roll under (50% - 10%) 40%.
A Character can try every 5 hours to find the goods (roll once
for every 5 hours of game time).

Game Effects
Poison resistance. Aug can survive 3 days without food or
water (normal human).
Resistant to disease.
EM Sensors

If a player does not have Street Deal, then they will need
to find another method of obtaining the goods. This is likely
to include the use of contacts, Gaia and knowledge. Of
course, if they get someone else to find the objects, then
they might want to add a fee.
Find the Black
Market
in the same
he lack
arket
way as finding
The Black Market is an illegal
anything on the
method of getting hold of items.
Undergaia, with a
Most items (not Imperial Issue ones,
successful Hacking
like the Qaxam) can be gained on
Skill check.

88

The Black Market is normally little more than space on the


Undergaia that has been set aside for trading less-than-legal
goods at low prices. An Isis is essential for the Black Market as
it is used a guarantee of ownership. If something has been
purchased on the Black Market, then it is impossible for the
Star Enforcers to know this. Arrests are normally made by
infiltrating the Black Market Undergaia space and following
transactions until the goods are handed over. It is also illegal
to be found in a Gaia space that is used as a Black Market
trading space, although arrests are rare.
Some of the goods are often of poor quality and it is wise to
use a knowledgeable person to check it over after purchase.
Items on the Black Market also differ in Rarity, so it may either
be easier or more difficult to get an object there.

Ownership Dockets
Expensive items (vehicles, spacecraft etc) have a Docket
that describes both the owner and the item itself. The Docket
is a unique Gaia Entity that proves that the item belongs to
someone. Most people keep their Dockets on their Gaiacard
but they can also be stored in any Gaia space or on a plastic
Datacard. Changing the owner is easy and only requires the
owners agreement.
The owner can be illegally changed by a successful Hacking
check and Forgery check. The skill checks can be performed
by different characters but must be done at the same time.

Expeditionary technology
Expeditionaries are mercenaries who tend to work in the
unruly areas of Imperial space and outside the Light Jump
Net. Expeditionary technology is more expensive, better
made and more rare than ordinary technology.

Full page sheets


The Equipment Index is a free PDF that you can download
from the web site that include player hand outs of weapons,
vehicles and spacecraft. Each sheet represents the in-game
Ownership Docket that the Character would own and
contains all the rules and statistics that apply to that item.
The sheets should be printed, folded and handed out to the
player whos Character owns the Docket. You can also use
these sheets as a physical form of who is holding or using an
item.
If you are not sure which full page sheets to print, check the
GM section of the setting you are playing and it will list the
sheets you need.

L e g a l i t y

a n d

F e a s i b i l i t y

reas of technological discovery are grouped by their


legality and feasibility. The Imperium decide (with Star
Scis help) which technologies are illegal. Illegal technologies tend to be those that are dangerous to the general
public. Feasibility is whether or not the technology is possible.

89

TTechnolog

TTechnolog

Shift

Our timeline is different to the one your characters share


and as such, some technologies have flourished and others
withered. After ninety thousand years, you would expect
most discoveries we imagine as obvious today to be
present in Icar but are missing. For any given discovery or
technological evolution, the reasons for its omission can be
complicated and can include one of the following:

food. This happens in Bioreorganisers. The food designs


are Gaia Entities.

Rare

Owning your own space craft. Good ones are expensive


and bad ones are rarely owned by anyone except player
character teams.
Nanotechnology. Is practically limited to operating
within a strictly defined space. Used in manufacturing
and in some self-repair systems. Turning planets into goo
is impractical. Only rare because only technical people
really have them.

This is a time of war and corporations perform only that


research that is necessary for them to differentiate their
products from competitors. Corporations trust in Star Sci to
release breakthroughs to industry such that each corporation
can benefit. There is no need to squeeze margins by throwing
money into blue-sky research when Star Sci are doing it for
you.

Beaming. Moving people or objects over large distances


is very risky. Star Fleet often beam raw materials to surface
and their pilots from their fighters. Civilian uses are confined
to beaming ammunition from a holdall to a weapon.
Normally only a few hundred kilometres in range.

Star Sci are holding discoveries back

Possible and Illegal


These technologies have been outlawed by the Imperium.
Ion power. Ion power is a high energy alternative to solid
state generators. Can easily be made to explode with
huge consequences. Used a lot by the Imperium but
illegal to humanity.

Impractical
Impractical technologies require huge amounts of power,
effort or fuel that it is not practical to use them day to
day. These technologies tend to become the purview of
enthusiasts and hobbyists.

Organic weapons. Weapons that can be made in a food


Bioreorganiser.
Human Genetic Modification. Made illegal by popular
consensus tens of thousands of years ago. Rarely yielded
improvements that without huge drawbacks.

Socially unacceptable
Socially unacceptable technologies are repugnant to
Imperial citizens and become forgotten about due to their
incompatibly with societys sensibilities.

Cloning. Seen as distasteful by humanity as all you ever


really get is a twin. Personality is not cloned with the
human.

Superseded

Intelligent Robots that can kill. For obvious reasons. See


Droid Space on page 38 for details on how it went badly
wrong last time.

Some modern technology has no use anymore because


there is a safer, cheaper alternative.

Possible and Legal


This is a list of legal technologies grouped by how common
they are.

Common Technology
Bionics. From small cosmetic enhancements (Cyber) to
brain-inside-a-robot (called Borgs). See Bionics on page
80.
Humanoid robots. Called Automatons
indistinguishable from humans.

and

Impossible, Impractical and Superseded


These technologies are either impossible, impractical or
have been superseded by another technology.

Impossible
Transferring human consciousness into a machine.
Whatever human consciousness is, it cannot be transferred
out of the human. You need a tiny bit of the human left.
Copies of the human personality only ends up with a
flawed facsimile.

barely

Flying cars. Called Grav, just about everything can be


made to fly, including restaurant tables and lamps.

Travel through Black Holes. Every so often someone tries a


brave experiment to jump through a black hole. They are
never seen again. Not because they have found Nirvana
but are dead.

Free, clean and safe energy. Called Solid State Generators


(or just Generators for short), they are ubiquitous.
Cures for everything. Any disease or human ailment
except old age can be cure by hypodermic injection.

Impractical

Faster than light space travel. Everyone can visit other


planets for their holidays. Called Light Jumping, safe and
easy.
Virtual world internet. Its called Gaia and so real that
humans can be fooled into thinking it is real.
Food replicators. Food can be converted from a material
called Biomatter into any organic matter, particularly

90

Folding space. The difficulty here is measuring what the


state of the exit point is before you start the fold. You could
be folding yourself onto a temporal spatial distortion. That
would hurt.
Nanobots free in the wild. Requires huge amounts of power
to feed the Nanobots if they are going to manipulate
molecules in an interesting ways.

Extended Audio (EA)

Warp drive. Superseded by the light jump that was safer


and allowed speeds 100 times quicker.

Energy weapons. Expensive weapon and ammunition.


Only owned by those really keen on violence.

Star Sci do most of the research

The human race cannot be trusted to act sensibly to


the discovery of a new technology. There are countless
examples of private individuals accidentally arriving at a
discovery, only for it to be their undoing.

Superseded

S e n s o r s

ensors in Icar allow the users to see further and in much


greater detail. It is up to the player to ask the Gamesmaster
to explain what additional information a given sensor provides during a scene. The Gamesmasters call is final.
Sensors are one of two types: Device Sensors and Scanners.
Device Sensors are fitted to weapons, devices and bionic
upgrades. Scanners tend to be built into buildings and
medical facilities. Device Sensors provide the user with
the raw information, whereas Scanners provide some
interpretation.
For example, a Level 2 Tech Scanner can be fitted to the
door of a members-only bar. When you walk through it, it
will know what sort of a gun youre carrying and whether it
is loaded. An Electrogrid (EG) sensor will show that youre
carrying a generator - it could be a gun or part of your
tech kit - it is up to the owner of the EG sensor to decide!

Device Sensors

Extended audio covers the usual hearing range, including


amplification and noise reduction by measuring infinitesimal
changes in air pressure over a broad area. Pressure waves
caused by explosions can be recorded and analysed too.

Environment (EN)
The environment sensor is used to measure the environment
from a distance. Atmosphere, organic matter and life signs
can be detected. Effective range of the sensor depends
entirely on its size and therefore what it is mounted on.
Powered armour EN sensors extend as far as a few miles,
whereas spacecraft EN sensors work from high orbit to the
surface of a planet.

Scanners
Scanners are tend to be large devices installed into a
building as part of their security infrastructure. They come in
two types - Tech Scanners and Medical Scanners. The more
detailed information you need from your scanner, the more
time you have to wait.
For scanners use in society see Scanning and Privacy on
page 51.

Tech Scanners (TS)

These sensors are normally built into a device, weapon or


bionic upgrade. They provide some interpretation for the
user and come with a variety of features.

Electromagnetic (EM)
EM sensors cover the electromagnetic spectrum, expanding
what humans can ordinarily see into Ultraviolet and Infrared.
Under ultraviolet, organic matter shows up more easily and
in Infrared you can see heat. EM also includes teleoptics,
allowing you to magnify objects either close up (like a
microscope) or at a distance (like a telescope).

Most commonly found in spacecraft air locks and the


entrances to bars, they are mostly used for scanning for
weapons. These are not just metal detectors, they scan using
a broad range of sensors and are very difficult to fool. Tech
scanners are either hand-held or mounted in buildings. Tech
scanners cannot detect Bioweave augmentation.
Level 1. Can be hand-held. Needs to be held close to
the thing you are scanning. Takes one round (3 seconds).
Can detect weapons, Gaiacards and whether or not the
person is Borged or Cybered.
Level 2. Very expensive if hand-held. Usually mounted
into doors. Can detect up to 5 metres. Takes 2 rounds
(6 seconds). Can detect type of weapons or bionics to
determine capabilities. Can also detect manufacturers
signature.

With EM sensors, the further you are from something, the less
powerful they are. Standing near a wall will allow you to see
hot objects on the other side but if you are standing a mile
from a bunker, you will not be able to see hot objects inside
it.

Level 3. Only found in dedicated engineering bays, sensor


data gathered from a cloud of floating sensors that take
up position around the object. Takes up to 1 minute (20
rounds). Can detect faults.

Motion (MT)
Motion tracker sensors are sensitive to the energy of
movement. Motion trackers can pick up the movement of
small rodents through to spacecraft. As a rule of thumb, the
more energy is required to move something, the brighter
it appears on motion. Motion trackers have a range, after
which they do not detect motion at all.

Medical Scanner (MS)


The purview of the Medic, the medical scanner is commonly
used to diagnose the sick.

Energy Grid (EG)


EG sensors detect raw energy patterns. This means any
object that is using power can be seen. The more power
something is using, the brighter it is. At distance, the sensor
is less affective. EG is not affected at all by occlusion unless
there is a brighter energy source in the way. You can just see
a Grav car at 1 mile away, you can see the generator in a
gun through a wall and you can see where power cables run
easily enough.

91

Level 1. Can be hand-held. Must be close to the subject.


Can detect vital statistics, bone breaks, blood toxins,
major diseases, disabilities through genetic abnormality.
Takes one round (3 seconds). Cannot detect Bioweave.
Level 2. Normally mounted in Medical facility beds. Can
detect genetic level scan, genome recognition and gene
finger prints. User needs to be lying on the bed to use. Also
can scan bionics like a Tech scanner would scan level 3.
Takes 2 rounds (6 seconds). Can detect Bioweave.
Level 3. Same capabilities as the Level 1 and 2 scanners
but can be found mounted in doorways and can detect
up to 10 metres. Rare to find. Takes 3 rounds (9 seconds).

TTechnolog

TTechnolog

Where is Technology X?

E n t i t i e s

aia Entities are intelligent programs that live inside


Gaia. Then tend to be kept on a Gaiacard and can
be started whenever the Gaiacard is inside a terminal - either a terminal you plug it into (tanked Gaia) or an immersive
terminal you walk into.

Style, shape and size


Entities come in all sorts of shapes
and sizes. The cheapest ones tend
to be simple geometric shapes.
More complex entities come in the
form of real world replicas, such
as pets or people. Human looking
entities are very popular as they
are easier for people to relate to.

Write down the


Entities you own on
the back of your
character sheet.

search for one thing at a time and the user must describe
in detail what it is they want. They can be used to find out
information, objects or people on Gaia. By their very nature,
they are free wheeling Entities and return periodically to the
Gaiacard to report findings.
If the Gaiacard is not plugged in, it cannot return any
information. If the Gaiacard is not plugged in for some time
and the owner moves through real space (not Gaia), then
when it is plugged in, it will take time for the Entity to find
the Gaiacard. The further you move without the Gaiacard
plugged in, the more difficult it is for the Entity to find the user.
Infotracker 20, Research 20%, Cost: 200, Rarity: 10%
Infotracker 30, Research 30%, Cost: 400, Rarity: 13%
Infotracker 40, Research 40%, Cost: 1000, Rarity: 14%
Gaianware Infotracker 50, Research: 50%, Cost: 1500,
Rarity: 15%

Most hackers will have all sorts of shapes for entities,


sometimes matching to form a set of similar tools (such as
birds of prey). The entities given below come in a range of
shapes and sizes. An entity that might look cool should cost
a little more.

Permissions
You can start a Gaia Entity wherever you are in Gaia,
regardless of security level. However, a Gaia Entity may not
enter a higher security level unless given entry. For more
information on security, see Hacking on page 28.

Gaia Personal Assistant


Type: AI

This Artificially Intelligent Entity will remain in one location


and take/give messages for you. To allow anyone to leave
a message, the Entity must be placed in a Public Space. The
Entity may be sent with a message for a specific person with
instructions on how to give the message.

Hacking Entities

Chameleon

Hacking Entities are Artificially Intelligent and illegal tools to


assist a Hacker in breaking into Gaia volumes and moving
around in them. Some provide more information to allow a
Hacker a better chance of finding their task, others aid in
dealing with Entities inside the system. Hacking Entities can
be sought out in the Undergaia or created by the character.
Finding a dealer in the Undergaia is more than a simple
skill check - you must be introduced, perform a favour and
demonstrate you are not a Star Enforcer before you get
anywhere near the actual Entities.

Loops all the real world sensors (camera, heat, movement


etc) within 50m. Anyone moving around in that area will not
be picked up by security. Includes weapon and medical
scans. This can be dangerous if used near medical facilities
and as such Loopers are searched for in those areas with
particular gusto.

Back Door

To make your own, you need the Skill Gaia Design. If you
want to create something with Artificial Intelligence selfsufficiency then you need the Skill Artificial Intelligence. The
designer will need a Gaiacard, although a Public terminal
will be enough to create the entity. The only cost is time. The
best rule of thumb is 1 hour per 100 credits. For an AI system,
it takes 2 hours per 100.

Shell Ent. Personal Assistant. Mythological Creatures. Cost:


500. Rarity: 5%

Covers up the characters error and allows another try. When


you fail a dice roll, use Refail to re-roll it. You can only use one
Refail in a Hacking session.

For example, to recreate the Shell Ent. Infotracker 20,


which costs 200 and is an AI; will take 4 hours to make
a similar system. If the player fails either Gaia Design or
Artificial Intelligence, then the time is wasted and they
must start again. In most cases, the player is better off buying the Entity.

Public Entities
Owned by a lot of people and used everywhere, these
Entities are created by legal companies and can be bought
quickly across Gaia. These Entities have a very low rarity. The
big three Gaia Entity companies are Gaianware, Ellipsian
Entities (or simply E2) and Shell Entertainment (Shell Ent.).

E2. Personal Assistant. Executive Package. Cost: 6000 8000. Rarity: 11%

Training Entities
A training Entity is an immersive Gaia simulation that people
use to learn new skills. Training Entities will not be able to
train as well as another human or experience but they can
be used to start someone off in a Skill. Every Training Entity
comes with a cap of the highest Skill percentage they can
train someone to. The more expensive the training Entity, the
higher the skill that can be attained.
A Training Entity can only train in a single skill and are unique
Entities. More than one person can train through the Entity.
For the rules using the Entities, see Improving Skills on page 9.

Infotracker

Training Entity up to 25%, 9000.

Public search AI
Type: AI

Training Entity up to 35%, 15 000.

A search AI has the Research Skill at a low % but has the


ability to keep searching for something. The better the
research Skill of the AI, the more expensive it is. The AI will only

92

Training Entity up to 55%, 20 000.

Type: Hacking AI

Cost: 2000
Modifier to use: -10%

Generator Overloader

Type: Hacking AI

Shell Ent. Personal Assistant. Neohuman. Cost: 200. Rarity:


2%

Gaianware. Personal Assistant. Male/Female. Cost: 400 5000. Rarity: 3%-10%

Modifier to use: -20%

A Hacker can carry many Hacking Entities on their Gaiacard


but if they are discovered by a Star Enforcer then they may
be arrested as a dealer, rather than simply a Hacker. Owning
Hacking Entities are illegal but Star Enforcers need hard
evidence that an Entity has been used to perform an illegal
act. However if your character is carrying many of them on
their Gaia card, then that is all the evidence needed to be
arrested as a dealer.

Writing Your Own Entities

Shell Ent. Personal Assistant. Famous People.

Cost: 3000

Looper

Allows access back into a system once the character been


there. Best used when deep inside a system to gain entry
with one roll rather than having to hack all the way in.

Most Entities can be used as many times as you like. However,


others are destroyed in the very act of using them. One shot
entities are always unique.

Make any object in Gaia (doors, cars, trucks) look like


something else. Requires Gaia Know roll at Hard to detect
the Chameleon and see the real object underneath it. Once
the Chameleon is used to take on a form, it can only be used
for that form. For example, if the Chameleon is used to hide
a car as a Hauler then the Chameleon will only ever be able
to represent a Hauler.

Most Hackers write their own (see Writing Your Own Entities)
and must pass Hacking and Artificial Intelligence skill checks.

Although Unique through its AI, the appearance of the


Entity can either be the rather boring Neohuman, a very
generic looking human Entity or a unique and attractive
form. Attractive Personal Assistants cost more. The more you
pay, the more attractive they will be. The Personal Assistant
will not follow the user around Gaia, it needs to be placed
manually by the user. Most people place a Personal Entity in
the Public Space of their apartment.

One shot Entities

Type: Hacking AI

Cost: 5000
Modifier to use: -20%

Refail

Type: Hacking AI

Type: Hacking AI

Solid state generators do not explode easily but a special


AI Hacking Entity can be created to push them to the point
of explosion. The Generator Overloader is easy to remove
but must be done when physically at the generator. The
larger the generator, the longer it takes to overload. Small
generators (lights, cameras) take 20 seconds up to large
(spacecraft, buildings), which take up to 10 minutes.
Generators powering bionics cannot be overloaded with
this Entity because there is a user constantly at the physical
location of the generator!
Cost: 4000

Cost: 6000

Modifier to use: -30%

Modifier to use: -20%

S o f t

Trail

Type: Hacking AI

Follows another user or Entity on Gaia. Normally used to


follow non-Gaia savvy targets as it is not particularly subtle.
If the Character is being trailed by a Trail Hacking entity,
the Character must make a Hacking check to detect and
another to destroy it.
Most members of the public can be tracked with Trail.
Cost: 3500
Modifier to use: -10%

L i g h t

P r o j e c t o r s

oft Light is holographic technology, created using a Soft


Light projector. Unlike Hard Light, soft light cannot produce a force. It is just light. It shines, can be made into animations and may appear to be very real but it cannot affect
the rest of the world except shining light onto it. Soft Light
can render Gaia Entities in the real world but those entities
will only be visual representations, they cannot directly affect anything.
Soft Light objects are normally used by artists. Soft Light
Entities can be animated in the real world and can be as
large, complex and beautiful as you need.

Stealth Trail

Type: Hacking AI

Follows another user or any item on Gaia and reports back


every minute on their location. Successful Hacking check
at Tricky (-30%) difficulty required to detect and unmodified
Hacking check to destroy.

If a Soft Light projection is made to look real, the only way


to detect that it is a hologram (without touching it) is using
augmented sensors, such as EM or EG.

Stealth Trail is intended for tracking Gaia-savvy targets. For


members of the general public, use the much cheaper Trail.

The most common use of holographic soft light is advertising


from brightly coloured displays showcasing a latest product
to a soft light human that walks alongside you and acts as a
salesperson. In some colonies, having a Soft Light salesperson
is seen as an insult, whereas elsewhere it is seen as a useful

Cost: 5000
Modifier to use: -20%

Soft Light in advertising

93

TTechnolog

TTechnolog

G a i a

Soft Light in art and entertainment


Soft light is a malleable form of expression that is used
alongside music. Huge Soft Light projections are used by
artists to entertain and delight. Celebrations are often
accompanied by beautiful displays of Soft Light. In In Fizz
nightclubs, a Soft Light artists will be employed alongside a
DJ to create art on the fly to improve the experience of the
revellers.

The affect of an Automatons age on its value

The more complex the object, the more expensive the


projector. For simplicity, projectors are produced with three
complexity types: Low, Medium and High. A description of
each is given below.

Low
No moving parts. No sharp edges. No complex materials.
Low detail.

Age (years)

Value Multiplier

1-5

x1

6-20

x2

21-50

x3

51-100

x4

101+

See paragraph

Automaton will politely hold conversation.

Machine
This is a measure of how machine-like the Automatons
personality is. It is intrinsically linked to the other personality
facet. Initial personality templates are always set to 4.

Virtuous
This is a measure of how naive the Automaton is. Will it
automatically believe anything thats told to it or is it a more
questioning Automaton. Initial personality templates are
always set to 4.

Costs

Inflatable chair, Walking stick.

Choose a Model

Soft Light projectors are relatively inexpensive. Their size


relates to how large a volume they can project into. As a
guide to the sizes:

Medium

Automatons come in two forms, Humanoid and Industrial.

Some small moving parts. Some detail. No sharp edges.

Humanoid Automatons are designed to integrate with


society. They are based on the human form. The more
expensive ones have realistic synthetic skin and are difficult
to tell apart from humans without using some sort of sensors.
All Humanoid Automatons come with a basic personality
and a basic human empathy such that they can hold
conversations and understand tone and meaning.

Shop floor area or whole apartment: 100

Recliner chair, Umbrella, Parachute.

Entire floor of a mex building: 5000

High

1km x 1km x 1km volume: 10 000

Nearly all of the High Complexity projectors are a special


case as they nearly always make part of another system.
They are often expensive, rare and easily replaced with a
real-world version that does the job just as well.

The artistry involved in the projection acts as a multiple. Stock


celebratory images (such as Happy Birthday) will cost the
same as the prices listed above. A jobbing designer will have
a multiplier of 1.5 times and famous artists up to 5 times.

H a r d

L i g h t

Some small moving parts. High level of detail. Sharp edges.


Sword (special case), Automaton.

P r o j e c t o r s

ard Light projectors allow you to animate Entities in the


real world. In a holoroom Gaia terminal, any Hard Light
Entity can be animated without any fuss. When outside a
Holoroom, creating a Hard Light shape is more difficult. Unfortunately, the more complex an Entity, the more expensive
the projector needs to be. The projector acts as its own self
contained unit and Hard Light objects can be loaded onto
it.
To use a Hard Light projector, use a Gaia terminal to move
a hard light object onto the projector. From this point on,
you can animate the object by squeezing the middle of the
projector and throwing it. As soon as the projector is clear
of your hand, it will animate the Hard Light object youve
set it to. There are a couple of exceptions to this (Hard Light
swords) but most projectors follow this method.
To de-animate, the object will have a way of deanimating
it (such as a simple switch or pad to press). The object with
instantly deanimate. Anything resting (or sitting) on the
object will fall to the ground.

Limitations
A Hard Light projection has a zero armour rating (AR) and hit
points (HP). You cant use a Hard Light image as armour. If it
takes any damage, it will de-animate.
Only complex Hard Light items can have a Blast Factor,
otherwise none. You cannot make bullets or lasers out of
Hard Light.
The object will not animate if there is an obstruction. You
cant animate a 2m square box inside a 1m square box.
Hard Light projectors can only sense when the objects is
being touched. It cannot sense anything else unless it is part
of a more complex system.

A u t o m a t o n s

uying an Automaton is not like buying a car. Its more


like buying a pet. Not only are there physical attributes
to account for but there is also a personality to decide upon.
It is personality that is most important to most people. Every
Automaton is different. Buying an Automaton follows these
steps:
Choose either new or second hand
Choose a Model
Decide on a name
Select a Personality Template
Add Skills

New or Second Hand


Brand new Automatons begin with plain personalities,
whereas second hand, older Automatons can have quite
extreme personalities formed by their experiences. Due to
their quirky nature (and better Skills), older Automatons are
more expensive than new ones. Older Automatons also
appear to have more common sense, because they are
used to operating in a human world. New Automatons
are treated like children that have a gift for a few defined
subjects but are terrible in general social situations.
The Appendix of this book shows new Automatons only.
To make up a second hand one, use the given new ones,
reduce the hit points to indicate damage, set the personality
as an extreme version of one of the templates and add some
Skills. To calculate cost, make up the Automaton as if it is
new and then multiply using the following table. For really old
Automatons (100 years or more), then their value can be just
about anything. The Auto can be too eccentric to be useful
to anyone or be very knowledgeable and thus priceless.

Industrial Automatons are more like complex robots of old.


Normally large, strong and designed to perform a particular
range of tasks. They simply obey human instructions and
are trained such that they have an affinity with technical
subjects. They understand any tools that are fitted to them
and are normally trained to be able to work on a particular
group of tasks.

Decide on a name
A name might be a frivolous idea to the players and
Characters but to the Automaton, its very important. It is the
first connection that the Automaton has to the human world.
Applicable to new Automatons only.

Select a Personality Template


An Automatons personality is represented by a cut-down
Deviant Wheel, similar to the one on the normal Character
sheet. A Personality Template is an initial Deviant Wheel
that you pick from the list given below. Over time, the
Automatons personality will grow from this first step.
An automaton is judged by a cut down Deviant wheel:
Serious, Calm, Introvert, Machine, Virtuous. And their
opposites are on the other side of the wheel. The different
facets are described below:

Serious
A serious Automaton is one that has not yet developed a
sense of humour. A sense of humour is normally associated
with Automatons that have experienced a lot. Therefore,
brand new Automatons are unlikely to have a well developed
sense of humour.

Calm
Most Automatons appear to be calm when they are new
but they soon become excitable. If your Automaton will be
under fire, this facet should be high. If your Automaton will be
looking after children, then a low value is preferred.

Introvert
An introverted Automaton is a quiet one and keeps itself
to itself. It will not go out of its way to make friends and be
helpful to humans. However, if talked to then an introverted

94

Personality Templates
Amicable
The Amicable personality
template is a good
starting point for any
Automaton buyer. It is
the default template for
the buyer who is not sure
what task the Automaton
will perform. An Amicable
Automaton
is
calm,
respectful, serious and
will look for opportunities
to be helpful. It is how
you might expect an
Automaton to be.

Clown
The clown is a lively, fun
and outgoing. They make
excellent
companions
rather
than
business
Automatons. The Clown
personality template is
most often found with
Automatons who are
involved in child care.
Their light hearted view
on the world make them
popular with children.

Austere
The Austere Automaton is
ideal for business. Serious,
calm,
capable
and
an air of servitude. This
Automaton
personality
will not embarrass you or
your company.

Add Skills
To make your Automaton
really useful to the team
as a whole, ensure that
it has Skills that fill gaps in the teams abilities. Automaton
Skills come with a Skill percentage, cost a certain amount of
money and take time for the Automaton to learn. The more
complex the Skill, the more expensive it is and the longer it
takes to learn.

95

TTechnolog

TTechnolog

Complexity

tool.

Skill

Price

Time

Start

Max

Spacecraft Know

11 000

8h

30

60

Spacecraft Systems

24 000

14h

20

40

Mechasys Know

7 000

6h

30

60

Mechasys Systems

9 000

6h

20

40

Vehicle Know

7 000

6h

35

60

Vehicle Systems

9 000

6h

25

40

Energy Know

8 000

7h

30

60

Energy Systems

10 000

9h

20

40

History

5 000

5h

20

70

Law

5 000

5h

20

70

Ecopolitical

10 000

20h

20

60

Socioeconomics

15 000

30h

20

40

Botanics

10 000

20h

20

60

Biological

10 000

20h

20

60

Food Science

15 000

30h

20

40

Macroecology

15 000

30h

20

40

Physical

10 000

20h

20

60

Macromechanics

15 000

30h

20

40

Astromechanics

15 000

30h

20

40

Bike Pilot

8 000

10h

20

40

Grav Pilot

8 000

10h

20

40

Heavy Grav Pilot

8 000

10h

20

40

Cruiser Pilot

10 000

15h

20

40

Med Basic

8 000

10h

40

60

Med Diagnosis

15 000

15h

20

60

Med Surgery

30 000

30h

20

60

sharpness (Blast Factor/BF). Damage and Stun for different


weapons can be found in Hand Weapons on page 20.

Polyceramic Alloy
Easy to manufacture and make very sharp indeed,
Polyceramic alloy is the favourite material for thugs and the
street.
Blast Factor: 15

Natural Polyceramic Unibody


A weapon made from a single organic-like material that
contains veins and fissures like human bone and tissue.
Weapons made with this technology are not detectable on
Level 2 Tech Scans or below.
Blast Factor: 32

Hard Light
Hard Light blades use Hard Light projectors (see Hard Light
Projectors on page 94) to create a blade of photon-width
sharpness. When deanimated, the Hard Light blade is a
handle with a solid state generator. As such, they are difficult
to conceal and are visible on even the simplest of scans.
Their Blast Factor is 100, which cuts all armours and shields
too. Hard Light weapons are rare and often seen as an
expensive fashion accessory. Most bionic Akarakian warriors
carry a Hard Light sword.
Blast Factor: 100

Firearm Technology
Firearms are grouped into Projectile and Energy weapons.
Projectile weapons fire solid slugs of hardened metal,
whereas Energy weapons fire raw energy.
Firearm Ammunition Comparison
Description

Cost

Projectile 2.2 - Pistols, SMG

5%

10 to 20

Projectile 5.5 - Assault Rifle

10%

25 to 50

Projectile 7.4 - Machine gun

20%

50

55 to 75

n Icar campaign is an arms race. As your character


grows, so too will their armament. As your character
wields more powerful weapons, so will the enemies it faces.
A weapon speaks volumes about your character. A Nelson
pistol represents the innocence of the civilian; the Igniter: a
precision killer and the Korg is brutality incarnate.

Projectile 10.2 - Shells

75%

100

70 to 80

Energy 5 or 10 Gauge - Pulse

40%

30

100

Energy 15 Gauge - Pulse Laser

50%

80

100

Energy 20 Gauge - Pulse Laser


(space craft)

20%

200

100

This section describes the technologies used in weapons. A


description of what all the statistics mean can be found in
Firefighting on page 21. This is not meant to be a definitive list
of all the weapons; more detail and weapons can be found
in the Equipment Index, which can be downloaded from the
web site.

Projectile and Chain

Close Combat Technology


Close Combat weapons are used by people who cannot
afford ammunition or wish to go unnoticed. Very few Firearms
can be concealed like a knife or short sword. Blades can
be made very sharp, able to pierce armours that projectile
firearms (such as a rifle or pistol) cannot. Close Combat
technology is based around concealment and sharpness.
Close combat weapons do damage depending on the
strength of the user. What makes them different is their

BF

Projectile weapons fire sharpened lumps of ceramic alloy.


They fire using the polarity of energy-doped materials, not
a chemical propellant and are therefore more like rail guns
than 20th Century firearms. The whole round is accelerated
down the barrel, there are no cases or muzzle flash. Most
projectile weapons still make a bang sound as the sudden
acceleration of the round breaks the sound barrier.
Projectile ammunition comes in 3 sizes marked with a P: 2.2P,
5.5P and 7.4P. They are analogous to 9mm, 7.62mm and a
canon shell respectively. 7.4 is dealt with differently because
of its size and the momentum it carries. Weapons that fire 7.4
is referred to as Chain guns as the ammunition is normally
found in belts called chains.

96

On a timer.

Pulse and Pulse Laser weapons both use energy rounds


about the size of a traditional 20th Century Staedtler eraser.
Each round is a solidified block of raw energy. Until fired, the
rounds are inert, throwing a grenade into a bag of them
will not make them explode. All energy weapons have a
Blast Factor of 100. Energy ammunition comes in gauges,
which measures their potency rather than their size: 5G
(pulse pistols), 10G (pulse rifles), 15G (pulse laser) and 20G
(spacecraft mounted pulse laser).

When something passes nearby


When hot or cold
When hit really hard indeed
When tampered with

Low Velocity Grenades (LVG)


LVGs are the size of a D
Cell battery and have a
typical blast radius of 25m.
They can be thrown but
are normally fired from a
weapon.

When a pulse round is converted into energy, it can take


many forms. For example, it can be purely kinetic energy that
will knock the target over when fired. Without the weapon
specifying a type of energy, the pulse will pass through
whatever it can until it runs out of damage. Pulse holes tend
to be burnt or melted at the edge. Pulse rounds are only in
5G and 10G sizes.

LVGs come in a variety of


different types such as stun,
smoke, fragmentation and
napalm. The statistics for
each are show below.

Pulse Laser rounds are much like default pulse rounds but are
bound with light so the type of energy it turns into on contact
remains the same. They tend to do more damage, have
higher rates of fire and are more common. They are the de
facto standard weapon for spacecraft mounted weapons.
Pulse laser rounds are only in 15G and 20G sizes.

Low Velocity Grenades (LVG)


Description
Stun

Grav Balancing
Grav balancing is an anti-gravity system that reduces the
mass of the weapon, making it lighter. Grav balancing also
reduces the kick of a weapon when fired, helping the user to
keep the weapon pointed at its intended target. All weapons
are fitted with a Grav balancing system. The weight of the
weapon is due to the generator required to accelerate the
rounds.

Grenades

Rarity

W e a p o n s

Pulse and Pulse Laser

Much like in the 20th Century, grenades are mini explosive


devices. They can be thrown or fired from a weapon and
can have a number of different detonation options that are
decided before the grenade is fired.
Grenades come in two sizes: Low Velocity Grenades (LVG)
and High Velocity Grenades (HVG). LVGs are the size of a D
Cell battery and have a typical blast radius of 25m. These can
be thrown. LVGs come in a vast array of applications, both
destructive and pacifying. HVGs are much more powerful,
the size of a 20th Century can of Coca Cola and have a
typical blast radius of 50m. They are always destructive and
usually fired (you have to be augmented to throw it far
enough for you to not be in its blast radius).
Grenades to damage to everything in their radius. For a
human, that would mean applying the damage to head,
left arm, right arm, torso, left leg and right leg separately.
For a fragmentation LVG, that would be 100 points to each
location, or 600 points in total. For larger objects than people,
take an estimate of how much damage it takes. The larger it
is, the more it takes.

Triggers (Optional)
Grenades normally explode when they hit something.
However, all grenades come with a variety of triggers that
allow the user to specify the conditions under which they
explode. These can be quite complicated and are up to the
player to describe, they include:

Rarity

Cost

BF

Damage

Stun

200

30

100

100

35

50/turn

50

300

N/A

N/A

20%

100

Fragmentation

20%

200

Napalm

30%

250

Impact Foam

35%

Gravity Shock

50%

1000

N/A

N/A

Anti-Motion
Tracker smoke

30%

600

N/A

N/A

Temporary Energy
Sink (TES)

75%

2000 100

N/A

N/A

Energy Disruption
(ED)

90%

10 000 100

N/A

N/A

Impact Foam
An Impact Foam grenade is filled with compressed foam.
Upon impact, the grenade fills a volume of 10m x 10m x 10m
with a fast-solidifying protective foam. Anything inside the
foam is then protected from impact as the foam acts as a
energy soak. Impact Foam grenades can be triggered inside
Grav Cars just before impact or used inside space crates. The
foam dissolves to nothing after an hour. The foam is oxygen
and water rich, so anyone encased in it can survive without
harm. The foam is not armoured and will only protect the
inhabitants from damage and stun caused by an impact.

Gravity Shock
A Gravity Shock grenade temporarily applies a different
frame of gravity to the affected area. At the centre of the
explosion, everything is subjected to 10g of force. The effect
wears off toward the edge. The affect is instantaneous and
lasts for only 3 seconds (the length of a combat turn). No
damage or stun is done directly but those inside the shock
area may well

Temporary Energy Sink (TES)


A Temporary Energy Sink explosion depletes energy within
its radius for a number of turns (specified on the grenade).
Bionics will find it difficult to move, weapons will become
useless and Grav cars will lose their ability to fly. Although
they work for a few seconds, their affect can be devastating.

97

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Automaton Skills

Helmets for all of these armours collapse into the collar when
not required and do not restrict view when in use.

Rarity: 10%

Energy Disruption (ED)

Extra-Vehicular (EV) Armour

Hours EV: 120

Energy Disruption grenades deplete the raw energy from a


generator on a small scale. This has the devastating effect
of halting bionics, bring down Grav Cars, shutting down
weapons, shutting off lights, dropping shields and jamming
doors within its radius. They ignore armour and shields.

Some armours will protect you in hazardous environments


such as space or on planets where the temperature is very
high or low with toxic atmospheres. EV-suits are special
armours made just for that purpose, whereas Powered
Armour tends to have EV properties by default. Basic EV
suits are Oversuits, rather than second skin. This is because
clothing may not survive the rigours of the environment you
have chosen to go out into. For example, a leather jacket
may be fine in space but in a 250 degree maelstrom with
acid-rich atmosphere, it wont last long.

Sensors: EM

They are only used by the Imperium in extreme circumstances


and are otherwise an illegal technology. ED grenades do
not work on any generator than that carried in a Hauler or
Orbihaul - nor can they be chained together to destroy the
generators of spacecraft.

High Velocity Grenades (HVG)


HVGs are powerful
explosives that can
be fired over long
distances. HVGs are
cheaper alternatives
to missiles and are
the size of the 20th
Century can of Coca
Cola. The weapons required to fire HVGs tend to be more
expensive and the weight of the grenades themselves is
quite high. A mercenary that carries HVGs is likely to earn
prestige amongst other mercenaries.
High Velocity Grenades (HVG)
Description

Rarity

Cost

BF

Damage

Stun

Fragmentation

30%

500 60

400

200

Napalm

40%

600 65

200/turn

100

AR
12

LA

200

150

600

LL

RL

200

200

150

Stun
500

LA

500

300

T
1000

RA
300

LL

RL

400

400

Stun
200

700

700

500

Rarity: 20%

LA

600

300

T
1200

RA
300

LL

RL

400

400

Stun
400

Encumbrance: 2
The premiere sports armour worn by the upper echelons
of the sporting fraternity. Although it does not have a very
high Stun, the extra protection against high penetrating
projectiles is a much desired feature.

Moss EV Suit
10

LA

200

300

800

Cost: 400

Moss Engineer EV Suit


45

LA

600

600

T
2200

RA
300

ersonal Shield generators are a popular way to provide


a compact protection against damage. For rules on
shields see Shields on page 17. Shields form an invisible layer
around the users form - including their clothing and anything they are carrying (within reason, a personal shield will
not cover an entire Grav Car but will cover the driver). They
only work from the outside in, allowing you to fire out through
them. All shields have an AR of 100.

For example, if you are hit by a speeding car, you will be


thrown back and the shield will shut down. You will not
take damage (you might take Stun at the GMs discretion). If you fall from a great height (more than 20m), a
normal shield will not be able to slow you down gently
enough and you will take Stun and some damage.

Moss Suresafe Shield


Cost: 1800

RA

LL

RL

700

700

600

Hit Point Soak: 300 (per turn)

Stun

Rarity: 70%

250

Whether you are scavenging in debris or taking fire from void


pirates then the Suresafe shield is for you. Capable of soaking
up enough damage to keep you safe in most hazard areas.

Moss Standfirm Shield

Styles available: Oversuit


Hours EV: 200

Cost: 3000

Sensors: EM, EG

Hit Points Soak: 400 (per turn)

Engineers are often placed into hazardous situations. Any


serious star craft engineer will be equipped with Engineer
armour. The protection levels are the same as the stock EV
suit: it will protect against vacuum; fire; extreme cold (-200C)
and heat (+300C); radiation; pressure (20 ATM). When
wearing the engineer suit, a Shakespeare Tech kit (or similar,
not included) does not count for encumbrance.

Rarity: 75%
Sometimes you need that little extra protection for a little
extra danger. The Standfirm is the shield for you.

Moss Expeditionary Shield


Cost: 7000
Hit Points Soak: 500 (per turn)

Moss Expeditionary EV Suit

Styles available: Oversuit, Second skin.

AR

This is the armoured version of the popular Moss EV Suit. The


protection levels are the same as the stock EV suit: it will
protect against vacuum; fire; extreme cold (-200C) and heat
(+300C); radiation; pressure (20 ATM). Where this suit differs is
the improvement in Armour, protecting the user from impact
and stun damage.

AR

P e r s o n a l S h i e l d
G e n e r a t o r s

Anything with a small mass hitting the shield with great energy
will have its energy sapped from it. This includes bullets,
shrapnel and meteorites. Heavier objects moving quickly will
transfer its energy onto the user of the shield without stun and
damage. This might disable the shield (GM decides).

Encumbrance: 2

Moss Spots Weave Impact Hardened


38

300

Cost: 3000

Rarity: 40%

A tougher armour designed more to stop damage, even if


the wearer is unconscious at the time. Favoured by those
who take part in combat oriented sports.

AR

Stun

Cost: 4800

Encumbrance: 1

98

RL

Sensors: EM

Rarity: 16%

For each type of armour (for example Moss Sports Impact


Armour), many styles and colours can be ordered. All of
these armours can be purchased as an Oversuit - a baggy
over-clothing boiler suit or as a Second Skin (goes under
clothes like a very thin wet suit) at no extra cost. Second
skin armours do not protect your clothing or personal affects
(such as Gaiacard) so be careful where you go. Oversuits
are conspicuous and can be worn as a fashion statement.

1700

LL

Hours EV: 150

Cost: 2400

Styles of Armour

500

RA

Encumbrance: 0

Styles available: Oversuit, Second skin.

600

Styles available: Oversuit, Second Skin

Rarity: 12%

rmour is extremely important. Weapons in Icar can shred


you in a second. Unpowered armour and environment
suits come in a variety of types (listed below) and styles.

LA

Styles available: Oversuit, Second Skin

Cost: 1500

A r m o u r

Rarity: 10%

25

The user does not need to have line of sight when shooting
missiles and they take a turn to hit their target.

Moss Hardened EV Suit

Encumbrance: 1

AR

Missiles come in two sizes: micromissile and SWIRL. Micromissile


and SWIRLs are treated exactly the same as LVGs and HVG
grenades.

The stock Moss Environment (EV) Suit is the ubiquitous


protective clothing. The Moss EV Suit will protect against
vacuum; fire; extreme cold (-200C) and heat (+300C);
radiation; pressure (20 ATM). Cheap and found everywhere,
the Moss EV suit is the reliable suit of choice.

Cost: 500

Moss Spots Impact Hardened

Missiles are guided explosives that rely upon a mix of Grav


lift and chemical propellant. Missiles are not favoured by
most combatants as they are often unreliable and intelligent
defence can be used to redirect or avoid the blast.

Encumbrance: 0

30
RA

Worn by all serious bikers, Most Sports Impact Armour is


designed to help the wearer survive falling off. The emphasis
of this armour is light weight and shock resistance while
acting as a thickened skin against penetration. As with all
sports armour, it is normally worn in a second skin style.

Missiles

U n p o w e r e d

Styles available: Oversuit

AR

Moss Sports Impact

For those travelling to more dangerous parts of the cosmos,


Mosss Expeditionary Armour is the toughest unpowered
armour they offer. Incorporating Mosss typical EV
specifications (it will protect against vacuum; fire; extreme
cold (-200C) and heat (+300C); radiation; pressure (20 ATM)).

LL

RL

400

400

Stun
200

AR
50

Rarity:80%

LA

RA

LL

RL

1500

1900

2900

1900

1900

1900

Cost: 11500
Rarity: 55%

Stun
300

Treasure hunts that cross the Light Jump Net need that extra
amount of safety and security. Moss has taken extra care to
ensure that their expeditionary shield is suitable in even the
harshest of environments.

Encumbrance: 2

Aubury Personal Shield

Styles available: Oversuit, Second Skin

Cost: 20 000

Hours EV: 200

Hit Points Soak: 800 (per turn)

Sensors: EM, EG, EN


Meat required: 3+

Rarity: 85%

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TES grenades are illegal but can be sourced on the black


market as their technology is comparatively simple.

P o w e r e d

Features

Meat: +2
Shift: - 1

Glow skin - lights up an area around the suit.

Encumbrance: +3

Integral Shakespeare Universal Tech kit - see the section


on tech kits in the Engineering Chapter.

Skill Required: Powered Armour Use

A r m o u r

Styles available: Oversuit

owered armour (PA) is armour whose joints are supported by energy powered motors that give the wearer extra strength, speed and the ability to carry more - armour,
sensors, weapons and supporting technology.
Most Powered Armours are Oversuits and tend to be bulky
and powerful. There are some Second Skin style Powered
Armour suits but they tend to be extremely expensive. Most
Powered Armour suits allow you to carry more, shown as a
positive encumbrance.

Generic Powered Armour Systems

Aubury Powered Second Skin Armour

Sensors: EM, EN, MT (100m)

AR

Extra Vehicular (EV): 240 hours

LA

RA

LL

RL

2000

2000

4500

2000

2200

2200

Stun
450

eed

Shift: +3
Skill Required: Powered Armour Use

30

1500

2000

3900

2000

2000

2000

Cost: 12 000
Rarity: 40%

400

Energy Cutter

Sensors: EM, EN, MT (100m)

Sp

The Pegasus powered armour suit is for those who work in


space or hazard environments on a professional level.

Features
Integral Shakespeare Universal Tech kit - see the section
on tech kits in the Engineering Chapter.

60

20

ccel

10

Glow skin - lights up an area around the suit.

LA

RA

LL

RL

2000

2000

5000

2000

2800

2800

Stun
500

Cost: 25 000
Rarity: 55%
Meat: +5
Shift: +2

The Genie is the heaviest of the Moss suits and is designed


for those wanting extra protection and shielding. Of the
standard Moss Powered Armours, it is the most desirable
before the prices become astronomical.

Allosealer
The allosealer can join any two inorganic items together.
Welding shut a typical door takes approximately 15 seconds,
air locks 30 seconds.

Flux cables are power cables that can be used to feed


power between two places. Tech Kit flux cable tends to
be light and long (20 metres). A typical flux cable will just
hold the weight of a typical human and is as bulk as a 20th
Century USB cable.

Orbit to surface. 2 hours from orbit to surface.

Screamer

Integral Grav field generator.

Screamers attach to the power grid (called energy web)


of any object and allow Hackers to gain access to it. This
is important for spacecraft hacking because spacecraft
cannot be hacked from physically outside without a
screamer being in place. Typically, engineers will secrete
screamers on a spacecraft before it departs and then the
Hackers can gain access when required.

E n g i n e e r i n g

A cross between a circular saw and a chainsaw, the energy


cutter will cut through anything. The larger the hole you want,
the longer it will take. A human sized doorway through a wall
of armour rating 15 will take approximately 30 seconds. A
hole enough to reach an arm through will take 3 seconds.

Flux Cable

ano

Features

Moss Genie
AR

eed

Integral Shakespeare Universal Tech kit - see the section


on tech kits in the Engineering Chapter.

Shields: 4, soak 3000 per turn.


Stun

Styles available: Second Skin only

Shields: 2, soak 3000 per turn.

Moss Gryphon
RL

Skill Required: Powered Armour Use

220

Extra Vehicular (EV): 280 hours


LL

Atomic Slip
A spray-on lubricant fluid that helps move two surfaces that
are stuck together with friction. The spray fluid is atom-wide
and can slide between two surfaces that appear to be
touching, even to the naked eye.

Extra Vehicular (EV): 240 hours

Styles available: Oversuit

RA

Rarity: 70%

Sensors: EM, EN, MT (100m)

ano

A strong, sticky tape that can be used to bind any two things
together. Can only be split using an energy cutter. Weld
Tape is future Duct Tape (gaffer tape).

Styles available: Oversuit

Skill Required: Powered Armour Use

LA

Weld Tape

450

Grav Pack: Using both a Grav engine a series of micro


turbines, the Grav Pack has superior speed and
manoeuvrability.

Encumbrance: +5

Encumbrance: +7

2500

Shields: 4, soak 8000 per turn, and a heat shield for reentry.

Meat: +3

Sensors: EM, EN, MT (100m)

AR

2500

Extra Vehicular (EV): 300 hours

Rarity: 50%

-10

2000

Encumbrance: +7

A Grav Pack allows the suit to fly and manoeuvre in space.


Grav Packs are not intended for use in combat and are slow
and unresponsive. If performing any kind of vehicle combat
using a stock Grav Pack then use your Powered Armour Use
skill like you would Pilot Grav. Unless otherwise specified, the
Grav Pack statistics are:

ccel

6000

Moss Pegasus

Emergency ejection

10

2000

Contents of a Typical Tech Kit


A Tech Kit will contain the following:

Stun

Shift: +3

Glow skin - lights up an area around the suit.

2500

Meat: +5

Cost: 18 000

90

RL

Glow skin - lights up an area around the suit

Life support includes breathing apparatus and waste


recycling (back into water and food). Life support will
refresh automatically when it is in an environment other than
vacuum.

Sp

LL

Minimum Shift: 2

Life Support

Grav Pack

RA

Features

45

If the powered armour suffers a critical failure, it can


mechanically eject the pilot. The suit is clever enough to
understand whether doing this is best for the user.

Cost: 50 000

AR

All powered armours protect against vacuum; fire; extreme


cold (-200C); and heat (+300C); radiation; pressure (20 ATM).

LA

The Gryphon Powered Armour suit is an entry level powered


armour suit favoured by those who need powered EV
capabilities.

All powered armours have the following systems.

The length of time that a user can survive in the suit is known as
Extra Vehicular EV (outside the space craft) and is measured
in hours. This time is given as a guide, assuming that the user
is in a vacuum and working quite hard. If the user passes
into a nebula, other space craft or even hazardous planet
surface then the suit will make use of whatever resources it
can to refresh its systems and even allow the user to survive
indefinitely.

55

Skill tree. If the character specialises in Colony Technologies


or Vehicle Technology, the core tech items are the same.
The only exception is that Gaia technology Skills do not get
bonuses with Tech Kits.

ngineering technology covers the tools of the trade of


engineer. There are two ways to approach engineering technology: Tech Kits or Advanced. For most players, a
Tech Kit is enough detail. Owning a Tech Kit will enable the
character to do technical things and will give a bonus to Skill
checks.
Advanced items are for when both the GM and the player
are comfortable with technology and want a little more
detail. Most technical characters will want to start with a
Tech Kit and then add the Advanced items as the gaming
group gets more comfortable with the setting.

Tech Kits

Small Generator
Solid state generators power everything in the Icar universe
and having a solid state generator can power a car, keep
an augmented human alive, provide power to a dead
airlock, provide a needed boost in a tight spot and more.

Torque Gun
If you need something opening, such as an air lock then a
torque gun will provide the force you need.

Third Hand

Each Tech Kit provides the character with the ability to solve
the vast majority of technical tasks. The precise content of
the Tech Kit is not listed - assume it contains the far future
variants of everything you would find in a well stocked
toolbox today.

The third hand is a hovering claw about the same size as


a human hand that is used for holding things still while the
engineer works. It obeys voice commands of its owner and
has the same strength as another strong human.

Any Tech Kit can be used by any branch of the Technology

Minimum Shift: 2

100

101

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The Aubury personal shield comes in a discrete wallet that


can be carried in an inside pocket. When switched on, it can
protect the discerning executive from a barrage.

Third hand

Torque
driver

The Shakespeare Universal


Tech
Kit
(known
to
technologists as simple The
Universal) is the entry level
Tech Kit used by engineers
across
the
Galaxy.
It
contains everything needed
to fix the very large and the
very small.

To create something using a Nanofactory, roll the


appropriate Systems skill for the piece you are creating. If
you are designing the item then you will need a Design skill
check too. To create the design, you will need a Gaiacard.

Med Scanner

Carrying lots of Tech items can eat up your encumbrance.


A tech harness is a discrete series of straps that can be worn
under clothing and armour (but not Powered Armour).
Inorganic items can be made to stick to the harness and
released when needed. More expensive harnesses use
delicate Grav fields to help reduce the mass of the items,
increasing the amount that can be carried.

Rarity: 5%

Cost: 700

Nanofactory

Encumbrance: +2
Shift > 4 to use.

A Nanofactory is a self
contained factory that can
take in raw materials (such as
metals, ore and minerals), a
design and from those make
any object (from generator
parts through to weapons).

Affectionately known as the Wibbly-Wee, the Med


Scanner performs a non-invasive scan of a human or bionic
infrastructure. It can detect any medical problem from
toxins to neurological breakdown. It helps the Medic quickly
diagnose the most urgent problems and deal with them.

Fleshfixer
The Fleshfixer is a mulit-tool that allows the Medic to cut, seal,
fuse, coagulate human or bionic flesh in any way. Its the
ultimate surgical tool.

Hypo
The Hypo is a modern injection device for insert Genejelly
into the blood stream quickly.

Genejelly
A blue mush that can be programmed in an instant to
destroy diseases in the patient. The genetic code of the
patient provides a blue print that makes the jellys healing
ability powerful. You can consume Genejelly, inject it or rub
it into the skin. Genejelly can also be used as a powerful pain
reliever. Best of all is that Genejelly can be made using any
Bioreorganiser.

Shakespeare Tech Harness

Encumbrance: 3

Moss Tech Harness


Cost: 2500

Shakespeare Med Kit

Encumbrance: +4

Cost: 300

Shift > 6 to use.

Encumbrance: 1

Grav Field Generator

+10% to any Medical Skill checks

A Grav field generator changes the gravity within a bubble.


The size of the bubble that can created depends on the
power of the generator but the gravity strength can be
anything from zero to 10 times Earths gravity (0g to 10g).

Moss Med Kit


Cost: 2000
Encumbrance: 2
+10% to any Medical Skill rolls

It takes 3 seconds (1 turn) to turn on or off, so items dont


immediately slam into each other. The edge of the bubble
is very distinct, anything outside the bubble will behave as
normal. While switched on, the Grav Field Generator cannot
be moved.

Energy cutter

Screamer wrapped around


flux cable

The Grav Field Generator can be used to make working in


a micro G environment (such as space or disabled space
craft) much easier.

Shakespeare Standard Grav Field Generator


Cost: 800
Rarity: 20%

Pocket:
For
creating
weapons, parts for Grav
Bikes and cars and small
gadgets.
Cost:
2500.
Encumbrance: 2
Mech Bay: For creating
any vehicle part, building
and space craft parts.
Cost: 50 000.

The contents includes:

Harnesses

Cost: 2000

A Nanofactory cannot make


a part that is larger than itself
although once creates the
parts can be assembled
into something much larger.
Nanofactories come in a
huge variety of sizes that fit
into one of three size groups:

Using Nanofactories

For example, you wish to create a brand new sighting system for a gun. Roll Weapon Design first and if successful
roll Weapon Systems to create the piece.

The Universal is a reliable


set of folding tools in a soft
memory fabric that grips the
tools, which cannot slip out.

The Nanofactory may also


be used to recycle metals
from objects that are no
longer of use. While creating,
the Nanofactory should
be kept as still as possible.
A part can take between
10 minutes and 10 hours,
depending on complexity.

Allo
sealer

Bubble size: 15m

Shakespeare Professional Grav Field Generator


Cost: 2500
Encumbrance: 2
Bubble size: 30m

Med Kits
Med Kits help medics repair people. Each Med Kit gives a
bonus to any Skill check in the Medical Skill Tree. The larger
the Med Kit, the easier it is for the Medic to heal people. The
top end Tech Kits can heal a bunch of Hit Points each day.

102

T e c h n o l o g y

eaming is the act of moving something between two


points without moving through normal space. Beaming
turns the item into its energy pattern equivalent and fires it
down a beam of energy to the new location. The beam can
pass through solid objects.

Jamming and Reliability

Rarity: 25%

Orbital: For creating huge


space
superstructures.
Cost: 10 000 000+ (more if
you are a long way from
civilisation).

B e a m e r

Beamer technology is expensive and uses a huge amount


of energy. It is not common place, used mostly by high tech
expeditionaries and corporations. The general public rarely
see any beamer technology but highly paid expeditionary
teams use it for ammunition and equipment.

Encumbrance: 1

Small generator

Can heal 50% of the hit points of a characer (once per


character per 40 hours)

Beaming is not a reliable technology because the further


the beam stretches the more likely it can be corrupted. As
the beam reaches its limit, cosmic radiation interferes with
the energy pattern of the beam, with catastrophic affects
on the item. People are rarely beamed across open space,
the Imperium use beaming in emergencies and also beam
people down flux cable wires for moving people quickly
through large military spacecraft. The Imperium use Droidsafe beaming.

103

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Shakespeare
Universal Tech Kit

universal clip.
Cost: 10 000
Rarity: 60%
Type: Destination
Capacity: As per normal weapon.
Encumbrance: As per normal weapon.

10 on a D10 for failure


When using a civilian beamer system, roll a D10 and on a 10,
the system fails and if anything arrives at all, it will be a grey
sludge.

Rampart Beamer Systems


Rampart are a technology
company that specialises
in beamer technology.
Each gadget can be a
source, a destination or
both. A source supplies
ammunition and equipment
while a destination acts as the end point. For example,
the Spacecraft beamer spike is a source, the magazine is
a destination and the case is both source and destination.
You do not need to beam to a destination, you can beam
to anywhere.

Beamer spike
Fitted to a space craft, the beamer spike can beam any
inorganic object from within the spacecraft to anywhere
within 500km (covers any orbit to surface). It can be mounted
anywhere that has access a spacecraft-level of generator.
Cost: 100 000
Rarity: 55%
Range: 500km
Type: Source

Beamer Case Pod


A beamer case looks like a normal suitcase but acts as
source for beaming ammo and other small objects. To beam
ammo, it will only beam to a beamer magazine. To beam
other small objects, it uses a Gaiacard as a way of locking to
a target. The beamer case will normally be left in the back
seat of a car or in an apartment rather than carried around.
The case pod is also a destination and can be set to
automatically top up from a Beamer spike mounted on a
spacecraft.
Cost: 25 000
Rarity: 50%

Crew Members

c a v e n g e r

e t t i n g

unk isnt junk to everyone. There is trillions of tonnes of junk


waiting to be plucked for free and sold for profit. A Scavengers job is to find, repair and return for sale. In Gaia soap
operas, the Scavengers (Scavs) are romanticised relic hunters, sifting through jewels and art from before The Droid War.
In reality, they are treated as the lowest of the low when it
comes to ship crews, Scavs spend their time in dangerous
wrecks, hunting out cargo and objects of value. Within these
floating shipwrecks could be any manner of dangers: traps,
dangerous equipment or even a stranded Droid.

Type: Source and Destination


Capacity: 800 x 2.2 or 600 x 5.5 or 500 x 7.4 or 1000 energy
Range: 10km from pod to magazine
Encumbrance: 5

Beamer Magazine
The beamer magazine clips into any firearm and feeds
the weapon with ammunition at the rate of fire. The
magazine operates like a normal magazine, if connection
to the beamer source is lost then it can be used as a normal
magazine. You only need one beamer magazine as it has a

104

The Botchery Clipper

Wrecks and abandoned colonies, still inside Human


Occupied Space, have plenty of treasures and dangers
alike. A persistent search of space rarely travelled is the
home of Scavs, a long way from any Orbitals or colonies that
could give assistance. Even if you did use a Gaia beacon to
call for help, it could be days before any ship could get to
you.

Your first job on a Scavenger Vessel will be on the Botchery


Clipper. A converted long haul freighter, the Botchery
Clipper appears to be a typical Scavenger Vessel. On closer
inspection the patchwork of modifications and improvements
hide a multitude of sins and hidden areas. To anyone without
stars in their eyes, it looks perfectly camouflaged for its job:
a pile of junk. To romantics, it is gushing with quaint charm.

This Setting is designed to introduce you to Icar in small steps.


Your Character will begin with very little except the promise
of great fortune. As you progress, you will acquire better
technology and even your own spacecraft - either to serve
your own personal goals or seek further fortune.

The Captain

What is here
This is the players section for playing a team of Scavs. It will
introduce you to the rest of the crew non-player Characters
(NPCs) that will be played by your GM, help you create a
Character, tell you how salvage works and introduce you
to the Anadar Cluster, which is where you will be treasure
hunting.

Salvage Vessels
A Salvage Vessel is a spacecraft normally converted from a
decommissioned spacecraft of some another role, such as
freighter or executive transport. The vessel normally has the
following Characteristics:
Large. Carrying in bulk saves on charges incurred at
Orbitals. Larger items tend to have a better credits per
tonnage price.
Inexpensive. Created from salvaged parts and normally
evolved from what is available at low or no cost. This leads
to a Salvage Vessel being...
Slow. An Salvage Vessel takes many years to Salvage
one small area of space, returning to base only to off load
cargo and sell on.

Range: 100km

Salvage Vessels have a very strict crew structure. In an


emergency, everyone needs to know who is in charge and
what their role is. Also, a crew structure allows the crew to
have the feeling that they are advancing. The number of
crew members are kept to a minimum and most have two
jobs. In general they are split into Salvage Team and Home
Team. All crew members work equally when in search of
salvage, but when they approach a wreck, the Salvage
Team normally enter the vessel whereas the Home Team
remain on the Salvage Vessel. Every person in the Salvage
team has a speciality, but they all share some areas of Skills.
Most of the Salvage Team have technical backgrounds.

Ad hoc shape. Unlike the executive or large trade


vessels, the Salvage Vessels tend to be unsymmetrical in
shape. This adds to the lack of appeal they have.
Poor Condition. Most of the systems on board that do
not directly aid the operation of the craft (Bioreorganisers
etc) are normally of poor quality. This makes the standard
of living generally low.

This is the person who takes responsibility for their crew.


The Captain manages the accounts and makes the final
decisions. The Captain provides motivation and drive,
striking the balance between a happy, well working crew
and profitable hard work. When attending some salvage,
the Captain rarely leaves the Salvage Vessel (Home Team).

Ms Madeline Stuo
The Captain of the Botchery Clipper is a tough woman of 62
years old (21st Century Earth time about 35 years old). Before
buying the Clipper from another Salvage firm, she spent 15
years as a technician on the Drackis Orb, Remmar. A thin
and harsh woman, she speaks very little and is going grey
early. She insists on uniformity within the crew and thus wears
a one piece environment suit just like everyone else. Captain
Stuo has loose morals and can make some very quick and
cold decisions. Too thin to be attractive and with long black
hair invariably tied into a bun, she often appears older than
she is.

The Medic
Every commercial Vessel requires a medically trained person
before any other crew members are employed. The Medic
is the second most important person on the ship, with them,
the ship may not operate (there is no law but generally
accepted canon). The medic often has plenty to do on an
Salvage Vessel, from dealing with injured crew members
returning from a dangerous Salvage mission to making sure
the Captain spends enough money on the medical bay
equipment. The medic only leaves the Salvage Vessel in dire
circumstances (Home Team).

Dr. Sorex
The Medic on the Botchery Clipper is an Automaton of
Dorian design. Educated with some of the best medical
programs available, there is not an illness he cannot cure.
Unfortunately, he hates his owner, the Captain. Her loose
morals and lack of respect for the lives of living creatures

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Beamer equipment can be jammed easily (and will be by


Droids by default) but jamming can be localised. Jamming
beamers will also jam Prospace Communications, so it is
easy to tell if the local area is being jammed. For example, if
pirates blockade a planet, then jamming will occur in orbit
only, beaming on the surface will still work.

The Chief Tech


The last part of the Home Team is the chief Tech. This person
makes sure that the Salvage Vessel is not in danger and
keeps the systems on board in fine working order. The Chief
Tech is often made second in command and spends most
of their time between engineering areas and the bridge. The
Salvage Team normally report to the Chief Tech.

Iss Horn Barnarder


Known as The Chief, Iss Horn Barnarder, is one of the most
experienced Scavs in the trade. At the over ripe age of 102,
The Chief has been on Scavenger Vessels since he was 10,
retiring to the Home Team only 20 years ago. The Chief is
very much like a father to the crew and treats them all with
respect. Unfortunately, he is a soft touch and although he
could stand up against the often heartless will of the Captain,
he always backs down. The Chief is human, bald and walks
with a limp.
The Chief has many stories and rarely attempts to tell the
same one twice. He misses the excitement of being in the
Salvage Team but understands that the team on the wreck
need his support back on the ship.

S c a v e n g e r

C h a r a c t e r s

he Player Characters play a Scavenger Team. This team


is often ordered to go onto places which are dangerous
and must scavenge items that can be sold on later. This must
be done quickly. Every member of the team costs money to
keep on board, so each member has to prove their worth
with every trip. If a member of the team is not pulling their
weight, then they are likely to be fired at the next port. It is
rarely the case that a whole Scavenger team is lost while on
Salvage. This is tragic and leads to the main ship returning to
port to hire a new team.
People join Scavenger Vessels for a huge variety of reasons,
from the desire of adventure to escaping responsibilities.
New teams are difficult to form from scratch, people are
suspicious about an Salvage Vessels requiring an entirely
new team.
Character creation should be performed using the process
outlined in Character Creation Overview on page 3.

The New Botchery Team


I was bored. I saw an advert for a Scav Away Team. I knew
that Scavenger Vessels are not as prestigious as freighters, but then a freighter is not nearly as exciting. And they
require you to be qualified first! I needed experience to
join a freighter crew and needed to join a freighter crew
to get experience. Experience was not a problem on a
Scav. Theyll take anyone with a heartbeat.
So I turned up and seemed to have what they were looking for skills-wise, there were some others there too. An old
man talked to us, he told a story about how lonely and
cold space is but how rich the rewards can be. Then the

Captain, who was this old woman in a jumpsuit said a few


words and that was it. We were to leave tomorrow. Wed
not even been shown the ship! One of the other new recruits said that this was probably a good thing.

Character concepts
If you cant think of a Character concept straight away,
then choose one of the concepts below and then build and
twist it as you play. These are just examples, please feel free
to invent or twist the ones that are here. They are designed
to give you a jump start into the Character. After you have
chosen concept, move onto getting a Skeleton.
All these concepts refer to a small space station called an
Orbital. You do not have to start there. If you have a better
idea, suggest it to your GM to see if it fits with the starting
plan.

Idealised School Leaver


Youve left School, youre 18, you know your subjects well
and now your ready for the gargantuan Galaxy. Your parents
are hassling you into joining some technical division of the
Orbital on which you live, but you want more excitement
than just fixing peoples ablution cubicles. Youre proud,
impulsive, enthusiastic and have a naive and inaccurate
view of space travel.
Youve secretly read about Scavs, listened intently to stories
and it sounds like the life for you. You want everyone to like
you and be part of a family that fights through adversity.
Fortune is less important, riches can come later. The small
Orb you come from is just too hick, you want to see the stars
and fly through nebulae!

Ex Convict
You made a few mistakes and youve done time on a
Star Enforcer prison colony. You have no money and are
sick of living in the Orbitals sheltered accommodation for
rehabilitation. The only jobs that are open to you are the ones
no-one else wants. You have to get off this bloody Orbital
but no trade vessel will take you. You need employment with
someone who wont ask questions - and wont mind if they
find out youve done time. Youre worldly wise, courageous
(only the weak obey the law), humble and fearful of
committing crime.

Waster
Youve wasted you life away with avoiding work and
having fun. You need to prove to yourself that youre not
worthless. Youre a kind person, but the Skills you have are
not accredited and you cant get a job. Youve worked
hundreds of dead end jobs that would be done by an
Automaton on richer colonies.
You didnt stick at any of them. Being on a Scavenger Vessel
sounds more interesting than serving fat businessmen their
food and will give you an employment record. If you dont
like it after a few days, then you can just leave. Youre not
really into the whole danger thing, just a steady pay packet
and some respect.

Sociopath
You dont like large numbers of people and you have a
temper problem. You dont like crowded areas. You dont
like authority too much. You will go with the crowd, only if the
crowd are going your way. You want to fight for life a little,

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but the authorities wont allow you to express yourself. Youve


been told to leave the orbital. You know all the conspiracies,
you tap into all the main information sources and you find it
difficult to trust people. The Scav is the best place to be, no
conspiracies, no trouble, otherwise youre dead. Perfect.

Failed Trader

Colony Technician
When it comes to the technology behind colonies, you
are the best. If it is on or under the ground, you know what
to get and from where. You can open up the systems in
minutes. You also know about explosives, getting in and out
is important!

You lost your ship. You had it all, a crew, respect and your
own damn vessel. Now youve lost it all. You just didnt know
when to be humble and listen to others, your selfish and
foolhardy manner has meant the end of your career. And
now, youre reduced to this: a bloody Scav, the lowest of the
low. You were great and you will be great again, if only the
bitterness would go.

Colony technology Skills and explosives.

Dreamer

Spacecraft and Orbital Know Skills.

Where science and art met, you lived. Right on the edge of
it all. The money dried up. You dont really understand why,
it just went. Youre virtuous and honest to the point of self
destruction, but without art, your fiery temper has nothing to
vent itself on. You need a job but your qualifications are not
enough for a trade vessel, so the Scav sounds like the best
place. Theyre all oddballs, theyll appreciate you.

Human Resources

Mid-life Crisis

Street and Trading Skills and Empathy / Persuasion.

Youve spent your life playing it straight, working for


Corporations making pointless rubbish for a virtual world.
Youre 60 years old and youve spent them all playing it
safe, taking no risks. Youre fit and healthy and have lead a
good life. Now you want to have the excitement you have
been missing. Youre not going to like the step down in living
standards that the Scavenger Vessel is going to offer but it
will be worth it for the adventure! Now you will know what it
is like to really live.

Zero G Technician
If its in space, you know about it. You are the main drive on
most scavenger operations because you know the most
about floating wrecks. Operating without gravity comes
second nature to you.

Often, the crew of the wreck are not quite dead enough. At
this point they need to be sorted out. Also, you know what
gets good prices and what the market wants. You are the
dealer. The Human resources member also have the task of
finding new crew members when the Captain is busy.

S p e c i a l

he following Skills are possessed by all Scav Team members. They do not appear elsewhere and count as specialist Skills used only by Scav Team members. As the Scav
Team members are usually new to the job, they begin at
starting levels. If a Character is to have experience in the
field, then they are to begin with (5 x Wit)+10 percentage.

Zero G Operations

Skeletons
You have chosen your Character concept. This is what
makes your Character tick. Now this needs to be wrapped
around a skeleton. Many of the skeletons look very similar.
This is because what makes a Scav Character unique is the
Character concept. You will notice that each skeleton has
a primary and secondary role. This only suggests the sort of
Skills they have and what their function is, do not think this is
a restriction to how you can play your Character. Normally,
you get one of each type in a crew.
The detail of each skeleton is given at the end of the
Scavenger Setting, just before the GM guide.

Security
Your main job is ensuring the safety of the rest of the Scavs.
Your technical knowledge is used to make sure the wreck
you are salvaging is safe to work on. You are the one with
the gun.
Weapon Skills and general tech.

Shift Shift Wit. Instructor.

Operating in Zero G is not easy for most, it can be


disorientating and difficult. Zero G can also be used in
favour of the worker, taking the strain and weight of tools.
When entering Zero G conditions (each time), this Skill must
be rolled. If pass, then no further effects. If fail then the user
will find every task at Hard modifier.

Mechasys Extraction

Shift Wit Wit. Self Taught.


Requires: Possession of any Systems Skill.

When removing parts from a wreck, it must be done quickly


and without damaging the item. This Skill is to be used when
an item is not easily removed. First, the appropriate Skill is
used and if this passes (at normal difficulty) then Extraction
is used to remove it without damage. A pass will mean that
the unit may be sold as new, otherwise a loss of money will
occur.

Rayengine Technician

S c a v e n g e r

You are the Hacker, computer freak. Quite often, you are
needed to open airlocks using Gaia or source information
from the wrecks computer (such as logs or cargo manifests).
Before a mission, you will research Gaia to see if any
information from before the Droid War is useful.
Gaia/Hacking Skills.

S k i l l s

O p e r a t i o n s

cavenger Operations are dangerous but the dangers


can be lessened by using a standard operating procedure. A series of guidelines that help stop problems before
they develop and avoid putting the whole crew into danger.
The steps below assume that the salvage is chanced upon.
If the crew is tipped off about the location of a worthwhile

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goes against his very deepest soul. Having dealt with this
kind of laissez faire attitude to life has made him bitter and
cynical, giving him the worst bedside manner imaginable.
Although humanoid in feature and shape, the metal skin
(which he says is a reminder of what he is) that covers him is
poor testimony to his complexity of design.

The timings out from the salvage are the number of hours
until the team set foot on the salvage.

1. Long Range Detection


While Light Jumping through space, a non-astronomical
object can be detected from afar (1 square on the cluster
map either side of the route). Very little information can be
gathered during Light Jump so the journey may be changed
to take a jump nearer to the object. The scavenger Away
Team may not be notified that the route is changing. This is
normally between 10 and 12 hours out.

2. Approach
The Away Team are put on standby and begin equipping.
At this stage there is no idea whether the wreck will produce
anything of any value or not, although the Salvage Vessel
crew are committing themselves to taking a closer look. This
is 8 hours out.

7. Salvage Team Post Briefing


The Away Team return to the Salvage Vessel once either all
of the salvage is collected or there is no more room on the
Salvage Vessel. An inventory of all the equipment is taken
and the team analyse how they can work better in future.

8. Depart
Any objects removed from the wreck are cleaned,
catalogued and stored ready for sale. The Salvage Vessel
either returns to base for sale and repairs or continues the
search for more wrecks.

Salvage Law
What constitutes Salvage? Is there still an owner? Salvage
law was originally instated by the Imperium in 96002 and
used technology to solve the question of ownership. Salvage
is defined as:
Any item which has been discarded by the owner or
where the owner is deceased and no claim has been
made on the item. Upon locating Salvage, Star Civilisation
must be contacted to register salvage rights.

3. Medium Range Scan


The Salvage Vessel will not Light Jump close to the object, it
is dangerous to do so: sometimes space anomalies appear
as objects on long range sensors.
The Salvage Vessel leaves Light Jump and performs a medium
range scan at about 6 hours out. From this scan, quite a lot of
information can be gauged, such as type of wreck or colony
and estimates of value are made. The Captain will decide
whether to continue to the wreck or to move on based on
the information presented and the expertise of the crew. A
meeting is normally held post-scan for this reason.
If the crew has a Gaia technician, they will research Gaia
for any information on the wreck. The Protected Junk List is
checked to see if the wreck is on it (see Salvage Law).

4. Circuit of Wreck
A close range (5000km, further if it is a planet, moon or Orb)
and 2 hours out, an information gathering circuit of the
wreck is performed. By the end of the circuit, the Scavenger
Team must be completely ready to begin. This final circuit will
provide tactical and safety information for the Scavenger
team. Life support and structural information is also gathered.

5. Salvage Team Briefing


1 hour before the operation the team are briefed by the
Chief and the Scavenger Team leader. The particulars and
jobs are set out for the team.

6. Salvage Mission
Zero hour, the team arrive on the salvage for their mission. The
mission can take between 1 hour and 10 days depending on
the size of the wreck or colony. The Scavenger Team work 30
hours and then rest for 10. If the Salvage Vessel is more than
an hour away, rest periods are taken on the salvage, be it a
colony or wreck.

- normally bartered based on a percentage of list price (use


the price list in the Appendix as a guide). Antiques are more
difficult to value as an interested buyer must be found. All
pieces must be evaluated and the Salvage Vessel only ever
returns when it nears its tonnage capacity.

S c a v e n g e r

E q u i p m e n t

ll Salvage Vessels have their equipment customised.


Every wreck that is encountered has a treasure trove of
items that can either be sold or installed. This leads to a some
inventive uses of spare parts and installation of nonessential parts, purely because they became available and are
not worth selling. Although there is a large amount variation
between the equipment and systems on different Salvage
Vessels, there are some items which appear just about everywhere. They are outlined here (equipment sheets can be
found in the Equipment Index).

Orbihaul Shuttle
Designed by Forester, this Heavy Grav vehicle is used by all
Salvage Vessels for travel to and from wrecks, carrying back
any stripped items and for travel to colonies. It is extremely
robust, quick and easy to repair and designed to be
spacious. The Orbihaul suffers from being extremely slow and
poor handling. These are not considerations for Scavenger
crews who require space and reliability.

Star Civilisation handles all the claims over Gaia. Anything


outside the Light Jump Net (and the umbrella of Gaia) is
not covered by Imperial Law. Many objects are found and
registered each day on the Protected Junk List including
those that are registered by crews who must leave a craft
due to systems failure. The abandoned craft will remain
registered on the Protected Junk List for 50 years, after which
it is available to anyone who wishes to salvage it. Of course,
some Salvage Vessels will return a wreck to a Star Dock - for a
fee. Colonies cannot be listed on the Protected Junk List, so
salvage cannot be protected by the Imperium. If a Colony
is abandoned and there is no clear owner, its a free-for-all.

Moss Environment Suit

Although this is the law, it is often the case that they are bent
and broken. Many of the Salvage Vessels operate in areas
where the Star Enforcer Fleet do not have a great presence.
Whether this is piracy or not is down to your point of view.

An unarmoured space suit which survives extremely


hazardous environments. The Environment Suit is a lightweight
boiler suit in the blue and grey colours of the Botchery
Clipper. For more information see Moss EV Suit on page 98.

Shakespeare Tech Kit


This tech kits has everything a Scavenger Technician requires
in a handy body harness. See Shakespeare Universal Tech Kit
on page 102.

Piracy
Piracy is any criminal act where a spacecraft is used for
arrival and departure. Just about any crime involving
Salvage Vessels and wrecks are considered piracy. Heavily
armed freighters lie in wait for freighters laden with goods,
ready for stripping. Pirates are well organised and choose
their targets carefully.

Profit and Loss


Everyone on an Salvage Vessel needs to pay their way. If a
crew member from either Home or Scavenger Teams are not
pulling their weight then the Captain will fire them. Salvage
Vessels do not make enough profit to accommodate
wasters. Every Salvage Vessel has a daily running cost,
including crew pay, repairs and food. When visiting an
Orbital (which charges docking fees) the amount of salvage
sold must cover the expenses for the next trip out. Therefore,
a balance must be achieved between searching for and
actually stripping a wreck.
The Salvage Vessel has a maximum tonnage it can carry.
Every item has a price/tonne. Bigger items tend to have a
high price/tonne. Rare or high tech items are sold individually

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A n a d a r

C l u s t e r

ituated in the very heart of Remmars Darkspace, Anadar


is an unruly frontier Cluster. Due to a thin Imperial presence, Darkspace is a dangerous place to scrape out an existence.
Anadar has only a handful of colonies which cling tentatively
to their own existence. As the Imperiums influence is weak,
there is great opportunity in Darkspace for a new Imperial
Peer. Two powerful industrial families have risen to the fore:
House Granger and House Tacquent. These two families
battle economically for control of Anadar by helping
fledgeling colonies grow, using fleets of freighters to supply
colonies and acting as much like an Imperial Lord without
having the power or recognition.
Freighters regularly make the Darkspace crossing from Hub
to Rim sides of the Sector. There is too much volume for the
Star Enforcers to cover, so piracy is rife.
Anadar was not always a frontier system. Before the Droids
invaded it was a haven for wealthy patrons of the arts and
the artists they funded. Now, the sparseness of colonies

make it an ideal den for pirates and criminals.

Corisk
The System of Corisk is a shining light in all of the Darkspace
clusters. The first to be re-colonised after the Droids were
swept away, Corisk is unique in that it has had enormous
levels of Imperial resources used upon it. The Imperial
presence here is obvious too: shining new Mex Cities, a high
density of farming on its two inhabitable worlds, a refurbished
Orb and profitable mining wherever possible.

Florence and Penelope


Two of Corisks fifteen worlds are inhabitable. They are
called Florence and Penelope and orbit directly opposite
each other. Florence is the largest planet and the climate
is temperate, controlled by a complex interaction of moon
gravitational pulls and a brand new atmosphere generation
plant. Florence has seven moons, all of which have thriving
mining colonies.
Penelope is moonless and has a wide range of climates from
iced poles to a desert equator. In orbit around Penelope
is the Boudika Orb, a clean and well tendered Orb whose
ordered inside surface looks like a botanical garden. A
healthy rivalry exists between Florence, Penelope and the
Boudika Orb. Corisk is as close to a typical Imperial system as
you will find in Remmar.

Friction with Tacquent


The Corisk System does have its problems. The Imperium
have abandoned attempts to repair the spacecraft dock
in Boudika Orb - which would allow repairs to spacecraft.
Crewing the spacecraft dock became impossible with
Tacquents aggressive employing of technical staff on his
Colony of Essofin. As such, Essofin remains the only place
where spacecraft can have repairs. The same is true for
technology manufacturing, which Essofin has cornered all of
the experts.

Essofin
Essofin is the home of the self-styled Lord E. Tacquent and
his dynasty. Acquentia, a single inhabitable world of tropical
climate is the focus of this seven planet system. Essofin is run
entirely by the Tacquent dynasty. All the major corporations
in Essofin are owned by Tacquent family members.
Essofin is prosperous, built upon a technological
manufacturing empire. The Tacquent industrial cartel allows
the economy to remain stable and huge taxes to levied.
Lord Tacquent claims that the taxes are ploughed back into
Essofin but as strict numbers are not published, it is difficult to
tell whether this is the case.
Acquentia has several moons (one of which, called
Prometheus, is also inhabitable) and many Orbitals.
Falling out of favour with the Tacquent family is bad for
business as taxes are levied against companies not owned
by a Tacquent family member.
Part of Essofins success is its excellent law and order record.
Essofin has a civilian police force called The Metropol who
tirelessly work to keep criminal elements off Essofin. By entering
the system of Essofin, you agree to sign up to an augmented
set of Imperial law and also sign away some of your rights
too. The Imperium is not happy with this arrangement but

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wreck, then the first step is normally missed.

were higher densities of humans.

Obyrworld

Automatons are banned on Harramunda. Any spacecraft


based Automatons (such as spacecraft avatars) must
remain on board.

Obyrworld is a single planet in the Amo system. The other


planets of the Amo system were destroyed in one of the most
bitter defences of The Droid War. The system is littered with
planetary debris in the form of asteroid belts, leaving only
Obyrworld intact.
Obyrworld is circled by a set of rings, the remains of three
Orbs, which were destroyed by colonists trying to stem the
tide of Droids. The rings consist of technological fragments
of these artificial moons, rich in both danger and reward.
The Imperium classifies Obyrworlds rings as simple Youre
on your own. The number of objects is too great and the
movement too chaotic to simply scan for valuable goods,
the only way to find salvage is to get in amongst the debris,
much of it the size of large cities.
The planet surface has an unpredictable climate. A single
remaining atmosphere generation plant fights to keep the
air breathable and surface temperate. Within a week, the
weather can change from desert conditions to tundra and
then tropical forest. Only the toughest plant life can survive
such epic changes.

Pri-Sot

The Pinnacle Trade group is an umbrella corporation for lots


of trade vessels throughout Anadar. It is where everyone
wants to work. Good pay, working conditions, leave,
uniforms and perks. Planet leave is always in places that are
interesting and the hours tend to be short as the crew runs
in many shifts. Often the Pinnacle trade group spacecraft fit
cabins and improve their facilities, making the vehicles very
comfortable for passengers and crew alike.

Rhot Orb

The pay on these ships is normally so high that any other job
would require a massive pay cut and thus the crew-turnover
is small. This in turn creates a family atmosphere. Most of the
spacecraft are freighters but there are the odd one or two
Scavenger Vessels.

Rhot Orb holds a planetary orbit in the system of Rhot


and is remarkable because it was largely untouched by
the sweeping obliteration of the Droid army. The Orbs
automated processes have continued to function since The
Droid War and the plant life inside has long since taken over.

The lethal rings of Obyrworld entice hundreds of green


Scavenger crews but the danger is not just Newtonian;
pirates are known to operate around Obyrworld. Small
Orbihauls sift through the remains of the Orbs, selling their
wares back on the planet surface and the pirates pick them
off with alarming regularity.

Dess-Kay-Dar

Power and Influence

A system rich in both minerals and chaos. There is a running


joke held by people who do not live there that Dess-KayDar has a Government for every season. Dess-Kay-Dar has
two colonies: Fexor is the prime colony, an inhabitable fourth
planet, whos landmass is sparse amongst massive seas of
water; Parachania is the fifth in the system, a rocky planet
whose valuable mineral resources has lead to a sprawling
sub-surface colony that can house hundreds of millions.

Like any Cluster, Anadar has its fair share of local celebrities
and companies. This is not an exhaustive list but gives those
that you would have heard of.

There is never an outright war in the system of Dess-Kay-Dar


as that would scare off the trade vessels but tempers do flare
and bring with them riots and quelling.

Kale
Loved by its colonists, Kale is a system of only one colony
and a thriving food industry. Founded on Humanist ideals of
peace and love, Kale uses only machines that are absolutely
necessary for them to live and communicate with the outside
world.
The colony is on paradise planet of Harramunda, the 6th
planet of the system. At the time of The Droid War, Kale only
had a few thousand inhabitants - all of which evacuated
safely, leaving the world untouched. The Droids passed by
the near-empty planet to concentrate on areas where there

The Pinnacle Trade Group

Pri-Sot is a system somewhere between myth and reality.


Referred to in pre-Droid war media as a utopian paradise for
artisans and their patrons, it is one of the reasons Anadar was
ever famous. What makes Pri-Sot a myth is that its location
was only ever shared by word of mouth and has since past
into obscurity. There are Scavenger Vessels dedicated to
finding Pri-Sot, although the crews are treated with some
considerable contempt.

Rhot Orb has always been a favourite location for tales of


hidden treasure. The most whispered story is of a pirate fleet
who took refuge there when the Droids came. When they
realised that the Orb was to be left untouched by the Droids,
the pirate fleet took the Orb over and used it as a base of
operations and a place to hide valuables they stole. After
a year of stockpiling treasure there, the pirate fleet met the
Droids head on and was destroyed.

To list the factions fighting for control on Dess-Kay-Dar would


be impossible. Shifting politics, allegiances and alliances
make for a very volatile situation. Couple that with intercolony rivalry, an almost inexhaustible supply of hired
mercenaries and business unchecked by the Imperium and
you have a vibrant and unruly backdrop.

allows the fleet to ride through economically hard times.


They lend their name to the fleet but are not a controlling
influence. The fleet is managed in a democratic way and
it is believed that a member of their council works for Star
Civilisation. The fleet of Granger are banned from Essofin.

Lord E. Tacquent
At 54, this industrialist and trader is a growing influence in
Anadar. Based on Essofin, the self-proclaimed Lord Tacquent
is a harsh man who runs a tight police state where little crime
exists. Tacquent has publicly denied any aspirations for
Imperial Peerage nor does he want any Imperial presence
on his system. Any publications about Tacquent are carefully
controlled, so little information on Gaia is available. It is
undeniable that Essofin is the most profitable system in
Anadar.
Tacquent heads a family that acts like a dynasty. The family
is huge and controls all of the main industries on Essofin.

The Fleet of House Granger


The Fleet of House Granger is the name given to a nomadic
fleet of spacecraft that roam Anadar. The fleet is huge and
consists of gargantuan ancient spacecraft. The Grangers
have a calm and respectful outlook and as such those
that work and live in the fleet are happy to do so. The fleet
is self-sustaining and stops at systems to off load food and
manufactured technology while picking up raw materials.
It is best to think of the fleet as a roaming planet. They are
not a trade group as such because they do not work routes
back and forth between planets.
The Granger family tries to keep out of the spot light, although
it is their wealth (and investments held in Sayshell Sector) that

110

The Undertow
The Undertow is a Scavenger Vessel that is similar to the
Botchery Clipper in every way. As such you would have
found out that they are the bitter rivals of the Botchery
Clipper crew.

Epilogue
You now have all the information required to play the
Scavenger Setting. Unlike most settings, the Scavenger
setting requires more guile and less guns. This leads to more
roleplaying and clumsy fist fights.
Also, as a Scav team, you might feel like you are being
railroaded along a linear path for the first few sessions. This
is normal in any setting and is set this way so that you can
get to grips with the system and setting long before having
to make decisions for yourselves. The missions will give you
momentum and help you learn the system, the setting itself
is of sandbox nature and choice will be there if you want it.
In the Scav setting, death is common. The only armour you
have is your Environment Suit. The group begins with one
gun and none of you are really combat ready. As long as
you hold back on the gun-ho attitude then you can keep
making it through.
Dont be afraid of exploring the Botchery Clipper or asking
the Doctor and Chief questions, they are likely to answers
truthfully as they dare. There are some things that are
counted as the Captains personal business, but then, if
youre the sort of person to poke around, then why not ask?
She can only say no.

Scavenger Setting Skeletons


Over the next few pages, are a few example Skeletons
to choose from. If you have an idea for a character that
doesnt quite fit with a Skeleton then the GM may let you
make a new Skeleton. The GM has some notes in the GM
section on how to build new ones.
Remember that a Skeleton does not determine all you can
do in the crew - only what you are best at. As your Character
grows, you will buy more skills and either carve a niche or
broaden your Characters abilities.

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S ScavengeSc Scaven

does not have the resources to deal with it.

S ScavengeSc Scaven

S ScavengeSc Scaven

Scav Colony Technician

Scav Security

You know how it all works, below surface,


above surface with hazardous atmospheres
and all. If people live somewhere, then it is
within your remit. Most people live in colonies
- they spend the whole lives there - but they
never see it they way you do; a graceful web
of technology silently labouring.

The team must get off the wreck in one piece with as
much kit as possible. Its your job to ensure that they do.
You are first in and last out. There is considerable cost
to hiring replacement crew members, so youre not
allowed to sacrifice any.
Once youre happy that it is acceptably safe on the
wreck, you will help search out valuable salvage. The
Techie types are an excitable bunch but that can lead
them into trouble. Youre there to lead them out.
The Scav Security is there for the safety of the group and is a
good choice for the group leader. They are the tough fighter
in the group and are the only one that understand how to
fire weapons and is fight hand to hand. The Scav Security
is responsible for the safety of the team, if any die during a
mission then the Security will be held responsible.

The Colony Technicians speciality lies within any


colony on a planet. This can either be pro or subsurface. When arriving at a planet, the Colony Tech
will usually study the site first and then make note of
where the most interesting items are. They will also
make suggestions about the safety of a colony and
thus they understand about planetary mechanics.

Security also extends to operating on board the Scavenger


Vessel. It is important that no harm comes to the spacecraft.
During space combat, Security will always be manning the
guns, unless they are boarded!

For spacecraft wrecks, the Scav Colony Technicians


general Mechasys Skills come in very handy. During
Space Combat, the Colony Technician is most useful
assisting the Zero G Tech in keeping the Botchery
Clipper together.

Suggested Attributes

Suggested Attributes

Battle and Shift minimum of 6.

Wit minimum of 3.

Meat minimum of 5.

Soul minimum of 4.

Starting Skills

Starting Skills

Skills have default starting levels unless otherwise stated.

Skills have default starting levels unless


otherwise stated.

Law

Law

History

History

Biology

Biology

Physical

Physical

Chemical

Chemical

Gaia Know

Gaia Know

Med Basic

Pilot Grav

Zero-G Operations

Zero-G Operations

Mechasys Extraction

Mechasys Extraction

Pilot Grav (Wit + Wit + Wit + Shift + Shift) + 2D10

Colony Know (5 x Wit) + 2D10

Light Firing (5 x Wit) + 2D10


Heavy Firing (Wit + Wit + Shift + Shift + Shift) + 2D10
Street Fighting (Battle + Battle + Battle +Shift + Shift) + 2D10
Streetwise (Wit + Wit + Soul + Soul + Soul) + 2D10

Colony Systems (Wit + Wit + Wit) +


D10
Colony Design Wit + 10
Vehicle Know (5 x Wit) + 2D10

Mechasys Know (Wit+ Wit + Wit) + D10

Macromechanics (Wit + Wit + Wit) + D10

Mechasys Systems

Mechasys Know (5 x Wit) + 2D10

Starting Equipment
Arms 5 Machine Gun. 2 magazines of 5.5 ammo (no
grenades). Nelson Pistol. 2 magazines of 2.2 ammo. 2
Changes of clothing. Moss EV Suit. Personal Effects.

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Mechasys Systems (Wit + Wit + Wit) + D10

Starting Equipment
Shakespeare Tech Kit. 2 Changes of clothing. Moss
Environment Suit. Personal Effects.

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Human Resources

Floating wrecks are common salvage and you


know it. They are also the most varied and cost
effective. You can see the subtleties in design of
a ship or Orbital from a light year away and you
are guaranteed to tell whether it is the ship that will
make it big for the crew. Youre more in demand
than other Techie guys because your subject is more
useful.

A problem with wrecks is that the owners are not


always dead. In those cases, you could argue it as
piracy, which of course it is not. Youre the mouth and
brains of the party and you act as group glue. You
might not be the most useful technically but you make
up for that with social savvy.
Although a general technician during the mission, the
Human Resources team member provides common sense
and non-technical points of view. This is very useful in a
mission because Tech types will become engrossed in the
technical problem, whereas Human Resources is there to
see the bigger picture. Wrecks are often left in a state that
tells a human story - part tragedy but often with a tale of
hidden riches.

The Zero G Technicians remit is the


knowledge of anything that operates in no
gravity. This includes both orbitals and star
craft. When arriving at a wreck, the Zero G
Tech will usually study the site first and then
make note of where the most interesting
items are for scavenging. They will also
make comments about the structural
safety of the wreck before beginning the
mission.

Human Resources will also be able to make snap appraisals


on the worth of nontechnical items such as peoples personal
effects or artwork.

Suggested Attributes

As a secondary duty, the Zero G


Tech will be required to supervise and
advice on modifications, upgrades and
improvements to the Botchery Clipper.

Soul minimum of 7.

Starting Skills
Skills have default starting levels unless otherwise stated.

On missions that lead into a colony, the


Zero G techs general Skills set can come
in handy, although their specialisation is
somewhat useless. Every Scavenger Team
MUST have a Zero G Tech.

Law
History
Biology
Physical

Suggested Attributes

Chemical

Wit minimum of 6.

Pilot Grav

Soul minimum of 5.

Zero-G Operations

Starting Skills

Mechasys Extraction

Skills have default starting levels unless


otherwise stated.

Research (3 x Wit) + D10

Gaia Know (5 x Wit) + 2D10

Law

Street Deal (Wit + Wit + Shift + Soul + Soul) + 2D10

History

Street Trading (Wit + Wit + Shift + Soul + Soul) + 2D10

Biology

Street Wise (Wit + Wit + Wit + Soul + Soul) + 2D10

Physical

Street Scam(Wit + Soul + Soul) + D10

Chemical

Empathy (Wit + Soul + Soul) + D10

Gaia Know

Persuade (Wit + Soul + Soul) + D10

Pilot Grav

Mechasys Know

Mechasys Extraction

Starting Equipment

Zero-G Operations (5 x Shift) + D10

Gaiacard with Isis. 2 Changes of clothing. Moss Environment


Suit. Personal Effects.

Spacecraft Know (5 x Wit) + 2D10


Spacecraft Systems (3 x Wit) + D10
Spacecraft Design
Mechasys Know (5 x Wit) + 2D10
Mechasys Systems (3 x Wit) + D10

Starting Equipment
Shakespeare Mech Kit. 2 Changes of clothing. Environment
Suit (with communicator and Grav pack). Personal Effects.

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S ScavengeSc Scaven

Zero G Technician

Its no good having a floating gold mine if you can


not get inside it. You have to be at the forefront of
every mission because they will rely on you to get the
power on, open doors and leech vital information
about the wreck from the on board Rayengine. If
there are any Automatons on board, it will be you that
decides whether or not they have been infected by
Droids. You dont call yourself a hacker, but you share
the same skillset.

Borg. Byrnie, you are here. The door is here. There is a table
in the middle of the room.

a m e s m a s t e r

u i d e

There is little here for the players to latch onto except the
target. By adding some extra detail, you can help the players
make much more descriptive actions.

elcome Gamesmaster (GM), this section will help


you run Icar. Avoid sharing information from this Section with the players (unless their Characters discover it). This
guide is written in an authoritarian style, not to impose laws
but to keep it brief and make it easier to use as reference.
Anything in this guide or the rules is open to interpretation
and bending to meet the needs of your group is encouraged.

The Rayengine Technician


is
always
the
first
fitted up as they are
the
second
onto
the wreck behind
Security. If there is
power, they can open
doors, re-route power
and can get salvage
back into a stable orbit or
even operational again.

The GM Section is split into the following sections:


Understand This Before You Play describes some home
truths about the Icar system, what to expect.
System Mechanics gives more examples of play and how
to best apply the rules.
Characters explains Skill use and how much RP to give out.
Background expands upon the background given in the
main section with details that the players do not need to
know (or will find out during play).

Every spacecraft will have a


data store somewhere and in that
store might be information that will
help pin point valuable cargo or in
suspicious circumstances help understand
what happened to the wreck. Dead members of the crew
will have Gaiacards that might hold the secret location of a
stash.

Suggested Attributes
Wit minimum of 7.
Soul minimum of 5.

Icar is designed for a sandbox Campaign play. A


campaign is a series of adventures played back to back
with the same player Characters and recurring NPCs. A
sandbox is where the players get to choose what they do
next.
The combat system is lethal.
Dont try and use all the mechanics in the first session.

Law

M e c h a n i c s

History
Biology

Combat

Automaton Know (5 x Wit) + 2D10

The aim of the combat system is to provide fast and loose


scenes while still having to make tactical choices. It is not
recommended that you use a battle map with miniatures.
This is because combat will happen in four dimensions: a
player character wrestling a suspect to the floor, a firefight
with the guards, drive by fire support and Hacking doors
closed over Gaia. Its much easier to represent that on a
scribbled map with a grid to help represent scale. Rely upon
description in scene setting rather than where miniatures are
places on a grid.

Automaton Systems (3 x Wit) + D10

The Importance of Scene Setting

Zero-G Operations
Gaia Know (5 x Wit) + 2D10
Pilot Grav (Wit + Wit + Wit + Shift + Shift) + 2D10
Gaia Systems (5 x Wit) + 2D10
Gaia Design (3 x Wit) + D10
Gaia Hacking (3 x Wit) + D10

Mechasys Know (5 x Wit) + 2D10


Mechasys Systems (3 x Wit) + D10

Starting Equipment
Gaiacard with Isis. 2 Changes of clothing. Moss Environment
Suit. Personal Effects.

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Close Combat is a descriptive affair. Characters punch,


kick, head butt, dodge and more. It is a very visual form of
combat. If the player wishes to make use of the environment
in close combat, that is fine too.
Example: The PC has the enemy in a hold and they are
standing next to a wall. The enemy has not managed to
break free. The player chooses to use a punch-punchpunch combo next turn but would like to slam the enemy
into the wall. In a real fight, that might be tricky but it does
show that the player is taking the situation into account so
ask for a Street Fighting roll and the wall becomes a blunt
weapon.

Understand this before you play

Skills have default starting levels unless otherwise


stated.

Mechasys Extraction

Close Combat

Scavenger Setting Gamesmaster Notes gives extra


information for the Scavenger Setting and applies the
tools given in this section.

Ideally, 5 players (which will be assumed from here on).

Chemical

By adding a little more description, you are prompting the


player to think about the decision. There is a little guiding
here, hinting that the player might want to leave. Too much
explanation fluff such as the colour of the walls will take too
long. If the player asks questions to further define the area,
that is fine but answer quickly and press for a decision.

Running an Icar Sandbox explains how to run an Icar


campaign the way Rob Lang does.

Starting Skills

Physical

Better scene setting example: The bad guy is a Borg, he is


carrying a huge gun in his right hand. Byrnie, you are here
by the door control panel. There is a office table here, the
Mesh exits are here and here. There is a cracked window
behind the Borg. The ceiling is 3m high.

All of the combat systems in Icar require you to set the scene
before combat begins. By setting the scene well, you will find
that the players will get involved in describing the combat,
rather than simply rolling dice and reporting damage.
Poor Scene Setting Example. The bad guy is an armed

Descriptive words
When describing the blows taken and given in close combat,
it can help to add some
Descriptive Words
adjectives. Head butts can
crack, kicks might thud and
Punches and
punches can slap. Below is a
Headbutts
micro-thesaurus of words you
Thud, Crack, whack
might use. Encourage your
players to describe the punches.
Kicks
If the player uses the environment
to build flavour into the combo,
then reward them by doing extra
Stun.

Cheat Sheets
In the Appendix are quick
reference cheat sheets. They
duplicate the salient points of the
rules. Nothing secret is printed on
the cheat sheets, so you may
share them with the players.

Slam, pound
Stamps
Crunch, smash, mash
Blocks
Snap, Slap, Spring
Dodges
Woosh

Fire Fighting
Weapons in Icar are lethal but medicine and armour are
powerful. If you put unarmoured, unarmed Characters up
against just about anyone with a pistol, they are going to have
pieces shot off. Always have a medic on hand because the
medics Skills and equipment are vital. If the players shun the
idea of playing a medic (which is reasonable), then add one
in as an NPC or run a less-lethal campaign. An Automaton

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Rayengine Technician

Other things I reward:


+1 RP: If the group take command of their own destiny
and rather than being fed information, go and find it
themselves.

To simplify the bad guys rolling to hit, assume that every bad
guy has a Skill of 60. Roll your hits on a D100 still but 60 is the
value you must get under.

+1-3 RP: Downtime. Between sessions, encourage the


players to discuss the events of the session and do any
planning. Email, forums, Google+, Facebook or Twitter
are all good ways of organising this. The aim is to reduce
the amount of time spent shopping, planning, scheming
and not roleplaying when at the table. If the downtime
enriches the game, adds back story or allows more play
to be done at the table, I award RP for it.

To easily work out how much an NPC is dealing in damage,


assume that they are firing the weapon with the full number
of rounds per turn. If the weapons Blast Factor (BF) is higher
than the player Characters Armour Rating (AR) then the
Character takes all of it. If the BF is less than the AR, they take
a 10th. Just knock off a zero from the end of the damage.

+1-3 RP: Recap. When recapping the last session (see


Organising your Game Session on page 123), an
entertaining recap performed from the point of view of
the Character will gain 3 RP. A simple list of events will get
1 RP.

C h a r a c t e r s

Using Skills
When using a Skill for Character knowledge, only one
Character may roll per question asked of the GM. For
example, if a Character asks Who is the council chairman on
this colony? and fails their roll, no other player may roll dice
for this question. If they want to ask a different, connected
question they may.

Handing out Roleplaying Points


The intended length of a campaign should govern the
amount of Roleplaying Points you hand out. For a short game,
you hand out more each session to allow the Characters to
grow at a quicker rate. For longer campaigns, you give less
to avoid the Characters becoming very powerful early on.
Players play for reward. Whatever you hand out Roleplaying
Points for, that is what they will play to. If you hand out
Roleplaying Points for killing things or having grand
experiences, then they will do more of that. In Icar, it is
recommended that you hand out RP for:
Believably roleplaying a consistent Character

Putting a Team Together


For low powered Characters, it is imperative that the team
has a broad range of Skills. This
Dr. Sorex from the
ensures that the team wont get
Scavenger
Setting
stuck because they are missing a
can be used as an
vital Skill. Also, tightly defined Skill
Automaton medic
packages mean that every
in any campaign.
Character has a specific job in the
team. That makes it easier for you
to ensure that a session requires all
the Skills of the team.
As Characters develop, there will be cross-over in Skill sets
but by that time, each Character will be filling a social role
(peace maker, trouble maker, clown etc) as well as their Skill
role.
Every Character should have the following Skills - if they do
not, have a good reason for it:
Gaia Know, Streetwise, Pilot Grav
A typical team would consists of:

Having good ideas

1 x Combat monster - Street Fighting, Light Firing, Heavy


Firing perhaps Rail Fighting.

Putting effort into the campaign

1 x Space Tech Geek - Spacecraft Know/Systems/


Design, Pilot Cruiser, Automaton Know/Systems

You do not hand out RP for:


Completing jobs

1 x Not-Space Geek - Vehicle Know/Systems/Design,


Weapon Know/Systems/Design, Pilot Heavy Grav

Successfully completing tasks


Killing

1 x Gaia Hacker - Gaia Know/Systems/Hacking

How much RP to hand out


For a 3 hour session, 50 session campaign, I give out RP using
the following scale. Each entry of the scale assumes the
last entry is met - for example, for 2 RP, the player needs to
have turned up to the session as well as playing a believable
Character.
1 RP: Player turned up to the session.
2 RP: Player joined in when prompted.
3 RP: Player played a believable Character and joined in
often without prompting.
4 RP: Player had good ideas and was convincing in
Character.

1 x Verbal Character - Persuade, Intimidate, Language,


Street Trading

B a c k g r o u n d

car has a lot of background and like the world youre living
in now, you dont need all of it at once. For new Gamesmasters, jump straight to the Scavenger Setting and work
from that, you can then pick and choose from the extra information here when you run low on ideas from the Scavenger Setting.

5 RP: Player put maximum amount of effort, powered the


team forward and roleplayed their Character in such a
way that it was if the Character was sitting there.

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Using the Droids

Alien Races

Unless you run a military campaign where they are the focus,
Droids are not meant to be a core part of an Icar campaign.
Instead, they provide background flavour and richness to
the setting. News reports list Gains and Losses, which are
Clusters and systems that have been taken from or lost to
the Droids, people gossip about recent footage and rumours
spread of new Droid capabilities that the Star Fleet cannot
deal with. They should be used rarely and with considerable
fanfare.

Other worlds have managed to produce sentient animals,


not too dissimilar to those on Earth (mammoths, fish, birds,
etc). However, none of the animals have an intelligence
beyond an Earth dog. There are no other races travelling
between the stars. Aliens can be very cunning and lethal
but they are animal in nature. Alien races can be used for
bug hunt purposes, like in the film Aliens.

The Droids perform three main tasks in Icar.

As a GM, you might decide to use your own Cluster and draw
your own maps. The steps to create your own cluster are:

1. They provide a bogeymen that NPCs will have varying


levels of fear of. Most are fascinated and terrified by them,
some are complacent, arrogant or ignorant. Anyone who
has had any contact with the Droids are likely to be in fear
of them. The news reports will be from distant systems and
the problem of the Droids will feel detached from day to
day life. Parents may use Droids as impetus to get their
children to sleep or eat healthily.
2. They create a soft border to better fix the area in which
the Characters can go. Trips outside the three Human
Occupied Sectors of Sayshell, Dorian and Remmar should
be rare and is very dangerous. Droids are not a imagined
propaganda device of the Imperium to keep everyone in
line, they are very real and very lethal.
3. They provide a rare challenge. Characters with medium
power weapons (Astrarippers, ChainSAWs or Energy
Weapons) could stumble upon a damaged Droid on a
wrecked spacecraft (see Scavenger Setting on page
105). For more powerful Characters, a fully operational
Droid (or a pod of Droids landing on a planet the players
favour) is more of a challenge. If you want to terrify the
players into leaving a planet in a hurry, try a full on Droid
invasion. Be careful not to invade a planet too close to
Sayshell or youve broken the setting. A pod might get
there but not a Droid Cruiser.

Droid Statistic Examples


If you desperate to use Droids in your campaign, here are
some broad statistics for the two most common, the bipedal
humanoid Mark 1 and the Mark 3. For weaponry, use the
statistics for any of the Chain Guns (e.g. Astraripper 2E,
Chainsaw 7, Korg 5) or energy weapons (e.g. Photoscythe).
Any future supplements detailing Droid campaigns should
supplant this section.
Simple Droid examples (use in rare cases only!)
Statistic
Armour Rating (AR)

Mark 1

Mark 3
50

60

Head

5000

8000

Left Arm

4000

6000

Torso

9000

15 000

Right Arm

4000

6000

Left Leg

5000

10 000

Right Leg

5000

10 000

14

Shields

Creating your own Cluster Maps


Print a blank Cluster Map
You will find it in the Appendix.

Choose a Sector
Begin by choosing a cluster on the Sector maps (Sayshell,
Remmar and Dorian).
Clusters in Sayshell are tidy, clean, well organised,
prone to highly organised crime, high tech.
Clusters in Dorian are industrial, functional and wealthy.
Clusters in Remmar are frontier worlds.
Alternatively, you could set up your Cluster as a fish-out-ofwater, such as a rich and neat system in Remmar.

Mark nearest Hub/Rim/Spin lines


To help place your cluster on the Sector map, mark the
nearest Hub/Rim or Spin lines (the horizontal and vertical grid
lines on the Sector map) on the map. You should only need
to mark one of each on.

Draw the outline of the cluster


Roughly draw the outline of the cluster on the graph.

Add systems in groups


For each colony you want in your cluster, place a circle
in one of the grid squares. More interesting story arcs can
be created if you try grouping systems together and them
leaving space between them.

C r e a t i n g y o u r
S k e l e t o n s

o w n

Skeleton is a package of training and equipment that


defines the kind of role the Character has in the team. If
you are creating your own Setting or need some more Skeletons to fit into a pre-made Icar setting then you might need
to create your own Skeletons. There is no right way to build
a Skeleton, it depends on your setting. There are some general guidelines that can help you get started.
The guidelines assume that the Characters are going to start
off as young, simple characters. If you are running a campaign
that jumps in with Characters that have been around longer,
then see the Section Experienced Characters.

Anatomy of a Skeleton
A Skeleton consists of:
Description. A general overview of the role the Skeleton
represents.

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is a good choice for a medic because Automatons cannot


hurt people and are comparatively strong and easy to
repair.

Skills. Give you Skeletons enough skills to be useful but not


too many or there isnt room for the Character to grow.
Equipment. Weapons, technology, bionics and armour.

Schooled Skills

R u n n i n g

These are skills that the Character will have learned at school
(See Did they go to a Star Civilisation School?) but they are
unlikely to be highly skilled in them. In this case, the skills take
their starting values from the Skill list in the Appendix.

Vocational

Choosing Core Skills


A Skeleton should have a purpose that is not already covered
by an existing Skeleton. Core Skills are those Skills that most
Characters should have (and there be a good reason why if
not). Here are a few examples:

A Characters specialism is what makes them uniquely useful


in the team. The starting values depend on the Attributes
associated with the Skill and their Epoch. For each Skill, follow
these steps:
Pick one Attribute you feel represents the Skill.
For Epoch 1 Skills, youre aiming for a 40-60% range, so 5 x
(Chosen Attribute) + 2D10.

Did they go to a Star Civilisation School?


Most children do. School is a matter of attending classes over
Gaia and having irregular tutorials. If you can get to a Gaia
terminal, you can go to school. If they come out School, they
will know the following:
Law

For Epoch 2 Skills, youre aiming for a 30-50% range, so 3 x


(Chosen Attribute) + D10
For Epoch 3 (and higher), use the Starting Value of the
Skills.

Extra Skills

History

These are Skill you feel the Skeleton has to make it more
useful. For example, the Scavenger Setting Human Resources
Skeleton has Empathy and Persuade skills. Although these
are not required to do the job, they make the non-combat
Character that more useful.

Biology
Physical
Chemical
Gaia Know

Extras should start at 3 x (Chosen Attribute) + D10.

Have they been an adult living a normal life in


Human Occupied Space?
Adults living under the Imperium will have picked up some
basic skills. Note that this is not the case for Scavenger Setting
characters.
Pilot Grav
Streetwise

Have they lived on a spacecraft for a long time?


Living on a spacecraft for a long time means that you will
have a thorough grounding in how they work.
Zero-G Operations (from Scav Setting)

Equipment, Bionics and Armour


Only the bare minimum equipment should be given out.
Much of the fun of Icar is collecting technology as the game
progresses.
If your player group are used to (and like) long Character
generation sessions then do not list Equipment and give
them a budget of 10 000 credits instead. Bionics and Armour
should also be specified using a budget, letting the players
choose what they want from their characters.

Experienced Characters

Spacecraft Know

Choosing Vocational Skills


Vocational Skills are the Skills that make this Character
individually useful in the Team. To decide on which vocational
Skills to give the Skeleton, look through each of the Skills and
ask yourself the question: Do they need this for their job?.
For Technical roles, this is quite easy as the type of Technical
character (Spacecraft Tech or Vehicle Tech) will have its
own Skill branch. For Technical Characters, give all the Skills
in Branch.

Starting Skill Values


The starting values for Skills should be considered in three
groups: Schooled, Vocation and Extras. As the Character is
fresh to the game, the starting values do not have to obey
the rules for buying new Skills. For example, do not worry that
a medical character has 70% in their Surgery Skill but only
50% in their Medical Basic Skill.

For Experienced Characters, create the Skeletons as normal


and then give the players 20 RP and 10 000 credits to spend
for every year of experience they have had. The RP may only
be spent on Skills and Attributes (if justified). When actually
playing, Characters will gain a lot more RP per year but that
is because as played Character is a lot more exposed to
interesting situations than the common person.

Skeletonless Method (Optional)


If you would prefer the players to choose the whole makeup of their character, you can allow them to buy everything
from scratch. This might be a very long process. If the player
decides not to take common schooling skills, they will have
to justify that with background. Once Attributes are set
(either through Random roll or Point Assign) give the players
270 Roleplaying Points and 20 000 credits to spend on their
Characters. Use the usual RP spending rules.
Warning: This system is open to abuse, ensure that you remind
the players that their Character choices need to be ratified
by you.

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a n

I c a r

s a n d b o x

twist it to fit Icar.


Example: you might take the theme from the film Trading
Places with Dan Ackroyd and Eddie Murphy - where rich
people are turned into poor people as an experiment.
The theme is What happens when rich people become
poor people?. For here protagonists and plots can easily
spring.

his section explains how to run Icar as a sandbox, providing some tools on easing your players into sandbox gaming, setting up setting, goals and events to keep them motivated.

Campaigns typically consist of two forms: mission based and


sandbox. Mission based campaigns are where the GM sets
up a series of tightly defined scenarios (or Adventures) that
have a beginning and an end. The missions can be linear:
where the players follow clues to take them from one staged
event to another (sometimes call railroading) or they can
be nonlinear, where the route to the goal is not obvious. In
normal RPG parlance, missions are adventures.

Avoid creating themes which buck any of the core premises


of Icar. By doing so, various areas of the setting will start to
unravel.

Example Theme questions


What if the planet you were on was entirely controlled by
a single benevolent artificial intelligence that was slowly
going mad?

A sandbox campaign is an open game where the players


and NPCs all have goals and it is up to the players to decide
how they meet those goals.

How would a team of waster party animals react if they


were forced to save the planet they were on?
What would happen if someone made a human into an
Automaton by putting controlling implants into their skull?
Would anyone be able to tell the difference?

Icar campaigns begin as a series of clearly defined missions


and then gradually move to a sandbox. This allows the player
team to become accustomed to the setting without making
any horrendous mistakes that kill the whole team early on. As
the Characters become more mature, you can introduce
sandbox elements until the player group is powering the plot.

When everything you are told is the truth, how far would
you have to go to prove the truths are not lies? Will you
have to see the devastation of the Droids for yourself?
How would a slaver operate?

The three missions of the Scavenger Setting provided in this


book is an example of linear missions that open up into more
broad play opportunities. The Scavenger Setting as a whole
can be used as an example of using the tools given here.

What would it be like living on an Orb where the Artificial


Intelligence at its core was allowed to go through
Ascension?
What would happen if the Droids actually invaded in a
big way?

The Anatomy of a Sandbox

How would the Imperium deal with a brand new and


widespread uprising?

The Icar sandbox is a series of tools for you to use to do the


following:

What would happen if the Droids started evolving past


their Kill Everything programming? Would they form
nations and factions?

Keep the players motivated and the game moving


forward.
Keep track of NPCs and what they are doing.
Understand and plot relationships between NPCs and the
group.
Schedule crescendos and set pieces.
The tools used to do this are Themes, Plot Lines, Events and
Hooks, Timelines, Relationship Diagrams, Consequences, GM
Log, Organising your Game Session and Groups and Personal
Goals. Used together, they make your Icar sandbox game.

Plotlines
A plot line strings together a series of events to make up a
story. A newly created plot line assumes that the players
never interact with it. You lay out a plot line in the same way
you would a normal story.
Example: If the players were playing the Rebel Fleet in Star
Wars: A New Hope, then an Empire Plot Line for the end of
the film would look like: Death Star Arrive Yavin 4, Death
Star moves orbit to see forest moon, Death Star Blows Up
forest moon. In the film, the rebel fleet manage to stop the
Death Star blowing up Yavin 4s forest moon. The plot line,
however, is written as if they do not intervene.

The Scavenger Setting included after this Section uses all of


these tools and so acts as a full example of these concepts.

Creating a theme
A theme is a over arching concept that binds all of the plots
together. A good way to set a theme is to pose a question
and then use the plots to answer it.
Example: Question is What would happen if the Droids
disappeared?, the plots would then answer that question by including rapid colonisation, investigating the
Droids, reclamation of lost colonies and so on.
A sandbox setting can have one or more themes but I
recommend that for even an experienced and wily roleplay
group a complex theme can be lost in the plots.

Plot can be created like any other story except you can
expect the Characters to derail it. You will need a beginning,
middle and end. Start by planning the end and work
backwards to where the NPCs in the story will start.
Although plotlines are the things you might create at first,
they are not used in play as they are but built into the Timeline
(see Timelines Section). On a Timeline, all the plots are shown
together in a coherent story.

Creating a theme is difficult and requires some considerable


inspiration. If you are stuck for inspiration then look outside
of the Science Fiction genre, find an interesting theme and

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Suggested Attributes. Most Skeletons will have Attributes


that best suit it. For example, a medic should have a high
Wit.

Do not put dates on the Timelines

An Event is a set-piece of action or scene. Events should be


important turning points in the plotline. A Hook is a motivation
for the Characters to be at a certain place. Hooks can either
be generic for any event or specific to an event. Generic
Hooks are more useful because they can generate their own
little story line. For the included Scavenger Setting, there are
only generic hooks. You might want to create some specific
ones that connect the Characters in your group to the event.
Do not assume that the Characters will be at every (or any)
event. If they are not then the event should continue as you
envisaged. The more Hooks an event has applicable to it,
the better the chance that the Characters will be present
at it.
Hooks rely upon the Characters of the game being three
dimensional. If the Character is bland then they will have little
reason to involve themselves in anything. Not only is that not
much fun to play but it will lead the team to railroading as
they will be relying on you to provide them with motivation.
Example Event: A demonstration against Tacquent is violently suppressed.
Generic Hook: The team is invited to a party on Essofin.
You might then decide that the party ends up running into
the street to join the demonstration.
Specific Hook: A Character has a personal grudge against
Tacquent, a Character is chasing a girl and she wants him
to go with her, the Characters are offered cash to be
body guards for a dignitary at the event.
Avoid making your Events too granular, A demonstration
against Tacquent is violently suppressed would be about
the right level. If you split that into people milling around, a
protest march, some speeches and gun fight, you may be
putting in a lot of work that you never get to use.
Hooks are your way of steering the campaign into interesting
situations. Never force a player team to attend any given
event, instead present them with Hooks that are just too
good to pass up. If the game seems to stall, throw more
hooks in. A single event can have many hooks.

Timelines
Timelines are where you pack together the events of more
than one plotline into a single list of events. It is important to
put all the events together so that you can see if they make
sense as a single coherent story.
For example, if one event is a planets evacuation then a
global party scheduled after is unlikely to happen.
Remember that the plotlines (and therefore the Timeline) will
be created in such a way that it is assumed the players never
interact with it. It should read like an interesting story by itself.
Do not worry about too much detail, especially at the end of
a given plotline as the Characters will interact with the NPCs
during Events and this will have consequences.
Ensure that hooks occur before the event does so that the
Characters have time to finish whatever it is they are doing and attend to the event.

Every group has a different style of play. Some groups prefer


to languish inside long, succulent plots. Other groups prefer a
visceral experience. Do not put dates on the Timeline before
you play so that you can move events forward (happen
earlier) or push them back (happen further into the future).
By doing this you can adjust the pace of the game to suit
your group.
To help you keep track of the Timeline, you can put times
and dates on the diagram after they have occurred. You
can also strike through an event when it has occurred.

Relationship Diagrams
A relationship diagram contains individual NPCs,
corporations, syndicates, the player Characters and shows
their relationships. Relationship diagrams are useful for
tracking who are enemies or allies and for generating events
for plots.
Check out the Scavenger Setting relationship diagram. Each
part represents a person or organisation and a line between
them shows that there is a relationship. A solid line represents
an alliance. A dotted line joins two enemies. Where one
person has influence over another, an arrow head is used so
that the boss is pointing at the subordinate.

Using Relationship Diagrams


Relationship Diagrams are living diagrams, they will change
each time you play as relationships change. To maintain the
diagrams usefulness, redraw it on a regular basis. When adlibbing NPCs to form the links between two organisations,
write the name of the NPC on the link. When you come to
redraw the Relationship Diagram, you can form that name
into its own box. Relationship Diagrams do not need to be
complete knowledge, leave off links that are obvious.
Example: The Machine is a syndicate and therefore is a
natural enemy of the Star Enforcers (the police). There is
no need to link these as enemies because its obvious. If
the Star Enforcers are looking for a particular member of
the Machine then that NPC can go on, linked to both.
Relationship Diagrams can be used to create Events and
Hooks for your plotline.
Example: If there are sworn enemies on the diagram,
what would happen if they were both invited to the same
party?

Drawing your own Relationship Diagrams


The first Relationship diagram is always the hardest to draw.
Before starting, you should already have at least an outline
of a plot.
From the plot, pick the most important organisations and
write them on, putting organisation with similar goals (such
as Technological or Humanist) near each other. Now link the
organisations together. Any organisation you think the player
Characters might interact with, add a few NPCs. Start with
the names and flesh out as you need. If you are short on
names, use the names of well known film and TV stars that fit
the look of the NPC.
Do try and keep your diagram as simple as possible as you
will need to be able to reference it quickly. Try and keep the
text large and if the diagram gets very big, split it into two.

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Consequences
Any action or interference should have consequences in
Icar. Firefights may injure innocents, some of whom may want
to wreak revenge. It is important that the players understand
that their actions have repercussions. In a sandbox game,
there can be many different plot running concurrently, it can
be difficult for the players to understand what the cause of an
event might be. If your players are new to sandbox gaming,
make the consequences obvious when they happen.
Consequences might be changes to the relationship
diagrams or changes in the Timeline. You can also add
flavour by adding one-off events later in the Timeline for
actions the players have done. An avenging brother of a
slain innocent can pop up at the most annoying time!

Sandbox Troubleshooting
Are you having trouble running a sandbox? Things not flowing
as well as you hoped? Here are some typical problems with
their solutions.

Players appear bored


Make the Hooks more obvious and provide more of them.
Failing that, bring the events closer together.

Players keep missing Events


Make sure the hooks are appearing early enough for them
to react. Alternatively, push the Events back.

Players dont know who to trust so trust no-one


Give the Characters a single NPC confident that they
can trust. It might be a member of a Characters family or
someone they have reason to trust.

Players ignore all the events and do their own thing

not bored, after all, youre just ensuring that the session is
progressing.

Recap
One player will recall the last session. Give the player the
starting point. Reward the player with up to 3 RP if the recap
is in Character and containing all the salient points. If the
Character wasnt present for a lot of the action, then they
can still tell the story as if they had heard it from a third person.

Hand RP Out
RP is calculated as RP from play last session + recap +
downtime. See Handing out Roleplaying Points on page 118.

RP spend
Players are encouraged to spend their RP quickly. Ask the
players to explain to everyone what they have spent their
RP on. This is a polite way of getting those that are slow to
decide to decide more quickly.

Set scene
Describe where the Characters are and mention emotions.
For this first explanation, feel free to lay on the senses thickly.
You are setting the ball rolling.

Finish
Always aim to wrap up just before the finish time.

Randomisation - Three dice rule


There are occasions where you need to make a decision on
behalf on an NPCs where there isnt a clear direction to take.
The three dice rule will help you decide whether the NPC is
going to help the NPCs, be indifferent or actively be
unhelpful.
Pick up three D10, one red, one yellow, one green.

That is normal. If they are generating their own plots,


construct Timelines around them. Put your plots on hold (by
pushing back events) until a time when they run out of ways
of ignoring the plot.

Roll them in front of you, cupping them so you can see


them but the players cannot.
If the nearest dice is green, the NPC is helpful.

Organising your Game Session

If the nearest dice is yellow, the NPC is indifferent.

Running a sandbox game requires more effort up front and


more tending during. Furthermore, I am very keen to spend
as much time playing the game as possible. As such, I use
the following method of organising my time and the players
too. You are the GM, they will take their lead from you.

Before the Session


It is important that you have the game fresh in your mind. Recheck relationship diagrams and events on plots and read
through the last set of notes you wrote in your log.

The Session - Arrival


Pleasantries are unavoidable. If it is a weeknight, try and get
the food prepared beforehand (pizza, curry, etc). Set finish
time and schedule breaks.

Seated
Character sheets are handed out and by sitting down to
play, its important to show that a line has been drawn.
Pleasantries over, the business is gaming. I ensure I have a
clock somewhere in my sight line - twitching a wrist or craning
to see a clock will give over the wrong impression. Youre

If the nearest dice is red, the NPC is actively unhelpful.

The three dice rule is helpful because you can roll (cupping)
while still talking to the players and then (in mid sentence)
glance at the dice to see the colour. As you are only looking
for the nearest colour, you can keep talking. Reading off
numbers takes the time but spotting colour is very easy.

Group glue and Personal Goals


In a sandbox game it is vital that each of the Characters has
a personal goal and the group have a motivation for being
together. This should really be inspired by the setting and rest
of the group but if a player is having trouble thinking up a
goal then ask them to choose from each of these steps. Go
through twice. This is intentionally not a random roll system
because each item has to be chosen to fit with a certain
theme.

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Events and Hooks

care about confrontation

Characters are long term friends (but their lives have been
unremarkable up to this point).

Target knowingly offended Character and is scared of


confrontation

Characters are family members

Target knowingly offended Character and does not care


about confrontation

Characters are employed by same person (Scavenger


Setting)
Characters have just been made redundant from same
employer

Pick a twist (for GM - do not tell the player!)


Target is the wrong person
Target is close family member (player should know this)

Characters refugees from same world, invaded by the


Droids

Target is suicidal maniac


Target is undercover Imperial Council operative

Personal Goal Builder

Target has become an Akarakian Missionary


Target has crossed the Light Jump Net into Droid Space

Pick Motivation Against someone else


Revenge / Broken Heart / Family Betrayal

S c a v e n g e r S e t t i n g
R e v i s i t e d

Compensation
Answer to a question

Whats Here
This GM Section is split in two. The first section contains three
missions that will help you introduce Icar, the setting and some
mechanics. These missions can be run as shown or used as
examples for your own. The second half sets out a sandbox
tools introduced in Running an Icar sandbox on page 121.
The sandbox includes the theme; extended background;
plots; events and example hooks; and even more plot ideas.

Irrational hatred

Pick desired outcome (numbers match with list


above)
Target maimed
Target augmented
Target goes insane

The Characters are austere, the team begins with only one
gun and the Skills are less than generous. You need to stress
that the Characters need to work as a team. If a player is
keen on playing a sociopath or disruptive Character (which
can be fun) then this is not really the right setting.

Target impoverished
Target exiled from home
Target pays money
Target answers question

Prerequisites

Target returns object


Target admits mistake

Before running this scenario, it is suggested that you have


done the following. Although you dont need to, the
terminology will make more sense if you do. Theres a lot
of reading to do, but a little effort now will result in a great
reward later.

Pick philosophical leaning of target


Humanist
Technologist

1. Print this document. I would recommend doing a couple


of copies of the player section of the Scavenger Setting
and give this out to the players to read. This section is not
for the players, so keep it secret!

Neutral

Pick gender of target


Male
Female

2. Read and understood the rest of this book. It helps if you


have a working knowledge of the rules.

Pick role of target


Imperial - Colony Council, Imperial Council, Star Enforcer,
Star Civilisation (or ridiculously difficult: Star Fleet or Star
Sci).
Syndicate Roles - Pick a Syndicate and then say whether
they are a Boss, Lieutenant or a lowly Operative.
Spacecraft Crew Member - Captain/Pilot/Gunner/
Engineer, give name of Spacecraft and its type.
General Public - Lawyer, Miner, Builder, Health worker,
Engineer etc.

Pick method of offense


Target unknowingly offended Character
Target accidentally offended Character and is scared of
confrontation
Target accidentally offended Character and does not

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4. Interview

Session 3 and 4: Mission 2.


Session 4 and 5: Mission 3.
Session 6 and onwards: sandbox gaming.

Your First Icar Session


Before beginning the delicate first session, it is recommended
that the players have read the player section of this
document. It also helps if the players have all chosen a
Character concept (personality) and Skeleton (job). It may
be difficult work out the job just yet as players might want
to discuss who does what. Chances are, if left to their own
devices, the crew will be made up of Security personnel
because they are the skeletons that have the guns. For the
first session, I recommend that this is the order of events:

1. Character Creation
Get the Characters out the way as soon as possible. The
players should choose a concept (examples given in the
players section of this book). The players can then fill in the
deviant wheel. Leave the height and weight to last, if in
doubt, use the human averages (Height: 66, weight 14st).
Place of birth can be found by rolling a D12 and checking
the table below.

5. Print an Arms 5 weapon sheet. For the Security Character


class. This can be found in the Equipment Index.

D12

Place

6. Print the Shakespeare Standard Tech Kit. For all the team
to gawp at. This can be found in the Equipment Index.

1,2,3

Corisk

4,5,6

Essofin

7. Print a Gaia Jack card. For the Human Resources


Character and for the Rayengine Technician.

Kale

Dess-Kay-Dar

8. Print Orbihaul Sheet. This will be their planetary transport


(after the first mission). This can be found in the Equipment
Index.

On a spacecraft in The Fleet of House Granger

10

The surface of Obyrworld

11

Outside Anadar - a Dorian Cluster

12

Outside Anadar - a prosperous Sayshell Cluster

9. Print Character Sheets. There are 3 separate pages


required for each Character: The front page (with the
Deviant wheel on it), the second page (with Skills and
equipment) and a Human / Armour sheet. Youll need as
many sets as you have players.

3. Description of Area

Session 2: Continue Mission 1 and finish it.

Before Session 1: Send round the Icar web link www.


icar.co.uk and recommend they download and flick
through the rules, reading the Scavenger Setting. Do not
rely on your players doing this but do give the option.

Please feel free to change anything you see here to


fit your game, this Setting is just a template to show you
how an Icar game can be played. Its not law!

Target dies

(Roll a D10 twice, add these two together and multiply the
result by ten. The maximum is 200.)

Session 1: Character creation and the start of Mission 1.

Your first few Icar sessions should be light and quick. Even if
you intend on running a very dark and brutal campaign, the
first sessions should be easy to help the players get used to
all the terms and rules. I recommend you order your first few
sessions like this:

he Scavenger Setting is a springboard into Icar that begins with a familiar mission based philosophy and finished
as a sandbox campaign where the players are driving the
goals of the team.

Clash of belief

Starting Cash = (D10 + D10) * 10

Give an overview of the area (an example is given below,


read this out if you like), this sets the scene. The Sector of
Remmar and the clusters around Darkspace should sound
like a clean, hard working place that is trying really hard
to get as many of its systems to be recognised and given
resources by the Imperium. Anadar should sound like a
war zone, grubby, dirty and without trust. The team start on
Ominor Orbital around Coriska 3, on the corner of Anadar,
they will all have gone there from their home world looking
for work. Anadar has many systems that were abandoned
during The Droid War. These are not marked as many of them
are not deemed safe or there is a lack of facilities at these
locations.

The First Few Icar Sessions

Stolen object

(Iss Horn Barnarder). The amount of money they have is:

All the Characters have a reason for applying for a job on


the Scav vessel. This is included in the Character concept
section. What they dont know is what happened to the
last team (see The Last Team on page 127). Also, they will
all be immediately employed, because there are no other
applicants and that the Botchery Clipper is keen to get
away. The ship does not have a very good reputation, but
the Characters (or players) are unlikely to know this.
The Captain (Madeline Stuo) and The Chief (Iss Horn
Barnarder) will meet them in the shadiest bar on Ominor
Orbital, full of shady looking Characters. A fist-fight will break
out during the interview, raised voices and drinks spilt. The
team might want to get involved but the Chief will ask
them not to. The Chief does all the talking, have him ask
standard questions about next of kin and odd ones such
as Do you have any religious practises which may lead to
decompression? which may point at problems theyve had
in the past. A list of possible questions is given at the end of
this section.
All the Characters should be plied with a lot of kaisa (beer)
during the briefing and after that, taken straight to the
Botchery Clipper. Its a bit like press-ganging. The more
drunken they are, the better (Meat attribute checks after a
couple of beers). The sober ones will be shocked at the state
of the Botchery Clipper, the drunken ones will not.
The crew joining fee is 300. None of them will have 300, so
take all they have and then say that the remainder will be
taken out of their first pay packet. If they complain, say it is
standard practise. Its not but then none of the Characters
will know that. They might find out in the future, by which time
it will be too late.

5. Medical Inspection

2. Money and Kit


Apart from a change of clothing and some personal effects,
they have no kit to start with. That which is listed on the sheets
are given to them once they have been hired by The Chief

Each crew member should be given a bout of medical,


which ends with them being injected with a serum that slows
the effects of decompression and purges toxins from the
body. A lot of vomiting and staggering about before they
pass out. Dr. Sorex has a terrible bedside manner and will
refer to the crew as Apes, Meaties, Biologicals or The

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Group Glue Examples

everywhere.

Have them do their medicals one after the other - so they


can see the effects on the previous one. You can even take
each player out of the room to explain what happens and
them get them to explain to the rest of the team the dreadful
reaction. If there are any Brick Shit Houses (a Psychotheatric)
amongst the party, they will not feel any of the effects.

Dr. Sorex

6. Transit
When they wake up from their unconsciousness, they will
be en-route. There is no holoroom on the Botchery Clipper,
so entertainment will need to be found other ways. Iss Horn
Barnarder will start training them in flying the Orbihaul, so that
they wont have to use it on the rather poor autopilot.

7. First Mission - The Ungodly Act


The first mission is a typical Scavenger mission and is included
later.

Setting Revisited
There is a lot more to the cluster of Anadar than first meets
the eye (or that is marked on the map). This section aims
to give you, the GM, a detailed look into the workings of
Anadar and add systems to the map. All this information
can be released, but over time and effort and perhaps by
rumour.
It is written here without bias, the way it is. However, every
NPC will have a bias. Do not be afraid to put a spin on the
information each time you tell it. The players will soon realise
that the oracle of information that is the GM might not be all
it is cracked up to be.

The Botchery Clipper


The Botchery Clipper is not all it seems to be. This is split into
sections of interest, beginning with the current crew.

Captain Stuo
The Captain is the most unscrupulous woman in known
space. She will stop at nothing to get to salvage first and
will sacrifice anything to make a profit. She says very little
because she believes that the fewer words you use, the
more impressive it is. She is cold and heartless. Perhaps, deep
down, she does have a fondness for her crew but she buries
it so far down no surgeon could ever find it.
Captain Stuo has an alcohol problem but is very adept at
covering it up - saying nothing hides her slurred speech. The
Chief (Iss Horn Barnarder) knows her secret but thinks it is
better kept quiet.

Iss Horn Barnarder


In contrast to the Captain, Iss Horn is a genuinely nice person.
He does not counter the Captain because he is scared of her
and because of his age, he would not be able to get a job
on another ship. He yearns to get back onto the Scavenger
Team side of things (going to wrecks) and will try anything to
do so. Hes also terrified of retirement and if anyone mentions
it, he will get angry.

Dr. Sorex is an extremely old Automaton. The AI is over 500


years old and has been slowly acquiring knowledge. He
used to work as an Imperial Midwife but after seeing his 9th
baby incinerated for carrying the Genus 2 virus, he began
going through ascension.
He can perform just about any function on the ship, but would
do so with much complaining and little flair. He will make
snide comments about the Captain and about humans (he
will call them biologicals) in general. His appalling bedside
manner (and lack of respect for his patients) makes him
generally unemployable - except by Stuo. He uses Biology as
a curse and a cuss. Any words to do with human anatomy,
such as flesh, bone, blood and meat can be said with spite.

The Botchery Clipper Structure


The Clipper is made from the parts of other ships. Around the
inside of the cargo bay and within access tubes the new
team will now and again catch the sight of different paint
jobs, even the names of the craft that it was taken from.
The forward bay is sealed up. It will look like a bulkhead
and the crew may never notice it. Behind the wall is a Droid
Mk3, painted yellow, without ammunition and chained to
the floor. It will power up only if the bay is opened - from
inside or out (cut in through the hull). Also, the ship has lots
of areas where the technology looks a bit Droid-like. This is
because it is Droid technology. Of course, the use of Droid
technology is illegal and if any Imperium unit was to check
it, the ship would be impounded. Captain Stuo keeps the
Botchery Clipper looking enough like a wreck that Imperial
craft would not pay it a second glance.
Any Zero G technician Character types (who should be
familiar with spacecraft) should be given an uneasy feeling
about the ship. They will not put their finger on it, as much as
they try to search, scan and so on. This is a result of the hints
of Droid style technology.

Botchery Clipper Orbihaul (missing)


At the start, The Botchery Clipper does not have an Orbihaul.
It is a very notable thing that is missing as without it, there is no
way for the crew to get onto a planet surface. The Orbihaul
was captured by a rival Scavenger crew before the player
Characters join the Botchery Clipper. The first introductory
mission (The Ungodly Act) will see the player team returning
to the Ungodly Act to get the Orbihaul back.

Dodgy Dealings
By law, any Droid equipment found while scavenging must
not be touched but reported over Gaia. This is testimony to
dangerous nature. However, Captain Stuo sees the value of
this sort of cargo and will trade it as if it was normal scavenged
equipment. By doing so, she puts everyones lives in danger.
There is some Droid cargo is special crates at the back of
the main hold. Many of the missions have some sort of Droid
element - this is no accident and the team might start to
realise the importance of the Droid items to the Captain.

Captain Stuo will not let The Chief off the spacecraft for long,
not only is he a valuable well of knowledge but he also has
a huge array of contacts that the Captain often calls upon.
The team will often accompany Iss Horn when they visit
small colonies around Anadar, Iss Horn is known and liked

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Pay
Is minimal. Regardless of what they scavenge, they will only
really get 200 per job. The ship costs will always rise to leave
200 for each member.

The Last Team


The last team were less than profitable, making mistakes and
poor judgements about what to take. The team leader, Tom
Wright was having an affair with the Captain. He was starting
to realise that the Captain was sending them on missions to
pick up Droid equipment and he confronted her. While on
leave on the Rhot Orb, he took a new girlfriend.
The Captain took her revenge by sending the team down
onto a Orbital wreck in a decaying orbit - where the
Scavenger Crew from The Ungodly Act were Scavenging.
The Ungodly Act Scavenger crew caused the Botchery
Clipper teams deaths by stealing their Orbihaul when the
wreck (Aprose Orbital) was breaking up under gravity.
Captain Stuo decided not to attempt a rescue but to leave
the system and lay a honey trap.
The Botchery Clipper pretended to be a craft in distress
and when the The Ungodly Act approached (with sinister
intentions), the Botchery Clipper opened fire, knocking out
communications and main power. The Botchery Clipper
then left, hoping that by the time they returned, the The
Ungodly Act crew would be dead.
There are three crew members left alive on board - one on
life support and the other two trying to fix the craft. Sadly,
neither of them are technical - one is good with guns and
the other is in Human Resources.
The first mission is to return to The Ungodly Act.

Lord E. Tacquent
Tacquent is a 54 year old psychotic. Acute megalomania
grips his everyday world and he has decided that he will
overthrow the Imperium. He has little patience (he killed his
first wife for taking too long getting dressed one morning)
and is a shrewd business man. He plans to take over the
Remmar Sector by using a secret army of Drorgs (a Borg with
some Droid system installed) and a fleet of ships (his Navy,
see below) that is almost finished. His 12 children suffer from
a similar psychosis and are much more in the public eye.
They appear to be doing most of the work for the Tacquent
House, but really they are puppets, carrying out orders from
their father.
Tacquent is a technophile. He will try to get hold of any piece
of technology, no matter how dangerous. His secret police
will often be the ones dealing with Stuos acquired Droid
technology. He sees technology as a method of getting hold
of his major goal - Remmar domination.

Tacquent vs Granger
Tacquent hates the Granger family with a seething fury.
Accepting the Granger fleet into Essofin would be beneficial,
but Tacquent want to see the destruction of the Granger
Fleet entirely.
Tacquent is waging a secret war against the Granger family,
using a combination of black operation style attacks using
the Metropol disguised as pirates and economic power. The

war is not working as the size of the Granger Fleet still grows.
If the player team do not get involved, then the Tacquent
Navy will be brought in to deal with the problem.

Metropol
The Essofin police force is actually the front for his secret
army. They are trained in police work, but mainly operate
through fear by being heavily armed and acting with a
heavy handed approach. There is crime on Essofin but it is
organised and protected by the Metropol. The Metropol
numbers over 250,000 soldiers, most of which have Borg and
Droid technology installed into them. For any police force, the
players will soon realise that they are heavily overpowered.
Use mid-range bionics to represent their statistics.
Analysts have noticed and reported many times on the fact
that the Metropol appears to be a huge force and that
the Imperium should sit up and take note. Tacquents spin
doctors generic report is that if any expansion to abandoned
colonies was attempted then a mobile security force large
enough to cope with an influx of people is required. This is a
reasonable reason, given that the sceptics do not see the full
size of the Metropol.

The Metropol Savants


A section of the Metropol which is somewhere between
the secret police and the intelligence gathering corps and
number approximately 500. They use Gaia to find information
and have a small number of active agents (under 50) that
move around any system within Anadar. The Savants are
not widely known by the populace and this adds mystery to
their operations. Their relationship with the Metropol regular
is patchy at best as they use the Metropol for arrests and
assassinations without giving reasons or applying law. They
are all fiercely loyal and if captured by another systems
council while on an operation are unlikely to give away any
information (Hard for Interrogate rolls).

Tacquents Navy
The Navy consists of approximately 100 combat cruisers
(around the size of a Gaterunner but nowhere near as
quick or well equipped), each with a minimum crew of 5
or 6. Tacquent has not invested in any fighter technology
as he believes that it is too expensive to operate. This is a
poor move and will eventually lead to greater costs both
in monetary and human terms. The ships are designed with
point to point light jump technology and low power pulse
lasers (the ammunition is cheap). The fleet is used to destroy
pirates that might threaten Tacquents interests and can be
used as a taxi service for the ground troops of the Metropol,
should they ever be required.
The Tacquent Fleet is currently spread across Anadar, in
little pockets around abandoned systems. This sparsity helps
keep the fleet hidden. The players may meet some of these
craft while in deep space, perhaps for Stuo to trade Droid
parts. Such a well armed fleet is not illegal but its existence
might lead the Imperium to look closely at Tacquents Droid
technology dealings.

The Fleet of House Granger


The Grangers are a powerful force that would like one of the
upper reaches of the family to become an Imperial Peer.
By trading and building systems with a friendly hands-off

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Condemned.

House Granger is openly Humanist in philosophy. They


distrust any Automaton of intelligence higher than Artificial
Intelligence Power 5 (which is the upper limit of most
spacecraft). Like most Humanists, they believe that the
human race belongs on planets that have breathable
atmospheres. They hold great store by these sorts of planets
and believe they should be looked after.

Star Civ and the Grangers


The rumours of The Imperiums involvement in House Granger
is true. Two Star Civilisation officers are on board the fleet one openly using the fleet as a way of charting Anadar. The
second officer is quietly grooming members of the Granger
family for Imperial Peerage.

Scavengers and the Granger Fleet


The Granger Fleet are openly hostile to Scavengers and
often refer to them as carrion as they pick over the bones
of civilisations. Also, the Grangers believe that they are little
better than pirates. Although this might appear to be a little
unfair, it is a fair assessment of many of the Scavenger crews
as they skirt the line between legal and illegal operations.
The Granger Fleet will trade with trade with Scavenger crews
but it is always a tense and unreliable relationship.

Pinacle Trade Group


Not widely known to be owned by the Granger family, the
Pinacle Trade Group (PTG) has a lot of power within Anadar.
Any system is reliant on the trade vessels that move the
product from the planet surface to other systems. This is how
most systems make their money.
The advantage of a Trade Group is that if a spacecraft
breaks down or has crew problems, then another craft will
pick up the job of moving product from the planet surface.
Also, a regular trade routes can create massive discounts in
the ferrying of goods. This is how systems like Kale continue
to exist. They do not produce a massive amount of goods
or anything that is particularly special but they have regular
routes set up with the PTG and thus the cost of transportation
is greatly reduced. The more ships that are in the group, the
more efficient it is - as bulk costs can be spread across all
ships.
The number of vessels in the trade group is a closely guarded
secret as the number exceeds 2000! An operation of this size
would be more closely inspected by the Imperium, due to
the incredible economic power a single company can have
over many billions of people, but is yet undiscovered. PTG
operates craft of many different sizes, from small and fast
Cruisers with couriers on board through to massive Freighters
over 2000m in length.
The ability to choose what systems they visit give the PTG
incredible power. By denying a small system (with around
90k inhabitants) a regular trade route means that they will
find it difficult to compete with those systems of similar size
and productivity. This limits growth as people are more likely
to set up crofts on those places that have a solid method
of transporting goods. The PTG also have a Star Dock of
their own in Corisk, but it is held under the corporate name
of Hequar Star docks. This allows very cheap repairs and
upgrades.

Crews
Its no secret that the crews within the PTG are very well
looked after and the pay is high. Unlike many vessels trading
in Anadar, the PTG crews are all paid a monthly salary,
rather than based on percentage of profits. Also, the PTG
does trips to outside the two clusters, so the wealth of other
systems can be shared. This extended Remmar experience
is very important when trying to get the best price for some
goods. House Granger often use their extensive economic
knowledge to aid these decisions and its common that a
employee of House Granger can be found on smaller vessels
as a guide or aid.

How to represent the PTG to the players


The players should see the PTG as these very intelligent
and smartly turned out people. The PTG crews will pretty
much ignore the player team as Scavenger crews are not
regarded with any social standing at all. If pressed, the PTG
crews are likely to be snobbish and aloof, only starting fights
on occasion. They have the best equipment, the best Skills,
the best uniforms and best lifestyle, they do not need to
speak to likes of the player team!

The Su Chi
The Su Chi are backing House Granger to become Imperial
Peers of dark space. The Su Chi recruit Humanist Extremists
from the Pinacle Trade Group and the Granger Fleet and
provide black operations for the Grangers as a whole. For
more information on the Su Chi, see Su Chi on page 75.

The Machine
The Machine have always had a presence in Anadar and
as such have allied with the Metropol as the only other
alternative to Fleet Granger. It is an alliance of a common
enemy, rather than a joining of ideals. The Machine and
House Tacquent make uneasy bedfellows but both benefit
from the relationship - for now at least.
The Machine hope that Essofin might become a home of
open rights for Automatons and House Tacquent make use
of intelligent Automatons from The Machine for building
technology. For more information see The Machine on page
76.

The Technomages
The Technomages are everywhere in Anadar. They have a
number of secret installations where they research a variety
of illegal technologies - Droid technology being one of them.
The Technomages are most useful to the team as it is a way
of getting hold of high technology in return for found Droid
technology or rare technical items. The Technomages pay
well and make good contacts for the team. Captain Stuo
will unwittingly have a few Technomage contacts from
selling off illegal Droid technology. For more information see
The Technomages on page 73.

A n a d a r s

S y s t e m s

his section includes some additional information on the


systems within Anadar. Some of this information can be
used as rumour or can be used as description for when the
player team visit the system. Not all of the details provided

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need be used all at once, they can be fed in pieces to the


players. It is wise not to change too much on these systems.
If you feel creative, then its best to create a new system,
rather than alter an existing one. This will help consistency
in the Timelines. Also, if you do make a change, its best to
alter the information here (using a footnote in pencil) so that
you can remember what the change you made was. The
information in italics is what is given earlier and allows you to
easily see what the players have already been told.

Anadars History
Anadar once teemed with extraordinary colonies. Less
famous than other clusters in Remmar, it quietly maintained
the very highest standards of art, culture and science. One
thousand years ago the Droids flushed out humanity leaving
much of the colonies intact. Only those colonies where the
inhabitants clung to firmament were destroyed, leaving a
patchwork of the remnants of civilisation.
Anadars low concentration of star systems and proximity
to the centre of the galactic arm meant that many sought
refuge there, assuming the Droids would concentrate only on
those clusters with high star concentrations. They were wrong.
As the Droids swept through, precision attacks disabled
spacecraft and killed crews with alarming efficiency.
In 92023, Anadar is a typical Remmar cluster. Some systems
are shining beacons of Imperial excellence and others are
fledgeling settlements, growing around the edges of the
Droid ravaged colonies. The broad areas of void in between
contain fleets of disabled spacecraft, abandoned orbitals,
deserted colonies and ruins. It is this clutter upon which
teams of Scavengers search.

Essofin
Essofin is controlled by a powerful self-proclaimed Lord E.
Tacquent it is prosperous but under the tight grip of its Lord.
The Metropol (local Police Force) use aggressive force to
go about their work and visitors are reminded about the
extensive laws on a regular basis. The system does profit from
this situation and has reportedly low levels of crime.

Structure
Essofin is a system with 10 planets, of which two have
inhabitable atmospheres. It also has a high number of
orbitals which provide large raw material output through
mining. Although this holds the largest share of the systems
profits (32%), it also has a massive manufacturing capability
(holding 29% of the profits). Essofin is a very busy system, its
principle planet, Sword (Essofin 6) being the most active
and the home of Tacquent. A huge number of craft enter
and leave the system each hour (9 to 10 thousand per
hour) and thus it is very easy to come and go without being
noticed. Essofin has the strongest economy in Anadar as is
self-sufficient.

Essofin architecture
The architecture of the planets and orbitals can be
described as being dark. As the Mex buildings are made
from local materials, the builds are often either gold or onyx
in colour. This gives the system an evil and oppressive feeling.
Tacquent invests in the style of the Mex buildings and so
Essofin is festooned with arches, alcoves, walkways, stained
glass windows and monuments.
In Gaia, the depiction of Essofin is precise and there are a

huge number of council owned automated Gaia entities


that record and report the identification of people and
spacecraft. This builds up a huge information store of
information regarding people coming and going. If anyone
is banned from coming into the system and their ship or Isis is
spotted, they will be immediately reported to the Metropol or
the Metropol Savants. Of course, these automated systems
can be fooled and hidden from (pass in Hacking roll), but
they must be anticipated and the roll should be made upon
arrival in Essofin. Chances are, players will be caught out the
first time and then prepared subsequent times.

Essofins Criminal Hulks


Essofin also has a large number of hulks in orbit around the star.
These vehicles are mostly unpowered (beyond minor course
corrections) and consist of a number of very large freighters
that are permanently welded together. In these colonies are
the dregs of the system and this is where much of the crime
goes on. They are considered private vessels and thus the
Metropol may not enter them unless on unofficial business
or chasing down a criminal from another place within the
system. This makes them an extremely attractive option for
player Characters if they get in trouble with Tacquent.
The most famous (and largest) of these hulks is the Essofin
Flyer which is run by a figurehead council and actually run
by a Mafia-style crime family. Tacquent would very much like
to be rid of this family but they are a known evil and thus
can be watched, at the very least. If contact is made with
them, they may appear to be in league with Tacquent, but
this is just for appearances and if the players get in with the
Essofin Flyer Mafia, then they will soon learn that this is far from
the case!

Kale
Essentially a humanist system, Kale amounts to very little
with only a small amount of agriculture and little or no
trade produce. Hippy-like values and a communist view
of possession makes this system unable to compete in the
difficult trade market in Remmar as a whole.
Their ideals hark back to pre-Codex Akarakian beliefs - that
toil should be both mind and body in equal measure. Kale
inhabitants take this a step further and believe that mind
and soul are interlocked and so philosophical reflection is
equally important.

Structure
Kale is a system with only one inhabited planet, Liberty (Kale
3). Liberty is populated with 90% humanists that are trying the
best to get back to basics. To then, this means farming with
as little mechanical aid as possible. For some, this means an
automated harvester, for others, they like to eke out their
existence with ploughs made from sustainable forests. Its a
simple life but the population is happy for it.
The other 10% are those people that realise that for this
dream planet to work, some people will have to interact
and work with the rest of the cluster and they live in the
only, small Mex city: Rhea. This includes the council, star port
support staff and Hauler crews. These people like Kale for the
quietness and relaxed attitude to trade. People are honest
and well meaning. Although the architecture is simple (very
typical Mex construction, with very little embellishment), it is
functional and that is the system to a tee.

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approach, they mimic the Imperiums methodology in hope


this will be enough when Darkspace is to get a Imperial Peer.

The one strong factor of Kale is that it has a contract with the
Pinacle Trade Group and is often visited by the Fleet of House
Granger. This allows the cheap transportation of the food off
planet. The reason for this is that House Granger are keen
to take control of Kale and they see this as the best way of
doing so. Pinacle are not the only trade group running to the
planet, but they hold the largest share. It could be argued
that without this, Kale would not be listed as an established
system.

House Tacquents Machinations


The House of Tacquent would also like to get their hands on
the system of Kale. This is definitely a desire of Tacquent as
he sees the resources that Kale has to offer as a good reason
to take over. Also, he finds the under utilisation of the food
output under the small croft on Liberty as ridiculous. His plans
for domination include Kale and he has begun by offering
the council security and resource aid in return for their
allegiance. Of course, no-one attacks Kale (theres nothing
to steal!) and the Pinacle Trade Group contract allows the
system a fair amount of economic security so they refuse
and keep their independence and ideals.

Pri-Sot (The Hidden System)


Little is known about Pri-Sot except that it is very difficult to
locate. Situated in a volumetric gap within a large nebula,
Pri-Sot keeps is anonymity. It is believed that it is a hideout
for criminals and pirates, the nebula providing an excellent
hiding place.

Pirates and Outcasts


Pri-Sot is a system whose legend is far more impressive that
its reality. A single, scorched planet (Imbroglio) orbits a red
dwarf star. Imbroglio has a corrosive atmosphere and most
of the population of this system is either under the surface of
the planet, in the massive mining colony of Brogg, or in one
of Pri-Sots 6 orbitals! Primarily, Pri-Sot is the home of political
outcasts from elsewhere and those who are hiding from the
long arm of the Imperium, without the dangers of the lone
systems to contend with. This includes a large number of
space-faring folk (pirates) and it does cater for them with
excellent technological and 0g star docks.
Pri-Sot is completely self-sufficient because any regular trade
route would make it too easy to locate. Food is produced
in massive underground hydroponic landscapes and it can
feed more than the population requires. The council of PriSot is surprisingly well run, the sometimes overly violent police
force enforcing a cut-down version of Imperial law. Pri-Sot
does have the death penalty.

Pri-Sot (not) on Gaia


On Gaia, Pri-Sot is a tour de-force. Normally, spacecraft use
Gaia to locate a system when planning a light jump across
space. However, Pri-Sot uses a huge number of Entities to
confuse the Gaia presence. This can not be hacked and
plays upon the very nature of Gaia. You can not access PriSot Gaia information from outside the system but you can
access elsewhere from Pri-Sot. When someone talks to a
person in another system from Pri-Sot, the location is given
as Unknown - Dead Space?. This is highly desirable for
the sorts of people who are there. The largest issue with this
system is that most security system will not allow someone

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House Grangers Influence

of this location near their establishments, thus hackers often


operate from their own spacecraft - giving them a location.

Finding Pri-Sot
The only ways to find Pri-Sot is either an extensive search of
the nebula (takes 10 days) or by being given relative time
and space co-ordinates. This means that it is a location at a
certain time. Due to the space-time properties of the nebula,
a pure location is not enough to locate the system. Thus, if
the player team are told where Pri-Sot is, this information will
only be good for an hour, if they go too early or too late, they
will not find the system. There is no method of working out
where the system is, given a number of previous locations
and times. The system itself does not move, just the space
and time around it.

Rhot Orb
As the tales suggest, Rhot Orb is packed with hidden
treasure. Treasure that predates the Droid invasion is in works
of art and other antique valuables that fetch a high price
with the art dealers and wealthy of Sayshell. Since the Droid
invasion pirates have used it as an ideal place to hide just
about anything from whole spacecraft to valuable minerals.
Like all Orbs, Rhot Orb is huge. So large that treasure hunters
searching without the co-ordinates of known treasure are
unlikely to find anything at all.

The Scavenger Setting Relationship Diagram at the start of play. Bold lines are allies, dotted are enemies. Arrowheads indicate direction of control.

The Jungle
The inner sphere of Rhot Orb was once a beautifully
manicured world with every geological feature you can
imagine - fields, savanna, mountains, lakes, rivers and a huge
ocean. However, jungle and swamps have taken over, even
climbing up the taller mountains. The exclusive villas have
been consumed by the plant life and although the insides
of the buildings remain intact, they are very difficult to find.

Treasure Hunters
The people who live inside the Orb refer to themselves as
treasure hunters and there are families who stretch back
many generations living in nomadic groups within the skin.
Once in a generation, a family will happen upon a truly huge
find of treasure, which they must protect until it can be sold
to a steady stream of traders. Most of the hunters are friendly
to outsiders but less so to other hunter families. If the players
own a spacecraft then the treasure hunters will be their best
friend.

Dess-Kay-Dar
Dess-Kay-Dar is a mining system whose council rarely lasts
longer than a few months at a time. A large number of rich
and mining companies own the gas and mineral mining
operations throughout the system and all attempt to place a
puppet government in power that will be of benefit to them.
Each of the mining companies have their own security force,
which they use to protect their interests. The employees of
these live and breathe the mines where they work and as
such are fanatical about their companies. Their pride and
interest in politics is universal in Dess-Kay-Dar and this is what
fuels the rioting. The upshot is that no single mining company
gets the upper hand - even when they local a seam of rich
mineral.
Dess-Kay-Dar is a good place to sell any kind of technological

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salvage and the mining companies do offer work to


scavenger vessels for finding very particular technical goods.

Franesk (not marked)


A system so small it is not listed on the Anadar Star Map,
Franesk has been quietly funded by the Granger Fleet for
over a year. The population level has not reached a point
where it is listed in any of the system guides held at the Star
Civilisation offices on Coriska. Inclusion into these guides is
normally achieved by request and application or by a Star
Civilisation agent visiting the system. Franesk will suddenly
become noticed and should appear on the star map
(draw it on). The system is a thriving place and will have a
massive population that will be rapidly be increasing. When
you are ready to bring it into the fore, here is a description:
Although a new system, Franesk has a very strong economy.
With the assistance of the Granger Fleet, this agricultural
colony also has an artistic side and is producing excellently
designed buildings, vehicles and Gaia objects. Franesk has
also established several Pinacle Trade Group trade routes,
allowing it to undercut most of the systems in Anadar for food
produce.

Tao
Tao is purely supported by a Pinacle Trade Group contract,
Tao has a number of small industries that give it a diverse
culture. The main colony is an inhabitable planet, the surface
covered in rich oceans teeming with life. Erratic and often
violent weather prohibits wide scale farming but the farmers
have adapted and manage to turn a surplus for trade.
Tao has a small Orbital whose main outputs are mining, luxury
goods and technology. A small, automated manufacturing
operation produces goods mostly for trade.

T h e
populace of Tao may seem a little vague, but are essentially
a hardy people. Not scared of the most severe conditions,
they doggedly work to improve and expand their colony.
Tao is the most uncomplicated system in Darkspace. It has a
small number of people doing some very specialist tasks and
that is pretty much it.

Machinations
Tao is a favourite stop for the Granger Fleet as they are a
one-stop location for lots of the things that the Fleet needs:
food, water, raw materials and technology.
Tacquents family are keen on Tao because of the opportunity
it presents and Tacquent himself wants Tao purely to reduce
the number of place where the Granger Fleet are welcome.

C a m p a i g n

S a n d b o x

Relationship Diagram
The Relationship Diagram shows the main relationships
between the key players in Anadar. On the left of the
diagram is Tacquent and his link with the criminal Syndicate
The Machine through the Metropol (and the Savants). In the
middle is the Botchery Clipper, where Captain Stuo is working
with the Metropol (see Introductory Mission 2, the Lethal Rings
of Obyrworld). The Botchery Clipper is a natural enemy of the
Granger Fleet. On the right hand side of the diagram are
the Humanist elements of the campaign - which is centred
on the Granger Fleet. They control the Pinacle Trade Group,
who often deal with the Su Chi criminal syndicate.

131

Tacquent declares
a new mining colony
on a moon in System
of Dess-Kay-Dar.
Tacquent now a
controlling interest in
D-S-D. Metropol move
in to protect colony
interests.

S e t t i n g

P l o t l i n e s

Kale System declare


they are now merged
with House Tacquent
and will be relying on
his financial backing.
Metropol move in.
Reports of violence just
before announcement
are everywhere.

Tacquent
attempts a takeover of Rhot
Orb. Not enough
Tacquent Fleet
craft turn up
and they are
repelled by
Treasure Hunters.

Rigged
election
on DessKay-Dar,
Tacquent
now voted
in as colony
benefactor.

Riots on
Dess-KayDar violently
halted by
Tacquents
Metropol.
Underground
resistence is
spawned.

Metropol Savants set


up Automaton asylum
on a moon in Kale. The
Kale council find out
and object. People
of Kale rise up against
Tacquent but rebellion
is put down to defend
democracy.

Metropol
Savants unleash
a spacecraft full
of Borgs made
insane by Droid
implants on
Dess-Kay-Dar
mining colony.

Tacquent Fleet
surround Tao
and demand
they give up
Terrorists who
murdered
Earnest Granger
on Essofin.

Tacquent
Fleet attack
and scatter
the Granger
Fleet. Some
craft a lost
on both
sides.

Huge parties
on Essofin as
Tacquent
celebrates his
victory over
Granger Fleet.
Tacquent fleet
now out in
open.

Tacquent

Lord Tacquent
speaks out
against The
Granger Fleet,
refering to
them as hippy
monopolists.

Earnest
Granger
murdered on
Essofin. Tacquent
claims antiImperial terrorists
and vows to find
them and bring
them to justice.

Tacquent Fleet now


mobilised, performing
missions against
anyone that gets
in Tacquents way.
Single missions at first
and then small fleets.
In most actions, they
pose as pirates.

A colonial spacecraft from the


Sayshell Sector arrives in Anadar to
settle a new system but disappears. The
Tacquent Fleet capture the craft and
use it as a mobile base of operations.
The colonists are dumped on Kale,
which was not their original plan but is
better than being dead, which was the
only other option offered.

Pinacle Trade
group subsume
all trade craft
trading with
Kale. Tacquent
claims unfair
monopoly. Some
pirate attacks
follow.

Granger
Fleet
advertise
for paid
mercenaries
to help their
cause. The
wages are
very high.

Tacquent
try to take
Rhot Orb by
force again
but Granger
Fleet is there
and defend it.
A small battle
occurs.

Granger
Fleet
blockade
Essofin in
protest of
their violent
tactics on
colonies in
Anadar.

Granger

Granger Fleet
makes exclusivity
deal with junk
dealers on
Obyrworld and
remain in orbit for 5
days. Indepedent
trade vessels scared
off by Grangers.

Granger Fleet
arrives at Kale to find
that they are not
welcome and are
turned away, having
to fight their way
through Tacquent
Fleet ships and out
of the system.

Aaron
Granger voted
in as Franesk
Council Chair,
essentially
sealing Franesk
as Granger
system.

Pinacle Trade Group


signs lucrative contract
with treasure hunters
on Rhot Orb and
expand their fleet by
six craft as a result.
Metropol Savants try
and stop the deal but
fail.

Pinacle Trade Group


correctly accused by
Tacquent for supplying
resistance movement on
Dess-Kay-Dar. PTG respond
that they only do trade, not
political war. PTG attacked
by Tacquent Fleet posing as
pirates shortly after.

Granger Fleet and


Pinacle Trade Group
make a deal with Kale
council and Metropol
are expelled. Trade deal
means that Kale is now
under Granger control.
Kale becomes a Granger
base of operation.

Automaton
haven on
Kale is shut
down by Su
Chi kill squad.
Tacquent
loses his last
foothold on
Kale.

Other

Captain
Stuo takes
on a new
Scavenger
Team
for the
Botchery
Clipper.

The Machine
start trading Droid
parts (VERY illegal)
using Tacquent
trade craft as
cover. Tacquent
profit from this
trade.

Funded by
Granger Fleet,
Su Chi start
anti-Automaton
operations on
Essofin. Automated
factories are
destroyed.

132

Franesk is declared
by the Imperium as
a proper system
and trade routes
are encourages. The
Pinacle Trade Group,
along with a number of
independents.

Empress Declares
that the Imperium
have started looking
for Imperial Peers to
represent Remmar.
Celebrations ensue
all over Remmar.

The Machine
accidentally implant
Tacquents favourite
nephew with Droid
implants, beginning a
long and painful death.
Tacquent turns on the
Machine.

Bloody and secret war


between The Machine
and Su Chi starts on
Essofin, Kale and DessKay-Dar. Some civilians
caught up in the war,
which is fuelled by the
Metropol.

133

Granger
Fleet regroup
at a secret
location
deep inside
Anadar.

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S c a v e n g e r

and goes mad en route.


One of the Characters sleeps with a high ranking member
of the Tacquent Family. Being inbred and insane, she/he
becomes obsessed by the player Character. This person
becomes either ally or enemy.

The example Timeline has three plotlines: Tacquent, Granger


and Other, which includes the Imperium plots and the
Syndicates.
The Timeline as a whole tells a story of a tussle between
Tacquent and the Granger Fleet, culminating in an all out
Fleet vs Fleet war at the end. The Su Chi are always allied
with the Granger Fleet and the Machine start being allied to
Tacquent. This does not last and a secret war rages on Essofin
and Kale. Although controlled (and funded) by The Granger
Fleet, the Pinacle Trade Group acts in a business-like manner.

A Dess-Kay-Dar corporation trying to gain power on DessKay-Dar contact team to turn a scheduled peaceful
demonstration into a riot.

In this campaign, Tacquent makes up the obvious villain


and the Grangers are represented as a sinister group. Their
motivations are the same as Tacquents - to become Imperial
Peers but their methods are less violent.

Su Chi (Syndicate) are gathering on Essofin and need safe


passage for some of their operatives. Once on Essofin, the
team may get embroiled in a number of terrorist actions
against House Tacquent.

Players vs Who?

Technomages are looking for lost technology in the Rings


of Obyrworld, they can scan for it. The team find out it is a
powerful light jump engine. If persuaded, the
Technomages will allow them to have it as long as a
Technomage can study it working.

The Machine (Syndicate) need to evacuate ten


Automatons who have started ascension on Tao before
they are destroyed. The Automatons will need to be stolen
and carried somewhere safe.

The most obvious route for a Gamesmaster to take is to make


Tacquent the obvious enemy and then either ally with the
Grangers or attack Tacquent alone. If you have a player
group new to sandbox gaming, this is the obvious route.

During an attempted mugging, the team find a stolen


wallet on one of the muggers. It contains a data card with
co-ordinates of valuables on the Rhot Orb.

If your players are a little more feisty, you may want to have
them ally with Tacquent and fight back against the Grangers.
The Imperial influence, although benevolent, can be made
to appear malignant. The Grangers are humanist and that
means that they do not treat technology and Automatons
with proper respect. If the players have gained a soft spot
for Dr Sorex after the 100th time he has glued them back
together, that might be a good way to spin against them.

Control of Systems
Being in control of a system means nothing if you cannot
support it with trade spacecraft. Every colony is lacking in
something and it is trade vessels that bring it. This is where
the balance between Tacquent, who can gain control of
a colonys council and the Granger Fleet (and thus Pinacle
Trade Group) who control how they sell.

Hooks
Below is a list of generic hooks, any of which can be used to
put the Characters in the right place at the right time.

Insane Tacquent Family member requires a charter to


take him on a killing spree on another system. He and
some bodyguards will talk openly about the fact that
they are going to hunt some humans on whatever colony
theyre going to.

I n t r o d u c t o r y

o help run your first Icar campaign, three missions are included below. They have been created to demonstrate
a feel for Icar, rather than setting out canon. Feel free to use
the missions as they appear or modify to suit your group.
In each mission description, you will find example text that
can be read out to the players. These example nuggets act
as examples of the kinds of information that is told to the
players before they have the chance to ask questions. The
person likely to be saying the text is given at the start, for
example:

Invited to a party
Hired by Granger fleet as Mercenaries to disrupt Tacquent
operations.
Hired by Tacquent to infiltrate Granger fleet.
Transport Droid cargo from Essofin to Rhot Orb.
Rhot Orb treasure hunters contact Characters to arrange
transport of goods.
Tacquent family member charters Characters craft for
some tourism.
Crew on a disabled pirate craft need passage to Pri-Sot.
One of the pirates knows how to get there.
The Great Anadar Fayre on Corisk. 4 days long, 10 square
miles of festival, music, dancing, art, markets, bars, deals
done and people disappear. Everyone will be there. Each
colony sets up a large tent representing their history and
customs.
Characters offered a charter from a Borg that wants to
go to Obyrworld. The Borg has Droid technology installed

M i s s i o n s

Rob Lang: Example spoken text looks like this.


Each mission is split into Scenes. These scenes are to help you
understand how the missions are put together and do not
need to be told to the players.

Mission Outlines
Mission One, The Ungodly Act is designed to introduce
your players to Icar gently with some exploration, tension
and a firefight at the end. The rules used for this mission are
Skill checks and Fire Fighting combat.
Mission Two, The Lethal Rings of Obyrworld begins with
negotiations with undercover Tacquent Metropol on
Obyrworld that go sour causing a close combat fight.
The player Characters then acquire the location of some
valuable salvage in the Rings, wherein they fight a damaged
Droid. This mission uses close combat and vehicle combat.
Mission Three, Porcupine is where the Botchery Clipper

134

answers a distress call to find two craft disabled. One is a


Granger Fleet craft and the other is a pirate. The Granger
Craft needs salvaging before the pirate craft is repaired.
Leaving in the nick of time, they are then chased away by
the pirates. This mission focuses on space combat and Gaia
Hacking.

If fails or Spacecraft Systems then Mechasys Systems Skill


check to cut using an energy cutter. This will be messy
(even messier if they fail).
NB: Dont booby trap the airlock, it will make the players too
jumpy. Furthermore, the NPCs left of the craft do not have
the technical knowledge to rig booby traps outside.

Scene 4: Explore the craft

M i s s i o n O n e : T h e
U n g o d l y A c t

n this mission, the team will enter their first floating wreck,
survive nonlethal booby traps and finally fight for their lives
against two survivors. The aim is to introduce your players to
Icars fire fighting combat system (which is the easiest and
most commonly used combat system) and for them to survive, having had a tense exploration. The aim is not total
party kill!

Scene 1: En route.
Captain Stuo: We are en-route to a wreck we spotted
coming back from our last salvage. It could not be hailed
and from sensor readings we believe it to be adrift. We
approaching to perform a medium range scan. Please
feel free to relax until we have done that but no alcohol
or recreational drugs.
The Ungodly Act was lured into a honey trap by The Botchery
Clipper and was attacked, knocking out its light jump engines
and communications systems. It also killed 8 of the 11 crew,
critically injuring 1. The two crew members alive are the
Human Resources (Abigail - a pretty, petit, blonde woman in
her 20s, terrified and made paranoid by stress) and Security
(Mary - a tall, athletic woman in her 40s with shocking white
hair and a scar that runs from eye to navel).
The injured crew member is in a suspension tube - filled with
aqueous goo and kept alive on life support. This was the
crafts first officer, Barry. Both Abigail and Mary know they
were attacked by the Botchery Clipper and assume that
anyone coming back onto The Ungodly Act are coming to
kill them.
All three are hold up in the Orbihaul that they stole from the
Botchery Clipper. The Orbihaul is in the cargo bay at the
back of the craft. Life support is dead and air is toxic as a
result. There is very little dust, which suggests that its only
been off for a couple of weeks. There are no dead bodies as
the three crew incinerated the bodies.

Scene 2: Medium Range


Captain Stuo: We believe it is the cruiser The Ungodly
Act, a registered Scavenger Vessel that was last heard of
20 days ago. This Salvage is likely to have excellent cargo
prospects. Life support is damaged, as are the engines.
There is no reply over Gaia, so any Gaia communications
must be damaged. There might be booby traps, so be
wary.

The Ungodly Act has an ostentatious interior design. The


pewter metal walls are dulled to show off etchings of
mysterious planets that glow as you pass. Every corner is
decorated with a classical column topped with scrolls.
The ceiling of even the most mundane corridors will have
intricate vaulting that is delicately lit. It gives off the feeling of
an opulent space cruise liner, possibly because the interior
was ripped from the wreck of a cruise liner. Mood lighting
will still be on because each floating orb that produces it will
have its own generator.

General Description
The team can then explore the craft, looking for personal
affects worth credits as well as cargo. Personal affects are
always first.

Booby Traps!
Throughout the craft will be a series of small booby traps
aimed to maim the team and let the two surviving crew
members know that someone else is on board. Booby traps
should do stun only - this is only the first game! You can fling
Characters across rooms and down corridors but Stun should
be the only damage they take.

The Bridge
The power on the bridge is out. Any Tech Character can
bring it back to life. The hard light bridge controls will be
haphazardly redirected to somewhere in the cargo bay.
Controls to the spacecraft are actually redirected to the
Orbihaul in the cargo bay. Skill checks Gaia Hacking or
Spacecraft systems to find this out. Not all of the items
have been redirected: sensors and Communications have
not. Communications is damaged but sensors were not
moved because the two remaining crew members are not
technically proficient enough to realise.

Living Quarters
There are lots of valuable personal affects in the living
quarters. A Human Resources Character should roll Style
for each room they are investigating. The Captains room
will need to be cut into as the door is jammed shut (from
damage).

Galley
The galley is strewn with discarded plates and cutlery. The
Bioreorganiser (which is used to make food) unlocked and
empty, suggesting someone has had the biomatter (from
which food is made) out of it.

Suit Room

Scene 3: Approach
The team are to enter the craft at the bridge airlock.
There is no power at the airlock, anyone with Spacecraft
Systems Skill make a check to open it manually (and
without setting off alarms).

The suit room (where the team gets ready to go to a wreck)


is depressurised and the door will not open unless forced. If
opened, then more bulkheads will automatically close to
stop air leaking out. This is where the scavenger team were
when the Botchery Clipper attacked.

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Timeline

The Cargo bay is a huge cavern with space crates grouped


together on the walls and ceiling. The Orbihaul is in the middle
on one side by the airlock. There is no artificial gravity in the
cargo bay (Grav Field Generator is turned off - which can
be turned back on using Hacking or Spacecraft Systems).
The doors are welded shut from the inside. The Characters
can cut their way in (Mechasys Systems). The air in the cargo
bay is still breathable (being so much of it, it takes longer to
be used up).

Scene 5: Ambush!

Mary (Security)

When the players entered the


Ungodly
Act, the
Battle:
6, Meat:
5, remaining
Shift: 5,
two crew members were
Soul: 6, Wit: 4
alerted to them. When
Body: H: 10, LA: 10, T: 40, LL:
they finally cut their way
15, RL: 15
into the cargo bay, Mary
will open fire (see stat Box).
Armoured EV Suit: H: 100, LA:
The first burst should fail as
150, T: 1000, RA: 150, LL: 200;
Mary scrambles for a
RL: 200
better vantage point.
Heavy Firing: 60%

Scene 6: The
Orbihaul

M i s s i o n T w o : T h e L e t h a l
R i n g s o f O b y r w o r l d

ission two is in two parts. It mission begins with the


team negotiating with poorly disguised Metropol. The
Metropol arent friendly at all and a fight breaks out. As the
fight starts to look like it will be going the players way, the
lead Metropol negotiator will escape in a car, leading to a
car chase. Once they catch the Metropol negotiator, he will
release information about the valuable wreck in the rings.
The second part of the mission will be the investigation of
a wreck called the Toast Rack in amongst the Rings of Obyrworld. The Toast Rack is a Metropol trap and contains a
heavily damaged Droid.
The mission will give the players a chance to have a fist fight
using the Close Combat rules and a vehicle-to-vehicle dog
fight using the Vehicle Combat rules. The second half points
out how lethal even a damaged Droid actually is.

Scene 1: En route to Obyrworld


Captain Stuo: We are going to call in a debt with some
information brokers on Obyrworld. Over the past two
years, we have been dealing with Obyrworld Information
Brokers to supply us with details of profitable wrecks in the
Rings. In return, we have been fetching them crates from
abandoned stores across the cluster. The last two trips we
did on the proviso that they were on the brink of discovering a valuable wreck known as The Toast Rack in the
Rings. They now know the location of the wreck and want
to discuss matters face to face.

Weapon: Arms 5 Rifle,


magazines, no greandes.

The Orbihaul is a pewter


gun metal colour, any identifying insignia have been
scratched out. Unlike the rest of the Ungodly Act, the
Orbihaul has not been treated well. This is because its the
stolen Orbihaul from the Botchery Clipper. The main cargo
bay of the Orbihaul has power, gravity and life support
functioning. Biomatter cartridges from Bioreorganisers across
the ship are piled in one corner and in another corner is the
suspension tube where the First Officer is on life support.

Go down to Obyrworlds star port, Amo. Meet the information brokers in The Ancient Mariner and pick up the
co-ordinates. They might want to counter offer. Do no accept it. You are not there to bargain, you are there to pick
up The Toast Racks co-ordinates. Make sure you land the
Orbihaul far from the port and use the Botchery Clippers
Kestrel to go to and from it. Orbihauls are far too valuable
to Obyrworlds inhabitants as they are the key to getting
to the Rings.

Abigail is hiding in the cockpit of the Orbihaul, she is terrified


and will come out shooting when the team enter. Abigail will
not be reasoned with, she is in a state of panic and will just
fight.

Scene 7: Wrapping up
Once Abigail and Mary are dealt with, the crew will gather
salvage. If unsure what to do, they can contact Iss Horn
Barnarder. Iss Horn will tell them to load the Orbihaul, he will
consult the Captain. The team can distribute the weapons
between them. They will need them for the next mission. Iss
Horn will wait until the team have filled the Orbihaul before
reporting back.
Iss Horn: The Capn says to leave the First Officer on board
the Ungodly Act.
Take the Security Member of the team aside.
Iss Horn: The Capn wants you to put a bullet in her head
to make sure.
Whatever happens, the Captain will not allow the First Officer
on board.

Scene 2. Into Amo and the The Ancient


Mariner
The sandy sprawling port of Amo is a muddled mix of Croft
buildings, an unfinished
If you want a spacecraft
Mex City complex and a
to
return to, dont leave it
shanty town of spacecraft
near Amo.
carcasses
and
space
crates
converted
into
Local saying
make-shift houses. For all of
its rough edges, Amo has a
vibrant culture, driven by riches served down from the
scavenged remains in the Rings. Those getting rich from
trading scavenged goods are known as Brokers and they
are both business and criminal organisation. As such, most of
the inhabitants either are or aspire to be connected in some
way to a Broker.
People in Amo can be group easily between those that
spend a lot of time in the rings - who are pale and well dressed
and those that live only on Obyrworld, who are tanned and
scruffy. The darker your skin, the less time youve spent in the
Rings. A pale pallor is seen as a badge to be proud of.

136

The Ancient Mariner


Situated in the very hub on Amo is a bar called The Ancient
Mariner. Frequented by Scavengers and Brokers, it is where
business transactions are proposed, shouted, wrestled
and set on fire. The Ancient Mariner has a no guns policy,
enforced by an 8ft tall Borg called Williamson. He will stay
out of fights that dont involve guns but when a gun is drawn,
he will tangle with whomever gets in his way. Any damage
that you do to the Ancient Mariner needs to be paid for. If
you refuse then debt collection will be handed over to the
Brokers and Amo will become a no-go zone.
GM: A huge Borg 8 feet tall welcomes you to The Ancient
Mariner with a nod. You indicates a sign to one side of
the door above some lockers that says Customers are
politely requested to bring No weapons into the bar. The
bar has a vaulted ceiling filled with hanging examples of
treasure found in the rings. Each piece looks like a time
capsule from a time 1000 years ago when the Droids first
struck: adverts from long defunct companies, memorabilia from dead sports stars and trinkets that were once
prized.
The layout of the bar is entirely secluded booths, each
with its own sound field generator that ensures privacy.
Between the booths where rickety Automatons shuffle
plays a laid back jazz. An Automaton shows you to your
table, Adam Harrod has been expecting you./

Scene 3. The Negotiation with fists


Captain Adam Harrod is a Metropol spacecraft Captain
who has been hiding in the Obyrworld rings for nearly a year.
A cruel, violent, bloodthirsty man, he is tired of the waiting
game that Tacquent has commanded him. He wants action
and is a tinderbox waiting to ignite. His battle ready Cruiser
The Void Cutter is hidden inside a particularly large chunk
of debris. Adam has been posing as an information broker
to obtain Metropol supplies that have been hidden around
the Cluster that the Botchery Clipper (and other spacecraft)
have been collecting for him. As the Brokers rarely leave
Obyrworld and certainly have no interest in the Metropol, he
has them all fooled.
Adam Harrod is bald, 70 (35 in 21st Century years), with
thick tattoos instead of eyebrows. He speaks slowly, with a
growl to his voice. He wont give over the Toast Rack details
to the team without more work because he is a bored
megalomaniac and wants to feel important while remaining
low key.
Even the slightest provocation will start a fight between the
players and him. Any provocation and he throw his drink,
turn over the table or yell abuse. Other bar regulars might
side with him when the fight starts. Use the bar regulars to
pad out the fight if you have a lot of players.

If the fight goes badly


If you find that the players are losing (due to poor luck), you
can have one of Adams Henchmen draw a gun. Williamson,
the security Borg, will step in and disarm him, knock him out
and throw him onto the street. Other bar fighters might see
this and decide to give up.

Non Player Character Statistics


Adam Harrod
Battle: 6, Meat: 5, Shift: 5, Soul: 4, Wit: 4, AR: 1, H: 10, LA: 10, T:
40, RA: 10, LL: 15, RL:15. Stun: 100
Psychotheatric: Spatially Aware.
Skills: Pilot Grav: 65%, Combat Pilot Grav: 50%, Light Firing:
60%.

Droffilozi
A thuggish brute that acts as Adams security when on the
surface. Small, beady eyes deep set into a chiselled face.
Wont really say anything.
Battle: 7, Meat: 9, Shift: 3, Soul: 6, Wit: 2, AR: 1, H: 10, LA: 10, T:
40, RA: 10, LL: 15, RL:15. Stun: 140

Ambleowe
A slight but ferocious fighter who acts as Adams ego
massager. A weasly yes man who is handy in a fight.
Battle: 6, Meat: 3, Shift: 7, Soul: 3, Wit: 4.
Body: AR: 1, H: 10, LA: 10, T: 40, RA: 10, LL: 15, RL:15. Stun: 80

Williamson Borg Security


An 8ft metal skinned Borg, will only join the fight if weapons
are drawn. Although he /can/ do Meat damage with each
hit, he will not kill anyone - only knock them out.
Battle: 8, Meat: 24, Shift: 14, Soul: 3, Wit: 4.
Body: AR: 15, H: 800, LA: 900, T:2300, RA: 900, LL: 800, RL: 800.
Stun: 400.

A typical bar regular


Battle: 4, Meat: 3, Shift: 4, Soul: 3, Wit: 3.
Body: AR: 1, H: 10, LA: 10, T: 40, RA: 10, LL: 15, RL:15. Stun: 80

Scene 4: The chase


Adam will escape out the front of the bar (his ) before he runs
out of Stun. He drives a poorly
Metrpol Van
disguised Metropol van. Only those
Characters that have a background
AR: 10
on Essofin have a chance of noticing
HP:3000
that (Wit roll with -2 difficulty). He is
escaping to a shuttle hidden in a gully
6 miles out of town.

Speed: 200

Acceleration: 20
The Metropol van has a doorMano: 20
mounted gun but it needs someone
to fire it and Adam will be on his
own. Instead, he will be firing a
Havan 11 from a hole in the windshield. As Harrod has the
Psychotheatric Spatially Aware, he can fire his weapon from
his moving van while firing at another moving car (the player
Characters) without attracting the target moving modifier.
He will keep trying to fight the players - even though his van
is faster than the players Kestrel. Running would only show
where his shuttle is located.
If the players are finding it difficult to shoot down the
Metropol van (because they have left their weapons at the
weapons check) then you can suggest that boarding the
Metropol van is possible (and nonlethal). They need to win
advantage, and board the van instead of shooting. If the

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Cargo Bay

At the end of the chase, the players should have a plastic


data card that will have co-ordinates of the Toast Rack in
the rings. If you have a Character with Hacking, then say
they need to hack the card to get the information off. If
they search the van then they will find some Arm 5 rifles with
ammunition and LVGs.

Scene 5: Into the Rings


GM: The Rings of Obyrworld consist the debris of three
huge Orb space stations that were destroyed by the inhabitants when the system was about to fall to the Droids.
The rings teem with valuable debris and even complete
spacecraft. Most of the debris is more than 1000 years old,
dating from when the Droids attacked. Iss Horn tells you to
get suited up.
The Toast Rack is a model of spacecraft only 150 years old
- which is considered to be new in Icar. Consider the Rings
of Obyrworld as an asteroid field where the asteroids are
remnants of human engineering. As such, the Toast Rack has
taken a lot of surface damage (shields will protect most craft
without a problem but the Toast Rack has shields down) and
looks battered and old. Any Zero G technicians should do a
Spacecraft know Skill check. A pass will show that the Toast
Rack is new, a pass by more than 40 should reward them
with more information from below.

is a perfect time to give the Security member a weapon


upgrade to an Astraripper 2E (or similar). You can limit its
effectiveness by providing only 100 rounds of ammunition.

M i s s i o n

The Toast Rack has no power, no atmosphere and no gravity.

Scene 6: Onto the Toast Rack


The Toast Rack should be seen as a typical mission. The inside
of the toast rack are strewn with bodies of two kinds. The
majority are scavengers in
Damaged Droid MK 1
Moss EV suits, sent there by
Metropol
Savants
to
Battle: 20, Meat: 30, Shift: 15,
disappear. There will also
Soul: 0, Wit: 2
be the bodies of families,
Body: AR: 20. H: 1000, LA:
frozen in time. The Droid
1500, T: 4000, RA: 1500, LL:
will wait a few minutes to
2000, RL: 1000
appraise the newcomers
before attacking. The
Droid does not have any
weapons but does blunt damage in close combat. The Droid
will use hit-and-run guerilla tactics.

P o r c u p i n e

his mission is in two parts and should be completed in one


play session at considerable speed. The first part is the arrival at a fresh wreck that has to be stripped at speed. The
second part is escape from the wreck and space combat.
By the end of this combat, you have the option of killing Iss
Horn Barnarder and Captain Stuo and giving the team the
Botchery Clipper as their own first spacecraft.

Scene 1: En Route
Captain Stuo: We have received a distress call from a
craft just one hour away. They are being attacked by pirates and are losing spacecraft systems hand over foot.
Either we will be early enough to help or late enough to
salvage. Either way, were going in. Suit up and arm up.

Scene 2: Approach
Captain Stuo: We have finished our Light Jump and there
are two craft here. One (called the Porcupine) is completely disabled, we believe that it was the one putting
out the distress call. There is also an armed pirate vessel
(called The Unbroken Arrow), which is also heavily damaged. I can see crews on the outside of the pirate vessel
performing repairs, so we may have limited time. The plan
is to pick up cargo of any worth and leave before the
pirates are repaired. While youre on board see if you can
ascertain the origin of the craft. Time is short, so suit up./

The Toast Rack


The Toast Rack was a spacecraft stolen from the House
Granger Fleet by Metropol Savants. The Savants took the
Toast Rack (with the families and crew on board) to the
Rings of Obyrworld and dropped a damaged Mk 1 Droid
(humanoid skeleton) into the craft. The Droid killed everyone
on board. The Savants then wanted to move the Toast Rack
into the path of the Granger Fleet - hoping they would take
it onto one of the huge Granger hulk Star Docs, where the
Droid could wreak havoc. In a large fight that destroyed
much of the internal systems, the Droid took out the Savants
too. Since then, the Savants have treated the craft as a
place to send people they want to double cross and not
come back.

T h r e e :

Iss Horn Barnarder will be in the suiting room for this mission,
helping everyone get ready. He will be generating a lot of
nervous energy. It is notable because it is the first time that
anyone would have seen Iss Horn nervous. Rather than use
the Orbihaul, the Botchery Clipper will dock onto the side of
the Porcupine.

Scene 3: The Porcupine


The Porcupine is a very well looked after Granger Fleet
spacecraft, a medium sized freighter (larger than the
Botchery Clipper), its job was part habitation and part cargo.
More than 500 people lived on board. Everyone is now dead,
through depressurisation and life support failure. The salvage
here will be for expensive personal items, trinkets, jewellery
and other items that can be carried off easily. Iss Horn will
advise them to get into the living quarters, which will be filled
with floating corpses, and search for expensive items. As the
Porcupine is a modern craft, all the Characters will be able
to spot expensive items. The Captains quarters has a safe
that includes the documents for the craft and a card with
110 000 credits on it.
During the search of the Porcupine, the team will be hurried
by Iss Horn, who will be watching the repairs on the Pirate
craft very carefully. The Botchery Clipper will be docked onto
the Porcupine in such a way that the Pirate craft cannot get
a lock on.

Scene 4: Back to the Botch

Return to Obyrworld

The first set of systems that the Pirate craft will get back online
will be its pulse laser. The Pirate will start opening fire on the
Porcupine, attempting to kill off the Scavenger team. Inside
of the Porcupine, there will be flying debris, energy shock
waves and plenty of gas clouds caused by base metals
turning to steam. This translates to the player Characters
being thrown around, picking up a lot of stun and needing
to help each other get off the pirate craft. After 20 turns of
firing, the Porcupine will start to break up and the Botchery
Clipper will need to undock and move clear.

The Astro Graveyard

Note that the Porcupine is entirely silent as it breaks up. Only


when debris or shock waves hit the Character will there be
any sound. As communications are Gaia based, they will not
be affected by any energy shock waves.

Scene 5: Escape!
Once onto the Botchery Clipper, the technical people will
be ordered to the Engineering bay and everyone else will
need to go to the bridge. Space Combat will then begin. The
Captain will make the decisions on what needs to be done
at each step. At first, the aim will be to disable the Pirate
Craft and then escape. If this does not work out then the
Captain will just escape. At no time will the Captain entertain
the option of boarding The Unbroken Arrow. If badgered by
the players to attack, Captain Stuo will say:
Captain Stuo: Never judge the crew by the craft
Make sure that during Space Combat everyone is kept busy.

The Unbroken Arrow


The Unbroken Arrow is a typical pirate craft that bristles with
guns and speed but lacks defence and cargo capacity. The
Unbroken Arrow was damaged heavily in its fight with the
Porcupine and although the crew have worked hard to get
it back online, it is a shadow of its former power. As such, it
is now slightly weaker than the Botchery Clipper. The Broken
Arrow will give chase for a few turns but will eventually give
up when they realise that the Botcher Clipper has excellent
shielding.

The team were double crossed by Adam Harrod, return to


Obyrworld to demand compensation. This would lead to
making Tacquent an enemy, which would in turn create
plenty of plot hooks.

The Graveyard is located on the edge of a nebula and


contains thousands of wrecks. As the Droids were sweeping
through the cluster, many craft banded together and hid,
hoping to be ignored. This fleet consisted largely of unarmed
refugee craft. Now, they float on the edge of a spectacular
nebula. The self-proclaimed owners of the salvage will
not like others picking off choice spacecraft without their
permission (and tribute). There is nothing illegal about the
player Characters scavenging in the Fleet but the owners
might disagree.

Botchery Clippers Lower Bay


The lower bay on the Botchery Clipper contains a damaged
Droid Mk 3. Some damage to the Botchery Clipper has
allowed it to become unleashed and has finally worked its
way through into the main cargo bay. It must be destroyed.

Carl Tacquents Gambit


Lesser family member Carl Tacquent is trying to get a name
for himself. He challenges Scavenger Teams to bring back
a statue created by Bellerwick. There are four statues in
Anadar and he gives the location of one on Obyrworld. The
reward is 2 million for the first team to return one intact. The
statues are 100m tall and made out of granite.
The teams can either go to Obyrworld and fight for that one
or use the Undergaia/Gaia Research to find another nearby.
Then there is the problem of moving it safely into orbit.
Captain Stuo will use the money on improving the Botchery
Clipper and equipment for the team. The subsidiary aim for
this mission is for the team to meet other Scavenger teams
and deal with them either with respect-among-thieves or a
fight.

(Optional) Scene 6: Interloper


One of pirates from The Unbroken Arrow were hiding on The
Porcupine when the Botchery Clipper docked. As the team
searched the Porcupine, the pirate crept onto the Botchery
Clipper and hid. After they escape, he will break onto the
bridge and kill the Captain and Iss Horn Barnarder in a suicide
run. As the team should be in their EV suits still, they should be
protected. The attacker only needs a pistol to kill them both.

Mission Ideas
If at the end of the 3 missions, your team are still finding their
feet, then I can recommend using the Botchery Clipper
under the command of Captain Stuo a little more. Either way,
these are ideas for further missions. This missions, although
touching on the main campaign elements in the setting are
not events in the campaign itself and are therefore good
precursor missions.

The craft has been stripped of any worthy salvage but there
are personal items the dead scavengers and families. This

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G GamesmasteGa Game

G GamesmasteGa Game

players can think up another way then let them do it when


they gain the Advantage. More information on Dog Fighting
can be found on page 25.

Easy: Creating a fully immersive Gaia simulation about a


news item for Gaian News.

p p e n d i x

A c a d e m i a

S k i l l

Difficult: Creating a full immersive Gaia simulation through


someone elses eyes and creating a report in their style. A
form of journalistic forgery.

L i s t

Law

Wit Wit Soul. Wit > 5. Self Taught.

Academia Skill Tree

The study of the principles and practices of Imperial law and


local laws. This includes the grey area where these two laws
meet.

Language

Journalism

Law

Oration

Easy: Avoiding arrest and incarceration by understanding


what evidence is required for any given crime.

History

Antiquities

Difficult: Present evidence in such a way that the manner


in which the law will be applied is moved in favour of the
Character.

Graphics

Oration

Forgery

Colony Know

Architecture

Thespian

Impersonation

Ecopolitical

Socioeconomics

Botanical

Food Science

Soul > 4. Language. Self Taught.

Oration is the ability to speak in public, either in a prepared


manner or by surprise. A good orator is someone who can
captivate the audience while putting their point across.
This Skill extends the abilities in the Language Skill to allow
the Character to literally captivate anyone who is listening.
Oration is normally used to bolster any other Skill where talking
is important, such as using Persuade to get large groups of
people to do what the Character wants.
Easy: Rouse a rabble to encite violence towards the
cause of their beliefs.

Genetics
Biological

Macroecology

Physical

Macromechanics

Difficult: Stop a violent rabble by convincing them their


beliefs are flawed.

History

Wit Wit Wit. Self Taught.

The study of what has gone before. Used to help understand


the actions of others. Includes the study of current affairs and
comparison with history. Combined with Research, history
can help give an insight into any given situation.

Astromechanics
Chemical

Explosives

Easy: Drawing connections between current events and


actions of people.

Language

Difficult: Drawing connections between past event and


current events.

Wit Wit Soul. Wit > 2. Self Taught.

Language is the Skill of good communication. Language


covers both written and spoken Imperial. A Character with
a high level of Language will find it easier to explain ideas or
interpret other ideas. Language also covers how convincing
you sound and so should be used when the Character is
trying to lie without being detected. This is different from the
Skill Persuade, which is specifically about getting someone to
do what you want.

Antiquities

History. Instructor.

The study of artifacts, antiques and the cultures that used


them. This includes attaching value to objects and putting
them into context. Antiques is used for setting a good price
in a legal environment, unlike Street Deal, which deals with
haggling a good price outside of the establishment.
Easy: Able to date, find manufacturer, origin and price
and piece from the past 50 000 years.

Easy: Stalling for time by waffling on about nothing.


Difficult: Trying to convince someone the opposite of
something they have believed their whole life.

Difficult: Date, find manufacturer, origin and price for


a piece from before the Aran wars or from an obscure
manufacturer.

Journalism

Language. Self Taught.

The ability to write factual or fictional reports convincingly,


using appropriate sources. Includes Gaia presentation
techniques and knowledge of the media business. Good
reports can be sold to the Gaian News system.

Graphics

Wit Soul Soul. Soul > 4. Self Taught.

This Skill enables the Character to produce visually effective


Gaia art and to copy and alter existing art. Also includes an

140

appreciation and the detection of fakes. Gaia art is broadly


anything that is in 3D, from attractive Gaia Entities through to
items of hard light furniture.
Easy: 3D Gaia art, Gaia environments, logos and symbol
design.

Character can analyse and predict from learnt case studies


and watching current affairs. The Character is also able to
understand political intrigue and can, to a certain extent
predict future political climate.
Easy: Given a small amount of colony information, the
Character can work out who is the real power there.

Difficult: Forgery, 3D creation of believable people.

Difficult: Predicting the future political climate in the long


term.

Forgery

Graphics. Instructor.

Forgery is the art of copying or falsifying. This includes all


forms of art, from sculpture and painting through to the Gaia
based arts. Motion forgery (animation) is included in this
Skill. For detection the browser most roll over the Forgery Skill
rating. If the roll is 0-19 over, the browser is curious. If the roll is
20+ over then the browser is sure the object is fake.
Optional Rule: The GM rolls this Skill check in secret and
declares that the Forgery is good. This way, the players do
not know how good the forgery is and have to assume it is
ok.

Architecture

Socioeconomics
Ecopolitical. Instructor.

The study of colonies and societies. This Skill allows the


Character to understand the factors involved in running a
system and an empire, the affects on population and the
use of trade and technology to boost the wealth of a system.
Easy: Given a small amount of information on a colony,
can derive the main economical drivers behind it.
Difficult: Long term prediction of the effects of small
changes in the economy.

Botanical

Wit Wit Soul. Instructor.

Graphics and Colony Know (Tech Skill Tree). Instructor.

The appreciation and design of buildings, how form


follows function and the history behind how different styles
evolved. Architecture also includes in depth knowledge of
construction and the layout of buildings. A Character can
obtain quite a lot of information about the building with a
successful roll.

The study of plants and simple plant ecologies. The player


has an in depth knowledge of horticulture and farming.
Classification of plants can be done by sight but more
information is required for a detailed analysis.
Easy: Identification of crops, understanding of their
strengths and weaknesses and prediction of how climate
change might effect them.

Easy: Working out the structural points of a building.


Difficult: Working out the layout of the inside from the
design of the outside.

Thespian

Difficult: Identification of the properties of new species


given very little information.

Food Science

Botanical and Biological. Instructor.

Wit Soul Soul. Instructor.

The ability to act a given part or understand a part through


words. Actors play a big part in entertainment, although they
do not write the words and need time to rehearse. Can do
Impersonation without a modifier if the subject is very well
known. This Skill is more useful to indicate a profession, rather
than be used as a Skill that is rolled regularly.

The study of food, and its effects. This Skill allows the Character
to analyse creatures and plants (for the use of food) for their
content. This also includes the analysis of diets and being
able to tell how a particular diet might effect someone.
Easy: Given a plant and some information, can tell
whether it is edible or not.
Difficult: Create a balanced diet for a group of
mercenaries on an alien world.

Impersonation

Thespian. Self Taught.

This is copying the actions, mannerisms and voice of a


chosen subject. The Character must spend at least 5 hours
studying the subject to do a good impersonation. After that,
each extra hour adds 1%. For example, after 25 hours, a
Characters difference reduces by 20%, greatly improving
the chance of a good match. With the addition of intelligent
prosthetics, a person could fool anyone without DNA testing.
Easy: Impersonate someone well known or a well known
profession.
Difficult: Impersonate someone so that it is Hard to stop
using a Wit roll.

Ecopolitical

Wit Wit Wit. Self Taught.

The study of Governments, Industries and how they interact.


Including terminology, structures, positions of power, power
bases, supply and demand, trade and diplomacy. The

Biological

Wit Wit Soul. Instructor.

The study of organisms and their habitats. Also includes a


minor knowledge of plants and animal behaviour. From the
smallest cell to the largest beast, Biology covers it all.
Easy: Analyse and predict the motivation of an unknown
creature.
Difficult: Tame a previously unknown creature.

Genetics

Biological and Botanical. Instructor.

The study of DNA, Genetic Resolution and Energy Genetics.


The Character will be able to study the DNA patterns (with
the aid of Medical Equipment) and work out if there are any
defects, viral problems or if two different patterns match in
any way. Information on origin can also be gained. Also,
genetic matches are understood, so the Character can tell

141

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Easy: Analyse a DNA print for known defects.

L i f e

S k i l l

Street Deal

L i s t

Wit Wit Wit. Instructor.

Difficult: Given a new genetic virus, calculate what the


effects might be if passed on.

Macroecology

Biological and Botanical. Instructor.

What makes planets tick? This is the answer. Everything


that happens on a planet is covered by this. It includes
Meteorology and Ecology, predictions can be made about
future planetary states and weather changes (and the
affects on the weather of the planet). This also covers the
technology of Terraforming, the ability to alter a planet in
such away that the atmosphere become breathable.
Technicians who work in atmosphere generation plants use
this skill all the time.
Easy: Program and set up Atmosphere generation to
produce a desired change in meteorology or ecology.
Difficult: Forecasting for a change in a planets ecological
or meteorological state.

Wit Wit Shift. Self Taught.

The study of chemicals and their reactions. Includes all


normal, partial and flux materials. The Character can
construct, analyse and understand the properties of any
material. Also includes understanding of chemical energy
patterns.

Street Trading

Commodities

Easy: Predict the effects of two chemicals together.

Street Deal

Difficult: Creation of new chemicals for a specific and


complex purpose.

Language

Scam

Street Wise

Blend

Street Fighting

Rail Fighting

Acrobatics

Akarak Art

Explosives

Chemical. Instructor.

This is more an academic application than a science in itself.


The Character can design and make any volatile substances
to suit the use and will know the best ways in which to set
them up. Defusing and the analysis of other explosives is
Hard and there is a risk of premature detonation on failure.
Easy: Create
products.

something

explosive

from

This is the art of getting a bargain and being able to spot


where you might get one. This Skill allows the player to barter
more effectively and also to find and buy more obscure
items that the owner may not wish to sell. A successful roll is
not an automatic pass but an aid to the role playing that it
accompanies.

Life Skill Tree

Street Deal is also used for finding the Black Market. This exists
on every system. A pass with a difficulty of Hard is required to
find the Black Market. More information can be found in the
Equipment Index.
Easy: Haggling down a price on a street corner.
Hard: Find the Black Market on any given system.
Difficult: Given an unknown item, work out how much you
might get for it.

Scam

Scale Wall

household

Street Deal, Streetwise and Language. Self Taught.

Stealth

Silent Shadow

Physics and basic astronomy. This Skill is more of a spring


board into more complicated and useful topics. This Skill holds
all the concepts that many other scientific areas are based
on. If any Character wishes to design and build anything
radical at all, this Skill is a must. Includes all about the Medium
concept and gives the Character a better understanding of
how things work.

Sleight of Hand

Pick Pocket

Style

Seduce

This allows the player to pull a con trick or to make someone


believe something that is not entirely true. The scam needs to
be explained and rolled for before undertaken. Scams can
range from planning and playing elaborate tricks to small
deceptions. Most scams should involve money and must
include some sort of benefit for a Skill increase. Inventiveness
is key here!

Empathy

Counsel

Easy: Extort money from an elderly person by selling them


a service they do not need.

Macromechanics

Persuade

Interrogate

Difficult: Obtain access to a spacecraft by pretending to


be a star port official.

Physical

Difficult: Anything to do with energy explosives.

Wit Wit Wit. Instructor.

Physical. Instructor.

Macromechanics is the study of how planets work, how their


orbits are formed and what affects their parameters. Included
is plate tectonics, composition and geology, Terraforming,
the concepts and the practices. Macromechanics includes
a lot Geology, the study of rocks and so this Skill is used by
anyone who would analyse a planet for possible desirable
mineral deposits. In conjunction with Macroecology, this Skill
is used by anyone who decides whether a planet is worth
colonising or not.
Easy: Decide whether a given astronomical feature
contains minerals of any worth.
Difficult: Calculate a method of blowing a planet up and
making it look natural.

Astromechanics

Streetwise

Intimidate

Wit Soul Soul. Self Taught.

Street Trading

Wit Wit Soul. Self Taught.

This is the technique of buying, moving and then selling goods


for a profit. Trading gives the Character the knowledge to
spot a good buy and to know where to get rid of it. Also
includes knowledge of good and bad prices for commodities
and a few trading runs in their home area as well.
Easy: Spot an as yet unused trade route between two
colonies.

Astromech. Is the study of space, its features and pitfalls.


This includes greater knowledge of the Medium concepts,
space travel, orbits, star formation, astral formations (asteroid
fields, nebulae) and the complexities of gravity. This is the
core Skill for any new designs of faster-than-light engines the
Character might want to build.
Easy: Predict the effects of a previously unchartered
feature in space.
Difficult: Create the theory for a new form of Faster Than
Light engine.

142

Easy: In an unknown city, find a facility or person with very


little information.

Difficult: Make profit from an artificially forged trade route.

Commodities
Trading. Instructor.

Physical. Instructor.

This provides the player with the ability to walk the streets
of any city with a certain air of confidence and knowledge
of their surroundings. The ability to find the base of power
or know where to look. Includes spotting bad situations and
understanding other peoples predicaments. To aid the
use of the Skill it is recommended that the player builds up
contacts to use as information sources. Successful Streetwise
rolls should yield a new contact. The bigger the difference,
the better the contact.

This allows the Character to use GM based knowledge to


spot what commodities are suitable where. This also gives a
knowledge about limits and legalities of commodities and
places where they are especially cheap (in good supply)
or expensive (poor supply). If Ecopolitical (In Academia List)
is also owned, then the player has an immediate 15% Skill
bonus. This Skill is difficult to roleplay and should be used for
information gathering purposes.

Difficult: Predict the criminal


commercial information.

activities

given

only

Blend

Streetwise. Self Taught.

This is the art of not being noticed. The Character knows how
to act in certain places and understands all etiquette well
enough to look inconspicuous. The higher the difference, the
less suspicion is directed toward the Character.

Easy: Find out what commodity prices are going to be


worth buying in the future.
Difficult: Understand the commodity situation in the whole
cluster and work out how to improve or ruin it.

143

Easy: Escape notice of a police force when in a crowd if


wearing similar clothes to the crowd.
Difficult: Lose pursuers in a sparsely populated area when
wearing conspicuous clothing.

AAppendiAppe Appen

AAppendiAppe Appen

Chemical

relations.

Akarak Art

This is the ability to use the surrounding environment and


other people to win a fight. Normally learnt by practice but
can be taught. As the Skill percentage increases, new moves
and abilities become available.

The nearest to this is a marital Art, Akarak Art is a fighting


style which combines power, speed and flair, not to mention
bionics. This Skill allows a Character to have 6 moves in a
combination, regardless of their Battle Attribute. A Character
must be trained to perform this Skill and this training must be
performed by an Akarak Elder. Having this Skill at 70 does not
allow the owner to teach it.

Battle Battle Shift. Self Taught.

Acrobatics and Street Fighting. Instructor.

10: Can have more than 3 moves in a Combo.


20: Can put two or more 2 point Combo moves in a row.
30: Can use weapons. New Close Combat Combo Move:
Floor Kicking (Offensive). If user is prone and they have a
kick move, they may use it as if they were standing.

30: 6 moves in a combo allowed.


40: Sword Fast Draw. Draw sword and use it in the same
turn.

40: Can split attacks between enemies.

50: Dual Combos. If fighting 2 combatants, one combo


can be assigned to each opponent. Different Combos
can be performed simultaneously on different foes.

50: New Close Combat Combo Move: Hold Reverse


(Offensive). If in a hold, any attack can be changed into
a Hold Reverse. Rather than breaking free, the situation is
reversed and the user has the opponent in a Hold.
60: Precision hitting: When using a close combat weapon,
allows user to choose the location to hit for each successful
attack.
70: Rolling when prone. When prone (on the floor), attacks
can be dodged with a successful Battle roll from the prone
defender. This replaces any moves left in a combo and is
not automatic.
80: New Close Combat Combo Move: Rearm (Defensive.
Cost: 1). Must follow a disarm. Only works for close combat
weapons when the user is empty handed. The user takes
the weapon from their opponent and may use next turn.

Rail Fighting

Rail Fighting is a sport where two or more combatants fight


either to unconsciousness or in some places death. It has
spawned a fighting style of its own which is considered
as being dirty. Like Street Fighting, as the percentage
increases, new moves and abilities become available.
30: Intimidating Style. Being able to fight like a rail fighter
is intimidating. When rolling initiative, the opponent to the
rail fighter must subtract the rail fighters Soul.

90: Two Swords. May use two hardlight swords and deal
twice as much damage to foes. Very rare.

Shift Shift Shift. Self Taught.

This Skill allows the Character to perform acrobatic feats.


At different levels of Skill percentage, the Character may
perform different manoeuvres, as given below. In some
cases, these manoeuvres allow the Character to survive peril
that they would otherwise be injured from.
20: Can perform forward rolls, flips and somersaults.
30: Can perform a composite manoeuvre, made from
many other flips, rolls, etc.
40: Can move through The Mesh at normal speed.
50: Can perform any acrobatic manoeuvre without rolling.

60: Springboard. Character does not need to roll Shift to


stand up at the end of a turn.

60: Can fall 10m without injuring themselves.


70: If being shot at while performing a chained manoeuvre,
the firers shot becomes Taxing.

70: Floor fighting. Can still punch and kick while prone.
80: Flying Start. If starting a fight, the first move in the
combo becomes a flying manoeuvre (e.g. Flying Kick
instead of kick). This does double stun.
85: Catch Punch. If the foe is punching and the Character
is doing an offensive move and wins, the punch can be
caught and the foe can be in a hold next turn (if need
be).
90: Pressure Points. If the foe is unarmoured, normal Punch
and Kick manoeuvres do the same amount of damage as
stun. The damage is applied to the Torso only. Used by a
Character with Augmentation, this can be deadly.

80: Can fall from a moving vehicle doing 100mph at 5m


altitude and survive.
90: Character takes only half the stun from impact
damage.

Scale Wall

Acrobatics. Self Taught.

A Skill which encompasses all sorts of climbing, Scale Wall


allows the Character to climb walls, even those with very
little footholds at their Shift in metres per turn. A successful
roll is required.

144

Style and Empathy. Self Taught.

Wit Shift Shift. Self Taught.

The ability to move around without being seen or heard. This


also includes basic concealment. This is not a Blend Skill, the
Character will not be seen at all instead of not being noticed.
There are some situations where a Character cannot go
completely unnoticed. This is normally in cases where an AI is
connected to building sensors.

The ability to make someone fall in love with you or just


control their lust of you. Once en-raptured, can make them
believe almost anything you like. They can be made to make
mistakes or make decisions they would otherwise never had
considered. Seduction can also lead to unwanted obsession
and depression.
Easy: Seducing someone who is quite pliant or desperate
for attention.

Easy: Move through a building avoiding contact with


people.
Difficult: Move through a building avoiding contact with
people, automatons or sensors.

Originally an Akarakian art of following people without


being noticed. The Character will have the concentration to
watch for as long as required. A success will mean that the
Character will follow the target without being noticed and
a fail will mean either the target is lost, or in the worse case
realises they are being followed.

85: Complex Improvise. May improvise up to 5 moves.

50: Improvise 1/3 of Battle, instead of 1/4.

Seduce

Stealth

70: New close combat move: Breath of Wind (Offensive).


Is performed only in a combo as the first part of a
improvisation. Character pushes foe away and onto
the ground, doing them no damage but allowing the
Character to either leave the fight or do damage next
turn. Requires successful Battle roll. If fails, then the
Character may continue to improvise.

80: Five Foe Combo. May fight five separate people with
5 separate combos in one turn. Deal with each combo
separately.

40: Glancing Blocks. If blocking a weapon, no damage is


taken (only stun).

Difficult: Climb a glass surface.

Silent Shadow

Acrobatics

Street Fighting. Instructor.

known culture.

60: During a fight, one move in the combo may be


changed for another. Do this only once in a combo.

75: Malleable. May still attack when in a Hold but cannot


break free while attacking.

90: New Close Combat Combo Moves: Spinning


Punch and Spinning Kicks (Offensive). Like normal kicks,
except they cannot be blocked. Punch and kicks are
automatically counted as spinning.

Easy: Climb the outside of a Mex building.

Difficult: Seducing somone from a vastly different culture


who is really not interested in the Character.

Empathy

Wit Soul Soul. Self Taught.

Stealth. Self Taught.

This is allows the Character to understand the feelings of


others. Although this must be roleplayed, this Skill allows
the GM to aid the players when a successful roll is made.
The Character with Empathy may know whether a target is
lying when everyone else sees the targets demeanour as
charming.
Easy: Understanding a emotional Characters feelings.

Easy: Follow a human who is not paranoid.

Difficult: Detecting the feelings of a stoney faced person.

Difficult: Follow a paranoid human or an augmented one


with additional sensors.

Sleight of Hand

Wit Shift Shift. Self Taught.

This is the ability to conceal an item or move the item around


ones body without any watchers being able to follow the
object. The item must be no larger than that of the Character
or the Characters hand depending on the use.

Counsel

Empathy. Instructor.

The ability to discuss and suggest constructive criticism even


where the Character is not an expert in the subject. Moral and
ethical advice can also be offered, giving the counselled a
different view on events. This must be roleplayed but can be
strengthened with a successful roll.
Easy: Helping someone deal with the death of a friend or
team-mate.

Easy: Palming an small object so that it is in hand but


hidden from view.
Difficult: Moving an object from hand to hand without
anyone detecting it.

Pick Pocket

Difficult: Helping someone deal with the destruction of


their planet, everyone on it they knew being dead.

Persuade

Wit Wit Soul. Self Taught.

Sleight of Hand. Self Taught.

Removing items from other peoples person without their


knowledge. Anything from money cards to weapons can
be removed. If an item is not removable, then the Skill will
determine this and does not mean automatic failure.

Debating and arguing. The Character can see the targets


point of view and undermine the argument. A successful roll
will weaken the targets ability to disagree and may also
allow the GM to offer information to aid the argument.
Easy: Persuading a bouncer to let the team into a club.

Easy: Picking pockets in a crowd.

Difficult: Persuading a Star Enforcer that what they were


doing looked like a crime bust wasnt really.

Difficult: Picking someones pocket while talking to them.

Style

Interrogate

Wit Soul Soul. Self Taught.

Persuade. Instructor.

The Character knows how to look good and impress.


Although the Character may not be attractive, they can
certainly seem so. Style includes everything from personal
grooming to make-up. A pass would allow the Character to
cut hair perfectly where a fail would make a complete hash
of it.

Interrogation is the act of forcing information from a target


using physical and mental force to break the will power.
This is more a knowledge Skill. A success will allow the GM to
suggest a way of verbal or physical interrogation which the
player will then have to role play. This Skill is more an aid for
the less imaginative player.

Easy: Picking an outfit on an unfamiliar planet that allows


the wearer to fit in with the populace.
Difficult: Impressing an unknown group of people of an

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Easy: Finding out someones name or home.


Difficult: Finding out every dark secret about a person.

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Street Fighting

T e c h n i c a l
Diagnosis

Medical Basic

Surgery

Bionics Know

Bionics Systems

Intimidate

M e d i c a l

S k i l l

L i s t

Wit Wit Soul. Instructor.

The Skill of preserving life. Basic includes the most useful field
and household medical Skills. Dealing with bone breaks,
bleeding, cuts, shock, unconsciousness and typical viruses
are included. Instructors tend to come pretty cheap for this
Skill.

Design

Bionics Design

Spacecraft

Know

Systems

Design

Gaia

Bioweave

Vehicle

Know

Systems

Design

Energy

Know

Systems

Design

Weapon

Know

Systems

Design

Gaia (the net) runs the universe. Rayengines (Computers)


are part of everyday life and without them, the human race
would be back in the industrial age. Rayengines allow better
communication and the ability to automate many tasks. This
set of Skills allows the Character to use, program and build
systems of their own whether for car or building.

Surgery

Surgery is a technical art of manually fixing people. Surgery


includes how to make incisions, where to make them, what
each piece looks like and how to close the wound. All surgery
that is done is scarless if the surgery is done correctly. The use
of the surgical tools is covered in great depth. The Skill must
be higher than 60% to be effective. This can be raised by
studying or by using test subjects (Roleplaying Points or RP).

Gaia

Bionics Systems

Automaton

Know

Systems

Design

Mechasys

Know

Systems

Design

This is a study of the different systems that any bionic person


would have. This Skill allows the diagnosis of problems and
their solutions as well as the ability to upgrade old hardware
(with the proper documentation). This also covers the mental
effects due to Augmentation.
Easy: Fixing a well known augmentation with a full range
of medical and technical tools.
Difficult: Fixing a rare augmentation without any of the
proper equipment

Bionics Knowledge
Wit Wit Soul. Instructor.

This allows the Character to know the principles behind all


forms of Bionics. From neural links to actuators, the workings
of the structure is included here. Also this contains the ability
to spot well known types of augmentation.
Easy: Work out the strengths and weaknesses of a
augmented human on sight.
Difficult: Diagnosis of the cause behind an augmentations
failure.

Diagnosis

Bionics Design

Bionics Systems. Instructor.

This Skill allows the Character to design new bionic systems,


either from scratch (Difficult) or by updating other system
(Easy). If the player can not design the system solely, the GM
can help. Use other bionic systems as a template for new
ones.

Bioweave

Bionics Systems. Instructor.

This Skill allows the Character to operate Bioweave


machinery. Bioweave can grow new limbs or organs for
people and is a very technical operation. The more that
needs replacing, the more difficult it is to replace.

Wit > 5. Medical Basic. Instructor.

Easy: Replace a leg or arm.

Diagnosis is the art of figuring out what is wrong with the


person and then administering the correct drugs to stabilize
or remove the problem. Diagnosis allows the Character to
make a quick decision on what to do. The Skill must be higher
than 60% to be effective. This can be done through studying
(Roleplaying Points or RP) or by using people as test subjects.

Difficult: Replace both legs, both arms, liver, parts of the


spine, intestines, eyes and face all in one go.

Easy: Administering the correct drug for a well-known

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When a Meshrunner, from inside the Mesh, needs to affect


something outside. (Systems)

Gaia Know

Hacking

Wit > 5. Diagnosis. Instructor.

Easy: Treat a victim who has broken their legs after being
pushed from a moving vehicles.
Difficult: Dealing with internal bleeding or anything that
might involve surgery.

When a Meshrunner needs to get into the Mesh. (Know)


Systems

Wit > 5. Surgery. Instructor.

Medical Basic

When there is something odd about a building and they


need to know what the difference is. (Know)

Know

Difficult: Administering a replacement drug when the


Character does not have any of the facilities provided by
a medical kit.

Persuade. Self Taught.

Difficult: Human Character intimidates a full Borg.

When the players want to know where to shut the power


off in the building. (Know)

Colony

disease.

Easy: Intimidate someone younger and smaller with a gun.

L i s t

Technical Skill Tree

Biological

Intimidation is the act of scaring someone so that the


Character can gain an advantage. Intimidation is normally
used for gaining information but is equally useful for forcing
people to do as you want. This Skill is only rolled in support
of roleplaying. If the player wishes to use any other items to
support the Skill, the GM may add modifiers as necessary. For
example, if the Character is holding a gun to the head of the
victim, they a positive bonus should be added.

S k i l l

Know

Systems

Wit Wit Wit.

This is basic Rayengine use, how to use GAIA operating


system to perform certain tasks. Although using entities
(software) and being able to install new ones is contained
here, the writing of new software is not.

Design

Research

Gaia Systems

AI

Gaia Know

This Skill allows the repair and upgrade of Rayengine systems


as well as programming. The user can now program in Gaia
II (The universal programming language). However, the user
can not build their own Rayengine (computer) systems from
scratch.

Colony
This is the tech Skill which covers the colonies which people
live in. These include standard surface colonies (like the cities
of the 20th Century), Subterranean and Subaquatic colonies.

Colony Know
Wit Wit Wit.

This covers the general layout of the colonies, what all the
major parts of the colony are and how they interact. All
colonies are created on the same principles and this Skill
allows the player to understand and use these principles.

Assembling from pre-made parts is possible but not the


construction of the laser chips. This also contains information
about the use of Rayengine systems in other Tech categories.
For example, the Character would know what a vehicular
Rayengine did and how it functioned and could repair it.

Gaia Design
This is the full design of Rayengines. From making the laser
chips to connecting them, this Skill allows the user to make
technical wizardry from the tools provided.

When to Use?
When the player tries to build a computer for a weapon.
(Design)

Colony Systems

When the player needs to quickly obtain some information.


(Know)

Colony Know

This is the in-depth knowledge of how the different systems


work together. This includes the design and function of
separate buildings and the components which make the
buildings work.

Colony Design

When rigging a bomb into a persons Gaia terminal.


(Systems)
When the player wishes to repair a damaged Rayengine.
(Systems)

Gaia Hacking

Colony Systems.

This allows the player to design buildings and their


components. All manner of dwellings can be constructed
and the knowledge of how to use the tools is known.

When to Use?
When the players want to adjust their home base to suit
their needs. (Design)

Gaia Systems.

This is a very special use of Rayengines when the players


looks for a backdoor or tries to hack through the main
entrance looking for information. The hacker moves through
a network, gaining control of entities and capturing data.
Hacking is covered later in the combat section.

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Medical Skill Tree

Skill. However, the Automaton can be set with some simple


operations without using AI.

The ability to find reliable, concise and detailed information


quickly. Although most people who can use Gaia can
perform some sort of research by utilising information libraries
and search entities, finding the right information when it is not
immediately accessible is a honed Skill.

When to Use?

Gaia Know.

Easy: Finding different information biases on public


knowledge.
Difficult: Finding references to obscure history or long
forgotten technology.

When they are trying to work out if an Automaton has


Ascended (Know).
When their Automaton needs repair (Systems).

Vehicle
This set of Skills covers all the things you need to know about
Grav vehicles. Vehicles are anything that does not light jump.

important. This also includes all the tools required to fix craft.
Due to the complexity of spacecraft, this Skill requires twice
as many RP to increase than normal.

Spacecraft Design
Spacecraft Systems

This allows the Character to redesign existing parts of the ship


or to design a completely new craft. Designs of new craft
tend to be very laborious and often take much more time
that the construction. Design also gives an appreciation of
new design techniques

When to Use?

Aritificial Intelligence

Vehicle Know

Gaia Systems and Automaton Systems *.

Wit Wit Wit.

This is the Skill that covers the design, creation and nurturing
of Artificial Intelligences (AIs). This includes both AIs as
disembodied intelligences in Gaia and fully embodied
AIs as you would find in Automatons. This also includes the
counselling of troubled intelligences and understand of how
they might malfunction.

This is the knowledge of what different vehicles there are


and their Attributes. This is a bit like a train spotter Skill. The
Character would also know the basics of vehicle design. This
only contains the knowledge about the vehicles, not the
ability to operate them.

* This Skill can be purchased without Automaton Systems but


then the AI of Automatons will not be included. If Automaton
Systems is gained at a later date, this Skill then automatically
includes the new field.

Vehicle Know.

Energy

This is the in depth knowledge of how different vehicles are


made. Any repair or installation of new equipment is covered
as is the use of any tool required for the job.

Energy is the study of raw energy and its applications. This Skill
covers generators, Grav engines, Grav plates, shields, Jump
Engines, Beaming and some insight into energy weapons.

Vehicle Design

Energy Know

This is used for the design of additional systems or design of


new vehicles. Design also allows an appreciation of other
peoples work.

This covers all the basic principles of energy systems and what
each piece does. Basic ideas of what is good and bad and
what systems work best. New technology is also covered but
is Hard to understand.

Easy: Create a new AI to perform searches on Gaia.


Difficult: Counsel a broken AI back into good health.

Vehicle Systems

Vehicle Systems.

Automaton
Automatons (Autos) are the human-friendly robotic
organisms in the Icar world and this set of Skills allows for
their understand, repair, upgrade and design. Dealing with
automatons is often a more human empathy task than with
other machines because of their form. Low grade, industrial
Automatons are quite simple in design but often intimidating
in their size. Commercial and domestic Automatons are
frighteningly close to their human creators.

When to Use?
When the team need to guess the top speed of a car they
are chasing. (Know)
When the team to make alterations to a car to get the
most out of it. (Systems)

Auto Know

When the team want to smuggle illegal ammunition.


(Systems)

Wit Wit Soul.

This is knowledge of all Automaton types. The higher the


Skills, the more is known about the different types. Easy
tasks would involve analysing a given automaton for its
intended use and identification of its creator. Difficult tasks
would involve remembering the Attributes of and old model
without reference.

Auto Systems
Auto Know

System covers the repair of the overall mechanics of


the Automaton. The sorts of systems include: locomotion
(legs), sensors, nervous systems, reflexes, balance, energy
and so on. This does not include any knowledge of the
artificial intelligence of the Automaton but the basics of its
programming and the physical systems.

Auto Design

When the Character has more money than sense and


wants a very fast Grav Bike indeed. (Design)

Spacecraft
All vehicles that can Jump or venture into space. Any
freighter, cruiser or hulk can be covered. Although many of
the systems included on ships come under different subjects,
their specific operation is known as a module on the ship.

Spacecraft Know
Wit Wit Wit.

This is a knowledge Skill about how the craft works, it


also includes what sort of craft there are and what their
capabilities are likely to be.

Spacecraft Systems
Spacecraft Know

Auto Systems

Design covers the creation of new Automatons from scratch.


Design also allows an appreciation of other peoples work.
This Skill does not cover Automaton AI, that is given in the AI

This Skill allow repair and upgrade of systems on board ship.


The systems are everything from air conditioning to shield
systems. The interaction between these systems is also

148

When the team are assessing the chance of victory in a


battle. (Know)
When the team ship is heavily damaged and requires
repair. (Systems)
When the team ship requires weapons fitting. (Systems)
When the team want a new ship and are willing to wait for
an optimal design. (Design)

Weapon Know
Wit Wit Wit.

This is weapon spotting. Knowing the damage capabilities


and operating ranges of a weapon is important. This also
includes what sort of ammo the weapon can fire and the
ability to draw similarities between known and unknown
weapons to provide analysis

Weapon Systems
Weapon Know.

This is the ability to repair and upgrade weapons. Upgrades


tend to come as easy to fit modifications. Detailed
knowledge of the weapon is known and given plans, a copy
can be constructed from scratch.

Weapon Design
Weapon Design.

This allows the players to design weapons. It should be noted


that this is normally unnecessary as every weapon is catered
for and the chance of making something more efficient than
something on the market is very unlikely.

When to Use?
When a weapon is found and some information is
required. (Know)
When a weapon is damaged and it requires repair.
(Systems)

Wit Wit Wit.

Energy Systems
Energy Know.

This covers the repair and the upgrade of all energy based
systems. This also includes the tool required to do the job and
knowledge of the analytical equipment required.

Energy Design
Energy Systems.

This allows the Character to design new energy systems


using the basic principles above. To create completely new
energy systems, the difficulty is Hard.

When to Use?
When the teams ship requires some shields bought.
(Know)
When the teams ship needs the shields installed. (Systems)
When the previous two have failed and they decide to
design their own. (Design)

Weapon
This Skill allows the players to recognise, repair and build
weapons . Weapons range from hand held pistols to large
vehicle mounted weapons as the principles are all essentially
identical. Energy weapons and projectile weapons are
covered but only ideas about ammo are given.

When the team are stuck somewhere that they can not
get to any powerful weapons and need to design their
own. (Design)

Mechasys
This covers all the Mechatronic systems that are not covered
by any of the above subjects. This includes Exo-suits, Powered
Armour, Environment suits and machinery. This also includes
general mechanics, electronics and the interactions
between them. Its sort of a catch-all for all the other Skills.
No self-respecting tech will be without this set of Skills.
If the task required is a general eno-mechanical one, then
this Skill will be sufficient, but if it is covered in the above
sections then the cross-technology modifier must be added.

Mechasys Know
Wit Wit Wit.

This covers all the basics of Mechatronic systems and how to


construct them from scratch. This Skill also allows the analysis
of other systems.

Mechasys Systems
Mechasys Know.

This Skill allows the repair and upgrade of Mechatronic


systems. A Character with this Skill can attempt the repair of
anything with a modifier of Hard or higher. This includes the
knowledge and use of the tools required.

Mechasys Design
Mechasys Systems.

This allows a Character to design any Mechatronic system


which is not already specified in another subject. The

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Gaia Research

Powered Armour (PA) Use

When to Use?

This Skill deals with the use of Powered Armour suits. A


Character in a powered armour suit gets a -40% modifier
against any kind of physical Skill (such as Street Fighting
or Acrobatics) while wearing the armour. As the user gets
better at using the armour, this modifier is reduced or
removed. Light and Heavy firing are not affected by wearing
powered armour. When using the armour normally, the user
must roll under this Skill. A success will lead to the action that
the player desired and a failure means that the action is not
performed, with (normally humourous) consequences.

When the Character tries to guess the function of an


unknown machine. (Know)
When the Character is repairing a automated machine.
(Systems)

T a s k

S k i l l

L i s t

Task Skill Tree

10. Simple actions. Does not need to roll for walking,


standing up and simple manual tasks.

Bike Pilot

Bike Combat

Grav Pilot

Grav Combat

Heavy Grav Pilot

Heavy Grav Combat

Cruiser Pilot

Cruiser Combat

Light Firing

Soul Shift Shift. Instructor.

20. Intermediate Actions. Running, climbing jumping and


so on are included.
30: Can use Zero G Ops without modifier
40: Can use Stealth without modifier
50: Can use Sleight of Hand without modifier
60: Can use Pick Pocket without modifier
70: Can use Acrobatics without modifier
80: Can use Scale Wall without modifier
90: Can use Silent Shadow without modifier

Gun Fu

Powered Armour (PA) Combat

Street Fighting

PA Use and Street Fighting. Instructor.

This Skill covers various types of combat while in PA. Not


just close combat but other Skills such as gun fu. Light/
Heavy firing does not get a modifier when the Character is in
Powered Armour. Like with Powered Armour Use, the default
modifier for using Powered Armour in combat is -40%.

Heavy Firing

Pilot

Wit Wit Shift. Self Taught.

30: Can use Street Fighting without modifier.

Pilot Skills allow a Character to drive, fly or ride any vehicles.


Most everyday driving does not require a roll. If the pilot
needs to deal with heavy weather or heavy traffic then
the difficulty modifier is Hard. Each vehicle is classed
approximately below, however, to operate all the functions
of some vehicles, it may be necessary to have more than
one Skill.
Example: The Zyntek Eagle is a Grav car. So comes under
the Pilot Grav Skill. If the pilot wishes to take it into space,
which is one of its capabilities, then the pilot must also
have Pilot Cruiser.

Vehicle Classifications

40: Extension of form. The PA user now uses the Meat of


the suit to give stun damage.
50: Blunt. The PA is now used as a blunt. The user may do
the same amount of damage as stun.
60: Can use Gun Fu without modifier.
70: Can use Rail Fighting without modifier.
80: Can use Akarak Art without modifier.
90: Steady Hand. Using the innate ability for PA to remain
still, Light and Heavy Firing get +10%.

Light Firing

Wit Shift Shift. Self Taught.

Bike. A vehicle that the rider straddles


Grav. A small car or van.
Heavy Grav. Heavier grav vehicles such as Haulers and
Grav Fighters.
Cruiser. Any space capable craft.

This Skill is the Skill of marksmanship with small arms such as


pistols and sub machine guns. The value of this Skill is added
to the accuracy of the weapon when firing. See Firefighting
on page 21.

Gun Fu

Combat Pilot

Light Firing, Street Fighting (Life Skill Chat). Instructor.

Pilot. Instructor.

The combat pilot Skills (shortened to Combat in the table)


are for use when the vehicle performs any combat-style
manoeuvres (beyond day to day flying). The use of this Skill is
fully covered in the vehicle combat section.

Gun Fu is the name given to the art of fighting with pistols at


close range. When fighting in close quarters, a well made
pistol if used properly can be both firearm and blunt. This
Skill straddles the boundary between close combat and fire
fighting.
30: Quick Draw. May draw and pistol and fire in same turn.

(Defence). If in close combat (point blank) with someone


who is about to open fire, you can move the weapon so
they shoot someone else. This should not be actually put
into a combo, instead it automatically replaces a Block.
50: New Close Combat Combo Move: Reversal (Defence.
Cost: 2). Goes in a combo. Must follow a successful disarm.
User of Reversal must not be holding a gun. Must end a
combo. At the end of this combo the user is holding the
weapon at the enemy at point blank.
60: New Close Combat Combo Move: Fire Kick (Offence).
May fire a held weapon instead of kick. Only once in a
turn. Resolve hitting in the same way you would resolve
a kick.
70: Can fire 2 pistols at once. Must use this Skill for the firing.
75: Can reload and fire a pistol in the same turn.
78: New Close Combat Combo Move: Dodge Reload
(Defence). While doing a dodge manoeuvre (in close
combat), they may reload a single pistol.
80: New Close Combat Combo Move: Dismantle
(Defence). If in close combat with someone who is
holding a gun (when youre not). You can dismantle it.
A Weapon Systems Roll is also required. Does not need to
follow any move.
85: Can reload 2 pistols in a turn.
90: Perpetual Pistols: When using 2 pistols. While firing one,
the other can be reloaded.

Heavy Firing

Wit Shift Shift. Self Taught.

This Skill is the Skill of marksmanship with power-arms such as


missile launchers and chain weapons. The value of this Skill
is added to the accuracy of the weapon when firing. See
Firefighting on page 21.

P s y c h o t h e a t r i c s

L i s t

1. Uncontrolled Psyonics

3. Drained

Choose three Attributes to become same value as lowest


Attributes.

You spend your time with people more intelligence, attractive


and more socially accepted than you. Youre morose about
it and make life difficult. You dont see the point in life and
will always find the pessimistic side to everything. There are
times when you feel good and bright but its normally when
other people are suffering and you are not. After all, there is
nothing more delicious than other peoples misery.

4. Pathetic

Courageous = 1, Meat = 2, Battle = 2, Shift = 2

Youre a genetic throwback to a time when people were


small, skinny, weak, slow and pathetic. Its the hand you
were dealt and it defines who you are. Youre going to have
to work very hard to pull yourself out of the genetic hole
youve landed in. Youve been bullied all your life, or even
worse, ignored.

5. Bipolar Personality Disorder


Create 2 Deviant Wheels.

You have a split personality. Decide on what it is that makes


you flip between the two forms of you. It should be something
that is likely to occur once per session. Ensure that the two
Deviant wheels are very different. They can have some
similar features but it should be obvious which personality is
being played. Close friends will know youre Bipolar and will
understand, others will find it more difficult to understand.

6. Paranoid with good reason


Soul -2, Wit -1.

You are convinced someone is out to get you. Thats because


they are. Not only are you paranoid about everyone you
meet but you do actually have a past enemy. The GM
decides what this enemy is from your past. You can only buy
this off once you have dealt with the mystery enemy.

7. Amnesiac

Fiery = 5

Wit -3

You have fiery outbursts and can not explain why supernatural
things happen to them. You cannot buy this Pyschotheatric
off. The GM is in control of your Psyonics and will use them to
your disadvantage as they see fit. See Evolution on page 66.

2. Psychopath

Every so often (at the end of the session), your short term
memory resets and you forget whats just happened.
Medium range memory (5 sessions ago) are quite easy to
remember and long term memory is fine. The memories are
there, you just cant get at them.

8. Bionics Rehab Rejection

Fiery = 5, Fearful = 5, Foolhardy = 5, Soul -2, Wit -2

You rejoice in killing. You fly off the handle often and with an
extreme rage. Also, your personality is in flux: except for the
three Deviant wheel assets (left), change the Deviant wheel
by five points each time the Character is played. When you
are put under a stressful situation, make a Soul check. If you
pass, you remain in control. If you fail then you become
unstable and begin lashing out. You tend not to do so with
friends (other PCs) but will certainly attack those not familiar
with you (NPCs).

All Attributes - 2, Poor Borg suit

You were borged by an amateur and you rejected the suit


during insufficient Rehab. You are in a recovery suit - where
you will remain for 6 months. During this time, all Attributes
will be 2 less than your natural levels and you will develop a
phobia (GM chooses).

9. Unknown Past
You have no memory before 2 days ago. You know who you
are and you know what you can do but beyond that, its a
mystery. The GM gets to decide on your past, but it will not
be beneficial to you.

40: New Close Combat Combo Move: Redirect Shot

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Character can attempt the repair of anything with a modifier


of Hard of higher.

18. Bad Reputation

25. Short Concentration Span

You do not like socialising and hate large groups of people


(require Soul check or you will freak out!). You are fine with
those in your trusted circle of friends (the Characters in your
team) but you are suspicious of anyone else you meet. Small
talk is painful for youand you often find yourself bungling
social situations that others would have no problem with.

People know you and it isnt good. Youve already lived a


lot of life and most of it has been at the expense of others.
You have D10 enemies, 2 of which are obsessive and will be
actively looking for you. If you enter a bar in your local area
then roll Soul to see if they recognise you. A pass and they
do.

You are scatter brained and have trouble concentrating on


many tasks. Especially boring ones. A task anything longer
than 15 seconds. Every 4 combat rounds, make a Soul
check. If you fail, then you lose 3 seconds while your mind
is elsewhere.

11. Hunted

19. Hallucinations

Someone is out to kill you. Flip a coin and call. If you call
correctly, you can decide if you know youre being hunted.
If you call incorrectly, the GM decides. The killer may strike at
any time during the campaign.

You honestly believe the things you see. You also dont sleep
well. Youre not sure about the difference between dreams
and reality. The Character must have two hallucinations per
session. The player may specify hullucinations but if the idea
jar is empty then the GM will specify for them. Hallucinations
may be pleasant things but they may worry the team.

Soul - 3, Suspicious = 5

D10 enemies

Change Deviant Wheel to reflect the associated paranoia.

Soul -2, Fearful = 4. 2 Hallucinations per session.

12. Coward
Soul - 3, Fearful = 5

You will not put yourself into danger and you prefer to run
than fight. This is different from passifism, which is a choice.
If you are cornered in a terrifying predicament, you are
more likely to freeze to the spot or run than to act safely or
tactically.

13. Slow To React

Always lose the initiative. Shift -2.

Everyone else is always first to get the joke, respond to a fight


or play any game that involves being first to do something.
Your reactions are slow and you cant understand why.

14. Feeble Minded


Wit = 2

You have real trouble understanding concepts and you


know youre not the brightest person there. The world just
washes around you. You do not notice detail very well and
have real difficulty understanding things other people take
for granted. This Psychotheatric may not be bought off.

15. Very Weak


Meat -4, Battle -2

You are physically underdeveloped and small in stature. It is


going to take a lot of weights and fighting training to build
you back up to normal.

16. Criminal / Enforcer Parents


You parents are either Criminals on the run or are Enforcers
(whichever is worst for the setting, flip a coin if equally bad).
Either way, you are not allowed to turn to your family for any
assistance. You cannot buy this Psychotheatric off as much
as you cannot change who your parents are.

17. Technophobe

-30% to all Tech Skill checks.

You are terrified by machines and any kind of technology.


When it comes to dealing with machinery (Cars, Bikes,
Spacecraft, etc), take a -30% to the Skill. You might be very
Skilled at something, you just lack the natural aptitude for
dealing with it. The only way ofbuying the Skill off is to have 6
Skills on the Tech tree above 60% before buying it off.

20. Liar

Honest = 1, Proud = 5

You lie when discussing deeds or describing stories. You will


embellish and then lie to support the embellishments. Far too
proud to back down, you will only give up when evidence is
shown to prove the contrary - at which point the original lie
will be blamed on someone else.

21. Low Pain Threshold


Meat -2. Take twice as much stun.

Theres something about you that just hurts more. It might


be your way of life, diet or upbringing that has made you so
susceptible to being knocked out.

22. Selfish

Soul -1, Selfish = 5

You wont share anything, even with close friends. You like
to hoard anything you can carry and will hide useful things
in places others cannot find. If a situation looks like it can
work out well for the team and you then thats great but you
wont seek out those situations. Be careful to not let the rest
of the team see the results of these Selfish tendancies, else
you might be cast from the group.

23. Headcase

Serious = 1, Firery = 4, Foolhardy = 5

You are hooked on adrenaline and trouble. You love causing


problems, getting into tight situations and being trouble
to everything and everyone. If something looks simple,
complicate it. If the situation looks safe, endanger everyone.

24. Average

2 lowest and 2 highest Attributes become 3.

You are painfully normal and average. This has the small
bonus of often going un-noticed. You are plain looking,
have lived a standard and outright boring life. You will have
to invent a reason why you have managed to mix with such
interesting people.

152

Wit - 2, Serious = 2

surrounded by a spacecraft and would not want to do any


zero-g space walking. This is a modern condition that affects
many people.

34. Pig Ugly


Soul -1

You dont have much spatial awareness, you knock things


over a lot and have little co-ordination.

You are unattractive in the extreme. There is no galactic


subculture that would think you were attractive. Your looks
are never back in fashion. Your face is lopsided and head
mishapen. You are just really very ugly. People might feel
sorry for you, some might be outright disgusted. You get -20%
modifier on any Skill that involves human relations. You can
buy this Psychotheatric off with cosmetic surgery.

27. Narcoleptic

35. Bad Habits

You have no idea but you randomly fall asleep. Once


asleep, you wake up after a short time and are wide awake
instantly. Its not triggered by stress, tiredness or alcohol. It
lasts for D10 minutes and occurs twice every session.

You have two habits that other people might find annoying.
When under stress, one of these habits should manifest itself.

26. Clumsy
Shift -2, Battle -2

28. Bullied

Soul -1

36. Itchy Trigger Finger


Foolhardy = 4, Firery = 4, Wit -1

Humble = 4, Courageous =2, Battle=3

You were always bullied and your Character is humbled


by it. Without pride or self-confidence, you find it difficult to
assert yourself.

29. Babbling Fool

You like shooting things. You are likely to be the first to open
fire, even when it is not appropriate. Youre forever drawing
and loading your gun and that often makes people edgy.
Edgy people often make mistakes, which is why you need
to open fire.

37. Susceptible to Immersive Coma

Wit -1, Soul -2

When in stressful situations, you sometimes start talking


incessently. You cant stop yourself. You might give away
vital information. When under any stress, roll Soul and if you
fail then you start babbling inanely.

30. Short Fuse


Firery = 5

You are easily made angry, anyone in disagreement with


you or mocking you will feel your wrath. You do calm down
just as quickly but for a short time, you are impossible to
deal with. When something annoys you, roll Soul with a Hard
difficulty to lose your temper. When the situation around you
mellows, roll Soul again to regain control.

31. Kleptomaniac
You can not stop stealing things. They do not have to be of
use, but if you think you can get away with lifting something,
you will. You don like to sell the things on, you just like
collecting them.

32. Megalomaniac
Wit -1, Soul -1

You want to have power over people. you want to feel them
beg at your knees. You want controlling influence over their
lives. This is intoxicating. You will always want to push yourself
into the lead and want to make decisions for th team as a
whole. When they do not allow it, you will work to make it
your goal to be in control.

33. Vertigoic Agoraphobic


Also know as Groundhog disease, it is a fear of being outside
Spacecraft or Space Stations. Someone suffering from
this will not like being on a planets surface without being

Soul -1

Your mind does not differentiate between the real world and
Gaia. Although you cannot be harmed in Gaia, there is a
chance that when something truly incredible happens, your
senses become overloaded and you pass out. Whenever
the situation is looking intense, pass a Soul check to remain
conscious. You are only unconscious for 5 minutes or until
someone wakes you.

38. Unforgiving

Soul + 1, Merciless = 5, Vengeful=5

You enjoy applying pain to people and seeing people go


through horrors. You are the archetypal sadist who will hunt
people down to apply your own particular brand of cruelty
to them.

39. Criminal Connections


You have friends in the underworld. This can be both
advantageous and disadvantageous. Pick up two good
contacts you can rely on and 2 enemies that are looking
for you. You do know who these people are and can avoid
them if needed. When you need a new criminal contact,
roll Streetwise on Hard. If you buy this Psychotheatric off, you
lose both the contacts and the enemies.

40. Nightmares
Soul -1

You dont sleep well and get horrible nightmares. Often this
might have repercussions on your behaviour when awake.
Sometimes, you have nightmares that come true, they are
only bad ones. The GM will tell you when a bad situation was
a nightmare you had. Then roll Soul. On a pass, the GM can
give you a hint to help you out. On a fail, you are frozen to

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AAppendiAppeAppendix - Psy

10. Sociopath

paralised by fear just like anyone else, you love the rush that
it gives you.

41. Slow Learner

49. Fidgety

Wit - 1

You need 2 RP to raise a Skill by 3%, rather than 1 RP. You may
not justify any tenuous raises. To buy this Psychotheatric off,
you must get two Skills to 90% (maximum).

42. Borged

Attributes (AR/HS): H: 5/100, LA: 5/100, RA: 5/100, T:5/200, LL:5/100,


RL:5/100. Stun: 200.

You have been borged. The reason should not be a good


one. You are clear of Rehab but your suit is rubbish. People
treat you badly because of your lack of humanity.

43. String of failed relationships


Soul +1, Virtuous=2, Loving=4

You love people just a little too much. So much, in fact, that
you have had so many relationships in the past that you have
a string of failed ones. You keep stumbling on different social
groups that have heard of you for all the wrong reasons. If you
buy this Psychotheatric off, you keep the failed relationships.
You cant change history!

44. Chaos Lust


Wit +1, Soul -1

Normality scares you. Order and conformity set your teeth


on edge. Whenever the pace of life slows or youre set into a
situation where everyone is towing the party line, youll seek
to liven things up. This could be as little as breaking a glass
accidentally at a dinner party to blowing up someones
prized car. A failed Soul check will start the lust for chaos.

45. Notorious
Although you are not directly wanted for something, people
will know you for something you have done. It isnt a good
thing and some people will automatically be suspicious of
you. You can only buy this Psychotheatric off when you
become famous for something else.

46. Unforgiving

Shift +1, Soul -2

You cant sit still for long periods of time. If you are sitting
in a single place for more than a few minutes, you will start
rearranging things, walking about or repetitively fiddling with
anything near you. Pass a Soul check to stop.

50. Attractive

Soul +1. +5% on face-to-face interpersonal Skill checks.

Regardless of local fashions, people will find you classically


attractive. The halo effect operates on anyone around you,
regardless of their gender or sexual orientation. Receive +5%
whenever dealing with people face to face, such as Street
Deal or Persuade. You can only buy this Psychotheatric off if
you have reconstructive surgery.

51. Hopeless Romantic


World = 2, Wit -1, Soul +2

You are obssesed with a romanticised view of the galaxy.


The Imperium are wise benefactors, corporations only
work for the benefit of the human race and space travel is
exciting and quick. You can only buy this Psychotheatric off
after having experienced life for a while.

52. Witty

Wit + 2, Serious = 2

Youre quick witted and the things you say, people find
funny or interesting. People will often listen to what you have
to say, even if your point is rubbish - you just put it in such a
fantastic way. +20% to Language Skill if already owned or
get it for free.

You hold grudges easily. If someone wrongs you in some


way, then you will go out of your way to repay it! You have
an encyclopaedic knowledge of everyone that you owe
some kind of repayment. Vengence does not have to be
physical, as long as the targets life is made worse.

You have always managed to keep in shape - eating healthily


and working in Gaia simulations that keep you trim. If you
get bionics, you automatically forfeit this Psychotheatric and
have to roll for another immediately.

You believe that the worst will always happen in any given
situation. On one hand, you are always pleasantly surprised
when things do go well but you will often push the team
towards the safe route, even though that probably will not
work.

Whenever you hold a weapon, it becomes an extension of


you. This makes you an excellent marksman and you find
that shooting is second nature.

+10% to all Skills using firearms

56. Passionate
Soul + 2, Wit + 1

Soul +1, Wit -1, Foolhardy = 5

Excitement makes you feel like youre alive and nothing


can replace it. You crave danger and although you can be

Soul + 2, Calm = 4

You dont mind waiting, you believe that if you wait then
you will be rewarded. You have a calming affect on others.
Once each game session, you can call for calm and all the
other Characters must make a Soul check. On a pass, they
will calm down.

59. Technically Minded


+10% for starting tech Skills

You have a gift for technology. Any Skill which is tech related
(from the tech tree) will begin with an extra 10% off.

60. Natural Pilot

+10% for starting pilot and Combat Pilot Skills

You are instantly at home behind the controls of any vehicle,


no matter how alien it is to you.

61. Ferocious Fighter

You get excited about things and believe very strongly in


what you do. People find you supportive and good to have
around.

154

Soul + 3, Wit +1, Calm = 4

You find it easy to take responsibility and charge of events.


People listen to you and you find that many will be happy
that you have taken charge and are making decisions. You
get the Language Skill at Soul * 8.

67. Academic

You have a flair for learning academically. Raise all


Academia Skills by 15% automatically. This inludes new
Academic Skills too.

68. Determined
Soul +2, Wit +1

You have a tenacious attitude that means you find it easy to


get things done. You are not phased by difficulties and will
be a driving fource of any group.

69. Good Reputation


+D10 contacts

You have grown a good reputation through your deeds and


from that, you have farmed a lot of close contacts. These
contacts can be called upon. To buy off this Psychotheatric,
all the contacts must either be estranged or dead.

70. Thick Skinned


Triple Stun

Firery = 4, Battle + 2, Any close combat related Skill starts with


+10%

A combination of mind and body acting together, you have


always had something of a talent for fighting. Battle may not
go above 10.

Whatever your natural stun is, triple it. You are really difficult to
knock out. If Augmented then this Psychotheatric is removed
and a new one must be rolled for immediately.

71. Jack of All Trades

Pick 6 Epoch 1 Skills, starting at 30 + 3D10

You have always been a large person. You are tall, strong
and right at the limits of humanity. Set your height and weight
to be human maximum. You can only buy this Psychotheatric
off with bionics.

Shift +2, Meat +1

66. Natural Leader

+15% to all Academia Skills

58. Patient

You always see the good side of situations and try to make a
positive move because of this. Sometimes this puts you and
the team into danger

Soul + 2, Foolhardy must be 3 or more

55. Marksman

48. Adrenaline Junkie

You have lightning manual dexterity. You can move you


hands and fingers around you quickly and accurately
without thinking. Any action that requires your hands (such
as reloading a gun) during combat can be done instantly at
the start or end of a round.

62. Heavily Built

47. Pessimist
Soul - 1

Shift +2, Any action involving your hands does not take a combat
round

53. Optimist

54. Fit

Merciless =4, Vengeful = 5, Soul +1

57. Fast Hands

Meat = 10, Intimidate +10%, Height at human maximum

Youve managed to squeeze a lot of life into a very short time


and it shows. You know about a lot of things. You will have to
justify how you got to know all of these things and why you
are so very Skillful. You cannot buy this Psychotheatric off.

72. Energetic

Shift + 2, Soul +2, Battle + 1

63. Quick Learner


Wit +1

You have a talent for picking up new Skills without much


problem. You do not need to work as hard to get as good
as other people. Add 1% on top of any Skill raises, either from
spending Roleplaying Points or by instantaneous GM raises.

You have always been incredibly energetic about


everything. You seem to have and endless supply of energy.
You spring out of bed in the morning and from that point on,
you are awake and unstoppable until you lie down to sleep.

73. Trustworthy Face

Persuade = 80%, Soul check for lying.

64. Hawk Eye

Wit+1, Always pass Wit checks for noticing things.

You have an attention to detail and are really good at


spotting anything that might be out of place or seeing an
important detail.

65. Immersion Jockey


+10% on any roll in Gaia

The shape of your face, the timbre of your voice, the gleam
of your smile gives you the appearance of a trustworthy
individual. So trustworthy, that you have the ability to weave
utter lies in the face of insurmountable evidence. Not only
does this make you excellent at Persuasion but whenever
you are trying to get someone to believe an utter lie, perform
a Soul check and on a pass, the lie is believed. It may not be
believed for long, so make good use of it!

You feel most at home when immersed in the virtual world of


Gaia. Like everyone else, you feel the disconnect between
the real world and Gaia but for you, its a strength and you
feed on it.

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AAppendiAppeAppendix - Psy

AAppendiAppeAppendix - Psy

the spot for as many turns as your Soul.

Close Combat or in Space Combat.

Wit = +2, 2 Skeleton Skills and Skill swapping.

You have managed to pick up much more in life than others


have. Take the Skills from two Skeletons. Each session, you
may swap one existing Skill for another new Skill (at starting
level) for free.

75. Important Imperial Parents


Your parents hold important positions within the Imperium.
Choose a Star Industry (Star Fleet, Star Scientifica, Star
Enforcers or Star Civilisation) and the GM will select an
important position for them to hold. You will have access to
information, money and power through your family - as long
as you keep them happy and do no abuse it.

83. Photographic Memory


Your gift is one of precise and detailled recall from memory.
The tiny details that others might miss all get stored in your
memory and you have the ability to read them out. If you
find that there was a piece of information you wish you had
collected from a previous scene then you can retrieve this
information with a successful Wit roll.

90. Parent is Imperial Peer

losing the initiative and so on.

Soul + 2

One of your parents is an Imperial Lord / Lady. They have


a great amount of resources and contacts to call upon if
required. You may very well want to keep this fact secret as
it might be used against you.

91. Genius

Wit = 10. 2% on every Skill increase.

Unlike others, you can enquire about things that the GM


was not questioned about. Details such as weapons carried,
clothes worn, an accent, distinguishing mark, damage taken
to a vehicle, number of spacecraft docked on a city are
good examples.

Who can say what being a genius is? You can see things
much quicker than anyone else and can pick up just about
anything much quicker than anyone else. Add 2% on top of
any addition to a Skill advance either by Roleplaying Points
or by instantaneous GM increase.

76. Brick Shit House

84. Multitasker

92. Lightening Speed

You are a huge human! Above what most would think was
the limit of human size. Your encumbrance is now twice your
Meat (20). You also get Intimidation skill for free at 40%. Set
your height and weight to human maximums.

The Character can do more than one task at the same time.
The tasks must be different and no modifier is required for
the actions. For example, th Character can drive while using
Gaia, or Drive while shooting but cannot shoot two different
weapons at different people.

Take two actions at the same time

Meat = 10, Battle + 2, Soul +1

77. Stress Sink

85. Focused

Soul + 2, Loving + 1

You have a knack of dealing with stressful situations.


Whenever things look bad, you manage to say the right
things to calm people down. If you remain calm (by passing
a Soul roll), everyone around you gains a Soul +2 for that
round. Gain Empathy at Soul * 10.

Pump Abilities each session. 2 points in pool

You have the ability to focus your abilities at any points.


During the game, you main pump up any Attribute or deviant
by two. This lasts until the end of the session. At the start of the
next session, you get to spend another 2 points.

Shift = 10, Battle + 2, always wins the initiative

You have incredible natural speed, almost bionic! You always


win the initiative and also can not be caught by surprise by
anyone in a fight.

You are exceptional at hearing what people say and then


understanding the hidden undertones. When talking to NPCs,
if you feel that the Gamesmaster is not giving the full story, do
a Soul check and on a pass, the Gamesmaster must give the
subtext or state if there is a subtext or not. Sometimes NPCs
do tell the truth! Can be used once a Session.

Since you were a child bruises and scrapes would fade far
quicker than for your friends. You are an example of a fast
regenerator, a rare gift that one in a million modern humans
posses. You heal at 3 times the rate of everyone else - even
when being healed with a Medics help. This Psychotheatric
becomes less useful with bionics.

Whatever biological facet that makes people afraid, you


simply do not posses it. Only roll for Soul checks that do not
include fear.

You are the best at hand to hand combat there is. You
can have combos up to 7, improvise up to 4 and are not
restrained by any problems such as no 2-combos in a row.
Have Rail Fighting at 30%.

87. Mr. Fixit

95. Inspirational

79. Lucky
You are a lucky person. If some ill is about to befall the
Character, flip a coin and call. If you are correct then the
bad event will not happen. Can be used only once per
session.

You have a talent for fixing things. Just about anything that
is broken, you can fix. Whereas most technical Characters
get one roll to try and fix something, this Character can roll
once per turn until it is complete. The Character must own
the relevant Skill (for example, Spacecraft System for fixing
Spacecraft).

80. Wealthy

88. Halo Effect

You have a fund that will pay out 500 credits a day for the
next 50 years. The player must build this wage into their
background.

81. Entrepreneur

+10% to any Skill roll involving bartering or dealing actions.

You have a knack for making money from out of nowhere


and as such find any negotiations involving money or
resources easy.

82. Quick Reactions


Shift = 10

You are very quick to react, as if you can feel the situation
before it actually occurs. Also, you never loose an initiative in

Character may roll more than once to fix something.

Soul +1, +10% to any Skill roll involving human interaction. +20 to
Seduce Skill and free if not yet owned.

You are beautiful. Your genes are very much the product
of millions of years of fine tuning to what is now considered
beautiful. As such, people react differently around you,
you find that you are normally better off when dealing with
humans than ever before.

89. Spatially Aware

Does not take detrimental firing modifiers

Your Character can judge distances so well that you no


longer have trouble shooting moving targets. It is only those
modifiers that make hitting more difficult that are ignored.
Those modifiers that are beneficial are still counted.

156

99. That Bastard Everyone Hates to Love

Battle = 10, Shift = 10, Meat = 10, Wit = 10, Soul = 3

Youre exceptionally talented. Intelligent, attractive, strong,


fast and good in a fight. You are the pinacle of human
evolution. You are that which everyone aspires to be. The
only caveat is that you may not raise your Attributes through
RP, only with bionics. You cant buy this Psychotheatric off.

100. Genus 3
You have psyonics and you can control them on a simple
level. By practising you can improve your psyonics. You get
to control what gets triggered but the GM will decide the
outcome. See Evolution on page 66.

94. Born Warrior

86. Fearless
Soul = 10

Your Character has spent a lot of time in very accurate Gaia


simulations and a lot of it has rubbed off. Not only have you
picked up lots of parts of Skills but you are able to recall them
on a whim when in tight situations. When you are faced with
an action and do not have a Skill for it, make Soul and Wit
checks, if both pass then you can perform the action just
once. If presented with the same problem again, you have
to roll again.

Psyonics

93. Expert Listener

78. Rapid healing


Heal three times as fast

98. Ive Done This On Gaia

Shift = 10, Battle = 10

Soul = 10.

You have a positive affect on the people around you to such


a great degree that they perform better when you help out.
Whenever you are engaged in a task with other people
nearby, those characters get +1 to their Attribute checks
and +10% to Skill checks.

96. Overlord
You have someone watching that will not allow you to come
to any harm. Youre not sure they exist but will help you at
times of need. The Gamesmaster will create an NPC they
can use in times of need. Its not something you can control.

97. Last Action Hero


There is something unreal about the cavalier way in which
you lead your life. Its not luck, instead you are surrounded
by a sort of aura by which the universe itself is rooting for you.
Once per session, during an action sequence (such as
combat) you may say I dont think so to the GM and
whatever nasty thing was about to happen to you will
not happen. This can only be used for you, not any other
character. Examples include not taking any damage, the
enemy running out of ammo at the worst possible time,

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74. Multi-talented

Chart

Start

Epoch

Training

Acrobatics

Street

Shift Shift Shift

Akarak Art

Life

AI

Tech

Antiquities
Architecture

Needs

History

Academia Wit Wit Wit

Self Taught Nothing

Self Taught Nothing

Medical Basic

Medical

Instructor

Nothing

Instructor

Street Fighting, Acrobatics

Medical Diagnosis

Medical

Instructor

Medical Basic

Instructor

Gaia Systems, Automaton Systems

Medical Surgery

Medical

Instructor

Medical Diagnosis

Academia

Instructor

History

Impersonation

Academia

Self Taught Thespian

Academia

Instructor

Graphics, Colony Know

Interrogate

Life

Instructor

Astromechanics

Academia

Instructor

Physical

Intimidate

Life

Self Taught Persuade

Automaton Know

Tech

Instructor

Nothing

Journalism

Academia

Self Taught History

Automaton Systems

Tech

Instructor

Automaton Know

Language

Academia Wit Wit Soul

Self Taught

Automaton Design

Tech

Instructor

Automaton Systems

Law

Academia Wit Wit Soul

Self Taught Nothing

Bike Pilot

Task

Self Taught Nothing

Light Firing

Task

Self Taught Nothing

Bike Combat

Task

Instructor

Bike Pilot

Macroecology

Academia

Instructor

Biological, Botanical

Biological

Academia Wit Wit Soul

Instructor

Nothing

Macromechanics

Academia

Instructor

Physical

Bionics Know

Medical

Instructor

Nothing

Mechasys Know

Technical

Instructor

Nothing

Bionics Systems

Medical

Instructor

Bionics Know, Surgery

Mechasys Systems

Technical

Instructor

Mechasys Know

Bionics Design

Medical

Instructor

Bionics Systems

Mechasys Design

Technical

Instructor

Mechasys Systems

Bioweave

Medical

Instructor

Bionics Systems

Oration

Academia

Self Taught Language

Blend

Life

Self Taught Streetwise

Persuade

Life

Self Taught Nothing

Botanical

Academia Wit Wit Soul

Instructor

Nothing

Physical

Academia Wit Wit Wit

Instructor

Life

Self Taught Sleight of Hand

Instructor

Nothing

Wit Wit Soul

Wit Wit Shift

Wit Wit Soul

Wit Wit Soul

Wit Shift Shift

Wit Wit Wit

Wit Wit Soul

Persuade, Empathy

Nothing

Chemical

Academia Wit Wit Wit

Instructor

Nothing

Pick Pocket

Colony Know

Technical

Instructor

Nothing

Task

Colony Systems

Technical

Instructor

Colony Know

Powered Armour (PA)


User

Colony Design

Technical

Instructor

Colony Systems

Task

Instructor

Commodities

Life

Instructor

Trading

Powered Armour (PA)


Combat

Powered Armour (PA) Use


Street Fighting

Counsel

Life

Instructor

Empathy

Rail Fighting

Life

Instructor

Street Fighting

Cruiser Pilot

Task

Selt Taught Nothing

Research

Tech

Instructor

Gaia Know

Cruiser Combat

Task

Instructor

Scale Wall

Life

Self Taught Acrobatics

Deal (Street)

Life

Self Taught Nothing

Scam

Life

Self Taught Deal, Streetwise, Language

Diagnosis (Medical)

Medical

Instructor

Seduce

Life

Self Taught Style, Empathy

Ecopolitical

Academia Wit Wit Wit

Self Taught Nothing

Silent Shadow

Life

Self Taught Stealth

Empathy

Life

Wit Soul Soul

Self Taught Nothing

Sleight of hand

Life

Self Taught Nothing

Energy Know

Technical

Wit Wit Wit

Instructor

Nothing

Socioeconomics

Academia

Instructor

Ecopolitical

Energy Systems

Technical

Instructor

Energy Know

Spacecraft Know

Technical

Instructor

Nothing

Energy Design

Technical

Instructor

Energy Systems

Spacecraft Systems

Technical

Instructor

Spacecraft Know

Explosives

Academia

Instructor

Chemical

Spacecraft Design

Technical

Instructor

Spacecraft Systems

Fighting (Street)

Life

Stealth

Life

Wit Shift Shift

Self Taught Nothing

Food Science

Academia

Instructor

Botanical, Biological

Street Fighting

Life

Battle Battle Shift 1

Self Taught Nothing

Forgery

Life

Instructor

Graphics

Streetwise

Life

Wit Soul Soul

Self Taught Nothing

Gaia Know

Technical

Instructor

Nothing

Style

Life

Wit Soul Soul

Self Taught Nothing

Gaia Systems

Technical

Instructor

Computer Know

Surgery

Medical

Instructor

Diagnosis (Medical)

Gaia Design

Technical

Instructor

Computer Systems

Thespian

Academia Wit Soul Soul

Instructor

Nothing

Gaia Hacking

Technical

Instructor

Computer Design

Trading (Street)

Life

Wit Wit Soul

Self Taught Nothing

Graphics

Academia Wit Soul Soul

Self Taught Nothing

Vehicle Know

Technical

Wit Wit Wit

Instructor

Nothing

Grav Pilot

Task

Instructor

Nothing

Vehicle Systems

Technical

Instructor

Vehicle Know

Grav Combat

Task

Instructor

Grav Pilot

Vehicle Design

Technical

Instructor

Vehicle Systems

Gun Fu

Task

Instructor

Light Firing, Street Fighting

Weapon Know

Technical

Instructor

Nothing

Heavy Firing

Task

Wit Shift Shift

Self Tauht

Nothing

Weapon Systems

Technical

Instructor

Weapon Know

Heavy Grav Pilot

Task

Wit Wit Shift

Self Taught Nothing

Weapon Design

Technical

Instructor

Weapon Systems

Heavy Grav Combat

Task

Instructor

Wit Wit Wit

Wit Wit Shift


Wit Wit Shift

Battle Battle Shift 1

Wit Wit Wit

Wit Wit Shift

158

Cruiser Pilot
Medical Basic

Self Taught Nothing

Soul Shift Shift

Wit Shift Shift


Wit Wit Wit

Wit Wit Wit

Heavy Grav Pilot

159

AAppendiAppe AppenAApAAAAppen

AAppendiAppe AppenAApAAAAppen

Skill

Dates
From

T i m e l i n e

Epoch

To

G e n e r a l
Description

1947

1987

The Space Age

Humans begin first steps into Space in a Cold War fuelled race.

1988

2099

Age of Post Apocalypse

As the remaining population of the Post Nuclear Holocaust dies


on earth, the few on the orbital space station watch in horror.

2099

2199

Expedition Age

Research into scavenging resources from that which has been


left in Earths Orbit.

2199

2999

Age of Enlightenment

New technology gives new hope to a demoralised race.

2999

3233

The Genus Plague

A Plague of unknown genetic origin kills thousands leaving only


a few on the station.

I t e m s

P r i c e

L i s t

Couriers

he rule of thumb in Icar is to use the cost of things local


to where you are. If a can of Coca Cola is 1 then in Icar
a can of soda is 1. The General Items list below is a guide
to prices that are not easy to estimate. This is only a guide,
prices vary depending on location. The table assumes you
are in a colony with average properties (the sort of boring
place you would not hang about) and the service is a standard, no frills one.

Lifestyle
Item

Rarity

Average wage (month)

Cost

10%

1500

5%

1000

Service

Distance

Budget Courier on same planet

Planetary

Budget Courier within system

System

1500

Budget Courier within Cluster

Cluster

2500

Budget Courier to anywhere


(daily cost)

Anywhere

1100

Courier with own spacecraft in


System

System

2200

Courier with own spacecraft in


Cluster

Cluster

3500

Courier with own spacecraft to


any destination

Anywhere

3233

3499

Repopulation Age

Safe from the virus, remaining population begin repopulating


the base. Scientific advancements are slow.

3499

3823

Faster than Light Age

First few vehicles to cross the speed of light are created.

Guide Automaton through


Ascension

70%

200 000

3823

3999

First Exodus

90% of Earth Orbit population leave in massive colonial ships.

Assasination - general public

80%

8000

3999

5003

Silent Night Age

Slow building and expanding of colonies, many die out.


Technological level drops dramatically. No communication
between colonies.

Assasination - colony councillor

90%

100 000

4%

100

Croft building

Gaicard

Rail fighting match seat


Soft Light Projector - apartment

15%

100

5003

5499

Spocefaring Age

Rebirth of spacefaring by a nomadic colony which begins


mapping human systems with spacecraft constructed in Sol.

Soft Light projector - mex building


floor

20%

5000

5500

5733

The First Empire

A group created by colonies to help fledgling colonies along.


Joint scientific and policing groups created. Violent expansion
preceeds decandence and eventual fall.

Soft Light projector - 1km cubed


volume

35%

10 000

5733

5799

Dark Age

The Empire falls leaving the galaxy without rule, many wars
begin and smaller colonies die out due to lack of aid.

The Imperium Age

A few powerful colonies ally and create the first Star Industries.
Soon, many independent colonies join.

Trip Orbit to Surface on a Pitlifter

5%

80

11495

25210

The Goldern Stability Age

The human race grows and spreads rapidly under the guidance
of the Imperium. Some anti-Imperium philosophers band
together under a righteous idealist called Aran Colmay.

Trip Surface to Orbit on a Pitlifer

5%

150

Trip 1/4 way around a planet on a


Hauler

5%

400

Slowly systems opt for Imperium or Aran systems. Imperium treats


Aran colonies with cautious respect.

Trip to another system in the same


cluster

5%

1000

Trip to another system in another


cluster (price per cluster passed
through)

5%

Move a space crate - use 10% of


the cost of moving a person

5%

36778

Philosophical Division

36779

71065

The Aran War

Small military actions turn into a huge war that engulfs the
human race for 34,000 years.

71065

73100

Second Dark Age

Although the war has ended, many systems die out due to lack
of support or trade. Communication is removed and the galaxy
begins to split into smaller kingdoms.

73100

74002

Rebuild Age

The Imperium rebuilds many of the old colonies and sets about
improving many facets of life, including art and culture.

76110

83481

The Astra-Renaissance

A new age of learning and culture hits the Imperium, old


technologies are rediscovered and new art is created.

83481

89987

The Mutogen Plague

The next step in the evolutionary chain, called Genus 2,


outbreaks on Callios and spreads rapidly. Soon, hundreds of
systems and clusters are infected.

89987

90233

The Clensing Age

The spread of the outbreak is halted and the systems are


cleaned by the Fleet. Better controls are put into place.

90233

91001

The Calm Age

The human race grows cautiously and almost without incident.

91001

91622

The Droid War

Imperium created combat AI robots replicated themselves and


start destroying the human race.

91622

92023
(Present Day)

The Retalliation Age

After loosing much of the galaxy to Droid control, the Imperium


manages to secure a small sector of it without Droids. The droids
are not defeated but wait on the edges of human space.

160

10m x 10m x 10m Space Crate

1%

1000

Simple AI Power 1 industrial robot

8%

15 000

Rent use of a Mechbay


Nanofactory (per hour)

5%

100

2%

10 000

Travel - Star Bus


Distance

Duration

Communal

Anywhere

Up to 1
month

Free

200 base
cost + 50
per minute
350

Round up of public Gaia information for a


private citizen

600
2000

Private corporate documents (depending


on sensitivity, illegal).

3000 - 8000

List of places a spacecraft has been in the


last 10 days (an Imperial week)

4000

Void Rescue
Service

Berth type

Cost

Round up of gossip information for a well


known Celbrity

Private, personal documents (illegal)

1500

N/A

Cost

Byrnosphere Charges
General estimate

11495

25210

Rarity

Cost

5800

2800 per
day

Item

Service Examples (quotes may change)


Rarity

600

Industry

Travel
Item

Cost

Membership (monthly)

Cost

Cost
20 000

Members pick up in Sayshell

Free

Members pick up in Dorian

2000

Small room

Planetary

1 day

200c

Members pick up in Remmar

8000

Suite

Planetary

1 day

1500c

5000

Small room

System

4 days

1000c

Members pick up in the Fringe / Lone


systems (cost for each day of the journey)

Suite

System

4 days

12000c

Members pick up in Droid space

800 000
35 000

Small room

Cluster

10 days

2000c

Non-Members pick up in Sayshell

Suite

Cluster

10 days

20000c

Non-Members pick up in Dorian

55 000

10 per
day.

Non-Members pick up in Remmar

80 000

Cargo

Ahywhere

1 day

Non-Members pick up outside of Human


Occupied space

161

By quote
(millions)

AAppendiAppeAppendix

AAppendiAppeAppendi

T h e

AAppendiAppeAppendix

Nelson H1

Example Bionic Systems

Arms 2

Endobioreorganiser
Name

Manufacturer

Cost

Rarity
(%)

Type

Aero Digestion EX1

Morgan

8 000

22

Both

Features

Timings (hours)
Install

Rehab

Interval

20

80

160

Install

Aug
Points

Body

CRC/NBG

-1

20

Poison resistance. Aug can survive 3 days without food or water (normal human)

+30

Organ engine
Name

Manufacturer

Cost

Rarity Type
(%)

Install

Rehab

Interval

Surebeat EX1

Morgan

12 000

25

26

90

280

Features

Timings (hours)

Both

Install

Aug Power
Pts

Body
T

Stun

CRC/NBG

-1

10

10

Manuf.

Powerline EX1

Cost

Morgan

Statistics

Sh

ort

+5

Lo

edium

ng

10%
80

Rarity
(%)

Type Timings (hours)

40 000

20

Meat

-1

Install

Rehab

Interval

Both

80

60

160

Shift

-3

Soul

-1

Install

Aug
Pts

CRC

Weapon

BF

Dmg

Pistol

10

12

R/T

Mag

AR

LA

RA

LL

RL

Stun

50

50

50

150

70

70

100

Ammo

Manuf.

Poraq EX1

Cost

Poraq

Rarity
(%)

7 000

10

BF

Dmg

Pistol

25

30

+20
Sh

Type

Timings (hours)
Install

Both

Rehab

20

60

Install

Aug Points

Power

Stats

Interval

Shift

200

CRC

-3

10

+5

-1

Rink
Manufacturer

Standard Rink

Cost

Kryotek

8 000

Cost

ng

R/T

Mag

Ammo

5 5.5P

+10

ort

+5

Lo

edium

arity

90%
20 000
Cost

ng

Skill: Light Firing. Encumbrance: 1

Sh

Name

Lo

Raqax 2e

20 2.2P

Generators
Name

-20

edium

Weapon

Havan 11

Body

+10

ort

arity

25%
700

Skill: Light Firing. Encumbrance: 1

Cost

Skill: Light Firing. Encumbrance: 1

Resistant to disease

Frame

Name

+10

Sh

arity

Rarity
(%)

Type

15

Both

Timings (hours)

Install

Install

Rehab Interval

20

200

Manuf.

Cost

Rarity
(%)

Type

Timings (hours)
Install

Rehab

Interval

Torquedrive
EX4

Morgan

8 000

20

Both

60

240

240

CRC/NBG

-20
Lo

ng

Dmg

20

30

R/T

Mag

Ammo

30 5.5P

Thompson Handcanon

15%
300

Cost

Body

Weapon

BF

Dmg

Pistol

15

10

R/T

Mag

15

-30

Ammo

Sh

25 2.2P

-50

ort

Aug
Pts

Power

Statistics
Meat

Shift

Soul

Stun

Weapon

BF

Dmg

CRC/
NBG

-2

-8

-1

Pistol

40

90

Name

Manuf.

Cost

Rarity Type
(%)

Timings (hours)
Install

Rehab

Interval

Forceguard EX22

Morgan

22 000

30

Both

40

40

200

Meat

-3

Shift

-4

Install

Aug
Pts

CRC/NBG

-5

Lo

arity

80%
8000

n/a

edium

Install

Heavy Armour

Statistics

edium

arity

BF

Pistol

Skill: Light Firing. Encumbrance: 1

Motor
Name

ort

Weapon

Cost

ng

Skill: Light Firing. Encumbrance: 1

R/T

Mag

10

Ammo

10 7.4P

Arms 6

Arms 5

Body
AR

LA

25

1500

1000

2500 1000

RA

LL

RL

Stun

1100 1100

100

+20

Sensorium
Name
Senseboost EX20

Manuf.
Morgan

Cost
10 000

Rarity Type
(%)

Timings (hours)
Install

Rehab

Interval

20

70

100

Both

Install
CRC/NBG

Additional
Senses
EM

Sh

ort

-10
Lo

edium

arity

33%
1800

Skill: Heavy Firing. Encumbrance: 2

Cost

ng

+20

Skill: Heavy Firing. Encumbrance: 2

Weapon

BF

Dmg

Rifle

30

40

Grenade

162

+10

R/T

Mag

Sh

Ammo

20

40 5.5P

3 LVG

163

ort

+10

edium

Weapon

BF

Dmg

Pistol

40

40

+5

Lo

R/T
30

arity

36%
2600
Cost

ng

Mag

Ammo

40 5.5P

Havoc 1c

Boomstick

+30
Sh

+20

ort

Lo

+30
Sh

arity

75%
20 000

+20

edium

Weapon

Skill: Heavy Firing. Encumbrance: 2

Weapon

BF

Dmg

Rifle

50

60

+20

ort

BF

Mag

15

Lo

arity

50%
~10 000

+20

edium

Dmg

Micromissile 30

R/T

Brainspiller 7e

Cost

ng

Skill: Heavy Firing. Encumbrance: 1

Cost

ng

Brainspiller 7

R/T

720 (5m)

Mag

Ammo

2 2.2mm

Ammo

-15

Sh

+30

ort

+20
Lo

edium

+10

ng

arity

40%
6500

-Long

-15

Sh

Cost

Skill: Heavy Firing. Encumbrance: 2

35 5.5P

Weapon

BF

Dmg

Sniper Rifle

60

100

ort

+30

+20
Lo

edium

+10

ng

arity

70%
9000

-Long

Cost

Skill: Heavy Firing. Encumbrance: 2

R/T

Mag

Ammo

Weapon

30 7.4P

BF

Sniper Rifle
Energy Jacket

Astraripper 2ebsv

Dmg

R/T

Mag

Ammo

70

100

30 7.4P

100

100

10 10G

Astraripper 2e
Chainsaw 5

Chainsaw 2

+10
Sh

ort

+0

22%
5000

-30
Lo

edium

+5

arity

Sh

Cost

ng

BF

Dmg

Chain

55

80

R/T

Mag

100

edium

+20
Lo

arity

22%
5000
Cost

ng

Skill: Heavy Firing. Encumbrance: 2

Skill: Heavy Firing. Encumbrance: 2

Weapon

+20

ort

Weapon

Ammo

Chain

Feed 7.4P

BF
70

Dmg
70

R/T
50

Mag

-10

Ammo

Feed 7.4P

Sh

ort

+5

Lo

-15

65%
5000

edium

arity

Sh

Cost

ng

BF

Dmg

Cannon

20

10

R/T
100

+5

Lo

edium

ng

-5

-Long

Mag

Ammo

Feed 2.2P

Weapon

BF

Dmg

Cannon

40

45

R/T

Mag

200

Astraripper 5b

Astraripper 5

Hellhound
Chainsaw 7

+10
Sh

ort

+20

Lo

edium

+5

arity

20%
6000

Sh

Skill: Heavy Firing. Encumbrance: 1

Weapon

BF

Dmg

Chain

65

100

R/T
5

Mag

+20

edium

+20
Lo

arity

30%
7000
Cost

ng

Skill: Heavy Firing. Encumbrance: 2

Cost

ng

ort

Ammo

20 7.4P

Weapon

BF

Dmg

Chain

65

100

Grenade

164

R/T
5
2

Mag

Ammo

20 7.4P
5 LVG/
HVG

-15

Sh

ort

+5

edium

Lo

ng

-5

-Long

BF

Dmg

Cannon

65

80

R/T
100

Mag

arity

65%
8000

Skill: Heavy Firing. Encumbrance: 3

Weapon

Cost

Ammo

Feed 5.5P

Cost

Sh

-20

ort

-30
Lo

edium

ng

arity

20%
6000
Cost

Skill: Heavy Firing. Encumbrance: 2

Ammo

Feed 7.4P

165

Weapon

BF

Dmg

Chain

50

60

R/T
150

Mag

Ammo

Feed 7.4P

arity

60%
7000

Skill: Heavy Firing. Encumbrance: 3

Skill: Heavy Firing. Encumbrance: 4

Weapon

ort

Papex 7

Lo

edium

+20
Sh

Cost

ng

Dmg

75

70

R/T

Mag

200

Ammo

Feed 7.4P

BF

Dmg

Cannon

80

60

R/T

Mag

300

Skill: Pilot Grav

Ammo

Feed 7.4P

eed

10

ccel

-10

ano

ou

10
2000

it

Poin

arity

140

10%
12 000

Sp

Cost

eed

25

ccel

-20

ano

rm

ou

10
1800

it

Sp

100

rm

BF

Weapon

Skill: Pilot Grav

Cost

ng

Weapon

+5

Lo

edium

Skill: Heavy Firing. Encumbrance: 2

Skill: Heavy Firing. Encumbrance: 6

Cannon

+10

ort

arity

80%
25 000

ort

60%
13 000

+10

Sh

+20

arity

Anchorage R

-20

Anchorage

Korg 5

Poin

arity

20%
14 000
Cost

Borealis
Photoscythe
Rover

Forge A

ort

Lo

edium

Cost

ng

edium

+20
Lo

Dmg

Pulse Laser

100

R/T

150

Mag

10

Pulse Laser

100

R/T

140

Mag

50

Ammo

90

50 15G

Sp

Vendetta

eed

10

ccel

ano

rm

ou

10
1500

it

Dmg

it

Poin

Cost

Skill: Pilot Grav

BF

ano

20 15G

Skill: Heavy Firing. Encumbrance: 2

Weapon

arity

45%
50 000

Ammo

Cost

ng

+10

Poin

arity

15%
8000

20 min

Cost

Skill: Pilot Grav

Sh

ort

+5

Lo

edium

ng

40

ccel

+10
M

ano

it

Poin

arity

26%
60 000
Cost

Sports V

Vulture

Igniter

eed

ou

15
2500

Sp

rm

300

30 min

+20

BF

ccel

ort

Weapon

Sh

85%
15 000

+20

30

Eagle

Skill: Heavy Firing. Encumbrance: 2


arity

eed

ou

20
3500

+10

Sp

rm

Sh

+20

85%
18 000

+20

220

arity

Skill: Pilot Grav

arity

50%
12 000
Cost

Skill: Heavy Firing. Encumbrance: 4

ng

+20

-Long

Cost

100

200

R/T
10

Mag

Ammo

100 20G

166

30 x 2 15G

Multilauncher

LVG

Multilauncher

HVG/SWIRL

Flamer

10

30/T

20

Cartridge

Flamer Lance

35

50/T

20

Cartridge

Skill: Pilot Grav

Skill: Pilot Grav

290
Sp

eed

40

ccel

+20
M

ano

rm

ou

20
2500

it

Poin

arity

45%
18 000

350
Sp

Cost

167

eed

30

ccel

+10
M

ano

rm

ou

10
3500

it

Pulse Laser

Dmg

20

Ammo

BF

70

Mag

Weapon

100

R/T

Skill: Heavy Firing. Encumbrance: 2

Pulse Laser

Dmg

Lo

BF

+30

Weapon

edium

95%
17 000

+20

arity

Poin

arity

35%
70 000
Cost

Orbihaul

Star Enforcer Fortitude

1h
Skill: Pilot Grav

30min

Sp

eed

ccel

ano

ou

15
18000

it

Poin

arity

8%
180 000

eed

15

ccel

-30

ano

90

Sp

it

10

rm

800

Cost

Poin

it

Poin

arity

25%
40 000

300

Cost

Sp

Cost

Rattlesnake
Zipper

30

ccel

+20
M

ano

it

eed

ou

10
900

Sp

rm

210

Skill: Pilot Bike

Poin

arity

20%
2200
Cost

Cobra

ccel

ano

it

ou

5
200

eed

+20

rm

Sp

40

180

Skill: Pilot Bike

Poin

arity

5%
400

Cost

50

ccel

-10

ano

it

ou

10
850

eed

rm

Sp

200

Skill: Pilot Bike

Poin

arity

25%
3800
Cost

168

169

eed

50

ccel

+60
M

ano

rm

ou

25
20 000
it

ano

ou

15
6700

45min

Skill: Pilot Grav


r

rm

ccel

20%
3000

Skill: Pilot Heavy Grav

arity

eed

+10

ou

15
900

Sp

20

rm

110

1h

Skill: Pilot Heavy Grav

Hauler

Kestrel

Poin

arity

20%
n/a

Cost

14

What does full damage to what?


Armour

Encumbrance

75
Medical Surgery

75
Medical Diagnosis

70
Medical Basic

Biological 60

History 65

20
Mechasys Systems

35
Mechasys Know

40
Spacecraft Know

Skills

gm cheat sheet

AR / BF

EV Basic

10

Sports Impact

12

Nelson

15

Havan 11

20
Sports
Hardened

25

EV Hardened
Gryphon (Powered)

30

Sports Weave

38

Arms 2
Arms 3
Brainspiller 2
Arms 5
Boomstick

Base Cost n/a

Rarity n/a

Type see features

e
hin
y
fire

an

HP

500

400

1500

400

700

700

hu

ac
m

introvert

ca
ous

seri

Body

Location

Head

Left Arm

Torso

Right Arm

Left Leg

Right Lef

lm

hift

10
S

ly

8
A

extrovert

Dr. Sorex
Name

Automaton Information

Owner Cpt Madeline


Stuo

Items Carried

No-one is quite sure what type or


configuration Sorex is. He is probably a
model from a long defunct corporation.

Picture

14

Meat

ld
wor

us
irtuo

al

Dr Sorex has been through ascendsion,


leaving him with a quirky personality.

EV Engineer
Pegasus (Powered)

45

EV Expeditionary

50

Arms 6
ChainSAW 5
Raqax 2E

Brainspiller 5
Handcanon
Havoc 1B
Hellhound 2

Aubury Powered SS

55

Astraripper 2E

Genie (Powered)

60

Brainspiller 7

Enforcer Armour

65

Astraripper 5
Astraripper 5B
ChainSAW 7

Weapon

BF

Dam / T

Arms 2

25

150

Arms 3 x 1

25

625

30

10

-20

10

-10

-30

Arms 3 x 2

25

Arms 5

30

1250

-20

-40

-60

800

20

10

-10

Arms 6
Astraripper 2E

40

1200

20

10

55

8000

10

-30

Astraripper 2E
BSV

70

3500

20

20

Astraripper 5

65

500

10

20

10

Astraripper 5B

65

500

10

20

10

Boomstick

30

1440

20

10

10

Brainspiller 2

25

75

-10

30

25

Brainspiller 5

50

300

-15

30

25

10

Brainspiller 7

60

500

-15

30

25

10

Brainspiller 7E
NRG

100

100

-15

30

25

10

ChainSAW 10

80

2500

-15

-5

ChainSAW 2

20

10000

-10

ChainSAW 5

40

11250

-15

-5

ChainSAW 7

65

8000

-15

-5

Forge A

100

7000

20

20

20

Hand Cannon

50

900

-30

-50

-100

70

Astraripper 2E BSV

Havan 11

15

150

-20

75

Papex 7
Korg 5

Havoc 1b

50

900

30

20

20

80

ChainSAW 10

Hell Hound 2

50

9000

-20

-30

100

Brainspiller 7E NRG
Forge A
Igniter
Photoscythe
Vendetta

Igniter

100

2000

20

30

Korg 5

75

14000

-20

20

10

Nelson

10

60

10

Papex 7

75

18000

20

10

Photosythe

100

1500

20

20

10

Raqax 2E

40

150

20

10

If Blast Factor (BF) is larger than Armour Rating (AR) then


full damage is done. Otherwise, 1/10 (one tenth) of the
damage is done. For each armour, any weapon further
down the table does full damage. e.g. Enforcer Armour
only takes full damage from Astraripper 2E BSV and
those below it.

How far you travel at in a combat


turn when at speed
Speed
MPH

jovi

Manufacturer: Automanity
Skin: Metal

40

Features

Weapon

Weapon stats at a glance (damage is full rate)

Speed
KPH

Metres per
turn

Mex block
per turn

10

16

13

0.09

50

80

67

0.45

90

145

121

0.80

100

161

134

0.89

110

177

148

0.98

120

193

161

1.07

150

241

201

1.34

200

322

268

1.79

250

402

335

2.24

300

483

402

2.68

500

805

671

4.47

XL

20

AR

20

Vehicle and Space Combat Cheat Sheet

Close Combat and Fire Fighting Cheat Sheet


Offensive Moves

Begin Close Combat

Roll Initiative
Battle + Shift + D10
Character with Lower Initiative,
chooses combo

Winner Chooses Combo

Vehicle Manouvres

Begin Vehicle Combat

Name

Cost

Stun

Punch

Meat

Kick

2 x Meat

Head butt

2 x Meat

Must follow defensive move.

Stamp

2 x Meat

Target must be prone

Trip

None

Makes target prone

Stand Up

One Off

None

Character stands up

Break Free

One Off

None

Breaks the hold

Hold

None

Target is held until attacker lets go


or a successful break free

Notes
Roll Advantage
Combat Skill + Vehicle Manoeuvre + D10

Resolve First Movement

Winner becomes attacker

Attacker Fires

Defender chooses
manoeuvre

Defensive Moves
Resolve second movement

Keep going until neither player has any


movements left

Name

Cost

Notes

Block

Stop attacks with arm. Damaged if used against a weapon.

Dodge

Completely avoids attack

Disarm

Removes weapon from opponent.

Shift check
Is Combat over?

No

Speed

DF

AT

Random Side Slip

Any

-1

Sharp Turn

< 1/2 Max

-1

-2

Throttle Slam

Not Max

-1

Increase speed by
acceleration

Brake Hard

Not 0

-1

-2

Reduce speed by
acceleration

Loop

> 1/2 Max

-1

-2

-10% to attackers next


shot

Roll

Any

-1

-3

Air brake

> 1/2 Max

-4

-3

Attacker may not fire next


turn

Swoop

> 1/2 Max

-2

-3

Increase speed by
acceleration. -10% to
attackers shot

Feint and Dive

< 1/2 Max

-2

-4

May only be performed


by Grav Bikes. If attacker
is not Grav Bike, then may
not fire.

Split S

< 1/2 Max

-3

-4

3 Axis Tumble

< 1/2 Max

-2

-5

Next move must be a


random side slip

Generator Power
Dump

< /2 Max

-1

-4

Do 500 points of damage


to vehicle

Aero Dynamo

Any

-3

-6

Do 500 points of damage


to vehicle

Falrodding
Manoeuvre

Any

Combat Pilot Skill only roll,


biggest difference wins.

Evasion

-2

Defenders speed must be


greater than attackers!

Roll Combat Dice


Combat Skill + Vehicle Manoeuvre
+ Manoeuvre Modifier + D10
Check Table

Blunt Weapon Table


Prone Characters stand up

Name

Move

Cost

Stun

Damage

One Handed Smack

(Punch)

3 x Meat

Meat

Parry

(Block)

None

None

Two Handed Strike

4 x Meat

2 x Meat

No

Do players go to advantage?

Yes

Small Blades Table


Move

Cost

Stun

Damage

Stab

(Punch)

3 x Meat

Meat

Parry

(Block)

None

None

Slash

3 x Meat

3 x Meat

Begin Space Combat

Attacker / Defender / Advantage Resolution Table

Large Blade Table


Move

Cost

Character with Lower Initiative,


fires first

State Target

State Rounds

Next Player

Result

Damage

Win

Lose

Remain the same

Combat Initiative + Battle + Wit + D10

Lose

Win

Got To Advantage

Win

Evade

Remain the same

Lose

Evade

Combat Ends

4 x Meat

2 x Meat

Parry

(Block)

None

None

4 x Meat

3 x Meat

Fire fighting modifiers


Modifier

Usage

Target in Cover

-10

The target is obscured in part.

Target or Character
moving

-10

A Character may fire while moving if moving


at walk.

Called Shot

-30

Player chooses body part to shoot at.

Aimed Previous Turn

+20

Character spent last turn aiming at the


target.

Shot at target last


turn

+10

Bonus for continually shooting at the same


thing

Character Stunned

- (100 stun)

If stun is below 100, then take the difference.

Shooting at more
than one target

-20

If you shoot at more than one target in a


turn, take off 20% for each target.

Roll Dice

If hits, do damage to target

Defender

(Punch)

Begin Firefight

Battle + Shift + D10

Attacker
Operations rolls initiative

Thrust
Slash

Roll Initiative

Stun

Notes

Firefighting ranges
Range

Distance (in Metres)

Short

Up to 50m

Medium

51-500m

Long

501m+

Fight or Flee?
Flee

Fight

Third turn of fleeing?


Yes

No

Mano high or PTP?


Yes

Choose targets

Pilot manouvres

No

Gunners Shoot

Escape!

Engineers repair

Combat over?
Yes

End

No

T r e e

C h e a t

S h e e t

Language

Journalism

Street Trading

Law

Oration

Street Deal

History

Antiquities

Language

Scam

Graphics

Forgery

Street Wise

Blend

Colony Know

Architecture

Street Fighting

Rail Fighting

Thespian

Impersonation

Acrobatics

Akarak Art

Ecopolitical

Socioeconomics

Botanical

Food Science

Macroecology

Physical

Macromechanics
Astromechanics

Chemical

Bike Pilot

Stealth

Silent Shadow

Sleight of Hand

Pick Pocket

Style

Seduce

Empathy

Counsel

Persuade

Interrogate

Grav Pilot

Grav Combat

Heavy Grav Pilot

Heavy Grav Combat

Cruiser Pilot

Cruiser Combat

Light Firing

Gun Fu

Colony

Know

Systems

Design

Spacecraft

Know

Systems

Design

Vehicle

Know

Systems

Design

Energy

Know

Systems

Design

Weapon

Know

Systems

Design
Hacking

Street Fighting

Gaia

Know

Heavy Firing

Systems

Design

Research
AI

Medical Basic

Diagnosis

Automaton

Know

Systems

Design

Mechasys

Know

Systems

Design

Surgery

Biological
Bionics Know

Academia Skills 140


Acrobatics, Skill 144
Age, Character 12
Akarak Art, Skill 144
Akarak Nation 42, 68, 69, 75
Akar Cluster 44
Missionaries 69
The Codex 69
Akar Cluster 44
Anadar Cluster 109
Corisk 109
Dess-Kay-Dar 110
Essofin 109
Kale 110
Obyrworld 110
Pri-Sot 110
Rhot Orb 110
Antiquities, Skill 140
Architecture, Skill 141
Ariane 70
Armour 12
Artificial Intelligence Power 63
Ascension 55, 63, 65, 121, 161
Astromechanics, Skill 142
Aubury 70
Automaton, Skill 148

Intimidate

Explosives

Bike Combat

Bionics Systems

9. Roleplaying Points 13
10. Psychotheatrics 14
Overview 3
Character Information 11
Character Names 11
Chemical, Skill 142
Chrome 74
Close Combat 17
Akarak Art 144
Battle statistic 6
Defensive Moves 18, 182
Hand vs Blade 21
Hand Weapons 20
Healing 16
Improvisation 20
Multiple Foes 21
Offensive Moves 18, 182
Rail Fighting 144
Repair 16
Resolving Movements 18
Standing Up 18
Street Fighting 144
Taking Damage 18
The Turn Sequence 22
Turn Sequence 17
Cluster Maps 56
Clusters 44
Creating your own Cluster Maps 119
Reading Cluster Maps 56
Colonies 46
Colony Council 48
Crofts 46
Mesh 50
Colony, Skill 147
Combat
Cinematographic 16
Entering 15
Turn Actions 15
Combat Pilot, Skill 150
Combos
Building 18
Rules 18
Commodities, Skill 143
Concept 4
And Skeleton 5
Concept Example 4
Corisk 109
Corporations 70
Ariane 70
Aubury 70
Burntek 70
Byrnosphere 70
Endotek 70
Forester 70
Gaian 71
Kanster 71
Moss 72
Napalm 72
Poraq 72
Void Rescue 72
Zaxcann 72
Council 75
Counsel, Skill 145
Criticals 7
Crofts 46

Symbols

Scale Wall

Genetics
Biological

I n d e x

Commodities

B
Baleris Cluster 44
Battle 6
Beamer 103
Biological, Skill 141
Bionics 80
Bionics Design, Skill 146
Bionics Knowledge, Skills 146
Bionics Systems, Skill 146
Bioweave, Skill 146
Blend, Skill 143
Body 2, 12
Borgware 81
Botanical, Skill 141
Building Combos 18
Burntek 70
Byrnosphere 70

C
Character 2
Creation Steps
1. Concept 4
2. Deviant 5
4. Skills 6
5. Character Information 11
6. Close Combat Combos 13
7. Body and Armour 12
8. Enbumbrance 13

Bionics Design
Bioweave

185

I Inde

S k i l l

Dates 52
Dead Space 56
Defensive Moves 18, 182
Description, Character 12
Dess-Kay-Dar 110
Deviant 2
Diagnosis, Skill 146
Dockets 89
Dog Fighting
Example 26
Manoeuvre List 25
Rounding and Resolution 25
Turn Sequence 25
Dogfight Manoeuvre List 25
Dorian 37, 39, 42, 43, 44, 45, 55, 56, 60, 68, 79, 105, 119,
125, 161
Droids 38, 43, 62, 66, 67, 160

H
Hacking 28, 62
Hacking Entities 93
Hacking, Skill 147
Hand Weapons 20
Hard Light Projectors 94
Healing 16
Heavy Firing, Skill 151
Height, Character 11
High Orbit 56
High Velocity Grenades 98
History, Skill 140
Hit Modifiers 24
Home Gateway 47
House Granger 110
Human Life Span 80
Human Race 66
Human Resources 115

E
Earth 45
Ecopolitical, Skill 141
Empathy, Skill 145
Encumbrance 13
Endobioreorg 83
Endotek 70
Energy Disruption 98
Energy, Skill 149
Entering Combat 15
Entities 61, 92
Epochs (Skill Trees) 9
Essofin 109
Events 122
Evolution 66
Expeditionary 89
Explosives, Skill 142

I
Imperium 36, 37, 38, 39, 43, 45, 57, 60, 62, 65, 66, 67, 68, 69,
72, 73, 74, 75, 76, 77, 160
Chambers 39
The Imperial Crescent 44
The Nexus 61
Impersonation, Skill 141
Improving Skills 9
Improvisation 20
Incremental Bionics 83
In Fizz 78
Instructor Courses (Skills) 8
Interrogate, Skill 145
Intimidate, Skill 146
Iss Horn Barnarder 106, 125, 126, 136, 138, 139

F
Firearms 22
Firefight Example 24
Fire fighting 21
Example 24
Hit Modifiers 24
The Turn Sequence 22
Food Science, Skill 141
Forgery, Skill 141
Frame 84
Freight Gateway 47
Full page sheets 89

M
Macroecology, Skill 142
Macromechanics, Skill 142
Madeline Stuo 105, 125, 180
Meat 6
Mechasys Extraction 107
Mechasys, Skill 149
Medical Basic, Skill 146
Medical Scanner 91
Medical skills 10, 146
Mesh 50
Meshrunners 50
Meshrunners 50
Mex 36, 45, 46, 47, 48, 53, 54, 55, 75, 78
Mex Cities. See alsoMex
Money 52
Moss 72
Motor 84
Multiple Foes 21

Naggachef Cluster 44
Names, Character 11
Nanobiogenetics 82
Nanofactory 102
Napalm 72
Natural Biological Healing 16
Nearground 48, 50
Niopak Cluster 45
Nios 75

Language, Skill 9
Law, Skill 140
Life 10
Light Firing, Skill 150
Light Jump 58
Lord E. Tacquent 110
Lords and Ladies 36, 40, 41
Lady Axa Erland 42

Gaian 71
Gaia News 71
Gaia, Skill 147
Gamesmaster Guide 117
General Flying 27
Generators 53, 59, 82, 83, 84, 85, 86, 87, 90, 93, 99, 162

186

Rail Fighting 79
Rail Fighting, Skill 144
Raised Fist 76
Ranges, Weapon 22
Rayengine Technician 116
Recreation 78
Rehabilitation 80, 81, 82, 84
Relationship Diagrams 122
Repair 16
Research, Skill 148
Rhot Orb 110
Roleplaying and Skills 7
Roleplaying Points 13
Rolling Initiative 17
Romar Cluster 45
Rounding and Resolution 25
RP Uses 14

S
Sandbox 121
Sayshell 37, 39, 40, 43, 44, 45, 46, 55, 56, 60, 110, 119, 125,
130, 132, 161
Scale Wall, Skill 144
Scam, Skill 143
Scanning 51
Scav Colony Technician 113
Scavenger Characters 106
Scavenger Equipment 109
Scavenger Operations 107
Scavenger Setting 105
Scav Security 112
Sector 55
Sector Maps 55
Sectors 36, 38, 42
Seduce, Skill 145
Self Taught Skills 8
Sensorium 84
Sensors 91
Shakespeare Universal Tech Kit 102
Shields 99
Silent Shadow, Skill 145
Silver Blade 77
Skeleton 5
Skeletons
and Statistics 6
Creating your own 119
Human Resources 115
Rayengine Technician 116
Scav Colony Technician 113
Scav Security 112

O
Obyrworld 110
Offensive Moves 18, 182
Oration, Skill 140
Organ Engine 84
Overview 36
Character Creation 2
Ownership Dockets 89

Journalism, Skill 140


Jumping Epochs 9

Kale 110
Kanster 71

J
K

P
Peers. See alsoLords
Personal Shield Generators 99
Persuade, Skill 145
Philosophy 66
Physical, Skill 142
Pick Pocket, Skill 145
Pilot, Skill 150
Pinnacle Trade Group 111
Place of Birth, Character 12
Planetball 78
Plotlines 121
Point to Point Light Jump 58

187

I Inde

I Inde

Poraq 72
Powered Armour 100
Powered Armour (PA) Combat, Skill 150
Powered Armour (PA) Use, Skill 150
Pri-Sot 110
Privacy 51
Psychotheatrics 14
Public Holidays 52

Lady Berrinda 42
Lady Jacqueline Crowell 42
Lady Tess Cannar 42
Lord James Walker 42
Lord Stephen Lawrence 42
Losing Control 27
Low Orbit 56
Low Velocity Grenades 97

Genetics, Skill 141


Genus Four 67
Genus Three 67
Genus Two 66
Graphics, Skill 140
Grav Field Generator 103
Grenades 97
Gun Fu, Skill 150

Crossed Arm 74
Curve Surf Engine 58
Cyber Razor Cut 82
Cyberware 82

I Inde

Zero G Technician 114


Skeleton Skills 8
Skills 2, 6
Academia 140
and Bionics 8
Difficulty Table 7
Improving Skills 9
Initial Values 8
Life 10
Medical skills 10, 146
Procurement
Instructor Courses 8
Self Taught 8
Skeleton 8
Roleplaying and Skills 7
Task Skills 150
Technical skills 10
Trees 9
Using Skills 6
Skill Trees 9
Sleight of Hand, Skill 145
Socioeconomics, Skill 141
Soft Light Projectors 93
Soul 6
Space Craft, Skill 148
Space Travel 55, 57, 60
Costs 57
Curve Surf Engine 58
Light Jump 58
Point to Point Light Jump 58
Spaceflight Types 58
Standing Up 18
Starbus 57
Star Civilisation 36, 41, 57, 74, 79
Star Fleet 36, 38, 43, 44, 45, 57, 58, 62, 73, 79
The Turus Cluster 45
Star Scientifica 36, 40, 44, 67, 79
Starting Skills 8
Statistics 2
Battle 6
Meat 6
Setting
Other systems 6
Random 5
Soul 6
Wit 6
Stealth, Skill 145
Street Deal, Skill 143
Street Fighting, Skill 144
Street Trading, Skill 143
Streetwise, Skill 143
Style, Skill 145
Sun Children 74
Surgery, Skill 146
Syndicates 72
Crossed Arm 74
Nios 75
Raised Fist 76
Silver Blade 77
Sun Children 74
Technomages 73
The Chrome 74
The Machine 76
Tortrac Heds 77
System Space 56

Systems Repair 16

T
Taking Damage 18
Task skills 150
Tech Kits 101
Technical skills 10
Technomages 73
Tech Scanners 91
Tef Cluster 45
Temporary Energy Sink 97
The Chrome 74
The Codex 69
The Imperial Crescent 44
The Machine 76
The Nexus 36, 61, 62
Thespian, Skill 141
The Turus Cluster 45
Time 51
Timelines 122
Tortrac Heds 77
Training Entities 92
Turn Actions 15

U
Undergaia 62. See alsoHacking
Unpowered Armour 98
Using Skills 6

V
Vehicle, Skill 148
Vitero Cluster 45
Void Rescue 72

W
Weapon Combos 21
Weapon Ranges 22
Weapons 96
Weapon, Skill 149
Weight. Character 11
Wit 6

X
Y
Years 52

Z
Zaxcann 72
Zero G Operations 107
Zero G Technician 114

188

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