Icar SciFi Space Opera RPG
Icar SciFi Space Opera RPG
Icar SciFi Space Opera RPG
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
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
140
143
146
147
150
151
160
161
184
140 Appendix
185 Index
36 Background
80 Bionics
89 Technology
105
117
Scavenger Setting
Gamesmaster Guide
o r e
u l e s
C h a r a c t e r
C r e a t i o n
N u m b e r
Body
d i s c s
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
Psychotheatrics
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.
S t e p
2 :
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
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.
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.
A t t r i b u t e s
3 :
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.
CCharacteCh Charact
CCharacteCh Charact
Battle
Battle 7
Meat
Shift
Soul
Wit
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
Meat
Shift
Soul
Wit
S t e p
4 :
S k i l l s
Using Skills
Wit
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
Shift
CCharacteCh Charact
CCharacteCh Charact
+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.
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).
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
Some Skeletons have their own special Skills that are not
included here.
1. Skeleton Skills
Improving Skills
Chemical
1
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.
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.
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
Language
Scam
Deal
2. Self Taught
Explosives
Academia Skills
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.
Skill Trees
CCharacteCh Charact
CCharacteCh Charact
Complementary Skills
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.
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
Mechasys Extraction
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
Skills
Physicals
Chemical
Gaia Know
Pilot Grav
15
9
15
15
15
9
11
13
14
28
15
8
24
15
28
15
birthplace
skeleton
18
Dellow
Colony Tech setting Deep SpaceScavenger
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%
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%
Colony Know
28%
Gender
Short
Average
Tall
Colony Systems
15%
Male
62
68
72
Colony Design
8%
Vehicle Know
24%
Female
511
65
611
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
10
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
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.
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).
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
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
40
85
Greying hair
65
110
Retirement age
75
140
85
150
125
180
N/A
320
S t e p
7 :
C l o s e C o m b a t
C o m b o s
None
None
Gaia Card
None
None
None
Heavy Weapon
Climbing Harness
Another person
Standard Medkit
Tech Kit
Small Generator
rm
Leg
100
Left
Ri
7
8
credits
Place of Birth
2 pts left
15
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
10
69
You can keep track of all the items the Character owns and
their encumbrance on the second Character sheet.
S t e p
RP
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
Rig
35
8 :
CCharacteCh Charact
170kg
S t e p
ght
120kg
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
now be made.
Effect
CComba
CCharacteCh Charact
Turn Actions
C o m b a t
10
S t e p
1 0 :
P s y c h o t h e a t r i c s
14
Effect
Walk
Run
Change
Magazine
Change
Weapon
Recover Stun
As suggested.
Turn on shield
Use Close
Execute a close combat combo
Combat Combo against one or more opponents
Fire weapon
Entering Combat
When a combat begins, the GM will follow these steps:
15
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.
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.
Damaged item
HP per
hour
Medical Basic
Bionics
Bionics Systems
100
Armour
Mechasys Systems
100
Bioweave
Bioweave Systems
200
16
Med Kits
Shields
Roll Initiative
C l o s e
C o m b a t
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
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
be consulted.
Offensive Moves
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
Hold
None
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
Offensive
Offensive
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.
Name
Cost
Notes
Block
Dodge
Disarm
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
Second Move
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.
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
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.
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
Move
19
CClos Cl Close
CClos ClClose
Slash
Hand Weapons
Move
Rob
Block
Punch
Block
Punch
Kate
Kick
Punch
Dodge
Trip
Blunt
Stamp
Fifth Move
Move
Cost
Stun
Damage
(Punch)
3 x Meat
Meat
Parry
(Block)
None
None
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
4 x Meat
Cost
Stun
Damage
Thrust
(Punch)
4 x Meat
2 x Meat
Parry
(Block)
None
None
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
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
Third Move
Byrnie does not have a third move so the fight is now between
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
F i r e f i g h t i n g
Move
Roll Initiative
3 x Meat
21
FFirefightin
FFirefightin
Improvisation (Optional)
Fourth Move
22
Range
Short
Up to 50m
Medium
51-500m
Long
501m+
Short
+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
R/T
12
Dmg
Statistics
Roll Initiative
10
+5
Note
NELSON H1
Next Player
Medium
BF
Pistol
Weapon
A compact and light weapon that can survive neglect and produce a reliable shot
every time.
Roll Dice
Long
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
Light Firing
100
Notes
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
Manufacturer
Rarity Cost
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.
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
Target or
Character
moving
-10
Called Shot
-30
Aimed Previous
Turn
+20
+10
Character
Stunned
- (100 stun)
Shooting at more
than one target
-20
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:
Roll Advantage
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.
Check Table
LA
200
300
800
RA
300
LL
RL
400
400
Stun
200
Turn 1
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.
24
D o g
Do players go to advantage?
F i g h t i n g
No
Yes
25
Name
Speed
DF
AT
Notes
Random Side
Slip
Any
-1
Sharp Turn
-1
-2
Throttle Slam
Not Max
-1
Increase
speed by
acceleration
Brake Hard
Not 0
-1
-2
Reduce
speed by
acceleration
Loop
-1
-2
-10% to
attackers next
shot
Roll
Any
-1
-3
FFirefightin
FFirefightin
If Hits
Swoop
-4
-2
-2
-3
-3
-4
Split S
-3
-4
3 Axis Tumble
-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
Stunned Pilot
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
Combat
Pilot Skill only
roll, biggest
difference
wins.
Do 500 points
of damage to
vehicle
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.
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
Defenders
speed must be
greater than
attackers!
Attacker
Defender
Result
Win
Lose
Lose
Win
Got To Advantage
Win
Evade
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
Check Table
Evasion
26
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.
Additional Factors
General Flying
End Of Combat
27
FFirefightin
FFirefightin
Air brake
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
Hacking Entities
Yes
Yes
Choose targets
No
Pilot manouvres
No
Gunners Shoot
Escape!
Engineers repair
Back Door
Combat over?
Yes
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
S p a c e
C o m b a t
29
S Spac Sp Space
S Spac SpSpace
H a c k i n g
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.
Fight or Flee?
The players then decide whether to fight or flee. This is a team
Gunners
Taking Damage
Shields
Hull
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.
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.
30
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.
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?
31
S Spac Sp Space
S Spac SpSpace
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.
The players decide to shoot out one of the pulse laser guns,
evening up the fight.
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.
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
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
-20
-20
-20
90 Generator
0
0 Hull
Dam System
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
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
Notes
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
Pulse Laser
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.
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.
Light Jump
4 000 000
Cost
Pilot Cruiser
Skill Required
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
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
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
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
Droid Space
1. Unite Verita (UV) The old home of the Imperium. Now
Droid Space.
Unvisited Areas
14. Galactic Core
15. Hypnos Arm
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 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
S p a c e
38
H u m a n
O c c u p i e d
B Backgroun
B Backgroun
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
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.
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 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
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
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
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.
40
Corporations
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
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.
41
B Backgroun
B Backgroun
Remmar
Lady Berrinda
Sayshell
Dorian
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
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.
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.
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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.
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.
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
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
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.
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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.
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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
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.
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
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
D. Hauler Port
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.
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In a Mex City
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.
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
C
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.
48
49
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.
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.
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
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The Nearground
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
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.
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
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.
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.
Orbitals
M o n e y
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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.
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
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.
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.
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.
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
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Remmar Sector
Juno Cluster: Hub 1 Middle, Spin 22
Tef Cluster: Rim 5 Middle, Spin 23
Dorian Sector
Akar: Hub 4 Middle, Spin 69 Middle
Baeleris: Rim 2, Spin 74
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:
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Jobs in space
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).
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.
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.
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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.
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:
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).
58
Description
Hull
Generators
Life Support
Grav Engines
Light Jump
Engines
Energy Web
Sensors
Grav Field
Generator
Grav Lock
Shields
Cargo Bay
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
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).
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.
G a i a
Pirates
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.
Gaiacard
Online shop
Program (App)
Entity
Isis
Psychological Effects
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.
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
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.
60
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
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
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.
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
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.
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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
Heavy lifter
Housekeeper
3. Common Sense
Miner
Corporate receptionist
Crate mover (called a Hopper)
Customer sales staff
Nanny
Prostitute
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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Information retrieval
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.
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.
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
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.
Swapping Bodies
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.
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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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).
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
7-9
Inner Self
10
Enokinesis
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.
Genus 3 Powers
D i c e Power Name
Roll
1-3
Telekinesis
(moving
things),
Hydrokinesis
(sensing
and
alteration of water), Pyrokinesis
(manipulation of fire)
Feeling
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.
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4-6
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T h e
N a t i o n
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.
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
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
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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.
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
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
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.
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.
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.
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).
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.
70
71
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
Contacting Syndicates
The Technomages
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
Crossed Arm
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
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).
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.
Allies
The Su Chi
Allies
Nios
The Machine
Su Chi
Akarakian Exiles
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
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.
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
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
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.
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
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.
Allies
Any Technology based syndicate: The Technomages,
Crossed Arm and The Chrome.
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
The main rules (there are hundreds in total) of the Silver Blade
are:
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
Allies
The Crossover
R e c r e a t i o n
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.
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.
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
Rehabilitation (Rehab)
i o n i c s
Social Effects
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
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.
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
Sensorium
Light Armour
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.
C y b e r w a r e
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
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
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.
Endobioreorg
Requires: Nothing
Install Method: CRC and NBG
Rink
Requires: Nothing
Install Method: NBG and CRC
83
B Bionic
B Bionic
Rink
This is the time in hours the system takes to install. Add this
number to the Install times of the other systems.
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.
Machine Install
Requires: Nothing
Install Method: CRC and NBG
Motor
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.
Sensorium
Interval
Other Systems
Borging
Rehab
Frame
Install
Generators
Organ Engine
Requires: Rink
Install Method: NBG and CRC
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
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
Cost
This is the amount of credits the system costs to buy. Add the
cost of each system together for the final suit.
Rarity
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.
85
B Bionic
B Bionic
Game Effects
Poison resistance. Aug can survive 3 days without food or
water (normal human)
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
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
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.
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
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
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
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
Right Leg
85
Augmentation
Points left
Right Leg
85
Attributes
150
Battle
Armour Rating
Meat
11
Head
60
Installed Systems
86
Game Effects
Stun
Installed Systems
Body
Battle
Installed Systems
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
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
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
Rarity
Armour Rating
25
Meat
Head
1560
Shift
Left Arm
1060
Soul
Torso
2715
Wit
Right Arm
1060
Augmentation
Points left
Left Leg
1185
Right Leg
1185
Power
Stun
250
Attributes
Body
Installed Systems
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
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.
L e g a l i t y
a n d
F e a s i b i l i t y
89
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Shift
Rare
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.
Socially unacceptable
Socially unacceptable technologies are repugnant to
Imperial citizens and become forgotten about due to their
incompatibly with societys sensibilities.
Superseded
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
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
Impractical
90
Superseded
S e n s o r s
Device Sensors
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.
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).
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.
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.
91
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Where is Technology X?
E n t i t i e s
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%
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.
Hacking Entities
Chameleon
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.
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
Public search AI
Type: AI
92
Type: Hacking AI
Cost: 2000
Modifier to use: -10%
Generator Overloader
Type: Hacking AI
Cost: 3000
Looper
Most Hackers write their own (see Writing Your Own Entities)
and must pass Hacking and Artificial Intelligence skill checks.
Type: Hacking AI
Cost: 5000
Modifier to use: -20%
Refail
Type: Hacking AI
Type: Hacking AI
Cost: 6000
S o f t
Trail
Type: Hacking AI
L i g h t
P r o j e c t o r s
Stealth Trail
Type: Hacking AI
Cost: 5000
Modifier to use: -20%
93
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TTechnolog
G a i a
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
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
Choose a Model
Medium
High
H a r d
L i g h t
P r o j e c t o r s
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
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.
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
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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
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
Polyceramic Alloy
Easy to manufacture and make very sharp indeed,
Polyceramic alloy is the favourite material for thugs and the
street.
Blast Factor: 15
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
5%
10 to 20
10%
25 to 50
20%
50
55 to 75
75%
100
70 to 80
40%
30
100
50%
80
100
20%
200
100
BF
96
On a timer.
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.
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
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
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%
Sensors: EM
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
LA
600
600
T
2200
RA
300
RA
LL
RL
700
700
600
Stun
Rarity: 70%
250
Cost: 3000
Sensors: EM, EG
Rarity: 75%
Sometimes you need that little extra protection for a little
extra danger. The Standfirm is the shield for you.
AR
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
300
Cost: 3000
Rarity: 40%
AR
Stun
Cost: 4800
Encumbrance: 1
98
RL
Sensors: EM
Rarity: 16%
1700
LL
Cost: 2400
Styles of Armour
500
RA
Encumbrance: 0
600
Rarity: 12%
LA
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.
Encumbrance: 1
AR
Cost: 500
Encumbrance: 0
30
RA
Missiles
U n p o w e r e d
AR
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
Cost: 20 000
Rarity: 85%
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P o w e r e d
Features
Meat: +2
Shift: - 1
Encumbrance: +3
A r m o u r
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.
AR
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
Sp
Features
Integral Shakespeare Universal Tech kit - see the section
on tech kits in the Engineering Chapter.
60
20
ccel
10
LA
RA
LL
RL
2000
2000
5000
2000
2800
2800
Stun
500
Cost: 25 000
Rarity: 55%
Meat: +5
Shift: +2
Allosealer
The allosealer can join any two inorganic items together.
Welding shut a typical door takes approximately 15 seconds,
air locks 30 seconds.
Screamer
E n g i n e e r i n g
Flux Cable
ano
Features
Moss Genie
AR
eed
Moss Gryphon
RL
220
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.
RA
Rarity: 70%
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).
LA
Weld Tape
450
Encumbrance: +5
Encumbrance: +7
2500
Shields: 4, soak 8000 per turn, and a heat shield for reentry.
Meat: +3
AR
2500
Rarity: 50%
-10
2000
Encumbrance: +7
ccel
6000
Moss Pegasus
Emergency ejection
10
2000
Stun
Shift: +3
2500
Meat: +5
Cost: 18 000
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RL
Sp
LL
Minimum Shift: 2
Life Support
Grav Pack
RA
Features
45
Cost: 50 000
AR
LA
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.
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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.
Minimum Shift: 2
100
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TTechnolog
TTechnolog
Third hand
Torque
driver
Med Scanner
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).
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.
Encumbrance: 3
Encumbrance: +4
Cost: 300
Encumbrance: 1
Energy cutter
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.
Harnesses
Cost: 2000
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.
Allo
sealer
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.
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T e c h n o l o g y
Rarity: 25%
B e a m e r
Encumbrance: 1
Small generator
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TTechnolog
TTechnolog
Shakespeare
Universal Tech Kit
universal clip.
Cost: 10 000
Rarity: 60%
Type: Destination
Capacity: As per normal weapon.
Encumbrance: As per normal weapon.
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
Crew Members
c a v e n g e r
e t t i n g
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
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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
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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S c a v e n g e r
C h a r a c t e r s
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.
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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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.
Dreamer
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
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.
Mechasys Extraction
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
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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.
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.
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.
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.
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.
S c a v e n g e r
E q u i p m e n t
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.
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.
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.
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A n a d a r
C l u s t e r
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.
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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Obyrworld
Pri-Sot
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.
Dess-Kay-Dar
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.
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
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.
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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.
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Scav Security
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.
Suggested Attributes
Suggested Attributes
Wit minimum of 3.
Meat minimum of 5.
Soul minimum of 4.
Starting Skills
Starting Skills
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
Mechasys Systems
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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Starting Equipment
Shakespeare Tech Kit. 2 Changes of clothing. Moss
Environment Suit. Personal Effects.
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Human Resources
Suggested Attributes
Soul minimum of 7.
Starting Skills
Skills have default starting levels unless otherwise stated.
Law
History
Biology
Physical
Suggested Attributes
Chemical
Wit minimum of 6.
Pilot Grav
Soul minimum of 5.
Zero-G Operations
Starting Skills
Mechasys Extraction
Law
History
Biology
Physical
Chemical
Gaia Know
Pilot Grav
Mechasys Know
Mechasys Extraction
Starting Equipment
Starting Equipment
Shakespeare Mech Kit. 2 Changes of clothing. Environment
Suit (with communicator and Grav pack). Personal Effects.
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Zero G Technician
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.
Suggested Attributes
Wit minimum of 7.
Soul minimum of 5.
Law
M e c h a n i c s
History
Biology
Combat
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
Starting Equipment
Gaiacard with Isis. 2 Changes of clothing. Moss Environment
Suit. Personal Effects.
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Mechasys Extraction
Close Combat
Chemical
Starting Skills
Physical
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
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.
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.
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.
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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.
As a GM, you might decide to use your own Cluster and draw
your own maps. The steps to create your own cluster are:
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
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.
C r e a t i n g y o u r
S k e l e t o n s
o w n
Anatomy of a Skeleton
A Skeleton consists of:
Description. A general overview of the role the Skeleton
represents.
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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
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
Experienced Characters
Spacecraft Know
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a n
I c a r
s a n d b o x
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.
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?
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.
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.
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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.
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.
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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.
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.
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
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.
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Characters are long term friends (but their lives have been
unremarkable up to this point).
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
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
Neutral
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4. Interview
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.
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
Kale
Dess-Kay-Dar
10
11
12
3. Description of Area
Target dies
(Roll a D10 twice, add these two together and multiply the
result by ten. The maximum is 200.)
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
Stolen object
5. Medical Inspection
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everywhere.
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.
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.
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.
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.
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.
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.
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Condemned.
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.
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
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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
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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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.
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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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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.
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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
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 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.
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.
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.
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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.
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Granger
Fleet regroup
at a secret
location
deep inside
Anadar.
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S c a v e n g e r
A Dess-Kay-Dar corporation trying to gain power on DessKay-Dar contact team to turn a scheduled peaceful
demonstration into a riot.
Players vs Who?
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.
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
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
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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.
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).
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Timeline
Scene 5: Ambush!
Mary (Security)
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
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.
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.
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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
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
M i s s i o n
P o r c u p i n e
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./
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.
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.
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.
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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p p e n d i x
A c a d e m i a
S k i l l
L i s t
Law
Language
Journalism
Law
Oration
History
Antiquities
Graphics
Oration
Forgery
Colony Know
Architecture
Thespian
Impersonation
Ecopolitical
Socioeconomics
Botanical
Food Science
Genetics
Biological
Macroecology
Physical
Macromechanics
History
Astromechanics
Chemical
Explosives
Language
Antiquities
History. Instructor.
Journalism
Graphics
140
Forgery
Graphics. Instructor.
Architecture
Socioeconomics
Ecopolitical. Instructor.
Botanical
Thespian
Food Science
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
Ecopolitical
Biological
Genetics
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L i f e
S k i l l
Street Deal
L i s t
Macroecology
Street Trading
Commodities
Street Deal
Language
Scam
Street Wise
Blend
Street Fighting
Rail Fighting
Acrobatics
Akarak Art
Explosives
Chemical. Instructor.
something
explosive
from
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
Stealth
Silent Shadow
Sleight of Hand
Pick Pocket
Style
Seduce
Empathy
Counsel
Macromechanics
Persuade
Interrogate
Physical
Physical. Instructor.
Astromechanics
Streetwise
Intimidate
Street Trading
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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.
activities
given
only
Blend
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.
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Chemical
relations.
Akarak Art
Rail Fighting
90: Two Swords. May use two hardlight swords and deal
twice as much damage to foes. Very rare.
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.
Scale Wall
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Seduce
Stealth
80: Five Foe Combo. May fight five separate people with
5 separate combos in one turn. Deal with each combo
separately.
Silent Shadow
Acrobatics
known culture.
Empathy
Sleight of Hand
Counsel
Empathy. Instructor.
Pick Pocket
Persuade
Style
Interrogate
Persuade. Instructor.
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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
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
Surgery
Gaia
Bionics Systems
Automaton
Know
Systems
Design
Mechasys
Know
Systems
Design
Bionics Knowledge
Wit Wit Soul. Instructor.
Diagnosis
Bionics Design
Bioweave
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Gaia Know
Hacking
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.
Medical Basic
Know
Colony
disease.
L i s t
Biological
S k i l l
Know
Systems
Design
Research
Gaia Systems
AI
Gaia Know
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.
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
Colony Know
Colony Design
Gaia Hacking
Colony Systems.
When to Use?
When the players want to adjust their home base to suit
their needs. (Design)
Gaia Systems.
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When to Use?
Gaia Know.
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
When to Use?
Aritificial Intelligence
Vehicle Know
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.
Vehicle Know.
Energy
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 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.
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
Auto Systems
Auto Know
Auto 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.
Spacecraft Systems
Spacecraft Know
Auto Systems
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Weapon Know
Wit Wit Wit.
Weapon Systems
Weapon Know.
Weapon Design
Weapon Design.
When to Use?
When a weapon is found and some information is
required. (Know)
When a weapon is damaged and it requires repair.
(Systems)
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.
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.
Mechasys Systems
Mechasys Know.
Mechasys Design
Mechasys Systems.
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Gaia Research
When to Use?
T a s k
S k i l l
L i s t
Bike Pilot
Bike Combat
Grav Pilot
Grav Combat
Cruiser Pilot
Cruiser Combat
Light Firing
Gun Fu
Street Fighting
Heavy Firing
Pilot
Vehicle Classifications
Light Firing
Gun Fu
Combat Pilot
Pilot. Instructor.
Heavy Firing
P s y c h o t h e a t r i c s
L i s t
1. Uncontrolled Psyonics
3. Drained
4. Pathetic
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.
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).
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.
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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
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.
17. Technophobe
20. Liar
Honest = 1, Proud = 5
22. Selfish
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
24. Average
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.
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Wit - 2, Serious = 2
27. Narcoleptic
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
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.
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.
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
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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10. Sociopath
paralised by fear just like anyone else, you love the rush that
it gives you.
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
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!
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
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
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 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.
56. Passionate
Soul + 2, Wit + 1
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.
You have a gift for technology. Any Skill which is tech related
(from the tech tree) will begin with an extra 10% off.
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67. Academic
68. Determined
Soul +2, Wit +1
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.
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.
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
55. Marksman
47. Pessimist
Soul - 1
Shift +2, Any action involving your hands does not take a combat
round
53. Optimist
54. Fit
72. Energetic
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!
155
AAppendiAppeAppendix - Psy
AAppendiAppeAppendix - Psy
Soul + 2
91. Genius
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.
84. Multitasker
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.
85. Focused
Soul + 2, Loving + 1
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.
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%.
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
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
You are very quick to react, as if you can feel the situation
before it actually occurs. Also, you never loose an initiative in
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.
156
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.
86. Fearless
Soul = 10
Psyonics
Soul = 10.
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.
157
AAppendiAppeAppendix - Psy
AAppendiAppeAppendix - Psy
74. Multi-talented
Chart
Start
Epoch
Training
Acrobatics
Street
Akarak Art
Life
AI
Tech
Antiquities
Architecture
Needs
History
Medical Basic
Medical
Instructor
Nothing
Instructor
Medical Diagnosis
Medical
Instructor
Medical Basic
Instructor
Medical Surgery
Medical
Instructor
Medical Diagnosis
Academia
Instructor
History
Impersonation
Academia
Academia
Instructor
Interrogate
Life
Instructor
Astromechanics
Academia
Instructor
Physical
Intimidate
Life
Automaton Know
Tech
Instructor
Nothing
Journalism
Academia
Automaton Systems
Tech
Instructor
Automaton Know
Language
Self Taught
Automaton Design
Tech
Instructor
Automaton Systems
Law
Bike Pilot
Task
Light Firing
Task
Bike Combat
Task
Instructor
Bike Pilot
Macroecology
Academia
Instructor
Biological, Botanical
Biological
Instructor
Nothing
Macromechanics
Academia
Instructor
Physical
Bionics Know
Medical
Instructor
Nothing
Mechasys Know
Technical
Instructor
Nothing
Bionics Systems
Medical
Instructor
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
Blend
Life
Persuade
Life
Botanical
Instructor
Nothing
Physical
Instructor
Life
Instructor
Nothing
Persuade, Empathy
Nothing
Chemical
Instructor
Nothing
Pick Pocket
Colony Know
Technical
Instructor
Nothing
Task
Colony Systems
Technical
Instructor
Colony Know
Colony Design
Technical
Instructor
Colony Systems
Task
Instructor
Commodities
Life
Instructor
Trading
Counsel
Life
Instructor
Empathy
Rail Fighting
Life
Instructor
Street Fighting
Cruiser Pilot
Task
Research
Tech
Instructor
Gaia Know
Cruiser Combat
Task
Instructor
Scale Wall
Life
Deal (Street)
Life
Scam
Life
Diagnosis (Medical)
Medical
Instructor
Seduce
Life
Ecopolitical
Silent Shadow
Life
Empathy
Life
Sleight of hand
Life
Energy Know
Technical
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
Food Science
Academia
Instructor
Botanical, Biological
Street Fighting
Life
Forgery
Life
Instructor
Graphics
Streetwise
Life
Gaia Know
Technical
Instructor
Nothing
Style
Life
Gaia Systems
Technical
Instructor
Computer Know
Surgery
Medical
Instructor
Diagnosis (Medical)
Gaia Design
Technical
Instructor
Computer Systems
Thespian
Instructor
Nothing
Gaia Hacking
Technical
Instructor
Computer Design
Trading (Street)
Life
Graphics
Vehicle Know
Technical
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
Weapon Know
Technical
Instructor
Nothing
Heavy Firing
Task
Self Tauht
Nothing
Weapon Systems
Technical
Instructor
Weapon Know
Task
Weapon Design
Technical
Instructor
Weapon Systems
Task
Instructor
158
Cruiser Pilot
Medical Basic
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
Humans begin first steps into Space in a Cold War fuelled race.
1988
2099
2099
2199
Expedition Age
2199
2999
Age of Enlightenment
2999
3233
I t e m s
P r i c e
L i s t
Couriers
Lifestyle
Item
Rarity
Cost
10%
1500
5%
1000
Service
Distance
Planetary
System
1500
Cluster
2500
Anywhere
1100
System
2200
Cluster
3500
Anywhere
3233
3499
Repopulation Age
3499
3823
70%
200 000
3823
3999
First Exodus
80%
8000
3999
5003
90%
100 000
4%
100
Croft building
Gaicard
15%
100
5003
5499
Spocefaring Age
20%
5000
5500
5733
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.
A few powerful colonies ally and create the first Star Industries.
Soon, many independent colonies join.
5%
80
11495
25210
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.
5%
150
5%
400
5%
1000
5%
5%
36778
Philosophical Division
36779
71065
Small military actions turn into a huge war that engulfs the
human race for 34,000 years.
71065
73100
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
83481
89987
89987
90233
90233
91001
91001
91622
91622
92023
(Present Day)
160
1%
1000
8%
15 000
5%
100
2%
10 000
Duration
Communal
Anywhere
Up to 1
month
Free
200 base
cost + 50
per minute
350
600
2000
3000 - 8000
4000
Void Rescue
Service
Berth type
Cost
1500
N/A
Cost
Byrnosphere Charges
General estimate
11495
25210
Rarity
Cost
5800
2800 per
day
Item
600
Industry
Travel
Item
Cost
Membership (monthly)
Cost
Cost
20 000
Free
2000
Small room
Planetary
1 day
200c
8000
Suite
Planetary
1 day
1500c
5000
Small room
System
4 days
1000c
Suite
System
4 days
12000c
800 000
35 000
Small room
Cluster
10 days
2000c
Suite
Cluster
10 days
20000c
55 000
10 per
day.
80 000
Cargo
Ahywhere
1 day
161
By quote
(millions)
AAppendiAppeAppendix
AAppendiAppeAppendi
T h e
AAppendiAppeAppendix
Nelson H1
Arms 2
Endobioreorganiser
Name
Manufacturer
Cost
Rarity
(%)
Type
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
(%)
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
Sh
Name
Lo
Raqax 2e
20 2.2P
Generators
Name
-20
edium
Weapon
Havan 11
Body
+10
ort
arity
25%
700
Cost
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
Motor
Name
ort
Weapon
Cost
ng
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
Cost
ng
+20
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
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
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
35 5.5P
Weapon
BF
Dmg
Sniper Rifle
60
100
ort
+30
+20
Lo
edium
+10
ng
arity
70%
9000
-Long
Cost
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
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
Weapon
BF
Dmg
Chain
65
100
R/T
5
Mag
+20
edium
+20
Lo
arity
30%
7000
Cost
ng
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
Weapon
Cost
Ammo
Feed 5.5P
Cost
Sh
-20
ort
-30
Lo
edium
ng
arity
20%
6000
Cost
Ammo
Feed 7.4P
165
Weapon
BF
Dmg
Chain
50
60
R/T
150
Mag
Ammo
Feed 7.4P
arity
60%
7000
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
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
Cost
ng
Weapon
+5
Lo
edium
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
BF
ano
20 15G
Weapon
arity
45%
50 000
Ammo
Cost
ng
+10
Poin
arity
15%
8000
20 min
Cost
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
eed
ou
20
3500
+10
Sp
rm
Sh
+20
85%
18 000
+20
220
arity
arity
50%
12 000
Cost
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
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
Pulse Laser
Dmg
Lo
BF
+30
Weapon
edium
95%
17 000
+20
arity
Poin
arity
35%
70 000
Cost
Orbihaul
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
Poin
arity
20%
2200
Cost
Cobra
ccel
ano
it
ou
5
200
eed
+20
rm
Sp
40
180
Poin
arity
5%
400
Cost
50
ccel
-10
ano
it
ou
10
850
eed
rm
Sp
200
Poin
arity
25%
3800
Cost
168
169
eed
50
ccel
+60
M
ano
rm
ou
25
20 000
it
ano
ou
15
6700
45min
rm
ccel
20%
3000
arity
eed
+10
ou
15
900
Sp
20
rm
110
1h
Hauler
Kestrel
Poin
arity
20%
n/a
Cost
14
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
Rarity n/a
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
Items Carried
Picture
14
Meat
ld
wor
us
irtuo
al
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
jovi
Manufacturer: Automanity
Skin: Metal
40
Features
Weapon
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
Roll Initiative
Battle + Shift + D10
Character with Lower Initiative,
chooses combo
Vehicle Manouvres
Name
Cost
Stun
Punch
Meat
Kick
2 x Meat
Head butt
2 x Meat
Stamp
2 x Meat
Trip
None
Stand Up
One Off
None
Character stands up
Break Free
One Off
None
Hold
None
Notes
Roll Advantage
Combat Skill + Vehicle Manoeuvre + D10
Attacker Fires
Defender chooses
manoeuvre
Defensive Moves
Resolve second movement
Name
Cost
Notes
Block
Dodge
Disarm
Shift check
Is Combat over?
No
Speed
DF
AT
Any
-1
Sharp Turn
-1
-2
Throttle Slam
Not Max
-1
Increase speed by
acceleration
Brake Hard
Not 0
-1
-2
Reduce speed by
acceleration
Loop
-1
-2
Roll
Any
-1
-3
Air brake
-4
-3
Swoop
-2
-3
Increase speed by
acceleration. -10% to
attackers shot
-2
-4
Split S
-3
-4
3 Axis Tumble
-2
-5
Generator Power
Dump
< /2 Max
-1
-4
Aero Dynamo
Any
-3
-6
Falrodding
Manoeuvre
Any
Evasion
-2
Name
Move
Cost
Stun
Damage
(Punch)
3 x Meat
Meat
Parry
(Block)
None
None
4 x Meat
2 x Meat
No
Do players go to advantage?
Yes
Cost
Stun
Damage
Stab
(Punch)
3 x Meat
Meat
Parry
(Block)
None
None
Slash
3 x Meat
3 x Meat
Cost
State Target
State Rounds
Next Player
Result
Damage
Win
Lose
Lose
Win
Got To Advantage
Win
Evade
Lose
Evade
Combat Ends
4 x Meat
2 x Meat
Parry
(Block)
None
None
4 x Meat
3 x Meat
Usage
Target in Cover
-10
Target or Character
moving
-10
Called Shot
-30
+20
+10
Character Stunned
- (100 stun)
Shooting at more
than one target
-20
Roll Dice
Defender
(Punch)
Begin Firefight
Attacker
Operations rolls initiative
Thrust
Slash
Roll Initiative
Stun
Notes
Firefighting ranges
Range
Short
Up to 50m
Medium
51-500m
Long
501m+
Fight or Flee?
Flee
Fight
No
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
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
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
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
Crossed Arm 74
Curve Surf Engine 58
Cyber Razor Cut 82
Cyberware 82
I Inde
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