Afterverse - SciFi Role Playing
Afterverse - SciFi Role Playing
Afterverse - SciFi Role Playing
This is a work of fiction. Names, characters, places, and incidents either are the product of the
author’s imagination or are used fictitiously. Any resemblance to actual persons, living or dead,
events, or locales is entirely coincidental.
2 Afterverse
Table of Contents
Afterverse—————————— 1 Character Creation—————— 15 Objects in Space——————— 45
Before you start - campaign setting..............15 Basics of Space Travel................................... 45
Table of Contents——————— 2 Choose a Culture............................................15 Engine Technologies......................................51
Choose a Species............................................15 Orbital Sensors............................................. 52
Decide on a Character Concept.....................18 Warp Bridges................................................ 54
Determine Your Age......................................18
SYSTEM 6 Choose Your Motivations..............................19 Combat——————————— 57
Assign Your Attributes.................................. 20
Determine Your Starting XP..........................21 Combat Overview......................................... 57
Afterverse—————————— 7 Choose Your Qualities.................................. 22 The Combat Round....................................... 57
Choose Your Skills & The Team Bank............................................. 60
Specializations.............................................. 23 Range and Movement.................................. 62
Welcome to Afterverse————— 8 Learn Your Languages.................................. 23 Melee Combat.............................................. 63
Social Bank.................................................... 23 Ranged Combat............................................ 64
Game System................................................. 8
Create Your Subcultures............................... 23 Size Classes................................................... 66
What is a roleplaying game?......................... 8
Create Your Featured Contacts..................... 24 NPC Groups................................................... 67
Adventure Style............................................. 8 List of Actions................................................ 68
Hard Science Fiction...................................... 9 Buy Your Gear, Vehicles,
Augmentations............................................. 24 Damage, Damage Codes, and Healing........ 70
Eras................................................................. 9
Generational Stories...................................... 9
Canon............................................................. 9 Motivations————————— 25 Guns and Ships———————— 74
Space Travel.................................................. 10 Motivations Basics........................................ 25 Size Classes................................................... 74
Using This Book............................................ 10 Motivations List............................................ 26 Crew.............................................................. 74
Systems Table............................................... 78
Gameplay—————————— 11 Skills———————————— 29 Systems Damage.......................................... 78
Ship Systems................................................. 78
The Basics......................................................11 Skills and Specializations............................. 29 Heat...............................................................81
Skill Caps....................................................... 29 Ranges.......................................................... 82
Skill Training Times...................................... 29 Countermeasures......................................... 83
Using Skills................................................... 30 Land, Air, and Sea Vehicles........................... 84
Using Interests.............................................. 30
Skill & Specialization Listings...................... 30
Table of Contents 3
Tech and Gear————————— 85 HISTORY 131 REFERENCE 206
Currency........................................................ 85 For Players.....................................................132 SPECIES
Items............................................................. 85 History Chapter Layout.................................132
Rarity & Availability Tests............................ 86 Humans——————————— 207
Tech Levels.................................................... 87
Occupation of Earth—————— 133 Physiology................................................... 207
Common Technologies................................. 88 Culture......................................................... 208
Lemurian Technologies................................ 88 The Story of the Age.....................................133
Nation States............................................... 208
Drugs, Toxins, Poisons, and Chemicals........ 90 Your Guides to the Stars ..............................133
Language..................................................... 210
Cybernetics................................................... 92 Playing an Occupation Campaign................133
Genetic Engineering..................................... 93 Adventures....................................................134
Locations.......................................................137 Bactarans—————————— 211
Computer Cores & Hacking——— 94 Cultures ........................................................139 Physical Overview.........................................211
Key Players....................................................142 Culture..........................................................213
Cores in Everyday Life................................... 94 Sample Characters........................................145 Houses..........................................................214
Hacking......................................................... 96 Language......................................................215
Virtual Assistants..........................................101
Expansion Era———————— 148
Technoshamans........................................... 102
Alien.............................................................. 148 Vorans———————————— 216
Life Among the Stars—————— 104 The Story of the Age.................................... 148 Physiology....................................................218
Playing an Expansion Campaign..................149 Sentience & Cooperation.............................219
Tolerances.................................................... 104 Adventures....................................................149 Culture..........................................................219
Environments...............................................105 Cultures ........................................................153 Space Travel for Queens.............................. 220
New Worlds..................................................159 Voran Corps...................................................221
One Among the Crowd————— 108 Key Players....................................................162 Language: Chromalingua............................ 224
Sample Characters........................................164
Cultures........................................................ 108
Subcultures.................................................. 109 Guigu———————————— 225
Military.........................................................110 Orion War—————————— 169
Overview...................................................... 225
Featured Contacts......................................... 111 The Line.........................................................169 Physiology................................................... 225
Languages.....................................................113 The Story of the Age.....................................169 Personality................................................... 226
Playing an Orion War Campaign..................169 Culture......................................................... 227
The March of History—————— 115 Adventures....................................................169 Nation States............................................... 228
Cultures.........................................................174 Language..................................................... 228
A Note on Keeping Time...............................115 New Worlds..................................................181
Time Skips.....................................................115 Key Players....................................................182
Prequels and Interquels...............................118 Sample Characters........................................185
Symtraya—————————— 229
Bloodlines.....................................................119 Kennesawu.................................................. 229
Other Relatives.............................................121 Physiology................................................... 229
Artifact Era—————————— 189
Relationship with the Guigu....................... 230
Upping Your Game—————— 122 Mayday..........................................................189 Magnetic Attribute...................................... 230
The Story of the Age.................................... 190 Culture......................................................... 230
The Required Equipment.............................122 Playing an Artifact Era Campaign............... 190 Language..................................................... 230
Your First Game Session...............................123 Adventures....................................................191
Character Creation........................................123 Cultures.........................................................195
Game Logistics..............................................124 New Worlds..................................................197
Alternative Game Styles...............................124 Key Players................................................... 200
The Characters’ Story....................................125 Sample Characters....................................... 202
O Captain My Captain?.................................125
Single Sessions.............................................128
Creating a Welcoming
Gaming Experience......................................128
4 Afterverse
THE ORION ARM Bacto ——————————— 252 Qualities——————————— 266
Solar System————————— 232 Bactara..........................................................253 Positive Qualities List.................................. 266
Martok......................................................... 254 Negative Qualities List................................ 269
Earth..............................................................233 Guraza.......................................................... 254 Genetic Qualities List....................................275
Luna..............................................................233 Boruwak........................................................255 Genetic Qualities Table.................................277
Venus........................................................... 234 Foka...............................................................255
Mars..............................................................235 Formok..........................................................255 Gear———————————— 280
Ceres..............................................................235 Thojaka.........................................................255
Asteroid Colonies......................................... 236 General Gear................................................ 280
Saturn.......................................................... 236 Armor........................................................... 283
Hyperion...................................................... 236 Kepler-62 —————————— 256 Computer Gear............................................ 286
Herschel Station.......................................... 238 Lemuria.........................................................257 Cybernetic Enhancements.......................... 292
Titan............................................................. 238 Kepler-62B.....................................................257 Substances, Toxins, & Drugs....................... 297
Phoebe......................................................... 239 Kepler-62C.....................................................257 Weapons...................................................... 300
Enceladus/Tethys/Rhea............................... 239 Kumari..........................................................257 General Gear.................................................281
Kepler-62D................................................... 258 Armor........................................................... 285
Sirius———————————— 240 Kepler-62F.................................................... 258 Cores............................................................ 287
Kepler-62F ii................................................. 258 Core Mods & Software................................. 289
Sirius A......................................................... 240 Kepler-62F iii................................................ 258 Cybernetics.................................................. 293
Sirius B......................................................... 240 Kepler-62F iV................................................ 258 Substances................................................... 298
Saizok........................................................... 242 Melee Weapons............................................301
Bojal............................................................. 243 Ranged Weapons......................................... 304
Kulos............................................................ 243 Varhanna —————————— 259
Warheads..................................................... 307
Koloa............................................................ 243 Voruna......................................................... 260
Fringe........................................................... 243 Arid.............................................................. 260 Militaries—————————— 309
Brinok........................................................... 243 Ember............................................................261
Serenity.........................................................261 Union Underground.................................... 309
Redland —————————— 244 Crescent........................................................261 EGF and ESF................................................. 309
Bactaran Argosy............................................311
Redland........................................................ 245 Voran Corps...................................................312
Spring........................................................... 245 Kennesawu ————————— 262
The Technoshamanic Network....................313
Weeker......................................................... 245 Jingu............................................................. 263 Unification Charter Fleet..............................314
Kennu........................................................... 263
Parella ——————————— 246 Kaduhei........................................................ 264 Ships———————————— 316
Sawu............................................................. 264
Redquiet...................................................... 246 Human Ships................................................316
Laylow.......................................................... 246 Bactaran Ships..............................................332
Pummel....................................................... 246 Minor Systems———————— 265
Voran Ships.................................................. 340
Bridgehub.................................................... 246 Uncharted Systems...................................... 265 Guigu Ships.................................................. 344
Parella Station............................................. 248 Ishtar............................................................ 265 Unification Ships......................................... 347
Softmoon..................................................... 248 Drysar........................................................... 265 Ship Tables....................................................352
Leviathan..................................................... 249 Pleiades........................................................ 265 Automated Craft...........................................357
Farmoon....................................................... 249 Overview...................................................... 265
Orion Nebula............................................... 265 INDEX———————————— 361
Mintaka —————————— 250 Bermuda...................................................... 265
Monik............................................................251
VERSA...........................................................251
Satuk.............................................................251
5
System
IMAGE
6 System
Afterverse
Welcome to the universe. Here’s what comes next.
Afterverse is a science fiction tabletop RPG created by Ray Nothnagel.
The setting spans dozens of systems and hundreds of years of future history and
can scale from small adventures to epic journeys. Some of the core concepts and
design principles of the Afterverse setting and game system include:
ʝʝ I n Afterverse, the setting and the characters are the central focus of the game; every game rule written
in this book is explicitly designed to facilitate the Afterverse setting.
ʝʝ A
fterverse has a consistent theme of continuity throughout the setting and system alike. The setting has a
broad history and a campaign may take place at any time and place within it. Available equipment, species,
and so on can vary between different cultures and eras. Rules for long and short time skips and generational
campaigns are included. This philosophy does not just apply to history. The combat system is designed to be
compatible with combat on any scale — large capital ships and small humans use many of the same combat
mechanics.
ʝʝ A
fterverse’s game system is designed to be intuitive and extensible. Players with only a partial understanding of
the game’s rule set should be able to act rationally by following their instincts and allowing the GM to determine
how to best represent those actions within the rules.
ʝʝ A
fterverse has mechanics to encourage powergamers and roleplayers to play the same game. Good roleplaying
is directly rewarded with XP — good roleplayers become more powerful characters, and those seeking more
powerful characters will have to really get into their character’s skin. The Motivation system is the cornerstone
of this concept.
ʝʝ A
fterverse has a combat system which encourages off-turn players to be alert and engaged, while speeding
up the majority of combat resolution actions, moving more quickly from each player to the next. The
number of repetitive dice rolls is reduced to a minimum with other crucial points being handled by
decision-making and point banks.
System 7
Adventure Style
Welcome to There are an unlimited number of ways to play a character
Afterverse in Afterverse, and at least as many ways to run a campaign.
Typically, a style of adventure will involve some means of
motivating the player characters, of driving them from the
Game System beginning of the story to the end (or more likely, from the
middle to a further middle). There are many ways of doing
Afterverse is a hard sci-fi tabletop roleplaying game. It
this in Afterverse: XP, money, orders, threats, and blackmail,
consists of equal parts storytelling and gameplay. The
to name but a few. Most campaigns will involve some
storytelling consists of characters, worlds, Cultures, and
mixture of all of them or more.
Motivations. The gameplay consists of dice rolls, hit banks,
and Skill tests. The most effective means of motivating players lend
themselves to straightforward game sessions. The
Within the story, most conflicts are resolved by a combina-
characters will be contacted by someone — an employer,
tion of roleplaying and dice rolling. The player will roll
a commanding officer, someone who has dirt on them
a large number of 6-sided dice, collectively referred to
— who will outline what the mission will entail and send
as a “dice pool”. The numbers on the dice are not added
the players on their way to accomplish their goals. Players
mathematically. Rather, any die that displays a five or a six
will earn XP as they fulfill their various Motivations, but
counts as a “hit”, and more hits means a greater probability
in this scenario the XP will be largely incidental. The
of success.
Motivations should inform the manner in which the players
Some tests, especially repetitious ones, use hit banks. Hit choose to accomplish the mission. This style of campaign
banks consist of a number of counters, which the player is well suited for gaming groups who prefer structured,
will use across a series of subsequent actions. The initial well-planned stories with a defined scope and objectives all
number of counters in the bank is often determined by a along the way.
dice roll, but after that, no further rolls are needed for a
Of course, simple survival may be the goal of any given
given amount of time. The most common example of this
adventure. While the characters’ lives can be put in
is initiative (see page 57 for complete rules on Initiative). In
jeopardy for any plot purpose, this should not be the sole
that case, each player makes an initiative roll and banks
means of Motivation. Characters will earn XP for their
these hits to their Initiative bank. The player then spends
Motivations even in a game mostly driven by survival,
hits from that bank over the course of a combat turn to
adding nuance and character to their decisions. As a GM,
act and react. At the beginning of the next turn, they roll
you should play off of these Motivations even in a survival-
initiative again, adding their hits to the existing bank.
driven game.
Special care should be given to particularly XP-motivated
What is a roleplaying game? campaigns. Characters in Afterverse earn XP via a system
A roleplaying game is a game which can best be approached known as the Motivation system. Each character is driven by
as creating a collaborative work of fiction between approxi- certain set of Motivations, and when goals relating to these
mately 3-7 players. One player, the gamemaster or GM, is Motivations are met, the character will earn XP. XP-driven
chosen to be in charge of setting up the overarching story characters may be self-driven and opportunistic, respond-
and running most of the minor characters and adversaries. ing directly to the world around them rather than being
The other players play as the story’s protagonists. At its core, given a set of mission objectives. These campaigns tend to
that’s all roleplaying is. be very freeform, suited to GMs that can respond and adapt
especially quickly to unpredictable player actions. This style
Many of the rules remaining in the “System” section of of campaign is often better suited to more experienced
this book govern the balance between these characters. roleplayers — the kind of players who can get into character
You’ll start by choosing a specific setting from one of the as second nature.
History chapters on pages 131-205. The next step is to create
characters for the players using the Character Creation Realistically, every campaign will include many different
chapter on page 15, or to select from sample characters or styles of motivation at different scales and magnitudes and
pregens. Finally, you’ll throw those characters into various even occasionally at odds with each other. A player may
situations and see how they respond. Congratulations! be forced to choose between their Motivation of environ-
You’re roleplaying. mentalism versus the job’s requirement of setting fire to a
nearby forest. Character Motivations may even on occasion
8 Welcome to Afterverse
be in direct opposition to each other, whether between universe without needing to read an entire book’s worth of
characters or within a single character; this sort of situation history to get there, especially in the later eras. Following
can lead to some great roleplaying opportunities. this is a brief guide to making the most out of a campaign
set in that era.
Hard Science Fiction By and large, Afterverse games get more complex and
involved as you move farther into the future. Most eras
Afterverse is relatively “hard” sci-fi, meaning it flies fairly involve at least one new gameplay mechanic that was not
close to the rules of the real world. That means it’s more available to the previous eras. This is one good reason for
2001: A Space Odyssey than Star Wars or more Larry Niven starting new players in a campaign near the beginning
than Douglas Adams. Most space travel, combat, weapons, of the history — it allows players to learn rules as they
and technologies, are based either on the known real world go. In addition, characters in later eras are likely to be
equivalent or reasonable extrapolations thereof. The only more powerful and capable than those in early eras; they
known loophole for faster-than-light travel is the existence have better technology, a larger world to roam, and in
of wormholes in the form of the Warp Bridges. Traveling some cases, XP they may have inherited from previous
from one body in space to another is more about managing generations of player characters (see page 119).
speed and orbits than it is about simply going to a place.
Rules for hacking are modeled on real-world hacking
techniques, involving elements like escalation of access
Further History
and social engineering. More often than not, when there Future sourcebooks will contain additional history,
is a break from reality in Afterverse, it is an intentional completing the main mytharc of the Afterverse canon and
design decision made to simplify calculations or keep bringing the timeline up as far as the 24th century. These
gameplay lively. sourcebooks will contain additional worlds, species, and
technologies appropriate to the discoveries of that time.
Some common elements in softer scifi (teleportation,
time travel, cloaking devices, etc.) are either nonexistent
or extremely uncommon in Afterverse. You won’t have Generational Stories
lightsaber battles or venture off in a time-traveling police
Because the setting spans such a wide time period, it is
box in this game, but you will encounter aliens, black holes,
possible to run a campaign that spans not just the galaxy,
and starships. Afterverse is designed to inspire with the
but also across generations. Rules for long time-skips are
true beauty of a fully-realized universe.
provided in the March of History chapter on page 115, as
are rules for character creation for descendants of previous
Eras characters.
Afterverse is designed to be played at any point along the It is through this inheritance of characteristics that
entire setting’s timeline, ranging from the mid-21st century campaigns may progress and advance in power beyond
through the 22nd century. A complete, and detailed history the timespan of a single generation. Some adventures will
of the world is provided, including monumental events and take advantage of this fact and may well encompass an
small year-to-year changes. This book contains a chapter for adventure across the entire history of the world, hitting
each era, which can span anywhere from 15 to 40 or more many of the landmarks and key events of the world. Other
years in duration. As with most history, the eras are mostly adventures will span shorter time frames, spanning the
defined by war and peace — that is, what we call it when time of a single war or an era of peace. Many adventures
we’re waiting for the next war. will involve no time-skipping at all, occurring in a single
unbroken adventure. All kinds of stories are valid, so play
Largely for convenience, era lengths are all divisible by whichever of them appeals the most to your gaming group.
five-year increments. This makes it easier to run long-term
campaigns and generational stories. Similarly, the key
ages for the various species (puberty, middle age, etc.) are Canon
usually listed in increments of five for the same reason.
Afterverse’s handling of time and history means that it is
Each era’s chapter begins with a fictional account from an important to keep a watchful eye on canon. That’s not to
in-universe perspective indicative of the times. This fiction say there is nothing that players can do to change history,
is followed by an introduction to the era designed to be only that it should not be easy, and certainly should not
read by someone with no knowledge of Afterverse. This happen on accident. When using the Knowledge is Power
introduction is a good way to bring your players into the ability, for example, a player should not be permitted to
Welcome to Afterverse 9
state a fact which causes canon (including future canon)
to become invalid. The gears of history are heavy and not
Using This Book
easily thrown off their tracks. This book is organized in three chapters: system, history,
and reference. The System chapters (pages 6-129) will guide
If the player characters do change the future, it is
you through creating a character and playing through the
recommended that the gamemaster try to steer history
events of the story. The History chapters (pages 132-205)
close to its original course, fudging events as needed to
contain all the information needed for the background
get things back on track. If Curt Redland is killed during
of your campaign, complete with historical, cultural,
the Occupation, someone else will need to take his place
and technological information. Finally, the Reference
in history; this may either change the naming of the planet
chapters (pages 206-359) are intended to be read mostly
Redland, or maybe it will be named in his memory rather
upon demand when someone is visiting a particular place,
than being named after its founder.
encountering a specific kind of alien, looking for a given
If history does not inch back toward its natural course, piece of gear, or coming across any other element for which
the other option is to create a whole new history as your details are needed.
group advances into the future, using the canonical history
as mere inspiration for your own universe. Have at it! It
is a lot of work, though, which is why it is generally not
recommended.
Space Travel
In Afterverse, as in the real universe, interplanetary space
travel has as much to do with velocity as location. It involves
manipulating orbits and gravity to cover vast distances, and
a good pilot knows how to do both efficiently.
Space travel, early in the history, is time-consuming and
impractical for many reasons. At first, interplanetary
travel is restricted to the cutting edge of military and
government tech, followed by the entire military, as well
as early commercial endeavors. As technology marches
on, it gradually becomes accessible (and even casual and
convenient) to the public at large.
10 Welcome to Afterverse
will control one character — their player character, or
Gameplay PC — who contributes to the main cast of protagonists in
the story. In some cases, the players may indirectly play
other characters, such as subordinates. Meanwhile, the
The Basics gamemaster is responsible for the portrayal of all other
characters and situations, and is usually responsible for
introducing situations, stories, and the many non-player
Preparation characters our heroes will meet along the way.
Afterverse is a tabletop roleplaying game. It is designed to
When roleplaying, the players will describe what their
be played by a group of players (as few as 2 but generally
character does and says (often speaking as if “in character”),
recommended for about 5) plus one Gamemaster or GM.
and at any moments when the character may be coming
The required hardware is fairly straightforward:
into conflict or attempting to do something for which
ʝʝ Printed and filled-out character sheets success is not assured, they will roll a test to determine the
outcome. The tests are often called for by the GM, though
ʝʝ Pencils
as players become familiar with the system, they may
any 6-sided dice (at least 15 per player
ʝʝ M voluntarily roll a test they think will be needed. While
usually, though players may share) proactively preparing dice rolls is encouraged, players
should only carry out these rolls when the action happens.
number of counters, which may be anything from
ʝʝ A
poker chips to tiny cubes or even more dice, to keep The objective of a roleplaying game is not to win, but rather
track of your characters’ banks. The required number to tell a story together. That said, the Afterverse game
of counters will vary depending on the situation, system rewards good roleplaying with XP, which can be
but you should expect to max out at perhaps two spent to make your character more powerful or influential.
hundred points’ worth of counters for the entire
party. See the “Tips” chapter on page 122 for more Tests & Dice Pools
advice on handling counters and other logistics.
A deck of cards, called Afterverse Action Cards, representing
most common actions along with their relevant dice
pools and hit banks, is also available. The deck may be
purchased online or printed and cut on your own and is
designed so that your players can have a clear idea of what
their character is able to do in a given moment, as well as a
convenient place to store counters for various banks.
Like many RPGs, Afterverse is usually a long-lasting game,
with one session generally lasting 2-6 hours and each
session contributing to a longer story, or “campaign”. This
campaign will generally begin with character creation
(which may take up most of a session in itself), continue
through a number of sessions during which the story and
characters will progress, and may or may not ever actually
end. While it can be played as a single-serve, one-day story,
most gaming groups prefer long-term campaigns in order Every time you want to attempt to do something in
to feel a sense of progress and to connect with the same Afterverse, it calls for a test. Tests can be simple tests of
characters. skill, but many of them are opposed by somebody else. No
matter what the obstacle, there are some things all tests
Roleplaying have in common: you have a certain number of dice, or “dice
If your group is new to roleplaying games, the idea is fairly pool” (all six-sided dice); the number of dice in the pool
simple: the players and the gamemaster collaborate in indicates the overall proficiency at the task in question;
order to tell a story. Most of the rules presented in this book the number of dice that come up as fives and sixes are
are the mortar to the characters’ bricks; they determine considered “hits”; and the more hits you have, the more
how the players’ storytelling is woven together. Each player likely you are to succeed.
Gameplay 11
In general, tests are an Attribute plus a Skill along players) simultaneously rolling their respective dice pools.
with a Specialization, written like this: ATT + SKILL Whoever gets the higher number of hits has succeeded.
(SPECIALIZATION). If the character has the required Skill
If the two characters get the same number of hits and a
and Specialization, his dice pool is ATTRIBUTE LEVEL + SKILL
tie does not make sense for the test, then the character
LEVEL + 2. If the character has the required Skill but not
that initiated the action in question (such as the attacker)
the Specialization, his dice pool is ATTRIBUTE LEVEL + SKILL
loses the tie.
LEVEL. If he does not have the Skill, he rolls the ATTRIBUTE
alone. Skill tests are covered in more detail in the Skills
chapter on page 29. Glitches
Threshold
In most tests, success is determined by meeting a
“threshold”. This is the number of hits required to succeed.
When dealing with inanimate objects or tasks that are not
resisted, the threshold is determined by the GM, depending
on the difficulty of the task in question. In some cases, such
as hacking or combat defense, the threshold is determined
by the target, often actively. See the Computer (page 94)
and Combat (page 57) chapters for details on those tests.
Common thresholds range from 1 (very easy) to about 5
(difficult), but for extremely difficult tasks, even higher
thresholds may be called for.
Critical Success
Normally, a success occurs when you roll enough fives and
sixes to overcome the threshold. A critical success, on the
other hand, happens when you can overcome the threshold Any time a character rolls a test, the GM may roll two dice
using only the sixes rolled. A critical success means that the of his own. These are glitch dice; a glitch has occurred
character has not only completed the intended task, but if two 1’s are rolled by these dice. The GM need not (and
has done so with flying colors and may add some sort of indeed, in many cases should not, especially if the roll was
flourish to the action or accomplish some small, additional a perception test) reveal to the player whether or not a
task alongside the main one. glitch has occurred. He simply describes the result of the
action. In some cases, it may not be clear to the players
In cases where the numbers of hits rolled is more nuanced
that anything has gone wrong until later, when the trap
than a simple success or failure, the player may choose
is sprung and backfires (often hilariously, and sometimes
between using fewer hits with a critical success versus more
terrifyingly).
hits for a normal success. For example, in the case of attack
rolls, each type of damage has its own instructions for how A glitch is a minor problem that happens during the
to handle critical successes. Since being a critical success action being rolled; the action will still succeed or fail as
means accepting fewer hits, the player has the option to normal (depending on whether enough successes were
take the attack roll as a standard roll (with more hits) or a rolled to pass the threshold or beat the opposed test), but
critical success with fewer hits. something inconvenient will happen at the same time.
Perhaps you succeed at shooting your target, but your gun
Opposed Tests jams immediately afterwards.
Some tests are opposed: two characters actively working The GM should roll glitch dice for tests rolled by NPCs
against each other to see which succeeds, usually in as much as for player characters. For this reason, it is
relatively symmetrical tests — that is, the two characters recommended that he keep a few dice handy that are
are both trying to accomplish the same thing, like finishing visibly different (e.g. a different color or size) to act as his
a race (in contrast to, for example, one character attacking permanent “glitch dice.” These may be rolled concurrently
and the other dodging). These tests are known as “Opposed with his main roll for the NPCs for expedience.
Tests,” and they will involve the player and the GM (or two
12 Gameplay
If multiple player characters are rolling the same test (for participants in the test) make a successful Leadership test.
example, a group Perception test), rolling a glitch test The number of hits on the Leadership test is the maximum
for every character’s test might be tedious and slow the number of people able to fully participate in the test. If
game down. The GM may instead make a single glitch test there are more people participating than are allowed by
with an extra glitch die (treating it just like the test has the Leadership test, everyone can still roll, and the highest
+1 Glitch Risk as described below); if a glitch then occurs, results are the only ones that count. For example, if 5
the GM rolls a die to randomly choose which player’s teammates are trying to lift a piece of debris, and one of
character glitched. them rolls 3 hits on a Leadership test, then all 5 roll their
lifting dice pools, but only the best 3 rolls contribute to the
Glitch Risk total. A glitch on the leadership test will cause the lower
dice pools to be used instead.
Certain actions are inherently risky, and when things go
wrong, they are likely to go wrong in a big way. These tests Assisting is more widely available and does not require a
involve a Glitch Risk. If a test has a Glitch Risk number, then Leadership test. When assisting, one character (typically
the GM should roll additional glitch dice. The total number the one with the largest dice pool) is the primary actor and
of glitch dice rolled will be (2 + GR};however, the number any number of others assist. The assistants roll their dice
of 1s needed to trigger a glitch is not increased, remaining pools, and the number of hits the assistants get are added
at two regardless of the number of dice rolled. Numerically, to the main actor’s dice pool. The main actor makes the
there is a 1 in 36 chance (2.78%) of a glitch on a standard primary test, using the additional dice.
roll; a GR of 1 implies a 7.41% chance of glitch; a GR of 2
implies a 13.19% chance; and so on.
Hit Banks
Attribute-only Tests
The most basic tests use only Attributes, adding two of
them together to form the dice pool. (For more information
about attributes, see page 20)
Lifting/Pushing: BOD × 2 Sometimes, your character will perform one test and the
Judge Intentions: PER + MAN results will be used over time rather than all at once. In this
scenario, a hit bank should be used to track this result over
Memory: INT + WIL time. In most cases, banks can be added to in subsequent
Initiative: REA + PER actions and may be capped at a particular amount (often
the same as the total dice pool that was rolled for the bank
in the first place).
Assisting & Teamwork tests
Sometimes one person is just not enough. There are two How you track banks is up to you. Common strategies
ways that multiple characters can work on the same test: include poker chips, pennies or other coins, or dry-erase
Assistance and Teamwork. The availability of these options markers on laminated pages. If using the Afterverse Action
depends on the type of test and the GM has discretion over Cards, banks may be stacked on the cards themselves.
whether teamwork, assistance, or neither option is allowed
on any particular test. Chutzpah
Teamwork is the preferable option when available. With Each player character has a Chutzpah Bank. At specific
teamwork, all participants in the test roll their full dice pool points (usually the beginning of a game session), this
and add together their hits. Teamwork is only available in bank is set to the value of the Chutzpah Attribute. From
tests where each participant is able to contribute equally, there, every time one of the following abilities are used, it
and it requires that someone (who need not be one of the
Gameplay 13
is reduced by one. No single action may be affected more Perception Tests & the Situational
than once by a player spending Chutzpah. Awareness Bank
High Five (before any roll by another player): Declare this Often, when entering a situation, the GM will have players
before any roll another player is about to make. On that roll, roll a perception test. The general version of this test is
4s, 5s, and 6s all count as hits. (This does not prevent the PER+INT, and these hits are banked into the Situational
other player from using their own Chutzpah after the roll.) Awareness Bank. Players may spend points from this Bank
to ask questions about the surroundings, and the GM may
Take 2 (after any of your own rolls): Re-roll all dice that
spend points from a given player’s Bank to represent the
did not score a hit, EXCEPT for 1s. The result is your new
characters having noticed something. This Bank persists
dice roll.
throughout the time the characters are in that situation;
Adrenaline (at any point during combat, including when typically, this means as long as they are in the room, but it
being attacked): Roll 1d6; add the number rolled to your may refresh at other times when there are new details to
Initiative Bank. This may be used at any time, even on analyze, for example if a group of people enter the room.
another character’s turn. This is useful if the character
The GM will typically spend a few points from some players’
needs to dodge or attempt an interrupt, for example.
Banks as soon as the test is rolled to give them information
Second Wind (at any point except when being attacked): about the situation they’ve just entered. After this, players
Clear your character’s Stun damage bank. may spend a point from this Bank to ask a question about
the situation. Additionally, when something new happens
Retcon: At any point, you may change something your
that the characters might notice, the GM may spend a point
character has done in the past, only if A) the new action is
from the players’ Banks to have them notice it.
within reason for your character’s established behavior and
personality and B) changing the action does not signifi- After a certain period of time, the player may wish to make
cantly change the course of events up to this point. For a new perception rolls for one of a number of reasons, while
example, the character may spend a point of Chutzpah just still in the same situation. When doing so, the hits from the
before combat starts to decide that he had decided to strap new test add to the existing bank; however, anything the
his gun to his waist when getting dressed today after all … character might have observed before this reroll is made
unless the character passed through a weapon detector on has the cost to do so doubled. For example, if the character
the way in, which would have changed the course of the day is searching a body, she may spend hits normally to find
up to this point. This Chutzpah action is always subject to items on that body, but later finding something in the room
GM approval. besides the body would cost 2 hits from the bank. If after
the initial scan of the room, a character is on patrol, they
Knowledge is Power: A player can make a statement
may roll a new perception test to detect intruders at the
relevant to one of his Interests (a statement that the player
normal hit cost, but discovering details that have been in
may not necessarily actually know to be true or not). He
the room the whole time has the cost doubled.
spends a point of chutzpah to declare it as a fact. If it is not
completely impossible and does not contradict established If the observations relate to something specific, the GM
facts, the GM sets a threshold (depending on just how may choose to use a relevant Skill + Specialization or
unlikely it is to be actually true), and the character rolls an Interest in combination with the PER Attribute. For
WIL + INTEREST. If the roll succeeds, then the stated fact example, in order to check a site for potential sniper nests,
is true, and is now a part of the world. If the roll fails, the the GM may call for a PER + Ranged Combat (Sniper) or a
character believes it with absolute confidence anyway until PER + Tactics (Terrain Utilization) test, with the character
confronted with hard evidence that it is not true. (The GM drawing on his experience in the field to know where to
may choose to make this roll on the player’s behalf, hiding look for a sniper. A player may use hits from a roll of PER
the result from the player, so he does not really know + Art (Forgery) in order to determine whether a document
whether the declaration was made true. Alternately, the has been forged. The player may roll PER + Earth Flora (an
GM may choose to not tell the player what threshold he has Interest the character has) to see if he can find a particular
decided on.) Other Chutzpah actions may not be used to type of herb in the forest.
improve this roll.
14 Gameplay
Choose a Species
Character The next thing you must do when creating a character is
Creation determine your species. In many cases, your campaign’s era
and Culture will limit the available options for species. In
some cases (particularly later in the history), you will have
Before you start - campaign setting more freedom to choose. Consult your GM to determine
what species are available to use.
No character exists in a vacuum, and characters in
Afterverse are affected directly by where and when they Your chosen species will provide you with Attribute bonuses,
exist. Your gaming group and gamemaster should agree base starting XP, and Qualities. Unlike with Cultures (whose
on a setting for the campaign —choose an era and requisite Skills and Qualities must be paid for with XP), you
adventure. The chosen setting will indicate which Culture(s) do not have to pay for anything the species provides—it is
you may choose for your character, as well as what kind of innate to who you are.
character concepts the team will comprise.
Human
Humans originate on Earth, and their strong individual
Choose a Culture wills make them a bit of a wild card. (see page 207)
Character Creation 15
CHUTZPAH B. CLASS Attribute Wheel
1 2
1 Chutzpah:
MODS BASE
RAC
E RAC
E Your character’s luck stat, used to affect dice rolls and
MO
BA
SE DS game elements.
S BA
OD S
M 2 B. Class:
E
Body Class, A through E. B is roughly human-sized,
RA
CE
CE
RA
MO
SE
Base:
BA
DS
GRV TMP 3
AG
T
I
3
BASE
from 1 to 6.
Race:
REA
PER
6
RACE
RACE
7 4
The modifier from your character’s species.
BASE
MODS
5 5 Mods:
A
CH
BAS
D
MO
BEA
E
MAN 6 (Main):
E
CE
M
E
8 Motivations: 14 Languages:
Your character’s cultural and personal Motivations, which earn The languages your character knows. (In most multilingual
XP for your character. Younger characters have more points for environments, automatic translator devices are available.)
Motivations.
Dialect: Usually specific to the location where your character was raised.
9 Interests: Language: The languages your character knows.
Things your character knows about. Older characters get more Interests Family: The language families your character knows. It’s easier to learn
other languages in the same family.
10 Culture:
World: The world from which the languages your character knows
The tech levels and attributes of your character’s culture.
originated. It is very difficult to learn languages from different worlds.
11 Skills:
Skills selected from the 14 skills in the list. Each has a skill level
15 Qualities:
Positive or negative traits which affect your character in various
(left of its name) and may have any number of specializations
situations. (Includes genetic modifications)
(listed below and to the right of the skill).
(There is no gameplay difference between primary, secondary, 16 Combat Info:
and minor skills) Quick reference for your character’s primary weapon.
Design: Adds to your dice pool when using this weapon.
12 Bio:
Your character’s basic biographical information. DV: Damage Value of the weapon.
Bracing: Can reduce recoil if the weapon is braced.
13 XP:
Recoil: How much recoil is generated per shot. (Recoil accumulates and
Different kinds of experience points, which are spent directly to improve
causes penalties once it exceeds your character’s BOD)
your character (there are no levels).
Officer: XP earned from the Promotion motivation, which can be used 17 Core:
to improve your rank in a military or other organization. Your character’s communications core statistics.
Bank: The amount of XP you have to spend.
Natural: The XP used at character creation, which is based on age.
Earned: The amount of XP earned during gameplay.
Total: Natural + Earned XP.
16 Character Creation
CHARACTER:
PLAYER:
ALIAS:
HOMEWORLD:
MODS BASE
RAC
E RAC
E
MO
BORN: AGE: PRESENT:
SE DS
BA
S BA
OD S
M
E
OFFICER BANK XP 13
RA
CE
CE
RA
BOD
WIL TOTAL NAT EARNED
MO
SE
9 INTERESTS:
BA
DS
GRV TMP
AG
T
IN
MODS
BASE
LANGUAGES 14
REA
PER
R AC E
RACE
DIALECT
BASE
MODS
A
CH
RAD ATM
DS
BAS
MO
BEA
E
MAN
LANGUAGE
E
RA
C
RA
CE
M
E
S OD
BA S
DS BA
CULTURE:
MO SE
10 E
RAC
BASE MODS
E
RAC
FAMILY
INCOME PRICE
NOTES
WORLD
11 SKILLS
PRIMARY SKILL
QUALITIES NOTES XP
15
ARMOR:
VALUE: ENVIRONMENTAL:
17
CORE:
CPU NET STO SEC LKD
UI:
MODS:
Character Creation 17
Decide on a Character Concept of gear become hackable. Furthermore, many pieces of
information are available only by crawling databases. These
After your gaming group decides on the exact setting and tasks fall to the hacker. The hacker is frequently combined
time period for the campaign, each player should choose with the Skill sets of either the Face or Covert Ops in order
his or her role on the team. This is not an exact definition to take advantage of the social engineering or physical
of your character, nor does it have any real gameplay intrusion bonuses to hacking tests; the INT Attribute and
consequences, but it will guide you for the rest of your Computer Skill will assist. Example: Hacktivist, p. 146
character generation process.
Pilot: The pilot often handles all the vehicle activity, from
As you fill out the rest of your character’s properties, cars to spacecraft. The Pilot Skill (along with a high REA
you’ll likely be inspired to create more of your character’s Attribute) is vital and often includes Science with the
personality and backstory. How did your character gain Astronautics Specialization (which relies on INT). Example:
that Quality? Where did he meet that contact? When did he Patrol Pilot, p. 204
become enamored with a cause, taking it as a Motivation?
Sharpshooter: A calm trigger finger and good eyes are the
Jot down any ideas you have along the way and you will
mark of the sharpshooter. AGI and the Ranged Combat Skill
have a much more rounded character background by the
are needed here. Example: Triggerman, p. 146
time you get around to finalizing your backstory.
Soldier: A well-rounded combatant with ranks in both
This list of character concepts is only a sample; it is not exhaustive.
Melee and Ranged Combat Skills. AGI will be the most
It only serves as a guide to building your character. You may
crucial Attribute, with BOD a close second.
want to ask yourself what your character would be useful
for in various situations. He may not be good at fighting, Engineer: The builder, the fixer, the tinkerer, the maintainer.
but perhaps you could raise his PER Attribute so that he can Naturally requires a high INT Attribute, and the Crafting
act as overwatch during one. She may not be a starship pilot, Skill. Frequently doubles up with hacker-related Skills.
but with some rudimentary medical Skills, she could help Example: Rookie Engineer, p. 168
fix up the crew in a battle. Having a character that can at
Medic: The field medic is ideal for taking care of those
least contribute in most situations will, if nothing else, keep
pesky battle wounds. High in INT, focused on the Medicine
you from being bored at the table.
Skill, and loaded down with First Aid Kits, the medic is vital
For more information on the Skills referenced here, see the to any combat team. Example: Ship’s Doctor, p. 167
Skills chapter on page 29. Team Leader: The leader’s job is to hold the team together,
Face: The face is your team’s negotiator and smooth talker, to make decisions for the group, and to facilitate teamwork.
representing the team in most matters. Often, they are The leader is often a tactician with an eye on overwatch
good liars and tricksters as well. The Face is likely to have a and sometimes (though not always) serves as the team’s
litany of Specializations in the Influence Skill, and all three face. The Leader requires high MAN,PER, and INT Attributes,
social Attributes (MAN, CHA, and BEA) will be ranked highly. and the Influence Skill (with the Leadership Specialization)
Example: Family Man, p. 147 will be augmented by the Tactics Skill. Example: Squad
Leader, p. 188
Brute: Some characters are built to take a beating.
Absorbing punches and hits (and with the right armor,
bullets) is this guy’s job, and it also typically falls on him to Determine Your Age
dish out pain as well. Naturally, the Melee Skill will come
Now is the time to choose your age. Your character’s age
in handy, and BOD should be a high-ranked Attribute—
can be anything as defined by the ages listed with his
but AGI should not be ignored, either. Example: Exiled
species. Age impacts the amount of XP available, the
Warrior, p. 165
number of Motivations and Interests you get, Skill caps,
Covert Ops: This character is sneaky. Not being seen is only and more. Characters younger at creation have greater
one aspect of this; social stealth is also key. This role is often potential—they earn XP faster and from a wider variety
combined with other roles, as the character should be able of sources and (if the campaign has any time skips) will be
to accomplish something once he has snuck into a place. around longer. Older characters have more XP to start with
The AGI Attribute and Stealth Skill will be key. and more well-defined interests but will tend to stagnate as
the game progresses.
Hacker: This role will be more or less useful depending
on the ubiquity of computers among your adversaries. As
computers become increasingly ubiquitous, many pieces
18 Character Creation
Starting Human Skill Motivations Conversely, the MED TL (Medical Tech Level; see pag 87) of a
at age Example cap Points character’s Culture can slow the aging process. If the MED
TL changes over the course of a character’s life, the new MED
Puberty 15 years 6 15
TL is applied retroactively in terms of acquiring new Aging
Professional 25 years 8 10 Qualities but not in removing existing ones. To determine
Middle 40 years 10 7 how many points of Aging Qualities a character must have
Old 80 years 12 5 at any given time, use the formula (MED TL MULTIPLIER ×
AGING FACTOR) × (AGE ÷ 5).
Older characters must also take more Negative
MED TL Aging Multiplier
Qualities—a certain number of points worth of Negative
Qualities for every 5 total years of age. In the species 0 2
Attributes, these are listed as AQP for Aging Quality Points. 3 1
These particular Qualities must be of the “Aging” type, and 5 0.7
do not provide an XP bonus like other negative Qualities
6 0.5
(nor do they count towards the XP cap for negative
Qualities). 9 0.25
10 0.1
Starting at middle age, these Qualities accrue faster,
requiring more XP worth of negative Qualities each 12 0
5-year period; at old age, they accrue even faster. This
number, called the Aging Factor, applies retroactively so Your gamemaster may impose restrictions on the ages of
there is often a sudden aging “bump” at each threshold. the player characters in order to keep all of the characters at
The following table contains a list of Aging Qualities to similar ability levels (especially if the group has a history of
choose from. unpleasant experience stemming from unbalanced parties)
or as an innate part of the party’s backstory.
Name XP Value Page
Amnesia 5/15/40 269 Choose Your Motivations
Amputee 15 269 (For the full list of Motivations available, see Motivations
Atrophy 5 × Level 270 on page 26)
Drug Recovery Factor 271, 90 Motivations are the aspects of your character that drive
Infirm 10 × Level 271 him forward. They define his goals and aspirations, and
Lost Sense 30 272 serve as the primary means by which he gains XP. See the
Motivations chapter for more information on choosing
Low Bone Density 10 × Level 272
your character’s Motivations. Don’t forget to include the
Low Lung Capacity 10 × Level 272 Motivations that the character’s Culture requires, and every
Low Pain Tolerance 10 or 20 272 character is required to include at least one Motivation
Out of Touch 5 × Level 272 beyond the Culture’s Motivations.
Phobia Variable 272 The number of points of Motivations a character has
Prejudiced 5 × Level 273 depends on their age, according to the Age Table above
and the relevant age values found in each Species chapter.
PTSD 5 × Level 273
(These points are their own separate bank, not XP.) These
Scarred 2 × Level 274 points may be allocated as levels in any Motivation as
Schizophrenia 20 × Level 274 you see fit. The maximum level for any one Motivation
Senile 10 × Level 274 is 4. Some Motivations have a Base Cost; if taking such a
Motivation, the first level of the Motivation costs that many
Social Apathy 5 × Level 275
Motivation points instead of 1 as normal. (Ignore this Base
Uncouth 20 275 Cost for culturally required Motivations; only count the
base cost if you take levels in the Motivation beyond what is
required by the Culture.)
Character Creation 19
Your GM may choose to allow players to reassign Some species do not have exactly 10 Attributes; several have
Motivation points at the end of the first session. Often the a special Attribute. In these situations, add an additional 1
most fun way to play a character will not be apparent until to the list of Attribute values. In a future expansion, some
after you start gameplay; this allows players to configure species (such as AIs) may have fewer Attributes, and these
their characters to make their Motivations match what will involve their own rules described in that expansion’s
comes naturally to you as a roleplayer. sourcebook.
Interests can be anything, but if there are difficulties Manipulation and Charisma need not be similar. A
in thinking of them, players may use the following character with low CHA and high MAN often gets what
list to inspire their own characters’ interests: Anarchy, he wants, even if he makes enemies in the process; the
Nationalism, Collecting, Gambling, Healing, Journalism, bad taste he leaves in someone’s mouth may label him
Sleuthing, Penny-pinching, Piloting, Pyromania, Robin dishonest after the fact. A character with high CHA and
Hooding, Kleptomania, Spacecraft Models, Dad Jokes, low MAN may fail at the negotiation but will come away
Novels, Bactaran History, Kung Fu movies, Voran Culture, from it with new friends and will probably be perceived as
Kennesawu Geography, Space Station layouts. trustworthy.
For every five years of age, a character has 2 points to place Beauty (BEA)
into Interests (with a minimum of five points). For each The sexual attractiveness of the character is represented
point, he can either add a new Interest or raise the rating of by Beauty. Unlike other Attributes, Beauty is almost never
an existing interest by 1, up to a maximum of 6. directly used in Skill tests. However, Beauty can be added as
a positive modifier to any social test if the other character
Assign Your Attributes may be sexually attracted to them; gender, orientation, and
species all play a role in this.may be sexually attracted to
Your character has 10 Attributes that determine his general them; gender, orientation, and species all play a role in this.
capabilities. Every character will have the same ten number
values assigned to Attributes. During character creation, Mental Attributes
your task is to choose which number is associated with
Intelligence (INT)
which Attribute. The values are as follows: 6, 5, 5, 4, 4, 3, 3,
2, 2, 1 - a 6, a 1, and two of each number in between. Intelligence represents your character’s smarts and
knowledge base. It is used for most technical Skills, such as
Many species will have a modifier for certain Attributes, hacking, engineering, and medicine.
and some Qualities also change Attribute scores. The
minimum value an Attribute may have after species Willpower (WIL)
modifications is 1, though certain Qualities such as Infirm Willpower is the ability of a character to resist others, or
may reduce it to 0 after that. Unless the character is using to grit their teeth and push through. Your character’s Stun
the FREAKISH Quality (see page 271), the maximum value an damage bank and resistance are based on willpower, and it
Attribute may have after all modifications (including those opposes certain tests such as Intimidation.
from Qualities, genetic modifications, and so on) is
(6 + SPECIES MODS).
20 Character Creation
Perception (PER) in the Combat section on page 66. The BOD rating within
Perception represents how keenly aware of his surround- a size class goes from 0 to 10; rating 10 of one size class is
ings a character is. It is used in all Perception tests, and succeeded by rating 1 of the next size class up.
it’s the only Attribute that may be paired with nearly any There are 5 common size classes:
Skill when it is used for tests. For example, if trying to find
enemy snipers that may be targeting your position, you
might roll this Attribute along with the Ranged Combat
Size Name Used for Approx.
(Sniping) Skill. It is also important in initiative.
mass
A Small Small animals 1-25 kg
and drones
Physical Attributes
B Humanoid Most humanoid 25 kg-1 mt
Body (BOD) life
How big and tough your character is. BOD is used for C Vehicular Cars, small space- 1-200 mt
damage resistance, lifting, carrying, and it determines your craft, and very
damage for melee attacks, among other things. large animals
D Large Large vessels 200-10000 mt
Agility (AGI)
capable of warp
Your character’s dexterity and nimbleness. This Attribute bridge travel
is used for melee and ranged attacks in combat, as well as
E Colossal Very large vessels, 10k-400k mt
sneaking tests. and very small
moonlets
Reaction (REA)
How fast your character can respond to new situations and The GM may extend this list to include things larger or
react to changes. In addition to dodging and surprise tests, smaller than those listed if he deems it fit for a given
it is also used for piloting and driving Skills. situation.
Most playable species are considered class B, and that is the
Chutzpah (CTZ) default assumption if no letter is shown. Anything besides
Chutzpah is a unique Attribute. It is almost never rolled
class B should be listed as the class followed by the number;
as an Attribute. Every game session (or at specific points
for example, “C6”. The size class is a species trait and cannot
within a game session, if your GM permits), your character
be modified with XP or Qualities.
gains a Bank of points equal to this Attribute. This Bank
may be spent to add extra oomph to certain actions and
may be spent to interrupt in combat. See the Chutzpah Determine Your Starting XPs
section on page 13 for more details on how to use it.
After this point, all remaining aspects of a character
are bought from zero using XP, the same way that they
Special Attribute may be improved later as your character earns additional
Some species have one “special” Attribute, detailed in the XP. Your character’s Qualities, Skills, Languages, Contacts,
species description. Each such Attribute behaves differently Subcultures, and Gear are all bought with XP. (Your
and has its own uses and in some cases, its own linked character’s Attributes, Motivations, and Interests are not
Skills (which may not be learned by species without this bought with XP; they have separate systems.)
Attribute). See the species page for information about any
special Attributes they may have.. When a new character is created from scratch, he gets a
bank of XP to spend creating the character; the amount
of XP given in this bank is determined by the character’s
A Word on Body Class species and his age. For example, Humans get a base of 50
BOD is a special Attribute because sizes can vary wildly XP; Bactarans, who have naturally higher Attributes, have
from species to species, as well as all sizes of spaceships. For a base of -15 XP. Adding onto this base, for every year of age,
this purpose, there are five size classes, A through E. Most the character gets 10 XP. The resulting formula for starting
sentient life is nearly Human-sized and falls into class B. XP could be written as SPECIES XP + 10 × AGE. If creating
When two entities of different size classes interact, the a 30-year-old Human, the character is built using (50 + 10
smaller entity is made to act faster, while the larger entity × 30) = 350 XP. This XP is considered a part of the Timed
is made more powerful. These rules are covered in detail XP value of your character (as timeskips will be, if your
campaign uses them).
Character Creation 21
Types of XP Players cannot spend XP to bring either XP Bank value
There are five values of XP on the character sheet. below zero. Since it’s possible to lose XP in other ways,
however, the XP Bank value may occasionally go negative
Natural XP: XP from character creation and any XP earned from other effects. If this happens, treat the character as if
during timeskips get added into this value. Your character he has the Depression Quality; no XP will be gained from
earns these XP simply by living. the Achievement Motivation until the character’s XP Bank
XP Earned: Any XP gained during the campaign get added is positive again. Since many characters gain XP primarily
to this value. from the Achievement Motivation, this can be a very
difficult hole to dig oneself out of; having a well-rounded
XP Total: All XP get added to this value, whether during
character with many goals and Motivations makes
character creation, gameplay or timeskips. This value
this easier.
should always be equal to NATURAL XP + XP EARNED values.
This value can be used as a rough estimate of the overall
ability level of this character. Choose Your Qualities
XP Bank: All XP except for those from the Promotion (For a list of Qualities, see Qualities on page 266)
Motivation get added to this value. Unlike XP Total, XP do
Qualities are particular quirks of your character that cause
not stay here long. Any character improvement spending
any number of good or bad effects in variety of tests and
comes out of this bank.
situations. Positive Qualities cost XP, while Negative
Qualities give an XP bonus. They are best used to add flavor
to a character while making playing the character a more
unique experience.
You may take up to 60 XP worth of Positive Qualities at
build time - others may be bought later. This limit does not
include Genetic Qualities or the Officer Quality. Similarly,
you may take up to 60 XP worth of Negative Qualities
at build time. Although additional Negative Qualities
may be taken later, those that are will typically be the
result of aging, bad luck, or bad decisions, and do not earn
an XP bonus.
If your character’s Culture requires certain Qualities, they
must be bought with XP (or grant an XP bonus) as normal.
Aspects of Qualities
Duration
Different Qualities last for different periods of time,
ranging from weeks to generations. This should be
considered the minimum duration. If you wish to keep a
shorter-term Quality for longer, you may.
Temporary: This Quality is not inherent to the character
and most likely will just exist for a short period of his life,
often days or weeks.
Officer
Standard: This is an aspect that will last for a considerable
Officer XP Bank: This is a special bank only used for amount of time, possibly but not necessarily permanently.
characters with the Promotion Motivation. XP from the
Lifetime: This Quality will be with the character all of his
Promotion Motivation goes into this bank instead of the
life. Usually this will be from birth, but sometimes it is the
main XP bank, and only these points may be spent to
result of, for example, a permanent injury. These Qualities
upgrade the Officer Quality (earn promotions). If the
generally can never be removed and can only be added with
character does not seek a promotion, these points may be
explicit GM approval.
spent as standard XP.
22 Character Creation
Hereditary: If a character with a hereditary Quality has
children, this Quality is passed along. Similarly, a character
Learn Your Languages
cannot take a hereditary Quality unless one or more of his (See Languages on page 113)
parents has it, or if he has used a genetic augmentation
Languages in Afterverse are treated like a tree and have
to add it.
four levels: World, Family, Language, and Dialect. New
characters get ONE LANGUAGE (INCLUDING DIALECT) FOR FREE,
Type and any others must be bought with XP. For more informa-
Mental: This Quality is based in the character’s mind tion about the costs of languages, see the relevant section
somehow. This doesn’t mean it’s all in their imagination, in the ONE AMONG THE CROWD chapter.
but it is often a true psychological condition.
Physical: This Quality is based on a character’s Social Bank
physical body.
(For rules on using the Social Bank, see Generic Contacts &
Social: This Quality is only a factor when the character is
the Social Bank on page 112)
interacting with others.
Your character has a “Social Bank” containing points
Aging (special): This Quality, in addition to one of the other
determined by his CHA value. If your species has a racial
Qualities, means that this Quality is one that may be gained
modifier to the CHA Attribute, add that MODIFIER × 10 to
as the character ages. (See Determine Your Age on page 18)
your Social Bank, but use the pre-modified value when
looking up the table below.
Choose Your Skills &
Specializations CHA Social Bank
(See Skills on page 29) 6 80
5 65
Your character may have Skills purchased with XP. Skills
begin at 0 and may be improved with XP at a cost of 20 XP 4 40
per level. In addition, your character may have a number 3 25
of Specializations in that Skill, which cost 10 XP each when 2 15
bought at character creation. (It is much easier to earn
1 5
Specializations in gameplay later, so for now, only learn the
Specializations vital to your character’s core abilities; see
These points may be simply banked for later use (strongly
Learning from Failure on page 29.) Some Specializations
recommended for your first character), or they may be
have prerequisite Skills from lower Skill levels, which
spent now on Featured Contacts and Subcultures. You may
you must buy first. Each Specialization has a requisite
also freely transfer XP to this social bank for any t.
level—the minimum rating that its parent Skill must be
before the Specialization may be taken. For a list of Skills/
Specializations and a guide on how they are used, see the Create Your Subcultures
Skills section.
(See Subcultures on page 109)
If your character’s Culture has requisite Skills, they must be
paid for with XP. Subcultures, which you come up with, are social groups
that your character is a part of. Subcultures have a Reach
(their power in the world), Rep (your reputation within
Age and Skill Caps the subCulture), and Qualities. Their cost is REP × REACH
Younger characters have not had the time or the + QUALITIES. This cost may come out of your Social Bank
maturity to delve deeply enough into a Skill to become or from your XP, or any combination thereof. Subcultures
true experts. There are four ages listed for each species: are primarily useful for finding people, information, or
Puberty, Professional, Middle, and Old Age. Skill caps are gear. Many organizations and militaries have their own
determined based on these key ages. The Skill caps are Subculture, which is included with the Officer quality.
listed in the Age Table above
See the One Among the Crowd chapter for more informa-
tion on Subcultures and how they relate to contacts.
Character Creation 23
Create Your Featured Contacts Buy Your Gear, Vehicles,
(optional) Augmentations
(For lists of gear, see the appropriate chapter in the Reference
section on page 279. For further rules on acquiring and
using gear, see Tech and Gear on page 85.)
The amount of money you may spend at character
creation depends both on the Culture from which your
character hails (as of the time of creation) and how many
XP you invest in resources. Investing XP essentially buys
a multiplier for the area’s Base Income. Your character’s
starting income is (XP × BASE INCOME).
Once you have the amount of money desired, choose the
gear you would like to purchase from the Gear chapter. Any
money left over becomes your starting cash. Keep in mind,
however, that purchasing items after character generation
is subject to time spent and more risks so it’s worth it to buy
more items at character creation rather than simply taking
it as cash.
There is a limit to the Rarity that a character can get
at character creation, which is based on your contacts
and Subcultures. The Reach of any Subculture is used
as the general limit—use whatever value is highest. If
Businessman
the character needs gear with higher rarity than can be
(See Featured Contacts on page 111) obtained through Subcultures, a contact can be used; the
contact’s Influence Skill rating, or a Skill that is relevant to
In addition to any Subcultures that your character is a part the item being acquired, may be used as the limit. For each
of, you may create a few Featured Contacts using your Social item acquired this way at character creation, subtract 1
Bank points. These are important people in your character’s from the contact’s Favor rating (after the XP has been spent
life outside of the other player characters. If you are to create the contact).
creating your first character, it’s generally recommended to
leave this alone; you’ll be able to make new acquaintances For any gear whose Rarity is above this limit, the player
during gameplay using your Social Bank (see page 112). may spend 1 XP per Rarity point above the limit to buy that
one item. Any groups of identical items (e.g. a rare kind of
Contacts have Skills (generally up to rating 6) chosen from bullet) count as a single item for this purpose.
the same list of fourteen Skills you do. Contacts also have
a Bond rating (1 through 6, with 1 being an acquaintance
and 6 being a lifelong trusted friend), and a Favor rating,
which represents who owes who a favor (negative means
you owe them). Favor can be up to 1 less than Bond in
either direction (so a Bond 4 contact may have a Favor of -3
to 3). Finally, contacts also have Contact Qualities which
affect your relationship with the person. The total cost of
a Contact is (BOND + FAVOR) × (SUM OF ALL SKILLS) + (SUM
OF ALL QUALITIES).This cost may be spent from your Social
Bank or from your XP.
24 Character Creation
level of XP reward even above Arc Goals. The base XP
Motivations 25
she makes it overt, make an Interest check (to see if he
knows that she is from a Culture that does not share the Avarice (base cost: 2)
same Motivations) or a Judge Intentions check, with a This character is rewarded for his rewards. The pursuit of
threshold of 3 and modifiers as determined by the GM money, and as much of it as possible, is a core driver of this
based on the familiarity with the other Culture. character, especially beyond the point where such money
covers the necessities. The avaricious character seeks to
gain wealth in excess.
Changing Motivations
Throughout a character’s life, they may not always be
motivated by the same things. Things happen in life,
viewpoints change, and lessons are learned. Motivation
levels may be shifted when such a major event happens
that changes a character — one level may be shifted from
one Motivation to another for each event. In time skips,
Motivations may be shifted freely.
Motivations List
Achievement (base cost: 3)
Achievement describes the act of accomplishing whatever
you have set out to accomplish. This Motivation will earn
XP frequently and is recommended for players that may not
have a clear idea of their character’s quirks.
26 Motivations
Environmentalist Manipulator
Some people just get a kick out of getting people to do
what they want them to do. This may be in manipulating
them to work together, to drive teams apart, to solve a
problem peacefully or violently — the important thing is
that the character changed someone’s mind, bent them to
his own will.
Missionary
This character has a particular belief (sometimes religious,
sometimes cultural or political) and believes everyone else
ought to have it, too. This character earns XP when they
convert another character to this belief. One caveat: If the
character that is being converted has only pretended to be
converted for their own ends, the missionary may lose the
XP that had been gained after the truth is revealed.
Environmentalist
Pacifist
Above all, the Environmentalist sees it as her duty to This character seeks peaceful resolutions to conflict.
save the planet, or the universe if she’s feeling grandiose. Anytime this character sees and averts a violent confron-
She abhors deforestation, strip-mining, pollution, and tation, this Motivation may be triggered. This Motivation
colonization of worlds that may harbor native life; anything cannot be triggered if the violence was simply delayed, or if
to reduce the power of those who would hurt the planet violence happened but this character is not responsible for
is what she seeks. In a more general sense, she seeks to it; you don’t get credit for simply not having fired a shot.
preserve life and the diversity of life.
Promotion
Healer (base cost: 2) A character with the Promotion Motivation is an active
The Healer feels driven to repair the body or the mind. troop, agent, or officer in a hierarchical, usually militaristic,
Typically, this character will prefer that their patients not organization. A character with the Promotion Motivation
get hurt in the first place (thus, this Motivation tends to pair earns XP from following his superior’s orders and from
well with Pacifist), but sometimes there’s no other way to protecting his unit (whatever he perceives his “unit” to be).
get a job done than for someone to be in harm’s way. When This Motivation may only be taken by characters that
their teammates must take that risk, the Healer will be have also taken the Officer Quality (see page 268). A list
there for them. of military organizations appropriate for this Motivation/
Quality is available on page 309.
Legacy (base cost: 2)
The XP gained from the Promotion Motivation should be
This character is determined to ensure that they will be
tracked separately from other XP in the XP Bank. When
remembered after their death. Performing actions that
the character is up for promotion to a higher rank, only
are unnecessarily showy and particularly memorable will
XP earned from this Motivation may be used to buy the
satisfy this Motivation. Fame and fortune may be welcome
upgrade to the Officer Quality; XP from this Motivation
byproducts, but what’s important to this character is what
may be used for any purpose if the character would prefer
they leave behind.
to forego promotion at that time.
Motivations 27
Romance (base cost: 2)
Romance
Vengeance
When this character is wronged, they get even. Even if
the assailant is no longer a direct threat, Vengeance calls
for the character to continue to exact revenge. Social
wrongs may be avenged in kind, but sometimes violence is
called for.
Wanderer
The traveler is never content to stay in one place. Every
location new to the character earns XP; the more unfamil-
iar and novel the location, the higher the XP that may
be gained.
28 Motivations
Skill Caps
Skills Skills are capped at different levels depending on the
In addition to Attributes, Qualities, and Motivations, a character’s age; a character may not upgrade a Skill (nor
character must have a number of Skills. Skills are learned may he begin training to upgrade a Skill) to go beyond
over the course of the character’s life and bought with XP, this cap. Each species has listed four key ages: Puberty,
and they are augmented by Specializations. Professional, Middle, and Old Age.
Skills 29
Using Instruction Using Skills
If an instructor is available, Skill upgrade time may be
shortened. The instructor must already possess the Skill When attempting to perform a task, the GM will determine
at or above the desired level, or the Specialization being which Attribute, Skill, and Specialization are appropriate to
learned. For one day of instruction, she makes an MAN the situation. Depending on which of these the character
+ INFLUENCE (INSTRUCTION) roll. Every hit the instructor has available, one of three things may happen.
rolls confers 1 Progress Point towards the training for the If the character does not have the Skill, he defaults to
student; this test may be made once per day, and it replaces ATTRIBUTE RANK - 1 (minimum 1), and the GR of the test is
the single PP earned per day from solitary practice. increased by 2.
If a long period of time—a week, a month, or even If the character has the Skill but not the Specialization, he
years—is simulated at once, then it may be divided into uses ATTRIBUTE + SKILL. If the Specialization’s Requisite
as few segments of time as desired, and one roll counts as Level is higher than the character’s Skill rank, the difference
the number of hits for every day in that time segment. If becomes a negative dice pool modifier. The GR of this test is
skipping a month, for example, the instructor may choose increased by 1.
to roll only once, and if she gets 3 hits, multiplies that by
the number of days, adding 90 PP to the student’s progress If the character has the Skill and the Specialization, the dice
in learning the Skill. On the other hand, if she gets no hits pool is ATTRIBUTE + SKILL + 2.
at all, then the whole month is wasted for both student
and teacher. It is recommended that the training period be Using Interests
broken into at least 3 segments to mitigate risk (and, likely,
to simplify math; she may break it into 10-day segments, for Interests serve double duty as Motivations and Knowledge
example.) Chutzpah may not be used on any test represent- Skills. They can be rolled in addition to any of the mental
ing more than one day of training. stats (at the GM’s discretion) to determine if the character
knows anything about a relevant situation. If this roll is
successful, the character gains 1 XP.
Field Experience
A character can take advantage of field experience to
reduce the training time in a Skill, drastically reducing the Skill & Specialization Listings
amount of time required. Each time the Skill is used in a
roll “in the wild” (up to a maximum of Old level times per Art
day), one Progress Point is earned. This need not replace In general, the Art Skill covers any creative action where
the standard 1 PP per day as long as the character still has the intended object of creation is outside of oneself. (This
time to practice on his own. This test must be a challenge primarily means that performance art is excluded, being a
for the character—the threshold (or the number of hits part of the Influence Skill.) The practical purpose of the Skill
rolled in an opposing test) must be at least one-quarter may be to move someone to emotion, though in practice, it
(round down) of the character’s dice pool at the task. (The is more often used to deceive.
Progress Point is added whether the character succeeds or
fails at such a test.) Repeating the same test does not add
Art 1
additional PP.
Illustration: Creating and rendering non-realistic images in
Field experience may only be used if the Skill is being used a two-dimensional medium.
in real-world conditions (otherwise it counts as standard
practice). For example, if a hacker sets up a Core of his own
and then proceeds to hack it, that is considered practice.
In contrast, hacking an unfamiliar Core is considered field
experience, even if the character sought out the target
solely for field experience. A good rule of thumb is: in order
for the field experience to qualify, there must be potential
consequences for failure of the test.
30 Skills
Forgery: Creating a fake object designed to imitate
a real one.
Poetry: (upgrades from Prose) Creating touching writings,
generally using meter or rhyme. Also applies to creating
lyrics for songs.
Disguise: (upgrades from Makeup/Costuming) Making a
person or object appear, deceptively, to be something or
someone else.
Art 4
Sculpture: (upgrades from 3D Modeling) Creating physical
3-D representations of objects.
Architecture: (upgrades from 3D Modeling) Designing
buildings, or understanding the design decisions of
buildings that already exist.
Scripting: (upgrades from Prose) Writing scenes that are
meant to be performed by actors or speakers.
Prosthetic Makeup: (upgrades from Makeup/Costuming)
Creating makeup and augmentations that significantly
Photography modify the shape of their subject.
Athletics
Art 2
Physical prowess is partially innate, but practice
Graphic Design: (upgrades from Illustration) Creating makes perfect.
images designed to communicate particular information.
Painting: (upgrades from Illustration) Realistically filling Athletics 1
and coloring illustrations. Running: Putting one foot in front of the other as fast
Videography: (upgrades from Photography; requires CPU TL as possible.
3) Recording moving images from the real world. Climbing: Ascending vertically, including on surfaces not
Prose: Writing anything that is not poetry. necessarily designed for it.
Audio: (requires CPU TL 2) Creating, cleaning up, mastering, Jumping: Leaving the ground and returning with ever-im-
or editing sound recordings. proving distance and accuracy.
Flying: Taking to the sky under one’s own power; this does
Art 3 not apply to using any kind of vehicle to fly, but it does
3D Modeling: (requires CPU TL 4) Creating a three apply to cybernetic wings. Only characters with the ability
dimensional representation of a real or conceptual object, to fly may take this Specialization.
generally on a computer. (note: Sculpture/Architecture Breathing Techniques: Controlling one’s own breath to
bypasses the TL requirements for this Specialization, but if help survive outside the character’s normal ATM range. This
you don’t have the CPU TL, Sculpture/Architecture cannot Specialization may be rolled along with BOD when resisting
be used as 3D Modeling.) ATM environmental damage; see page 105 for details.
Appraisal: Determining the monetary value of an
artistic work.
Skills 31
Athletics 2 Parkour: (upgrades from Gymnastics) Avoiding obstacles
Throwing: Used for throwing objects; specifics are by deftly jumping, ducking, or skipping around or
described in the Combat chapter on page 66. over them.
Computer 3
Hacking: (requires CPU TL 3) Breaking into secured systems.
See page 96 for detailed hacking rules.
Security Systems: (requires CPU TL 3) Securing systems
against electronic breaches.
Telemetry: (upgrades from Communications; requires CPU
TL 2) Analyzing and interpreting data from sensors.
Computer 4
Electrical Engineering: (upgrades from Hardware; requires
CPU TL 2) Building computer/electronic parts from scratch.
Parkour
32 Skills
Handyman: Fixing various pieces of common equipment,
especially those found in civilian households or businesses.
Crafting 2
Avionics Mechanic: (upgrades from Auto Mechanic;
requires PRP TL 3) Repairing vehicles which fly. This Skill
primarily applies towards those which fly in atmosphere
(aircraft), but can be applied to systems in spacecraft that
are shared by aircraft.
Melee Weapon Crafting: Creating or repairing weapons
Drone Command which do not use projectiles. See page 65 for rules on using
this Skill to keep melee weapons in repair.
Drone Command: (upgrades from Application Command;
Juryrigging: (upgrades from Handyman) Making fast but
requires CPU TL 5) Effectively commanding one or more
short lived repairs using whatever is available. Often makes
automated vehicles or other mechanical devices.
a piece of equipment function one more time, but ends up
Shamanic Compilation: (upgrades from Programming; with more damage in the long run. (Also see the Juryrigger
requires CPU TL 7) Using the Technoshamanic Network to quality on page 267.)
design and compile network spirits (see page 103). This Skill
can only be used with the Technoshaman computer system. Crafting 3
Sensor Obfuscation: (upgrades from Telemetry) Altering EVA Crafting: (upgrades from Avionics Mechanic; requires
the energy output of a device or vessel to make it more PRP TL 4) Working in space to repair equipment and
difficult to detect. (See “Sensor Ghost” on page 78.) nonessential spacecraft systems.
Ranged Weapon Crafting: (requires WEP TL 2) Creating or
Computer 5 repairing ballistic projectile weapons, including bows, guns,
Simulation: (requires CPU TL 4) Using computers to predict and cannons.
the outcome of a given scenario. This may be used ahead of
Mining: Extracting and refining useful materials
time prior to any situation that can be simulated, with the
from raw ore.
hits being banked and added to the Team Bank when the
situation comes into play. Locksmithing: (upgrades from Handyman) Making or
breaking physically based locking devices. For electronic
Image Processing: (upgrades from Telemetry; requires
locks, this Specialization applies only to the non-electronic
CPU TL 4) Using software to automate recognition of visual
parts; the Hacking Specialization (under Computer) covers
patterns within large amounts of images or video.
the electronics.
Computer 6
Crafting 4
A.I.: (upgrades from Programming; requires CPU TL 7)
Armor Crafting: Creating and repairing armor.
Understanding the design and function of AI code.
Countermeasures: (upgrades from Ranged Weapon
Crafting Crafting; requires WEP TL 4) Refurbishing and replenishing
a spacecraft’s countermeasures.
This Skill is used for building, repairing, and engineering
any number of devices or systems. Demolitions: (requires WEP TL 2) Creating devices that
go boom, and using them effectively and safely. This
Crafting 1 can generally be augmented by hits from a INT + SCIENCE
Auto Mechanic: (requires PRP TL 2) Repairing (CHEMISTRY) test.
ground vehicles. Reverse Engineering: The art of deducing how a piece of
Handcraft: Creating small bits and pieces, often (but technology works by watching it in action.
not always) non-functional, by hand. Often called “arts
and crafts”.
Skills 33
Crafting 5 Cultural Studies: Identifying and understanding different
cultures; may be used for perception tests to identify the
culture of origin of a person or object.
Recreation (Per Culture): Knowledge of the various kinds of
recreation with cultural significance.
Humanities 2
Philosophy: (upgrades from Literature) Studies of thought
and meaning when interacting or negotiating between
different cultures, this Specialization may be rolled to
reduce inter-culture misunderstandings, adding its hits to
any particular dice pool involved.
Spacecraft Mechanic
Humanities Humanities 3
The study of sentient behavior en masse, culture, and history. Law: Understanding the nuances of the legal system of a
particular culture. Can be rolled to lawyer your way out of
Humanities 1 sticky situations.
Literature: Understanding writings, including prose and
poetry, as well as the patterns and tropes involved therein. Influence
The art of getting what you want from others by manipulat-
ing emotions and exploiting desires, and improving your
own standing with groups of people by fitting in well.
34 Skills
Influence 1 Social Engineering: (upgrades from Deception) Exploiting
Performance Arts: Capturing attention and entertaining an the complacency and trust of an organization to gain access
audience through performance. to systems or areas not normally available. Often used as an
augmentation to hacking. See page 99 for more details.
Theatrics: Exaggerating emotions (often loudly) in order to
manipulate emotion or to distract.
Etiquette (Per Subculture): Obeying the social norms of
a culture to exemplify model behavior and act as a part of
that culture.
Influence 2
Bargaining: Achieving a favorable deal when obtaining
items you need. See the Tech and Gear chapter on page 86 for
more details regarding how to use this Specialization.
Courting: (upgrades from Theatrics) Attracting a mate
in the initial stages of courtship. May or may not apply to
long term relationships. This Specialization is typically Seduction
rolled with CHA. Seduction: (upgrades from Deception) The act of obtaining
Deception: (upgrades from Theatrics) Telling a lie or a romantic partner for reasons other than companionship.
carrying out a ruse, while keeping a straight face. Unlike Courting, Seduction is always used with MAN.
(Relationships obtained using this Specialization never
Comedy: (upgrades from Theatrics) Telling jokes and
earn XP from the Romance motivation.)
making people laugh. To use this Skill, the player may roll
MAN + INFLUENCE (COMEDY), and add any hits to his effective Leadership: (upgrades from Bureaucracy (Per Subculture))
CHA attribute. Directing and coordinating a team. See page 60 for Team
Bank rules and details on how to use this Skill in combat.
Bureaucracy (Per Subculture): (upgrades from Etiquette
(Per Subculture)) Understanding the ranks, procedures, and Wedge: (upgrades from Derision) Discovering and exploit-
hierarchies of an organization, and knowing how to exploit ing pain points between members of a team, breaking
them to achieve a desired result. down the trust and teamwork between them. Can be used
to reduce a team’s Team Bank (see page 70).
Derision: Trash talk. This Specialization may be used to
reduce the Initiative of a single opponent. See page 70 for Hosting (Per Subculture): (upgrades from Etiquette (Per
more details. Subculture)) Meeting the expectations of guests from a
given subculture, whether for an event or simply providing
Instruction: Teaching another character a known Skill
a place to stay.
Specialization; see the Using Instruction section for
detailed information on how this is used. See the Using
Instruction section on page 30 for details. Influence 4
Extortion: (upgrades from Negotation) The art of getting
Animal Handling: Training and caring for domesticated what you want without actually giving up anything in
non-sentient creatures. return by making threats. Blackmail is such an ugly word.
Intimidation: (upgrades from Persuasion) Persuasion by
Influence 3
show of force or application of fear.
Negotation: (upgrades from Bargaining) Achieving
a favorable arrangement when negotiating non-tan- De-escalation: (upgrades from Persuasion) The practice
gible terms. of reducing tensions levels in a confrontation. For each hit
rolled on this test, reduce the Team Bank on both sides of
Persuasion: (upgrades from Courting) Convincing another
a conflict by two, including into negative values as with
character to take an action they had not originally planned
the Wedge action; if the Team Bank is a negative value, the
to take. After the test is rolled and resisted normally, the
team members may avoid the negative Initiative penalty by
persuader banks his net hits and gives the bank to the
not engaging in violence with the other side. Players using
target; these hits may be added as hits only to a test for an
action that the target had not originally planned to take,
but that the persuader wanted them to take.
Skills 35
this Skill are encouraged to roleplay the de-escalation. Chiropracty/Massage: Can be used to help temporarily
Any violent actions taken by the character using this Skill alleviate certain chronic conditions (such as Infirm), or
immediately nullify the effect. possibly restore stun damage (depending on the source).
Interview: The art of gaining information from a subject,
especially information which they may not share Medicine 2
immediately-either due to resistance (such as in an interro-
gation) or due to simply not recognizing the importance or
relevance of the information they do have. This Skill may be
rolled with PER to determine if a subject has more informa-
tion left to give the interviewer.
Influence 5
Indoctrination: (upgrades from Persuasion) The practice of
implanting beliefs in a willing student, such as children or
new military recruits.
Domestication: (upgrades from Animal Handling) Taming
wild creatures.
Influence 6
Brainwashing: (upgrades from Indoctrination) The art of
coercing someone unwilling to be indoctrinated through
use of carefully controlled information input. Brainwashing Field Medic
is an intense, time-consuming effort.
Field Medic: (upgrades from First Aid) Like First Aid, but
faster. (See page 72)
Medicine
Medicine is a broad Skill, used for healing chronic and Pharmacology: (upgrades from Nutrition) A broad
acute damage, as well as preventing damage in the first knowledge of the effect of most drugs on the body, and
place. The Combat chapter on page 72 describes in detail ability to recognize and identify medicinal drugs. May assist
some of the common uses of the Skill. The Medicine Skill others in handling the effects of drugs (see page 90).
is assumed to cover knowledge regarding the species to Toxicology: An understanding of poisonous compounds
which the user of the Skill belongs. If trying to use Medicine and their effect on the body. May assist others in handling
on a different species of the same Kingdom (without the the effects of toxins and poisons (see page 72).
Veterinary Specialization), the character will take a -4
dice pool penalty and +1 GR. If trying to use Medicine on a
Medicine 3
different Kingdom (in practical terms, this generally means
Veterinary: An understanding of the medical needs of the
any species from an alien world) without the appropriate
non-sentient species from the same Kingdom as the healer.
Xenomedicine Specialization, the character will take a -6
dice pool penalty and +3 GR. Med Tech: (upgrades from Pharmacology) Using medical
equipment without damaging the patient; note that this
Medicine 1 does not necessarily cover interpretation of the data, which
First Aid: The application of basic and often incomplete is generally one of the other medical specializations.
medical care at the site of an incident. (See the Combat Diagnosis: (upgrades from Toxicology) Determining a
chapter on page 72.) medical problem given a set of symptoms. (Note that
Nutrition: The knowledge of what food must be eaten in without using the Pathology upgrade of this Specialization,
order to survive, especially in unusual situations where a successful diagnosis of an infectious disease will not give
normal nutrition might not be available. Failing that, the any detail as to which disease. Without knowing which
knowledge of what vitamin supplements are needed to disease, any treatment derived from this diagnosis will
compensate for any lack. have its effectiveness reduced by half.)
Psychiatry: The use of drugs or other medical techniques to
affect a patient’s mental health.
36 Skills
Radiation Toxicology: (upgrades from Toxicology) An Striking: Executing a single strike against an opponent-hit-
understanding of the effect of radiation on the body, ting, punching, kicking. This is used for the standard melee
including treatment. attack action, and includes a movement action.
Longterm Care: (upgrades from Chiropracty/Massage) Dodging: Can be used for the Active Dodge action to avoid
Or, put another way, nursing-the application of the basic melee attacks.
needs and maintenance of medical treatments decided
Unarmed Parry: Can be used for the Active Block action
on by a doctor, and the monitoring of the patient for
in combat to protect against any attack that deals
unexpected problems.
Impact damage.
Melee
In general, melee combat refers to any form of combat that
does not involve projectiles. See the Combat chapter on
page 63 for more information.
Melee 1
Brawling: Executing an unarmed attack against an
opponent, without moving; this action grants a higher
damage value and reduced defense threshold based on
the number of characters in the fray, but without the Weapon Parry
movement of a standard attack.
Skills 37
Weapon Parry: (upgrades from Long Blade) Can be used Melee 6
for the Active Block action in combat to protect against any Ranged Deflect: (upgrades from Weapon Parry) Can be
melee attack that deals either Impact or Piercing damage. used for Active Block action in combat to protect against
Disarming: Using a standard melee attack action to, any ranged attack that deals either Impact or Piercing
instead, take a weapon out of the target’s hands. damage at a -2 dice pool penalty.
Melee 4 Pilot
Pressure Points (Per Species): (upgrades from Striking) Driving, flying, piloting, and operating vehicles.
When executing a standard melee attack, this character
may target a pressure point on the species being targeted; Pilot 1
the dice pool is reduced by 4 and damage value is Driving: (requires PRP TL 2) Driving standard vehicles
increased by 4. available to the culture, most often those with two or
four wheels.
38 Skills
Rowboat: Steering and propelling small, body-powered Motorboat: (upgrades from Rowboat; requires PRP TL 2)
watercraft. Steering and controlling powered watercraft.
Cycling: Controlling small, body-powered landcraft. Prop Plane: (requires PRP TL 3) Controlling small,
slow aircraft.
Pilot 2 Hovercraft: (requires PRP TL 4) Controlling non-wheeled
Deep Space Maneuvering: (requires PRP TL 4) Executing multi-surface vehicles which may be steered in any of the
simple spacecraft maneuvers-mostly pointing in a specific four cardinal directions.
direction and executing a timed burn.
Advanced Driving: (upgrades from Driving; requires PRP Pilot 3
TL 3) Driving more capable, esoteric ground vehicles of the Jetcraft: (upgrades from Prop Plane; requires PRP TL 3)
culture, often tracked vehicles. Controlling fast, maneuverable aircraft.
Skills 39
Sailboat: (upgrades from Motorboat) Controlling Ranged Combat 2
watercraft that are powered by an outside force, Automatics: (upgrades from Longarms) Firing
especially wind. automatic firearms.
Pilot 5
Precision Spacecraft: (upgrades from Docking; requires
PRP TL 4) Executing intricate spacecraft maneuvers,
primarily including landing in gravity without an
atmosphere.
Submarine: (upgrades from Motorboat; requires PRP TL 3)
Controlling underwater craft. Sniper
Anthroform Walkers: (requires PRP TL 5) Controlling Sniper: (upgrades from Longarms) Firing long range
ground vehicles which walk on articulated legs as opposed firearms involving careful aiming and precision shots.
to wheels.
Heavy Weapons: (upgrades from Longarms) Firing
weapons a size class above that of the wielder.
Pilot 6
Combat Maneuvers: (upgrades from Precision Spacecraft; Explosive Projectiles: Firing explosive weapons such as
requires PRP TL 4) Maneuvers for combat in space. rocket launchers or grenade launchers.
Archery: Firing projectile weapons which are heavy but
Ranged Combat relatively slow-moving, often propelled by tension strings.
Any form of combat or attack that involves projectiles to Gunnery: Firing weapons that are controlled remotely,
inflict damage at range. including spacecraft weapons.
(Exotic Weapon): Firing a ranged weapon that does not fit Dual Wielding Pistols: (upgrades from Pistols) Firing
into any of the other Specializations. The weapon type is pistols, one in each hand.
chosen when the Specialization is learned.
Pistols: Firing single shot or semiautomatic one
handed firearms.
40 Skills
Ranged Combat 5 Science 3
Rapid-Draw Archery: (upgrades from Archery) Fire an Industrial Design: Understanding the design and function
archery-based weapon with a free reload following it. of heavy machinery, such as that used in construction,
factories, and warehouses.
Ranged Combat 6 Forensics: (upgrades from Chemistry) The science of
Orbital Gunnery: (upgrades from Indirect Fire) Firing finding and interpreting physical evidence, including
weapons in space from beyond Rendezvous Range. taking advantage of any technology available within the
character’s culture to get to the truth.
Science Economics: (upgrades from Mathematics) The study of the
The study of science is more than memorizing facts-it flow of money and financial systems, large and small.
includes mastery of a different way of thinking, of
remaining objective and allowing the evidence to lead the Ecology: (upgrades from Planetary Science) The study of
ideology, not the other way around. natural ecosystems, life cycles, and environments, and the
interplay between the environment and the life forms that
reside within it.
Science 1
Chemistry: (requires PHY TL 3) The study of interactions Thermodynamics: (upgrades from Physics) A knowledge of
between base elements. how to sequester, transfer, and manage heat.
Science 2
Biology: (upgrades from Chemistry; requires PHY TL 3) The
study of life and its processes; can be applied to nearly
anything living that is not covered by the Medicine Skill.
Weapon Design: Designing original or
improvised weaponry.
Linguistics: Understanding general concepts in language;
allows easier learning of languages themselves. This
Specialization is rarely, if ever, rolled normally; see page 113
for more details on its usage.
Planetary Science: Understanding the formation, makeup,
and processes of planets.
Statistics: (upgrades from Mathematics) Understanding
methods of collecting and analyzing data in large
quantities, and inferring accurate conclusions from
these data.
Physics: (upgrades from Mathematics; requires PHY TL
2) An understanding of the basic laws of the universe,
primarily Newtonian and relativistic motion.
Astronomy: Measuring, charting, and analyzing stars and
other bodies in space.
Aeronautics
Skills 41
Science 4 Stealth
Spacecraft Design: (upgrades from Industrial Design; When using the Stealth Skill to hide or deceive, the
requires PRP TL 4) Understanding the design and function hiding character makes his test (often AGI + STEALTH
of spacecraft, pressure vessels, vacuum propulsion, (SPECIALIZATION)), banking the result; this bank becomes
and so on. the threshold for any perception check to see what’s
Robotics: (requires CPU TL 4) Knowledge of the mechanisms, been hidden.
sensors, processors, and other gadgetry needed to
automate tasks. Stealth 1
Hiding: Concealing oneself from view, sometimes in
Astrophysics: (upgrades from Physics; requires PHY TL 4)
plain sight.
Understanding of the physical processes involved in stars,
planets, and galaxies. Palming: Sneaking small items into one’s own possesion,
often by taking advantage of distraction.
Stealth 2
Infiltration: (upgrades from Hiding) Remaining concealed
while entering a target area.
Shadowing: (upgrades from Hiding) Remaining concealed
while following a target person.
Camouflage: (upgrades from Hiding) Hiding without being
actually behind cover, by covering oneself in conceal-
ing colors.
Stealth 4
Escape Artist: (upgrades from Palming) Getting out of
restraints or tight spaces with limited flexibility.
Astronautics Survival
Astronautics: (upgrades from Physics; requires PRP TL 4) This Skill focuses on the ability to survive in unfriendly
Taking advantage of orbital paths and calculating transfer environments, particularly wild ones. The Specializations
routes in space. included here help characters stave off hunger, dehydration,
and death from exposure.
Science 5
Survival 1
Nuclear Physics: (requires PHY TL 4) Understanding the
nature of nuclear reaction, especially in power generation, Orienteering: Using limited information (such
engine power, and weaponry. as a compass and possibly a map) to navigate an
unpopulated area.
Quantum Physics: (upgrades from Astrophysics; requires
PHY TL 5) Understanding of the subatomic nature, including Navigation: Efficiently navigating a well charted or
quantum locking and the Heisenburg uncertainty principle. populated area.
Science 6 Survival 2
Gravitics: (upgrades from Quantum Physics; requires PHY Resourcefulness: (upgrades from Orienteering) Finding
TL 9) Taking advantage of mass simulation and gravity and safely utilizing resources available in order to survive,
modification. including finding water and food, avoiding poisons, and
finding the resources necessary for shelter.
42 Skills
Tactics
The Tactics Skill is a unique one; INT + TACTICS
(SPECIALIZATION) is usually rolled either before combat (to
set up an ambush) or during combat, and the hits from any
tests made with this Skill are added to the party’s Team
Bank. This Skill can only be used by the designated team
leader, or by a character the team leader has instructed the
team to listen to in matters of strategy. For more informa-
tion on the Team Bank (as well as surprise and ambush
rules), see page 60.
Tactics 1
Leapfrogging: Requires two or more fighters; one stands
still and provides cover, while the other moves forward,
then they switch. This provides continuous cover while
moving forward.
Covering Fire: Firing ranged weapons without intent of
hitting a specific target, intending to distract and to force
the enemy to keep their head down.
Tactics 2
Room Sweeping: Searching a room while entering it in
Shelter such a way that any location in the room is cleared before
exposing anyone to undue danger.
Shelter: Building a stable shelter from the elements.
Coordinated Attack: Coordinating multiple fighters
effectively, such that the timing of their actions is
Survival 3 effectively synchronized to maximize benefit.
Tracking: (upgrades from Navigation) Determining and
following the paths made by people or wildlife through Terrain Utilization: Taking advantage of terrain or interior
wild or urban areas based on the physical clues they leave layout to place fighters in the most effective positions
behind, including footfalls, trails, scents, and waste. This for combat.
Specialization may be used normally by pairing it with PER,
or may be paired with AGI to set the threshold one must get Tactics 3
on the tracking test to follow. Small Vehicle Tactics: Incorporating vehicles into battle
Trapping: Catching wildlife (either fatally or safely) using plans effectively.
devices or setups that remain after the hunter has left them.
When setting a trap, the trapper should rolls INT + SURVIVAL
(TRAPPING) and bank the result; the bank is the threshold
the target must roll on a PER + SURVIVAL (TRAPPING) to spot
and avoid the trap.
Survival 4
Wild Environments: (upgrades from Resourcefulness)
Surviving in environments without culture or settlement,
including gathering supplies and acquiring food.
Survival 6
Alien Environments: (upgrades from Wild Environments)
Dynamic Entry
Surviving in environments which bear no evolutionary or
biological common ground with the character.
Skills 43
Dynamic Entry: The art of entering into an enemy
controlled environment or room while simultaneously
engaging in combat, both for shock and awe and to remove
any opportunity for the enemy to prepare a resistance.
Overwatch: Patrolling or keeping an eye on a hostile
situation with the goal of being aware of potential
problems and to identify possible targets.
Perimeter Defense: Arranging fighters to defend the
perimeter and all entry points of a piece of friendly territory.
Ambushing: (upgrades from Terrain Utilization) Setting up
traps to ensnare or injure opponents. This Specialization
does not affect the Team Bank, and can only be rolled
before combat begins; the GR for any enemy movement is
increased by the number of hits from the Ambushing test,
and a glitch triggers the trap. May be negated by an enemy’s
PER + TACTICS (TRAPSETTING) test.
Tactics 4
Escorting: Coordinating fighters in an optimal way as
to protect a non-combatant friendly character against
targeted attack.
Tactics 6
Strategy: Understanding the details of tactics, when to
use them, and how and when to shift tactics based on
the situation.
44 Skills
effect of the refueling on the mothership is ignored; the
Objects in Space 45
A larger ship may refuel a small ship at minimal cost to to determine the threshold for the Astronautics test,
itself. As a result of this fact, it is a common practice, when making node-skipping maneuvers more challenging. The
time is of the essence, for the mothership to dispatch player may decide to make a number of smaller tests
smaller ships at high speed towards the target. The advance rather than one large one, which makes the tests easier,
crew’s ship can Hard Burn freely, using up almost all of but reduces opportunities to save fuel. The ΔV cost of the
their fuel, and reach the destination very quickly; the entire node path of the maneuver is summed up; the hard
mothership can take its time, saving fuel (which amounts to burn multiplier is applied; finally, fuel usage is reduced
considerably larger savings for it than the smaller vessels). according to the table below.
The advance ships are expected to reach the destination
in time to fulfill the mission, and then await pickup by the Nodes skipped Fuel savings
mothership, which will refuel them.
0 0%
This strategy is common, and known as sending an 1 5%
advance crew. From a storytelling perspective, if your player
2 10%
characters are part of the crew of a ship, this strategy is a
good way to get the party to act as a unit of heroes at the 3 20%
center of the action for the duration of a mission, rather 4 30%
than acting as a small, forgotten part of the large starship 5+ 40%
crew, or as a detached command crew who simply orders
soldiers into the fight. The first step to any maneuver is an INT + SCIENCE
(ASTRONAUTICS) test to calculate the route, with the
Space Travel Using the Transit Map threshold determined as described above. Next, when
Each system in Afterverse has a Transit Map which lays out executing the route that has been calculated, the pilot
the manner in which a vessel would move from one orbit should make one or two tests. The first is a REA + PILOT
to another in that system, and outlines the fuel costs and (DEEP SPACE MANEUVERING) test, with the threshold as the
difficulties for these maneuvers. This map will contain a highest single Astronautics threshold along the maneuver’s
number of stable “nodes”—usually representing either paths. If any path in the maneuver has a Precision Space
an orbit or a landing—connected by “paths,” and the ΔV Craft threshold (generally takeoff and landing), the pilot
amounts needed to move across a given path from one should also roll a REA + PILOT (PRECISION SPACECRAFT) test
node to another. Changing orbits is a matter of moving with that threshold. No single maneuver may contain more
from one node to the next. Simply add up the total of ΔV than one path with a Precision Spacecraft test.
listed each step along the way, and the result is the total Inexperienced pilots generally take the safer and easier
ΔV which will need to be spent on that journey (before route, moving one node at a time, resulting in very simple,
modifiers from net hits, skipping nodes, aerobraking, or by-the-book maneuvers that are nigh impossible to mess
hard burns). up. However, by plotting a more complex path, experienced
Every attempt to move from one node to another is called pilots can take advantage of tricks like gravity assists,
a maneuver. When executing a maneuver, a player first slingshot maneuvers, and the Oberth effect to reduce ΔV
announces his intended destination node and the desired expenditures.
Hard Burn multiplier. The fuel usage is calculated as
described below. He (or the ship’s astrogator) rolls an INT Intermediate Orbits
+ SCIENCE (ASTRONAUTICS) test to calculate the maneuver, It is possible to improvise new nodes along the “path”
with a threshold equal to threshold provided on the map. between two other orbital nodes. These take two forms:
Finally, he executes the maneuver he has just planned, Intermediate Orbits, and Irregular Orbits. Neither of these
using a REA + PILOT (DEEP SPACE MANEUVERING) (with a kinds of improvised nodes may be used in combination
threshold matching the Astronautics threshold for that with the “node skipping” rules above.
path), or if indicated on the transit map, a REA + PILOT
(PRECISION SPACECRAFT) test instead. An intermediate orbit is simply an orbit at a height in
between two other orbits, most commonly between Low
Orbit and Synchronous Orbit. For example, around Earth,
Skipping Nodes & Efficiency GPS satellites orbit in Medium Earth Orbit, between Low
The player may choose how many nodes to travel in one Orbit and Synchronous Orbit. Intermediate orbits are most
maneuver. If skipping over one or more nodes in one useful in avoiding Kessler Crowding of particular orbits, or
maneuver, the thresholds for all paths are added together to simply place something in an unusual location to make
46 Objects in Space
it harder to reach. Some specific scientific or technological Aerobraking causes the vessel to take (NODES SKIPPED +
purposes find benefit in specific orbits. G + PLANET'S ATM) Heat damage (based on the planet’s
attributes) which is resisted normally. For most worlds the
To create the node for an intermediate orbit, simply divide
damage is not significant unless the vessel has already
the ΔV cost of the path into two parts (roughly proportional
taken damage. However, it does make gas giants dangerous
to how close the new orbit is to each orbit) and apply the
for aerobraking.
two values each to a new path to the new orbital node;
the threshold for both new paths is the same as the Transferring from a Low Orbit node to the Landing Node of
original path. a body with an atmosphere has a flat cost of 200 ΔV. In this
case, the listed ΔV value on the transit node only applies to
launching.
Irregular Orbits
An irregular orbit is an unstable, usually highly elliptical A glitch or failure of a maneuver involving aerobraking
orbit. A vessel moving from one node to another has means that the vessel has dipped too far into the
created an irregular orbit between those two nodes; this atmosphere—the pilot must make an immediate landing
is ignored in most scenarios, but occasionally it is useful. test (REA + PILOT (PRECISION SPACECRAFT), with the same
Almost all maneuvers involve (at minimum) a burn at the threshold given on the Landing Node on the transit map)
beginning and a burn at the end of the maneuver, and in to avoid crashing, and the vessel ends up at the Landing
between these two burns, the vessel is on an irregular orbit. Node of the planet (generally in a random place on the
planet’s surface). If aerobraking in a gas giant’s atmosphere,
If trying to match orbits with a vessel on an irregular orbit,
a successful recovery test (which functions the same way as
the pursuing vessel must use half the ΔV of the entire
the landing test) results instead in an unstable Low Orbit.
maneuver which created the irregular orbit in the first place,
The vessel must boost its orbit to any higher orbit within a
tasked with the same threshold. If the pursuing vessel is
few minutes, or it will fall back into the gas giant, incurring
trying to catch up to a target, they will have to burn harder,
further Heat damage and requiring another recovery test.
spending more fuel, in order to reach the target before the
target reaches its target node. If the pursuer catches the
target en route, the target will have only actually spent Suborbital Hops
half of the ΔV of the maneuver, and the remaining half is Sometimes, you may wish to move from one point to
available during the encounter for actions like dodging. another on the surface of the same body. This is usually
done on bodies with no atmosphere, but may apply to one
with an atmosphere if the craft lifts high enough to leave
Aerobraking & Aerocapture
the atmosphere. For terms of game mechanics, a suborbital
When approaching a planetary system that includes a
hop uses the same ΔV and Precision Space Craft values of
world with an atmosphere, any vessel that is capable of
the launch-to-low-orbit path of that world.
atmospheric travel may take advantage of aerobraking.
This practice involves barely dipping into the atmosphere,
using partial reentry to bleed off speed and reduce your Thrust Ratio & Gravity
overall orbital height. When doing so, the ΔV cost of any The engines on a ship have a Thrust Ratio (or TR) attribute,
paths in the planetary system is reduced by as much as 50%, representing the acceleration force they are capable of. In
which is added to any fuel savings from combining nodes— order to land on a given celestial body, the TR of a craft
the final fuel savings may be as high as 90%. The actual must be higher than the GRV rating of that body, unless
amount saved by aerobraking is determined by the number using parachutes to land on a world with atmosphere.
of nodes away from the planet the destination orbital node While the engines are thrusting, all occupants of the craft
is, with 0 being the landing node itself. will experience (TR) points of gravity, as if they were on
a planet with that GRV attribute. On ships with efficient
Nodes Fuel savings engines and large amounts of ΔV available, constant thrust
0 50% might be used to simulate gravity and keep the occupants
1 20% comfortable (in addition to getting to the destina-
tion quickly).
2 15%
3 10% In some cases, an engine might be powerful enough to
thrust and actually hurt or kill the crew through G-forces,
4+ 5% which is handled as environmental damage. In general,
the characters will receive this environmental damage
Objects in Space 47
once per every 1000 ΔV spent on the maneuver (rounded Certain orbital nodes—for example, the low orbit of Earth,
up). The pilot of a ship should always be aware of the GRV and orbits within the rings of Saturn—have a large amount
tolerances of the occupants of his vessel; he may throttle of orbital debris and clutter, making transit in these
down the engine to a lower amount to keep them safe, or areas dangerous. If the node is indicated to have Kessler
throttle up to maximum for brief periods in emergency Crowding on the transit map, this number is added to the
situations (such as evasive maneuvers). A pilot may even Glitch Risk of any Pilot Test with its starting or ending point
use this offensively as a defense against intruders, if the in that orbit, and a Glitch Test is rolled. In addition, once per
intruders have a lower GRV tolerance than the crew. Crash orbit, the GM again rolls the same glitch test.
couches and flight suits may provide extra tolerance, In the event that a glitch is rolled, the vessel has been struck
and (if the tech is available) are standard gear for crews by orbital debris (possibly more than one piece; each 1
who may be required to operate at high thrust. Highly beyond the first one rolled in the glitch test represents a
advanced propulsion such as Gravity Drives may negate the piece of debris). For each such piece of debris, roll two dice—
damaging effect. the first to determine the Size Class of the debris (where 1
becomes A and 6 becomes F), and the second to determine
Kessler Crowding & Debris the amount of damage of that Size Class that will be dealt
to a random system of the vessel in Impact damage. (For
example, if a 4 and a 3 are rolled, debris deals the vessel (at
Size Class D) 3I damage) If the debris is the same or larger
Size Class as the vessel, and the ship’s scopes and engines
are functioning, the pilot may make an immediate REA +
PILOT (PRECISION SPACE CRAFT) test with a threshold of the
Damage Value in order to attempt to dodge it. Smaller
debris must simply be absorbed by the vessel’s armor,
under the assumption that attempting to dodge it would
simply put the vessel in the path of other small debris.
Pirates often set up their bases within such crowded orbits,
knowing that the danger will keep out tourists and the law.
They will drill into moonlets (that is, class E or F rocks within
the debris field) to shield their base from ongoing damage,
preventing them from having to make such tests on a
regular basis. They must still do so entering and leaving the
node, however. Skilled pilots are in high demand for pirate
organizations.
Debris in a particular spot in orbit—say, from a destroyed
ship—can cause the same problem. Anytime a system of
a vessel is damaged, the effective Kessler Crowding value
for any vessel in Rendezvous Range is increased by 1, and
such a test will be rolled at the end of each combat turn
until the debris field is left behind. Any acceleration (most
movement actions) will cause the vessels to leave this
debris field behind after one combat turn, resetting the
Kessler Crowding value to zero. Returning to the same orbit
as the damaged vessel (to salvage parts from a damaged
ship, for instance) will place the vessel in the same debris
field. In this case, the Size Class of the debris will be limited
to one Size Class lower than the vessel that caused the
debris (if the first die rolls a higher Size Class, it should be
rerolled).
Debris
48 Objects in Space
Types of Orbits on the Transit Map referred to as the Orbital Ejection/Injection Node when it
Each node on the transit map represents one of the is being skipped over as a part of the maneuver.
following orbits or situations. In general, they represent
a set of places or an orbit and not a particular place—for
example, a Landing Node may represent any point on
the surface.
Landing Node: This node represents landing (or launching
from) at the equator of a planet; the GM may add up to
40% to the ΔV cost if landing or taking off from a spot
closer to the poles (though generally only if coming in from
the Low Orbit node; higher approaches should be able to
freely target anywhere on the surface with no penalty.) The
landing maneuver always requires a REA + PILOT (PRECISION
SPACECRAFT) Test; for takeoff, the listed threshold is halved
(round up).
Warp Bridge Node: Traveling to this node implies travers- Lagrange Point
ing the warp bridge by “falling” into the singularity (with
the proper Junardm equipment, of course). Traversing
to this node always requires a REA + PILOT (DEEP SPACE Travel Times
MANEUVERING) test with a threshold of 5; no test is required The following list may be used to estimate travel times
upon exiting the wormhole. between two nodes. If a single maneuver involves more
than two nodes, use whichever single path takes the
Low Orbit Node: This node represents the lowest stable longest. On the other hand, if executing several maneuvers
orbit a craft can get into around a celestial body. Most in sequence, then each time period must be waited on,
traffic from the surface will go here first. one after the other. Saving time is another benefit of
Synchronous Orbit Node: Orbiting at this node will keep skipping nodes.
the vessel above the same point on the surface of the body, Travel in low orbit : Launching to low orbit around a planet
most useful for communications. Many moons (and some or moon takes 3 × GRV minutes; launching to rendezvous
inner planets) are tidally locked to their planet and will not with another vessel in Low Orbit will take around 2 hours.
have this node, but the Lagrange Point node between the
moon and its planet will serve this purpose, keeping above Travel to moons : Traveling from a planet (or low orbit) to
the same point on a tidally locked moon. Some moons one of its moons will take 1/4 of the moon’s orbital period.
rotate slowly enough and/or have weak enough gravity that Travel between moons : Traveling from one moon to
their synchronous orbit would lie well outside their sphere another will take half the average of the two moons’
of influence. orbital periods—this will normally be on the order of a
Other Orbit Nodes: If there are other important orbits, they week or two.
will be shown on the transit map as well. Most often, other Travel between planets : Just like moons, traveling
orbit nodes represent things like major space stations. between planets takes half of the average of the two
These are generally set in their own particular orbit (rather planets’ years. Depending on the planets this could mean
than one of the standard nodes such as Low Orbit) to a few months to years. Hard Burns are usually employed to
minimize Kessler Crowding and other orbital traffic. shorten this time to reasonable levels, but characters will
Lagrange Point/Ejection/Injection Node: The Lagrange often spend weeks at a time in transit.
Point is not exactly in orbit around either body it relates Travel through a warp bridge : Once rendezvoused with
to, but rather orbits the system of both, with gravity and the warp bridge, travel through it takes a couple of hours;
momentum canceling each other out in a specific way. however, to the traveler, it appears to be instantaneous.
Every body has a Lagrange Point with its parent body, and
its node is depicted as the “intersection” of the transit path
representing the planet’s orbital system and the moon’s. It Hard Burn
is easy to get to both the local system and the larger one, A pilot may choose to execute a maneuver as a hard burn
being the connection between the two systems. It is often to reduce the travel time—no sense in spending a decade
to travel to Saturn if you’ve got the spare ΔV to shorten the
Objects in Space 49
trip! The pilot will thrust for longer than necessary at the Rendezvous & Docking
beginning of the trip, burning more fuel, and will have to Rendezvous with another craft requires first being located
decelerate for longer at the end of the trip in order to not at the same node or on the same path as the target
fly past his target. The ratio by which a hard burn reduces vessel. This represents matching orbits with the target.
the travel time is exactly the same as the multiplier for Rendezvous with a target “resting” at a particular node is
the amount of fuel used—this number is called the Burn fairly straightforward and without complications: simply
Ratio. If you spend three times as much fuel (a Burn Ratio travel to the same node.
If attempting rendezvous with a
of 3), the travel time is divided by three. Using a Hard target vessel on a path traveling the same direction, the
Burn increases the Glitch Risk of the pilot test by the same “chasing” vessel must execute a maneuver using the Hard
number, the Burn Ratio. Burn option, as if it intends to reach the next node before
The Burn Ratio available is limited by the amount of ΔV the the target vessel; by doing so, both vessels will be on the
pilot wishes to spend. In addition, it may not be higher than same path at the same time, and will meet at some point
(TR + NUMBER OF NODES SKIPPED). If the Hard Burn factor along that transfer. Attempting rendezvous on a path
approaches this limit, the ship’s crew will experience gravity traveling in opposite directions requires the pursuing vessel
for most of the journey due to the acceleration. Ships with to spend the fuel which that path would cost (even if, at the
advanced drives and large amounts of ΔV may max out the end of the rendezvous, the pursuing vessel would then be
Hard Burn factor solely to keep the crew under acceleration, returning to their origin node).
which is more comfortable than free fall for most species. If In general, if multiple vessels are attempting to reach the
this is your goal as a pilot, keep in mind that you may also same target along a path, whichever vessel burns with the
use a lower TR than your ship is capable of. highest Burn Ratio is likely to reach the target first. If the
target is significantly closer to one node or the other, then
Failures & Glitches in Travel obviously it will be easier for a pursuing vessel on the closer
A failure on the Astronautics test will result in a botched node to reach the target first. If that is the case, then the
maneuver, with the ship ending up at the wrong node. The GM may use a multiplier on the Burn Ratio of the more
resulting node will be somewhere in between the start distant vessel, using the ratio of time on either side of the
and end nodes; generally, the number of hits shy of the target vessel as a guide for what this multiplier should be.
threshold is the number of nodes away from the targeted Example scenario : A target cargo ship is moving from
node the ship will be. A glitch on Astronautics will result node A to node B with a Burn Ratio of 2. This maneuver will
in maneuvering to a different, unexpected node entirely, take 4 weeks. Two weeks into this maneuver, a pirate vessel
chosen at random or by the GM. The resulting node launches from node A with a Burn Ratio of 4, the minimum
should not be along the way to the original target node (if required to catch up to the cargo ship. A protective vessel is
possible), and should consume the same or less ΔV to reach located at node B, and learns of the pirates one week later—
than the original target. If there are no other nodes that fit giving the protectors 1 week to intercept the cargo ship
this requirement, then the vessel is simply in an irregular before the pirates reach it. The GM sees that at this point
orbit and must spend that same amount of ΔV to correct it the cargo ship is three-quarters of the way to its destination,
back to the original orbit before continuing on the journey. while the pirates are only halfway there. He may rule that
A failure on a Deep Space Maneuvering test will waste the protective ship only needs to maneuver at a Burn Ratio
fuel. For every hit shy of the threshold, the amount of fuel of 2 to beat the pirates there. This multiplier does not need
used is increased by 10% of the fuel cost of the maneuver. to be precise, and the GM should use broad estimates to give a
A glitch on the DSM test represents a hardware failure, required Burn Ratio for intercept as quickly as possible, and move
dealing (TR) unresisted damage to the engine system being on with the story.
used; the ship’s engineer can make an immediate PER + Once on the same node or path, one vessel or the other
CRAFTING (SPACECRAFT MECHANIC) test to see the problem as must perform a Deep Space Maneuvering test with a
it happens and take emergency measures to minimize the threshold of 2 if rendezvousing at a node. If rendezvousing
damage, with each hit reducing the damage dealt by 2. (If along a path, the threshold is the difference between the
the main test succeeded and there was a glitch, then this Burn Ratios taken by the two vessels. For example, if the
failure happens at or near the end of the maneuver, leaving target vessel executed a maneuver with a Burn Ratio of
them at the target node with the engine damage; if the test 6, and the pursuing vessel executed the same maneuver
failed and there was a glitch, then this happens somewhere with a ratio of 10 to catch up, the threshold will be 4. After
along the way.) If the damage is not dealt with promptly, this test is completed, the vessels are considered to be in
the vessel is derelict on an irregular orbit. Rendezvous Range.
50 Objects in Space
Once within Rendezvous Range, docking is an option, Chemical or combustion engines use the same general
requiring a REA + PILOT (PRECISION SPACE CRAFT) test technology as the engines developed by NASA in the
with a threshold of 3. Docking with a vessel requires that mid-20th century. Fuel (often liquid hydrogen, methane,
the target vessel be either cooperative, immobilized, or or another combustible fuel) combines with an oxidizer
unaware of the docking attempt; even the tiniest amount of (generally liquid oxygen) and burns; the continuous
movement will cancel the docking attempt. explosion propels the craft forward. There are two varieties
of liquid chemical engines, distinguished by the shape of
On the more exciting side of things, direct ship-to-ship
the engine. The most common kind, reliable and easy to
combat is also an option when within Rendezvous Range;
produce, are the bell-shaped engines common to spacecraft
see the “Guns and Ships” chapter on page 74 for more
of the 20th century. In the mid-21st century, the aerospike
information. Note that drone missiles may be used from
engine is popularized for spacecraft designed to fly both
any range their ΔV allows; they are vehicles that explode,
in atmosphere and vacuum, as it is capable of maximizing
and will traverse the required nodes on their own.
its efficiency in both environments. The chemical engine is
powerful and versatile, but not particularly efficient; this
Engine Technologies kind of engine is generally best used during liftoff and fine
maneuvers, but generally does not provide enough ΔV to
Every vessel has engines, usually multiple sets. Every engine be used for more than short bursts without completely
has its own characteristics, strengths, weaknesses, and burning out.
technology requirements.
Maneuvering Thrusters
Small, fast-response thrusters designed to provide small
bursts of movement, useful for small rotation and transla-
tion. These typically use hydrazine, a single-component
fuel that reacts when passed over a catalyst, giving fine
control over thrust timings, crucial for maneuvering actions.
(It’s worth noting that hydrazine is toxic and dangerous
to handle, so damage to the maneuvering thrusters may
cause health issues among the crew.) Though ineffective for
actual movement due to low efficiency, these thrusters are
generally required for the precision maneuvering involved
in docking. (Magnetic field drives are also appropriate, if
they can be used.)
Objects in Space 51
plate spreads this force over time via pneumatics. Then the Gravitic Engines
process is repeated. Nuclear pulse engines are crude and
This highly advanced form of propulsion uses huge
hugely dangerous for any surrounding vessels, for obvious
amounts of energy to simulate an artificial mass in front
reasons; if used regularly, they also wreak havoc on nearby
of the spacecraft, pulling the craft forward. While not as
worlds, irradiating them. Generally, they are banned in any
efficient as ion drives in many ways (depending on the
inhabited area. Additionally, there is a minimum viable size
power source), the gravitic engine has a huge advantage
for this kind of engine due to the nature of nuclear fission,
in that it does not cause G-force from acceleration. This
and it is large (only suitable for E class vessels). The only
enables gravitic-powered ships to accelerate far more
usage that ever gained traction for this kind of engine is for
quickly than other crewed ships, and can even change
one-way colony ships to remote worlds; the massive force
acceleration direction instantaneously, outmaneuvering
generated allows huge amounts of cargo to be carried in
the tracking systems of guided missiles. This kind of engine
one trip. Even in this use case, care is taken to ensure that
is first discovered on Lemuria, and has yet to be manufac-
the pulse engine is not used within a certain range of the
tured by any known extant race.
colonization target, lest the engine irradiate the land.
Radio Signals
Magnetic Field Drives Radio signals, used largely for communications, exist with
The Magnetic Field Drive uses a powerful electromagnet to wavelengths about 100 mm and longer (extending up to
generate force by pushing off the magnetic field of a planet. many kilometers). These frequencies are not especially
In order for this to be effective, the magnetic field must be useful for radio telescopy of natural sources, but strong
particularly strong, as the magnetic field of Kennesawu is. radio signal sources tend to stand out as being artificial.
Even with such a strong field, this drive is still not strong
enough to counteract the pull of gravity, and launching to
Low Energy Emissions (Radio Telescopy)
orbit requires additional propulsion of some kind. However,
once in orbit, the advantages are immense, as this drive Low-energy sources may emit radio waves, in the range of
requires no reaction mass, and propulsion can be generated about 1 mm to 100 mm, which are easily transmitted, easily
by solar power alone. collected, and easily blocked. This form of radio is more
likely to come from natural sources, including both stars
The limited range of usage of this propulsion means it has and smaller, cooler objects.
only meaningfully been developed for use by the Guigu,
and even the Guigu did not really develop the technology,
but instead harvested the naturally evolved organs of the
Symtraya to achieve space travel.
52 Objects in Space
Infrared information, such as the ship class or origin of a vessel, the
Detecting infrared radiation is handy for determining types of engines used, and so on.
temperature. While any wavelength may provide this
information, infrared light has the most useful wavelengths Gravity Detection (the La Verrier Technique)
for determining temperatures that are near the survivable
Gravity detection requires CPU TL 9. This is not a sensor
range of water-based life; an object will tend to glow
device in and of itself; rather, the computer accumulates
at shorter and shorter wavelengths when hotter, while
extremely precise position data from various sources,
most objects (including cool ones) will “glow” at longer
and infers the effect of minuscule gravitational forces on
wavelengths such as radio.
the positions of those objects; from there, it calculates a
solution of masses and positions that could explain all of
Visible Light & Ultraviolet the observed forces. It is only useful for detecting large
In short, visible light is electromagnetic radiation between bodies, and cannot provide any information other than
the wavelengths of 390 nm and 700 nm—visible to approximate mass and location. At CPU TL 9, celestial
most species which evolve under yellow sunlike stars. bodies (dwarf moons and larger) can be detected and
Ultraviolet is a shorter wavelength than visible, down to charted using these sensors, and no test is required; with
about 10 nm, and is visible to some species. Ultraviolet this technology only a few hours of observation are needed
radiation can cause surface/skin burns in some species in order to completely chart a solar system after arrival.
(including Humans). At CPU TL 11, E-class vessels can be detected; the threshold
for their detection is (10 - BOD).
Ionizing Radiation (Gamma Rays, X-Rays) Observing movements for a longer period of time can
The shortest wavelength of radiation is also the most reduce the required CPU TL of the test. Consult the following
energetic, and the most dangerous. Ionizing radiation is table to find the amount of the reduction. Making
the kind of radiation that carries with it enough energy to long-term observations is what allowed people before
damage DNA, potentially causing cancer and other forms proper computers even existed to work out the positions
of radiation poisoning. This is the kind of radiation that is of as-yet-undiscovered planets in the outer solar system,
referred to by the RAD environmental attribute. as Urbain La Verrier had done in the 19th century to predict
the existence of Neptune by observing perturbations in
Laser Microphone Uranus’s orbit.
Based on a spy gadget available since the 20th century, a
laser microphone reflects a beam on the hull of a ship to 1 month -1
detect the vibrations of the hull and hear the activity inside. 6 months -3
When used on any vessel, very useful information such 1 year -5
as engine and weapon status can be deduced from these
5 years -6
vibrations; the threshold for perceiving such information
is 4, and the vessel must be in Rendezvous Range. Picking 10 years -7
up on conversation and other noise made by the occupants
of a vessel is much more difficult thanks to the layers
of thermal and atmospheric insulation on a vessel; this Particle Sensors
threshold is 7 for C-class vessels and below, and 10 for
D-class or above. (Each of these thresholds is reduced by 2
Neutrinos
if the vessel has no other ambient noise present, such as if A neutrino telescope is one of the few pieces of equipment
the engines and life support are disabled.) that can see through celestial bodies. Neutrinos are
emitted almost exclusively by nuclear reactions, and pass
through nearly all matter—planets included—while
Spectrometer rarely interacting with it. Stars are naturally the largest
A spectrometer gathers light from the target being source of neutrinos, and at PHY TL 5, a neutrino scope can
observed and determines the elements that comprise it. detect stars through planets. However, at that TL, neutrino
Different elements have emission spectra (for light sources) scopes are a massive and heavy piece of equipment. Due
and absorption spectra (if the light passes through or to practical limitations and the fact there are much easier
reflects off of something, such as atmosphere or surface), ways to tell a star is in the system, neutrino scopes at that
and it is common practice to analyze these spectra to level are generally only placed on scientific research and
determine the elements present. This may lead to valuable charting vessels.
Objects in Space 53
At PHY TL 7, while still large and heavy, they become While warp bridges are singularities and create relativistic
sensitive enough to detect fusion reactors of large (E-class) (time dilation) effects, these effects are small to the point of
vessels (as well as fusion reactors on the surface of planets, infinitesimal on the scales at which they are interacted with.
and nuclear explosions), and become useful to the military Long before any ships can get close enough to the event
to become a standard sensor on capital ships. At PHY horizon to experience time dilation, the tidal forces of the
TL 9, there are small detectors (installable on C-class or black hole will destroy the ship.
larger vessels) that can detect E-class reactors, and larger
(installable on D-class or larger) detectors become sensitive Appearance
enough to detect D-class reactors. The threshold for The first thing one sees when approaching a warp bridge is
detection of any of these reactors is (10 - BOD) if the vessel is a faintly pulsating ring—the stabilizers. Every warp bridge
in the lowest Size Class the sensor is capable of detecting. has between 3 and 8 tiny objects orbiting around them in
The resolution of neutrino scopes remains poor regardless an incredibly tight, fast orbit at about a 1 kilometer radius.
of tech level; it is not able to discern the exact position of They are so named due to the theory that these objects
the objects it detects in any more detail than “somewhere somehow stabilize the singularity from evaporating away
behind that planet.” Fleets of ships are also indistinguish- due to Hawking radiation. The mechanism by which the
able, and tend to read as one large neutrino source. Once stabilization occurs is unknown.
neutrino scopes become common, backup non-nuclear These stabilizers orbit at blindingly fast speeds, appearing
generators and capacitors are often installed in ships meant to most eyes to be simply a solid, light-colored ring. Their
for stealth; since neutrinos are only emitted in nuclear orbital velocity is over 600 km/s, and they fly around
reactions, non-nuclear vessels or those whose reactor is the singularity roughly 100 times a second. This makes
powered down are invisible to neutrino scopes. encountering them or targeting them with weapons
All neutrino scopes are capable of detecting the imminent essentially impossible, though even the few times a
explosion of a supernova several hours prior to its apparent weapon has succeeded at hitting one, it has dealt no
explosion. A supernova explosion begins at its core, and the discernible damage to the stabilizer, only catastrophic
light and energy from that reaction takes many hours to damage to the impactor.
reach the surface, bouncing around among the matter that The singularity in the center creates a lensing effect,
makes up the star. The neutrinos, meanwhile, pass right bending light around it with its gravity. Due to the small
through that matter, providing an advance warning of the size of warp bridge singularities, this effect is nearly
supernova. impossible to notice visually until you are right on top of it;
the lensing effect is only about 50 meters wide. (The event
Warp Bridges horizon of such a small singularity is just a few meters.)
54 Objects in Space
surge was not enough to knock any planets out of orbit, directions. There is a black hole at the center of the thing,
but it did destabilize the orbits of a number of asteroids after all, even if it is a small one.
and moonlets. The orbit of Fazon, a moon in the Mintaka
A single Junardm can transit approximately 10,000 metric
system near the Sirius bridge, was significantly widened in
tons through the bridge, or a ship up to D10 in its BOD rating.
the incident.
This is approximately one-third of the maximum capacity of
Following the gravity surge, the stabilizers’ behavior began a normal warp bridge.
to change. Within a few hours, the orbits of the stabilizers
When traversing a bridge, the vessel may approach at any
(on both ends of the bridge) were elliptical and highly
velocity. The direction of travel must be directly towards
eccentric; a few hours longer and the familiar 2km pulsing
the center of the singularity and, on approach, the Junardm
ring shifted to a 4km-wide rosette shape, until finally the
must be facing the singularity. During approach, the
periapsis of the stabilizers dipped inside the event horizon,
Junardm creates a glowing blueish field in the shape of an
and they vanished. The singularities on both ends of the
elongated hemisphere encompassing the ship. A fraction of
bridge remained, but never functioned as a bridge again.
a second before the Junardm contacts the singularity, the
There is evidence that at least one other warp bridge in the field flashes, contracts within the Junardm (taking the mass
Orion Arm Network has also been destroyed at some point. of the vessel with it), and then finally the Junardm shrinks
A singularity about the right size to be a warp bridge—one and disappears into the wormhole. On the other side, the
without a ring of stabilizers—is known to exist in the Sirius Junardm appears first in a flash, and the remainder of the
system. It is suspected this was once a warp bridge that ship flashes into existence a fraction of a second later, with
collapsed long ago, in the same way the Sirius-Mintaka the Junardm facing the wormhole from which it emerged.
bridge collapsed. This singularity, however, has been found
in a far different orbit than the other warp bridge singular- Origin of the Warp Bridges
ities. This suggests to some that the similar size to the warp What do we really know about the origin of the warp
bridges is a coincidence. To others, it suggests the orbit bridges? Not much. The most obvious point is that they
of this singularity was destabilized after it lost its ring of were constructed by an incredibly advanced civilization,
stabilizers, lending credence to their assumed functionality. one that no longer exists. The stabilizers are an advanced
Debate rages. technology that does not grant much useful information,
especially given their inaccessibly tight orbits. Even the
Junardm: Bridge Traversal Device Junardms (the exact origin of which is shrouded in secrecy
Making use of a warp bridge requires a particular piece by the Bactaran House Torme, which supplies them) are
of equipment called a Junardm by the Bactarans. These too advanced for us to be able to reverse-engineer anything
devices are incredibly advanced and not easy to come by. In useful out of them. There are, however, some hints to the
general, only Bactarans have access to them at all (selling origins buried in the subtleties of the network itself.
them to other species at high cost), and they keep their
As the Orion Arm network was charted, astronomers began
source of the devices a closely guarded secret.
to notice a distinct lack of young stars as the parent bodies
The appearance of the Junardms is like nothing any of warp bridge endpoints. The youngest star system was
extant civilization has devised, making it clear to even just over 500 million years old, giving a possible limit to the
casual observers that Bactarans did not build the devices age of the network. As there are a number of prominent
themselves. The shape is a thick disc, plain metal on one nearby stars with ages from 10 to 200 million years which
side (the side which is welded to the vessel) and a complex, are suspected to make good candidates for warp bridges, it
shimmering, shifting pattern of blue and silver on the is believed that the network is approximately 200 to 500
other. It is made from an alloy of metals known in no other million years old.
technology.
There is evidence that the network was created by life
Misusing a warp bridge is certainly possible: trying to enter forms that are chemically similar to most of the known
one without a functioning Junardm, entering at the wrong life forms—that is, dependent on chemicals like carbon,
orientation, or failing the required Pilot test will all result and liquid water. Nearly every warp bridge is located in
in extensive damage to the ship from the singularity’s tidal a system that has a planet or moon that provides these
forces, if not outright and immediate destruction. Much of conditions. The few exceptions to that rule may provide
the debris will be absorbed into the singularity, and other further evidence for the age of the network—Drysar being
debris will be flung out at extreme speed in mostly random a prime example.
Objects in Space 55
Drysar has no planets in its inner solar system. Drysar is a
white dwarf, the remnant of a red giant that exhausted its
fuel; it is accepted that during the time the star was a red
giant, any planets in its inner solar system (what used to
be the star’s habitable zone) were swallowed by the star.
The star became a red giant about 250 million years ago;
if there ever was a habitable planet in that system, it has
been gone at least that long.
Another warp bridge, dubbed Overview, is a rogue body
(that is, not orbiting a parent star) high above the plane of
the Milky Way. Tracing its path backwards through time
suggests the singularity was gravitationally ejected from
the plane of the galaxy between 50 and 100 million years
ago; and thus the network must be older than that.
Although the advanced technology used makes it less than
certain, there is no evidence to suggest the civilization that
built the network had any other form of faster-than-light
travel (indeed, there is no evidence that FTL travel is even
possible aside from wormholes). Thus, it is believed the
network itself must have been constructed at sublight
speeds. The size of the Orion Arm Network spans about
2000 light-years, suggesting that the civilization had that
level of technology for at least that long (or likely longer)
before it fell.
The evidence suggests that, nearly half a billion years ago,
there lived an advanced carbon-based civilization that
spanned the Orion Arm. Some civilization-wide calamity
caused not only their extinction, but the eradication of
most of the physical evidence they ever existed—except for
the warp bridges themselves.
56 Objects in Space
actions as well (take more actions on the same turn, at a
Combat 57
If the targeted team meets but does not exceed the Declaring Your Action
ambusher’s hiding hits, or decides to proceed into the The player’s first perogative is to declare their Action. The
ambush regardless, then combat begins normally, with all listed actions below are all available, and are described
parties rolling Initiative. Remember the ambushers begin later in this chapter.
with INT in their IP Bank prior to rolling.
Free Actions : Walk, Communicate, Gesture, Observe,
Release Object, Drop Prone, Point Weapon
Resolving Initiative Ties
Often, two characters will have the same Initiative score. Simple Actions (1 IP): Draw Weapon, Reload Weapon Clip,
When this happens, players always win ties over NPCs. Fire Simple Weapon, Clear Recoil, Brace Weapon, Throw
Beyond that, ties are resolved by the highest Chutzpah, Object, Pick Up Object, Active Dodge/Parry, Take Cover,
then the highest REA, then the highest INT, and finally, by Hide, Manual Digital Macro, Stand from Prone, Clear
Coin Toss—or CRIT , to make it easy to remember. Senses, Run
Complex Actions (2+ IP): Crawl, Quick Draw & Fire, Burst
Initiative for Cores and Vehicles Fire, Full Auto Fire, Strike, Melee Weapon Attack, Brawl,
Cores and autonomy-capable vehicles have their own Grapple, Call for Surrender, Use Leadership/Tactics,
Initiative Banks for actions. These devices have two Derision, Wedge, Create Digital Macro
numbers listed for their bank—the smaller number is
how many IP they add every time Initiative is rerolled, Holding and Delaying Action
and the larger is the starting and maximum bank size. A player may choose not to act on their turn in one of two
Unlike character Initiative Banks, no dice are rolled for ways. They may Hold Action, deciding not to act at all for
this; the number is simply added, until the bank reaches this round, generally to save their IP either for a major
its maximum. Also unlike character banks, the core and action next turn or for dodging.
vehicle banks usually begin combat at their maximum
value, although there are situations where they may not. The character may choose to Delay Action. To do this, they
spend 2 IP and declare a particular Initiative value. When
Cores and vehicles use this bank both for actions taken that score comes up in the turn order, they will then take
autonomously and actions taken by the user. You may their turn as if that was their Initiative value. (They may still
think of the core or vehicle as being its own entity, but spend as many IP as they have in their IP Bank, even if it’s
one that needs to be explicitly ordered to do something. more than the value when they are acting.)
Each vehicle lists the types of control available (Physical,
Electronic, Remote, and Autonomous). For cores and
Making an Interrupt Action
vehicles supporting electronic or remote control, characters
A character may Interrupt another character’s Action
using this device must use a Digital Macro Action to do so.
after the Action has been declared but before the Action
To physically control a vehicle, a Manipulate Object Action
is carried out or a roll is made. Players (and GMs) are not
must be taken. The character must use his IP, and the core/
required to ask the table for Interrupts and wait for a
vehicle must spend its own IP as well.
response; it behooves off-turn players to be alert. Your
Cores and vehicles supporting autonomous control may group may decide on a “count of three” type of delay
act on their own in the same way as characters do, using between declaring an Action and rolling for it, to give other
their own banks as Initiative Banks. Autonomous objects players a chance to Interrupt.
have limited decision-making capabilities, and can only
In order for an Interrupt Action to be possible, the interrupt-
perform actions they are programmed to take until given a
ing character must have not acted yet in this round, and
command by their owner.
the Interrupt Action counts as his turn for that round. (If
In most situations, it will not be worth the trouble to track a the player chose to Hold Action or Delay Action this turn,
Core or vehicle’s IP Bank; they usually have plenty to spare. he may choose to Interrupt at this time; in the case of
If your party is going to be pushing one to its limits, it may Delay Action, he will not act later in this turn.) A character
be time to start tracking it, though. may not Blitz additional actions during an Interrupt. An
Interrupt Action may only be done if the Interrupting
Vehicles are assumed to use a Navicomputer (or a device
character can observe the currently-acting character. A
with the same Attributes) as their Core.
Perception test may be called for by the GM to confirm this.
After the Interrupt Action is resolved, the character who was
originally acting resumes his Action, unless the Interrupt
58 Combat
changed his ability to complete it. If he is no longer able to section on page 65 for details), but doing so means any
complete the Action, then the IP that would have been used further attacks will be defended with cover.
for it is not spent; however, his Blitz count is still increased
(so the next attempted Action’s IP will be further doubled).
Dodging Attacks with Splash Damage
A character may not move or drop prone during an Certain attacks, such as explosives, have a separate Splash
Interrupt (the character should consider Dodging instead, Damage code. If the weapon is being aimed directly at a
which supports these actions). Free Actions used during an target, the attacker may deal some Splash Damage even
Interrupt are treated as Simple Actions. Talking is limited if he does not meet the threshold set by the defender. If
to a couple of syllables (enough, for example, to shout, the attacker does not meet the threshold, then subtract
“Don’t shoot!” or, “He’s one of us!” This may call for a MAN + the number of hits from the threshold. Then, subtract this
INFLUENCE (LEADERSHIP) or other test to determine if the number from all values in the damage code of the weapon’s
Interrupted character will go through with his shot). damage. Whatever Splash Damage remains is resisted
normally (as Impact Damage).
Dodging in Combat Weapons with Splash Damage may affect nearby
Before an attack is rolled, the defender has a chance to characters or vessels as well. For Size Class A or B weapons,
set the threshold of success for that attack. This process “nearby” is usually within a few meters, probably Melee
is known as “bidding” for your defense, and it sets the Range. For larger classes, this usually means Docking Range
threshold which the attacker must reach in order to (see the “Guns and Ships” chapter on page 74), except for
succeed in the attack. Before anything else, the defender Size Class E, where it means Rendezvous Range. If another
must be aware she is being attacked, or the threshold is character is standing near the target, this character will
1; a free PER or PER + RANGED COMBAT (SNIPER) test by the be in Splash Damage from the start. They may spend IP
defender might be called for by the GM. to Dodge the Splash Damage before the attack is rolled.
If she is aware of the attack, she may then choose to spend Unlike the primary target, this character does not need to
(bid) any number of IP from her bank in order to attempt resist the hits rolled by the attacker; the defense threshold
to avoid the attack. For every IP she bids, the threshold is is subtracted directly from the Splash Damage code.
increased by her AGI, starting from 1.
Cover
The targeted character may choose to spend Chutzpah
to immediately add to her IP in order to be able to spend
more IP to Dodge. The targeted player (including the GM, if
the target is an NPC) may not see the attacker’s roll result
before deciding how many IP to spend Dodging, nor may
the attacking character change his mind about attacking
after seeing the defender spending IP (though he may, for
the sake of expediency, forfeit a roll that appears hopeless).
After the attack is rolled, the attacker counts up his hits; if
they meet or exceed the threshold bid by the defender, the
attack has succeeded.
Anytime one expects to be attacked by multiple assailants,
Fighter Behind Cover
it is wise to Take Cover (reducing the opportunities to get
attacked) rather than rely on Dodging. Multiple Dodges There are three levels of Cover: in the Open, Partial Cover,
will quickly wipe out the character’s Initiative Bank. and Full Cover.
Similarly, it is wise to use this tactic offensively, primarily
targeting the most threatening character, hoping to reduce In the Open, there is no modifier for either attacker
their ability to act. or defender.
Partial Cover means the defending character is behind
Dodge to Cover something that partially obscures them. Under Partial
A character may Dodge behind nearby cover as a part of Cover, the defender begins his Dodge threshold at 2 instead
their Dodge Action as long as they are spending at least 1 of 1, and takes a -2 dice pool modifier on any attacks or
IP to Dodge. This choice does not affect the current attack Observations made from this cover. If this cover could
(unless the attack is using an automatic weapon; see that feasibly cover the entire character’s body, then he may duck
Combat 59
behind cover when dodging, and be behind full cover for naturally cost any IP, when used as a Blitz Action, it will
any subsequent attacks. cost 1 IP. From that point on, its cost will double like any
other Action.
Under Full Cover, the defender is ducking completely
behind cover, making himself impossible to hit during
those times. A character under Full Cover cannot make any The Team Bank
free Observe Actions, and Bracing does not persist through
the act of ducking behind Full Cover. A character under Full
Cover takes a -4 penalty to attack and any attack costs 1
extra IP. He may be targeted by Interrupt Actions when he
pops his head out to shoot. If the Interrupt succeeds and
the covered character must Dodge, treat him as if behind
Partial Cover (and he may duck back behind Full Cover,
causing his attack to be canceled, while increasing his Blitz
modifier.) He may also be targeted by thrown or indirect
weapons (or weapons that can penetrate his cover) at a -6
dice pool modifier.
If a character is able to duck behind cover during a Dodge
Action, he spends IP to Dodge as normal. However, the
effect of automatic weapons becomes minimal (his
defense threshold is reduced by only 1, instead of the
normal reduction of “the number of bullets being sprayed”),
and the character is considered to be under Full Cover
immediately afterwards.
Blitzing
If a character has enough Initiative Score, he may take an
extra “Blitz” Action. This Action occurs immediately after
his main Action, before any other character’s turn. A Blitz
Action costs double its normal Action points or 1 IP if it was
a Free Action. All actions—Free, Simple, and Complex—
cause this doubling effect, and doubling is triggered even
if a preceding Action was Interrupted. (The only exception
are Free Actions that can be performed concurrently with
another Action.)
A character during his turn may Blitz repeatedly if he has
enough IP, each time doubling the number of points the
Action requires. The primary Action takes the normal
amount of points; the first Blitz Action takes double the
amount of points; the second Blitz Action takes four times
the normal amount; and so on. The order the actions are Team
taken determines which Action’s IP cost is multiplied, so it
is often sensible to execute more expensive actions first and
Adding to the Team Bank (Leadership
then Blitz simpler ones.
and Tactics)
All Simple and Complex Actions increase the Blitz If the group has a character that could be considered a
multiplier. Free Actions cause this increase only if the Free team leader, then they also have a Team Bank. This bank
Action cannot be taken concurrently with the next Action starts at 0, but can be increased by the leader using a
(for example, walking and shooting count as one Action; MAN + INFLUENCE (LEADERSHIP) test or an INT + TACTICS
however, if the intended target is around the corner, the (ANY SPECIALIZATION RELEVANT TO THE SITUATION) test, and
Walking must be completed first, then the Shooting adding the number of hits to the bank. Leadership may be
Action’s IP cost is doubled.) While a Free Action does not used repeatedly, but it takes a negative dice pool modifier
60 Combat
in the amount of the current value of the Team Bank—in these Leadership rolls, offering words of teamwork and
other words, it’s not possible for Leadership to increase the encouragement to the party.)
Team Bank beyond the size of its initial die roll, no matter
A character may only take advantage of the Team Bank
how lucky.
if he has a means of coordination with the team. Simply
A Tactics roll also adds to the team pool, but it may be made fighting on the same side is not enough; they need to be
by any strategist who is endorsed by the team leader. Any able to communicate with and understand the team leader.
particular Tactics Specialization may only be rolled once If a new character joins combat after the Team Bank has
in a given situation, and only when the team’s current already been established, the team leader will have to
strategy is appropriate to that Specialization. However, make another Tactics or Leadership roll to loop them in on
there may be multiple usable tactical situations applicable the strategy and allow them to use the Team Bank.
to one combat, and they can each be rolled once. Thus, the
team’s strategist must pay close attention to the fight and Adding to the Team Bank (Leaderless)
decide carefully how best to instruct his team as the battle
If a team has no one that may be considered a leader, they
rages on. It may be appropriate to begin with one combat
may still take advantage of the Team Bank by coordinating
strategy and shift to another to take advantage of more
directly with each other. (This option is available to teams
Tactics Specializations.
with leaders too, but is rarely useful in that scenario.) On
Only one character may be considered the leader at any their turn, a character may use their Free Action to talk
given time. A different character may at any time make a to some other member of their team, coordinating some
Leadership test to attempt to become the new Team Leader, teamwork-based Action or offering a status report. At the
with each hit removing one point from the Team Bank. If end of the character’s turn, if the current Team Bank value
the new leader has hits remaining, she is now the team is less than the acting character’s CHA, 1 hit is added to the
leader, and the surplus hits are the new Team Bank. The Team Bank. Additionally, coordinating in this way prevents
new leader may begin using Leadership as normal, and all the Team Bank from eroding after this character’s turn
Tactics Specializations are reset. (see below).
Combat 61
“Act As A Unit” Unorthodox Tactics
When a leader gives a command, he can choose to spend 2 A character or team may decide to use unorthodox,
IP to order his team to Act As A Unit. Each teammate who unpredictable Tactics against the enemy, throwing the
has been given this command should (but is not required enemy off guard. Any Unorthodox Tactic is unorthodox for
to) hold their Action until the last team member would act; a reason—it is generally suboptimal. However, when the
when the leader has given this command, this held action Tactic is unexpected, the opponent will often be caught
does not cost the teammates the usual 2 IP. Then all team unawares. Many defenders will be caught completely off
members act sequentially, one immediately following the guard by Unorthodox Tactics, but experienced strategists
next, to achieve a specific goal. will anticipate alternative Tactics and plan for them,
potentially putting the attacker at a bigger disadvantage
Calling for Surrender than they were before.
A team leader may call for the surrender of the enemy; Unorthodox Tactics might include running across the
the enemy may or may not surrender based on the ceiling using mag-boots rather than the generally accepted
circumstances of the fight. The leader calling for surrender “floor,” or aiming at an explosive fuel canister next to the
rolls MAN + INFLUENCE (LEADERSHIP), and the combat target instead of the target itself, or using improvised
situation determines the threshold. The threshold for a weapons the enemy does not expect you to have.
surrender test is determined by the following:
When employing an Unorthodox Tactic, both the offense
ʝʝ S tart with the enemy’s TEAM BANK + NUMBER and defense will suffer a penalty. The offense will
OF ACTIVE TEAMMATES. This includes enemy suffer a penalty on the attack roll based on how many
teammates which the leader calling for advantages must be sacrificed in order to employ the
surrender may not know about. Tactic—usually about -1 to -3, determined by the GM. The
defense’s Initiative or Team Bank (depending on the type
ʝʝ S ubtract the friendly TEAM BANK + NUMBER
of tactic being used) will take a flat -4 modifier, and then
OF ACTIVE TEAMMATES. This is the number of
the defender (or defending team’s leader) may make an
fighters perceived by the enemy, and may be
immediate, free INT + TACTICS (STRATEGY) roll. The number
higher or lower than the actual number.
of hits on this roll is then added to their Initiative or Team
ʝʝ Add the average WIL of the active Bank. This bonus need not be capped to the initial penalty.
enemy team (round up) × 2 If the Strategy roll is very high, the “surprised” opponent
may take advantage of the Tactic to turn the tables on the
ʝʝ Subtract 2 for each enemy that has been killed.
attacker. Unorthodox Tactics may be a dicey proposition.
ʝʝ T he GM may raise or lower the threshold
for other factors (including the resolve of
the team, the perceived consequences of Range and Movement
surrender, and so on), usually not totalling The Afterverse combat system does not rely on specific
more than 3 points in either direction. measurements of distance or calculations of line of sight,
This can be shortened to (TEAM SIZE DIFFERENCE + TEAM but rather focuses on several Ranges, all of which are
BANK DIFFERENCE) - (TEAMMATES KILLED) × 2 + (AVG WIL) × 2. always relative to specific targets. Moving around within
the same Range is considered a Walk Action; moving from
If the above formula results in a negative number, the one Range to another requires either two Walk Actions or
enemy team is likely to offer their surrender without even a Run Action, unless the originating Range is Melee or in
being asked. Individual enemy teammates with particularly Cover; those require only a single Walk Action to exit.
low WIL may attempt to retreat before this, if the option is
available. The exact delimiter between different Ranges is always
subject to the GM’s discretion. Note that while the combat
The most effective ways to improve the odds of a obtaining system does not rely on specific distances, your situation
a surrender are to prime them for it using the Wedge might: the GM might require you to run 50 meters to flip a
Specialization to reduce their Team Bank; to make switch, for example.
yourselves seem more numerous than you are; and to kill
some of their party. There are four primary Ranges: Melee, Standard, Long, and
Sniper. A fifth Range, Cover, is special, and dependent on
directionality.
62 Combat
Melee Range By and large, if multiple characters are in the same Cover,
Every character has a “Melee Range” that surrounds them. they are also within Melee Range of each other.
This Range is only a couple of meters, generally, and could
best be described as “close enough to be punched.” If
two characters are this close to each other, their Melee
Melee Combat
Ranges will merge into one Melee Range. In other words,
if characters A and B are in Melee Range, and character Striking
C runs and attacks B, character C is now automatically The standard unarmed Melee attack uses an AGI + MELEE
within Melee Range of character A as well as character B. If (STRIKING) roll. This includes a free Run Action, allowing
character D then attacks C, all four characters are in Melee the character to move into Melee Range from Standard
Range of each other. Range before attacking. If the attack succeeds, the
damage code for the “weapon” (fists, etc) is (BOD) I, dealing
Ranged weapons are at a disadvantage when in Melee
Impact Damage.
Range. Any character attacking another character within
Melee Range with any Ranged weapons take a -2 dice pool
penalty on the attack test, and any Ranged weapons that Melee Weapons
are braced take a -4 dice pool penalty.
Standard Range
Most combat takes place at this Range. At this Range,
attacks with Ranged weapons take no penalty. A character
in Standard Range may, at GM’s discretion, use either a
Walk or Run Action to move in such a way as to negate
Cover against them.
Long Range
Long Range starts at around 30 meters from a target and
extends to a few hundred meters. At this Range, attacks
with Ranged weapons that are not braced are at a -4 dice
penalty. At the GM’s discretion, typically multiple Run
Melee Weapons
Actions will be required to negate a target’s cover from Long
Range, if it’s possible at all. All of the weapon-based Melee Specializations are treated
the same way Striking is, giving a free Run Action. They
Sniper Range use the Specialization appropriate to the weapon and, if
Sniper Range starts a few hundred meters from a given successful, use the weapon’s own damage code.
target and extends up to several kilometers. At this Range, Unlike fists, many weapons have a Reach Attribute. If they
attacks with Ranged weapons that are not braced are do, the attacking character may choose to remain just
not possible. Attacks with Ranged weapons without a outside Melee Range, preventing their opponent from
sight or some other form of aim assistance are at a -4 dice dealing more damage with Brawling (limiting them to
pool penalty. the less powerful Striking Actions). (Whether this is taken
advantage of or not, the weapon’s Reach still applies to the
Cover as a Range defense threshold as described in the Reach section below.)
Cover is a special “Range” that is a modifier on top of other
Ranges. See the “Cover” section on page 59 for details on Brawling
how Cover affects the ability to attack or be attacked. There If the character is already within Melee Range of the
may be many “Cover” Ranges, one for every section of Cover target, he may use an AGI + MELEE (BRAWLING) roll to
that is separated by an open area. What constitutes a given attack unarmed. This does not allow the character to move
Cover Range may shift as enemies move around. Moving anywhere unlike a standard Melee attack. The defender’s
into Cover is a Run Action as normal, but moving out of threshold is reduced by the total number of characters
Cover is a Walk Action. Moving from one Cover area to in Melee Range (2 at minimum, but possibly more), and
another Cover area nearby is a single Run Action.
Combat 63
the damage dealt is increased by the same number. A Reach in Combat
character with Brawling is made more effective with more A Melee character’s Reach is primarily defensive. If a
Melee fighters. character holding a Melee weapon is Dodging or defending
against a Melee attack, the defender can use the weapon’s
Martial Momentum Reach to keep the attacker at a distance. The attacker’s
All Melee attacks, successful or otherwise, against a single Reach (if any) is subtracted from the defender’s Reach, and
target contribute to the Martial Momentum Bank. The the defender adds the resulting number to his AGI when
amount added to the bank is the same as the amount of bidding for the threshold for the attack. If the attacker’s
IP spent on the Action, including Blitz modifiers. (If using Reach is higher than the defender’s, then there is no effect.
counters to track banks, it’s helpful to simply move the
Because the Strike Action includes a free Run Action,
counters from the IP to the Martial Momentum Bank.) The
distance on the scales of less than a few meters are
value is capped at the character’s BOD Attribute. This bank
generally immaterial when it comes to Melee combat,
adds its value to the first value of any attack’s damage code
rendering Range unimportant for attacking. So, in most
(just like surplus hits do). The bank is cleared if you do not
cases, a weapon’s Reach does not help when attacking,
attack during a combat turn or switch targets.
except in countering the defender’s Reach. However, if a
character is unable or unwilling to move (for example, if
Grappling he wishes to take advantage of the Brick Wall Quality), he
When attempting to take down or incapacitate the target, a may attack enemies that are within (HALF REACH, ROUNDED
character may use the Grapple Action. The attacker must be UP) meters of his current position, including any that have
in Melee Range before beginning this Action. He rolls AGI been engaged in Melee combat with him in their most
+ MELEE (GRAPPLING), resolved like a normal Melee attack, recent turn.
except the starting threshold is (TARGET'S BOD - ATTACKER'S
BOD) (minimum 1). If the attack succeeds, rather than
damaging the target, the target is grappled, and cannot
Ranged Combat
take any physical actions other than attempting to break Combat at Range uses the appropriate Specialization to the
free of the grapple. If the grapple was a Critical Success, the weapon with AGI + RANGED COMBAT, and the base Damage
grappler is still able to perform physical actions. Otherwise, Value is listed with the weapon.
he is entangled along with his target. The attacker’s surplus
hits are placed into a Grappling Bank.
Recoil
The target may attempt an Escape Grapple Complex Action Every firearm has a Recoil Value. For every bullet the
on his turn. This Action is resolved like an attack against character fires from a weapon, that weapon’s Recoil Value
the grappler. The grappler may “defend” by spending IP to is added to the character’s Recoil Bank (note that this is
add BOD to the defense threshold (much like spending IP to per character, not per hand or per weapon). If a weapon is
add REA to the defense threshold in a normal attack). Every braced, then the amount of Recoil being added to the bank
surplus hit by the grappled character on this test reduces in a given firing Action may be reduced by the weapon’s
the Grappling Bank by one; if it is reduced to zero, the Bracing Attribute (to a minimum of 0).
character is free from the grapple.
For characters who are grounded (in an environment
with GRV of 1 or more, or using magnetic boots or some
Throwing from Grapples other means of stabilization), the following rules apply.
Once grappled, the target may be Thrown. The thrower rolls Whenever Initiative is rerolled, all characters with a Recoil
AGI + MELEE (THROWING) while the target sets the threshold, Bank remove 1 point from it. The Clear Recoil Action may
spending IP to add their BOD. If the thrower succeeds, the be used to completely clear the recoil accumulated to that
target becomes prone and the thrower may choose either point. (Note that Clear Recoil cannot be used in the same
to reduce the target’s IP by the net hits, or to deal BOD + round as any Action that generates recoil, or its effect is
NET HITS Impact Damage to the target, resisted normally. If nullified.) If the accumulated Recoil exceeds a character’s
the thrower fails, the target may immediately make a free BOD, the surplus is applied as a negative dice pool modifier
Escape Grapple Action. on all physical actions.
64 Combat
Recoil in Space example, then the defender’s threshold (after spending
For characters in low- or no-gravity environments without his IP to defend) is reduced by 5, to a minimum of 0. The
stabilization, the following rules apply. The accumulated defender may take this information into account only if his
Recoil applies as a neagtive dice pool modifier directly character knows enough about weapon design to recognize
(BOD is not involved). Recoil does not reduce on its own, the automatic weapon.
regardless of time or rounds passed. If the character has If a character, during his Dodge, hits the deck or ducks
any kind of thrust available, he may thrust to remove recoil, behind Full Cover, then all subsequent bullets are wasted
using 5 ΔV for every point removed from the Recoil bank. (unless the Cover can be destroyed, of course). The defense
If the character collides with any object (such as a passing threshold in this situation is not reduced, and the character
ship), any Impact Damage he receives will be increased by cannot be directly targeted by further attacks. However, the
the accumulated Recoil, and the Recoil Bank will be zeroed targeted character will need to emerge from cover to fire
out. Finally, the recoil itself will actually accelerate the back. (See Cover on page 59.)
character in the opposite direction, the effects of which may
If the attack succeeds, the defender takes damage as if from
be determined by the GM.
a single bullet, with net hits adding to the damage code as
A character may attempt to use Recoil as thrust, making an normal. If an attack with an automatic weapon is a critical
AGI + SCIENCE (PHYSICS) test, with a GR of +3. The character success (able to succeed using only sixes), the attacker may
gets HITS × RECOIL ATTRIBUTE × 10 ΔV. The GM should not choose to have every net hit deal the damage code (with no
ignore the fact that projectiles have been fired in the other bonus), each hit resisted separately by the defender—this
direction—although, unless the character is right next is devastating, and often a death sentence. If the attacker
to a vessel, this is unlikely to be a significant factor. If the chooses this, the critical success may not be used to affect
character is firing a weapon of a larger Size Class, the ΔV the damage effect itself when the defender resists damage.
gained is doubled for each Size Class above him.
Design Attribute & Weapon Maintenance
Bracing
Some weapons are designed to be braced against some
part of a character’s body. They may have a shoulder stock,
an arm sling, a tripod or mount, or use a second handhold
to stabilize them. If a character’s weapon has a Bracing
Attribute, he may use a Bracing Action (1 IP) to set up his
shot before firing and add the Bracing Attribute to his dice
pool. In addition, when bracing, the total Recoil for any
firing actions taken while braced is reduced by the Bracing
Value. (Note that this reduction is per firing Action, not
per bullet; see Automatic Weapons below.) Bracing lasts
until the character stops training the weapon on a target,
including when using a Clear Recoil Action or Dodging.
A character may continually hold their Bracing modifier
as they move only by duck-walking, which is slower than
normal movement. This causes the Walk Action to be Field Stripped Gun
a Simple Action (costing 1 IP), rather than a Free Action,
and Run actions are not possible. Additionally, firing at a Many weapons have a Design Attribute. If this Attribute is
different target while braced costs 1 additional IP. Both of positive, this value acts as a dice pool bonus anytime the
these costs affect the cost before any Blitz multiplication weapon is used. After every combat situation, the dice pool
is calculated. bonus is reduced by 1, to a minimum of 0. If the Design
bonus is reduced to 0 in this way, the Glitch Risk when using
the weapon is increased by 1.
Automatic Weapons
Some weapons have an AUTO Attribute. If so, the weapon This effect can be countered by maintaining the weapon
can fire multiple rounds with a single Action, all resolved properly. To maintain a weapon, the character makes a test
as a single attack. The threshold of the defender is reduced using INT + RANGED COMBAT (FIELD STRIPPING) for Ranged
by 1 for each bullet fired beyond the first (or in other words, weapons or INT + CRAFTING (MELEE WEAPON CRAFTING) for
by AUTO - 1). If a Battle Rifle fires 6 bullets in an Action, for Melee weapons. The threshold for this test is the current
Combat 65
Design Value itself. Any net hits above that add to the in addition to the one being targeted, the threshold is
weapon’s current Design Value, to a maximum of its decreased by one.
original Design Value.
If firing an automatic weapon into a group in Melee range,
If the weapon’s original Design Attribute is negative, the ignore the above rules as well as standard automatics
weapon is simply unwieldy, and incurs a negative dice pool rules. Instead, treat the weapon as if it has splash damage,
modifier. However, the above weapon maintenance rules with the targeted character receiving the normal amount
only apply to weapons with a positive Design Attribute. of damage and each other character receiving half of the
normal damage as the main damage.
Thrown Weapons & Scatter
A character has three options for throwing an object: Toss, Size Classes
Throw, and Hurl. In any case, they roll AGI + ATHLETICS
(THROWING) to determine their accuracy. If throwing at A full-size carrier can be very different to operate than a
something or someone capable of dodging, the target may single person, and the size classes reflect this. These rules
spend IP to Dodge, and increase the attacker’s threshold apply to any combat or time-sensitive situation involving
as normal. If a thrower would succeed with the normal entities of different scales. When dealing with a situation
threshold, but misses due to the Dodge, the Thrown Object between objects of the same Size Class, no changes are
does land at the intended point and Scatter is not applied; needed: two capital ships fighting are treated more or
the target is just elsewhere when it does. less the same as two Humans fighting, in terms of turn
management and damage calculation.
Toss allows the character to toss an object up to AGI meters;
the threshold is 1, and it is a Free Action. Throw allows The active Time Class of any encounter is based on the
the character to throw an object up to AGI × 4 meters; the smallest object being controlled directly by a player (or
threshold is 2, and it costs 1 IP. Hurl allows up to AGI × 10 being focused on by the GM), and uses the same scale
meters; the threshold is 4, it costs 2 IP, and adds 1 to the GR as the Size Classes. If a fleet of fighters is being issued
of the test (it is easy to lose your balance when throwing as commands by their carrier’s captain, their Size Class will not
hard as you can). The object being Thrown must be at least be considered; however, if a player character (or important
one Size Class smaller than the thrower. NPC) then starts piloting one of the fighters, the Time Class
of the battle may change. The Time Class of an encounter is
Some factors can alter these distances. The above determined at the beginning of each combat round.
paragraph presumes everything involved is Size Class B,
and at normal Earth gravity (GRV 4). If the object being When entities of different size classes engage in combat (or
Thrown is of a higher Size Class than the thrower, the any other time-sensitive situation), the larger class object
thrown distance should be halved. If the thrower is not will be slower, but more powerful. Starting from the Time
Size Class B, either halve the distance (class A), or double it Class of the encounter, for each size scale larger, any Action
for each Size Class above B. Finally, for GRV values besides that entity takes has its IP cost doubled; the IP cap of all
4, multiply the distance by 4 ÷ GRV; if in free fall, there is such objects is doubled, but the IP replenishment rate is
no real throwing distance limit. However, while throwing unchanged. This doubling is cumulative and exponential.
distance increases in low gravity, accuracy does not; the If an entity is two levels higher than the Time Class of the
Throwing dice pool is reduced by as much as half if the encounter, it takes 4 times the IP.
targeted distance exceed standard (GRV 4) throwing Ranges. Smaller objects are harder for larger ones to hit. For every
If a character fails this roll, then the object lands in a level difference in Size Class, the defense threshold for
random position a bit away from the intended point. the smaller one is increased by 2 before any Dodge or
The number of meters away is generally the same as evasion is done; this is cumulative per Size Class between
the AGI multiplier for the given Throw Action (1, 4, or 10) them, though not exponential. The inverse is true for
for each hit short of the threshold, and the direction is smaller vessels targeting larger vessels. The larger vessel’s
randomly chosen. starting defense threshold is reduced by 2 for each level. It’s
common for large vessels to simply ignore and soak smaller
vessels’ weapons fire, as attempting to Dodge has little
Firing Into Melee
effect, and their armor usually has no trouble absorbing
If firing a Ranged weapon at one character who is in Melee
the damage.
Range with one or more other characters, the threshold of
the attack is altered. For each friendly character in range, Perception Checks are generally not affected by the Size
the threshold is increased by one; for each enemy character Class of either the observer or the entity being observed,
66 Combat
with one exception. A small entity may “hide” by being Size Classes and Weapons
near to an entity of a larger Size Class, (“near” in this In general, a character is assumed to be using weapons of
case meaning within Docking Range). The visual or the same Size Class. They may also use smaller weapons
sensor interference from the larger entity will add 2 to without penalty, though the smaller weapon still deals the
the detection threshold for each Size Class difference lesser damage of its own class.
between the hiding vessel and the one being used to hide.
In addition, the smaller entity may Take Cover behind Using larger Ranged weapons is a different story, however.
the larger one using the Defensive Maneuvers Action by A character or vessel may use weapons one Size Class
the pilot or the Take Cover Action of an individual. The above themselves, with caveats. The test uses AGI + RANGED
threshold to counter either of these is similarly increased by (HEAVY WEAPONS) Specialization in place of whatever
2 per Size Class difference. Specialization would normally be used. If the weapon is not
mounted, the user will take a dice pool penalty of (10 - BOD)
Finally, when dealing with damage, all weapons made for a on the attack test as well as any movement test while
particular Size Class are made larger or smaller commensu- carrying it. Any recoil effect from the weapon is doubled. A
rate to that size. Accordingly, larger weapons’ damage character cannot carry more than one weapon of a higher
values are all doubled when attacking a smaller Size Class, Size Class at a time.
and all smaller weapons’ damage values are halved (round
down). Again, this effect is repeated for multiple size Using larger-class Melee weapons is not possible.
classes between two entities.
In general, operating large-scale machinery takes more NPC Groups
time, causing crew and ship to act as one at the ship’s larger
scale—for example, a Human piloting a starship will use Subordinates
the starship’s scale. If a smaller-scale entity than the current Often, major characters (including player characters, the
minimum temporarily enters play (for example, if the pilot senior staff of a starship, etc) will have many subordinates,
needs to rush to a different station), then the small entity but these subordinates are largely homogenous—a team
effectively has double their normal IP for every level below of engineers, of weapons experts, and so on—all working
the current operating scale. Large-scale machinery often towards one common cause. This cause generally requires
requires more people, too; these people are represented a certain number of teammates to achieve at all, such as
as Subordinates (see below), and the number required for the operation of D or E class weaponry, or repairs of a large
the task is usually implied by the crew size of the vessel in ship. In these cases, the leader of the subordinates may
question—if a ship is fully crewed, it has enough people for simply make a single Skill roll, representative of the Skills
all its stations. So, for example, the engineering crew of a D of his entire team. The subordinates do not act on their own
class vessel is represented by a single dice roll by the chief Initiative, only on their superior’s.
engineer, and this Action is taken on the D class time scale.
Hacking is special, and the time scales involved may be Squad Shortcuts
more fluid. General-purpose virtual actions should be Sometimes, the player characters will come across an
considered a part of the lowest Size Class involved in the encounter that consists of many squads of enemies. For
event. However, once actually hacking the system, the example, if several different starships are in combat, each
hacker needs to be acting on the same size scale as his one will generally have its own crew, and the senior staff
target (usually multiplying the smaller object’s IP to would normally each have their own Initiative Bank.
convert it to the larger one). The GM should consider that However, these crew members may not be homogenous
large-scale Hacking Actions are being rolled as abstractions or all working towards the same task, as with the
of a more involved process. What is a single Simple Action Subordinates above.
on the Colossal scale is effectively 8 standard-scale Hacking
Actions, the side effect of hacking a large, intricate network In this situation, only the leader’s or captain’s Initiative
with many security protocols. Similarly, the network Bank is tracked. On his turn, he rolls Leadership. For each hit
topology in such a case is an abstraction of a more intricate he gets on this test, one of his crew may take one Action (all
topology which would only be used if the hacker were to acting immediately, on the leader’s Initiative). The number
begin acting on a smaller time scale. of IP used by this Leadership roll is the highest single IP cost
of any Action taken by a subordinate. The captain may Blitz
Combat 67
another Leadership roll and Action combination, using the is injured or dead, or to check your six o’clock position.
same rules. Observing interrupts any Focus Actions in progress. Only
one Observe Action may be made as a Free Action in one
The same rules may apply outside of starship crews. A
round; however, a character may spend 1 IP to get an extra
large-scale combat scenario, for example, may have 100
Observe Action (up to a maximum of the character’s PER
NPCs among 10 squads, and these same rules may apply to
Attribute) and this will not contribute to the character’s
these squads.
Blitz count. It is not uncommon for one character to serve
If one member of such a squad is Interrupted, the entire as overwatch and spend a large amount of his Initiative
squad is “locked out” from Interrupting the Interruption. score simply watching and reporting the status of the battle.
An Observe Action simply triggers a Perception test. One
List of Actions Observe Action may be thought of as one “question” to
the GM about the situation (not including questions that
simply remind or clarify what the character already knows);
Free Actions
this may be detailed or general. The broader the question
Free Actions use no Initiative points, and do not increase
asked of the GM, the less specific the answer would be. If
the Blitz count if the Free Action can be handled
the player asks, “Can I see if any of the enemies are still
concurrently with other actions. It is usually only possible
alive?” and gets two hits on the test, the GM might tell him
to perform one Free Action in a given round, but the GM
all the enemies are down. If the player asks “Is the guy on
may allow multiple Free Actions if they do not interfere
the catwalk still alive?” in the same situation and gets the
with each other (e.g. walking and talking). If any of the Free
same two hits, the GM may tell him he can see the guy on
Actions require a test, the player should take a -2 dice pool
the catwalk is down, but is still alive.
modifier if multitasking.
Release Object
Walk
The character releases an object that is being held.
A character may move around within the same Range.
A character cannot Brace while walking. Drop Prone
The character hits the deck. If he was in Partial Cover before,
Communicate
he is now considered under Full Cover. He cannot move
The character can say a short sentence (around ten words
except by using the Crawl Action, until he stands back up.
or less), either into a microphone or commlink, or in person.
This also covers the use of a subvocal microphone, hand Point Weapon
signals (if the character’s hand is not otherwise occupied), The character points the weapon in the direction of a target.
Voran chromalinguistic communication, and most other This does not give any bonus to the shot, and generally the
forms of communication. only reason to point a weapon as its own Action rather than
just shooting the thing is to declare your intentions (or
Gesture
threaten or intimidate your target).
The character may gesture, communicating intention via
hands or body language.
Simple Actions (1 IP)
Execute Neural Digital Macro Draw Weapon
If the character has a commlink of any sort that can accept Draw a weapon from its holster or pick it up from a surface.
Digital Macro commands via a neural interface, he may use Included in the Simple Action are simple motions to get
one. Simple commands (e.g. “eject clip” or “change night-vi- a weapon ready to use, such as unclipping the holster or
sion mode”) are assumed to always be available. A more releasing the safety.
complex set of commands may be set up in the commlink
in advance to be able to be used as a Free Action, as long as Reload Weapon Clip
this macro is established prior to entering Initiative or by Any weapon with a clip may be reloaded this way.
using the “Create Digital Macro” Action.
Fire Simple Weapon
Observe It goes bang. This Action only covers simple weapons, such
The character may observe anything or anyone he can see as single-shot or semiautomatic guns.
(or hear, or otherwise sense) to determine its state. This
may be used to see if a door is open, if another character
68 Combat
Clear Recoil Run
As recoil penalties accrue, this Action may be taken to clear A character moves quickly, and may move between Ranges
the recoil faster than it naturally clears. Your character in one Action. Using a Run Action subtracts 4 dice from
shakes off his hands, repositions the gun’s stock, and any Stealth test rolled by the running character. A running
takes a moment to clear his head. Clear Recoil cannot be character’s starting defense threshold is increased by 1. Any
used in the same combat turn as the use of a weapon that actions taken simultaneous to running have 1 added Glitch
causes recoil. Risk. If running over unfamiliar terrain, the GR is increased
by 2 instead. (This GR does not apply to the Attack with
Brace Weapon free Run Action described below; for that, the GR is only
The character holds his weapon in such a way as to reduce increased by 1 if running over unfamiliar terrain.)
the impact it will have on him when fired—the stock on
his shoulder, both hands in their proper place, and so on.
Complex Actions (2+ IP)
See “Bracing,” above.
Combat Sense (2)
Throw Object A character rolls PER + TACTICS (OVERWATCH); for every hit on
The character throws an object that is in their hand. this test, they can know the IP Bank of any enemy character
(Note that the object must be in their hand. So, for they are aware of.
example, drawing and throwing a grenade are likely two
Simple Actions.) Crawl (2)
A prone character may move at his walking pace.
Pick Up Object
Pick up an object. Quick Draw & Fire (2)
A character draws his weapon and fires from the hip.
Active Dodge/Parry He takes a +2 GR on this attack.
The player chooses a Specialization of the Melee Skill from
Dodge, Unarmed Parry, Weapon Parry, or Ranged Deflect. Burst Fire (2)
The player rolls REA + MELEE (CHOSEN SPECIALIZATION). The The character fires a short burst of automatic weapons
hits rolled on this test are banked; this bank can be spent fire, between 2 and 5 rounds. The target’s effective Dodge
as if its hits were IP to Dodge or Parry as appropriate to the threshold is reduced by (NUMBER OF BULLETS FIRED - 1).
chosen Specialization, and this bank vanishes when the
Full Auto Fire (3)
character acts next (including Interrupts).
The character fires a long, sustained rain of 6 or more
Take Cover rounds. The target’s effective Dodge threshold is reduced
The character gets behind some nearby cover. In this by (NUMBER OF BULLETS FIRED - 1). See the section on
case, “nearby” means anywhere he could reach with a free automatic weapons for more details.
movement Action.
Strike or Melee Weapon Attack (with run) (2)
Hide A Melee attack strikes a target with a Melee weapon or with
Akin to Take Cover, except it requires a Stealth Check. unarmed combat. The player rolls AGI + MELEE (STRIKING
If successful, enemies will not know the character’s OR WEAPON). Included “free” with a Melee attack is a run
whereabouts. towards the target, meaning the character can run to
change Ranges and attack with a single Action, costing 2 IP.
Manual Digital Macro
Just like executing a Neural Digital Macro, except this Brawl (2)
requires manual interaction with the commlink, taking A Brawl attack is like an unarmed Melee attack, but without
longer than neural interaction. the accompanying Run Action—the target must already be
in Melee Range, and must not be parrying with any weapon
Stand from Prone that has Reach. The number of characters within Melee
A prone character stands up. Range acts as a modifier in this attack, both reducing the
target’s defense threshold and increasing the attacker’s
Clear Senses
Damage Value.
The Sensory Overload Bank is reduced. Roll WIL + MEDICINE
(COMBAT MEDIC); each hit on this test reduces the Sensory
Overload Bank by 1.
Combat 69
Grapple (2) people respond to damage differently. Electrical Damage,
When in Melee Range, the character engages in an attempt for example, will stun a Human, but will physically
to take down his target, generally without damaging them. damage a drone.
See the “Grappling” section on page 64 for details. Some weapons may deal multiple types of damage. Heavy
bullets, for example, may deal both Impact and Piercing
Escape Grapple (2)
Damage, in which case its Damage Code may read
When grappled, the character attempts to break free.
something like 6P 3I. A taser bullet might pierce armor, and
See the “Grappling” section on page 64 for details.
then deal Electrical Damage; its Damage Code might be
Throw Grappled Target (3) 3P 8E. If the quantities for each damage type are the same,
they will be written in a shorthand, like 6IE. If an attack test
When grappling, the character attempts to throw the target.
was involved with this weapon and the attacker got net
Call for Surrender (2) hits, the net hits are always added only to the first type of
The team leader may call for the enemy’s surrender. damage listed (i.e. the first letter). When applying multiple
damage effects, apply them in the order they appear in the
Use Leadership/Tactics (2) Damage Code.
The team leader may make a Tactics or Leadership roll to
improve their Team Bank. Applying Damage
Derision/Wedge (2) When damage is received, add surplus hits (any hits above
the threshold) to the first item in the Damage Code. Then,
A character attempts to reduce the Initiative Bank
do the following for each type of damage in the Damage
(Derision) or Team Bank (Wedge) of the enemy.
Code: 1. Adjust Damage Value based on size classes. 2. Find
Create Digital Macro (varies) the appropriate box in the Damage Types chart based
Creates a Digital Macro to be used by the Manual or Neural on the kind of target (Life, Machine, Vehicle) and type of
Digital Macro Actions. Creating the macro takes the same damage. 3. Apply armor resistance—subtract the value
IP as executing the actions via Manual Digital Macro would described in “Armor Resist” from the damage amount. 4. If
take (if creating it neurally, subtract two IP from the total any damage remains here, apply “Effect” as described. 5. If
when making this calculation). the attack could have succeeded using only 6s (rather than
5s and 6s), then ALSO apply the “Critical” Effect. (An Effect
like “Double F” applies to the Standard Effect) 6. Damage
Damage, Damage Codes, overflows according to the rules in the combat chapter.
and Healing Dismemberment : If the damage description has the
Damage is tracked by a set of damage banks. A biological “Dismemberment” Quality and 4 or more damage was dealt,
entity generally has two banks, a Physical Damage Bank the character loses a limb. If the damage dealt was less,
and a Stun Damage Bank. Many drones and vehicles have they lose something smaller, like a finger.
just a Physical Damage Bank, while large ships have a Note that a P (piercing) code will prevent all subsequent
System Damage Bank for each system plus a Waste Heat components of the Damage Code from being affected by
Bank. In each case, a given type of damage is represented armor. If P Damage is applied, act as if armor is reduced
by adding more hits to the appropriate bank. Death or (to a minimum of 0) for all subsequent values in the
destruction will generally occur when a Physical Damage same Damage Code. Other types of damage have special
Bank exceeds BOD × 2 hits, and unconsciousness occurs properties, but the most common types are Piercing
when the Stun Damage Bank exceeds WIL × 2. (For more and Impact.
information on how System Damage and Heat Banks are
handled, see the “Guns and Ships” chapter on page 74.)
Environmental Damage
Every weapon has a Damage Code consisting of a series of See the “Life Among the Stars” chapter on page 104.
alternating numbers and letters. Each number-letter pair
is a component of the code, and the components are dealt
with in sequence. The first component is always added to by
Sensory Damage
Some weapons are meant to overload the senses of your
any net hits above the threshold obtained by the attacker.
enemy. The “S” Damage Code puts hits into any affected
Each component has a type of damage, which can be target’s Sensory Overload Bank. This bank is a negative
seen on the table below. Different types of objects or
70 Combat
I P C A F R H X E
Impact Piercing Crushing Acidic Freezing Radiation Heat Explosive Electrical
Armor Resist Armor × 2 Armor Armor + (upper-ATM) Armor Armor + (low-TMP) Armor + (upper-RAD) Armor +(upper-TMP) Armor Armor
Take I Stun Take F Physical Take R Physical Take 2 × H Stun Take X Physical
All subsequent Take C Physical Damage Permanently Reduce Initiative Pool
damage Damage damage Damage Damage
Life Damage
For non-slicing
Physical Dismemberment at the end of the shattering; take level in Radiation subsequent Dismemberment damage; reduce
weapons:
Damage combat turn F ÷ 2 Piercing Sickness quality combat round until Initiative Pool to 0
Permanently reduce
Damage as well extinguished
Armor by P ÷ 2
Take P Physical
Take E damage to
Damage. If armor Take A ÷ 2
Take I ÷ 4 targeted system, as
Effect
is passed, all Take C ÷ 2 Physical Physical Damage. Take F ÷ 2 Physical Take X Physical
Machine Damage
Random system Random system damage each subse- Lose parts of the Shutdown & lose all
Double I at the end of the Immediate shutdown
destroyed destroyed quent combat round device IP bank
combat turn
until extinguished
Take F damage to
Take P damage to
Take I damage to targeted system. Take X damage Take E damage to
targeted system;
targeted system; Take C damage to Also, remove F points to targeted targeted system, as
Effect
Pressurization
damage additional damage on impact damage system
system
the targeted system.
Targeted system
recieves R damage
Damage repeats and is irradiated; any All electrical systems
Critical
modifier on any actions that require perceiving: any immediate damage) will then overflow to the Physical
Perception Checks and all physical attacks, for example. Damage Bank.
Having any hits in this bank may also cause a character to
Stun Damage is recovered every time Initiative is rerolled;
have to roll a Perception Check for actions that would not
the character may roll (WIL) dice, and remove that result
normally require one (such as Dodging or interacting with
from their Stun Damage Bank. (If in an encounter with
a device).
multiple size classes, this recovery is multiplied by the same
This Bank recovers naturally at a rate of 1 point per hour. It value as the Initiative result is.) It can also be recovered by
can be reduced by taking a Clear Senses Action. Roll WIL + using the Second Wind Chutzpah Action. If the character
MEDICINE (COMBAT MEDIC); each hit on this test reduces the was unconscious, the character does not regain conscious-
Sensory Overload Bank by 1. The Bank may also be reduced ness until the Stun Damage Bank is completely empty.
by hits on a single INT + MEDICINE (FIRST AID) test (further
If a character’s Stun Damage Bank is not empty, the bank is
tests will have no effect on this Bank).
added to the Glitch Risk of any mental Action they attempt
to perform.
Stun Damage
Stun Damage represents any sort of damage that is easy to
Physical Damage
recover from and does no lasting damage. Impact Damage
Physical Damage is potentially life-threatening. If the
codes against a biological entity deal Stun Damage, for
character’s Physical Damage Bank exceeds the character’s
example. When a character’s Stun Damage Bank reaches
BOD × 2, the character is considered to be “Bleeding Out”
WIL × 2, the character falls unconscious. Any further
(see below; note that the title of this condition does not
Stun Damage received (including the remainder of the
necessarily mean that blood is involved).
Combat 71
Physical Damage heals more slowly than Stun Damage. The character dies, and is beyond resuscitation, when this
After one day’s worth of rest (a full night’s sleep in a bank exceeds BOD + (MED TL × 2), where MED TL is any given
proper bed), Physical Damage may be healed by rolling doctor/medic’s culture’s MED tech level. A medic (with
(BOD) dice, and removing the roll result from the Physical even basic training) can keep a dying patient stable using
Damage Bank. Modifiers from the Fast Healer and Infirm the Stabilize Action (see below). Cryonics and stasis stop
Qualities apply to this, if applicable to the character. In additional hits from being accrued into this bank, and thus
addition, the GM may decide some injuries may heal faster may prolong a character’s life long enough to get them to
or slower. To do this, the GM simply adds or subtracts hits proper medical facilities.
on the recovery test. Additionally, the GM may decide
some injuries might not heal at all unless treated by a Using the Medicine Skill
doctor or medic.
When Physical Damage is being treated by a doctor or
If an entity’s Physical Damage Bank is not empty, this medic, the Medicine Skill is used. If the doctor/medic is the
bank is added to the Glitch Risk of any physical Action they one needing medical help, and they are conscious, they
attempt to perform. may use the Skill, but with the Glitch Risk from both Stun
and Physical Damage Banks applied to the test.
Wound Penalties Stun Damage cannot be treated with Medicine, and must
When a character’s Physical Damage Bank exceeds BOD, simply be allowed to recover naturally (which, fortunately,
or if the Stun Damage Bank exceeds WIL, they will have a happens quickly).
wound penalty. There is only one wound penalty if both
conditions are true. Every action taken by a character First Aid
with a wound penalty will cost 1 additional Initiative
Triage may be used only once on a given set of injuries.
Point, which is calculated prior to any multiplication when
The doctor rolls INT + MEDICINE (FIRST AID), and the
Blitzing actions.
patient removes the result from the patient’s Physical
Damage Bank. This test takes one minute, or 6 IP if done
Unconsciousness during combat.
When a character’s Stun Damage Bank exceeds WIL × 2, the
Stabilize is the Action a doctor takes when her patient is
character falls unconcious. Most of the combat banks for
Bleeding Out. The test is INT + MEDICINE (FIRST AID); the
this character will be cleared to zero, including the Initiative
number of hits removed from the patient’s Bleeding Out
Bank, Recoil, Bracing, Martial Momentum, and more (at
Bank is equal to the number of hits rolled, and the Action
the GM’s discretion). The character does not roll initiative
takes one minute, or 6 IP if done during combat. This Action
for any new combat rounds, but if revived during a round,
may be repeated indefinitely until the patient is no longer
will immediately make a single initiative roll and may act.
in overflow damage. Note that the wounded character
The player may still spend Chutzpah to use any applicable
continues to accrue hits into his Bleeding Out Bank during
powers, such as the High Five or the Second Wind powers.
this time, so the doctor must make a certain number of hits
each roll in order to keep the patient from getting worse.
Bleeding Out Multiple medics may use Stabilize on the same patient
When a character’s Physical Damage Bank exceeds BOD concurrently.
× 2, it overflows into a condition bank known as Bleeding
When applying either Stabilization or Triage, a doctor
Out; that is, additional damage beyond that threshold goes
may only work on one patient at a time. If the doctor has
into the Bleeding Out bank instead. The character is not
multiple patients, she has two options. She may split her
quite dead yet, but he is bleeding out at a rate of 2 hits per
time between the patients, working first on one then on
minute (or 1 hit per combat round as long as combat lasts)
the other. Naturally, if the patients are in overflow damage,
being added to this bank until he either dies or is healed
this is extremely difficult to do, as the patients will be
enough to clear the Bleeding Out Bank.
constantly accruing hits in their Bleeding Out Banks.
If the character is conscious, he can still act. However, every
The other option is for the doctor to treat one patient while
action taken will cause his condition to deteriorate further.
instructing someone else on how to treat another; giving
Every Initiative Point spent is also added to the Bleeding
the instruction is a Free Action for the doctor. This option
Out Bank after the action is taken, bringing the character
is available if the doctor has an assistant and the Influence
closer to the brink of death.
Skill (or can default using the MAN Attribute). The doctor
rolls MAN + INFLUENCE (LEADERSHIP) and INT + MEDICINE
72 Combat
(FIRST AID), taking whichever of the two gets fewer hits act the same as the medical facility bonus. (At the GM’s
(this is a Free Action for the doctor). The assistant then rolls discretion, a different Specialization of Medicine may be
INT + MEDICINE (FIRST AID) + DOCTOR'S HITS; this is handled used, such as Toxicology.)
the same way as the standard Triage/Stabilization Action, If such supplies are not available, then a First Aid Kit may
and does not take the standard defaulting penalty. The be used instead, adding its rating (round up) to only the
assistant’s test has its Glitch Risk increased by 1 if he does doctor’s dice pool.
not have the Medicine Skill at all.
The Field Medic Specialization indicates a greater ability to Lasting Effects of Bleeding Out
manage injuries quickly in the field. Thus, if used in place Anytime a character is brought back from Bleeding Out,
of the First Aid Specialization for any of these tests during he takes a Negative Quality as a result of his injuries. The
combat, the required IP for each test is halved. (The time nature of the Quality taken should be appropriate to
required outside of combat is unchanged.) the kinds of injuries that brought him to that point (for
A First Aid Kit may add its rating to the dice pool of the example, if suffocation was the cause, he might consider
healer. It is important to note that First Aid Kits are taking Low Lung Capacity). Alternately, it may be related to
species-specific: a Bactaran First Aid Kit cannot be used something from his recovery (for example, an Addiction to
to heal a Human, or vice versa. (Also note the -6 dice painkillers). Other than that restriction, the Quality could
pool penalty of the Medicine Skill if care is being applied be almost anything.
across species, unless the healer has the Xenomedicine The XP Bonus of the Negative Quality taken should be
Specialization appropriate to the species being treated.) equal to the highest value of the Bleeding Out Bank at any
After Triage has been used on a particular set of injuries point; since the XP bonus is not likely to exactly equal the
(e.g. injuries from the same attack Action), only Long-Term amount of damage received, the character’s XP Pool may be
Care and the character’s own healing ability can (slowly) used to fill in the gap (spend the XP to bring the XP bonus
heal more damage. up to match the damage, or regain the XP to drop the XP
bonus down to match the damage; in the second case, the
XP difference should be added to the character’s Earned XP
Long-Term Care as well.) The character does not actually gain an XP bonus
Long-Term Care is an assist roll made for a character who is
for taking these Qualities.
resting to recover Physical Damage. The doctor rolls INT +
MEDICINE (LONGTERM CARE), and the number of hits rolled is The GM has final say over what negative Quality is taken.
added to the patient’s dice pool for healing himself for that However, he should take into account the direction the
rest period. The doctor must spend at least 10 minutes with character’s story arc is taking, and the player’s intentions for
the patient per hit (of the total healing period of 6 hours) the character certainly play into that.
for the character to get this bonus. List of Common Qualities for Bleeding Out Effects:
Healing of all kinds, long and short term, may be assisted Depression Immunocompromised Infirm
by the appropriate drugs and medical tools. These supplies Low Lung Low Pain Tolerance Phobia
will be present if in a medical facility. Having the supplies Capacity
adds that culture’s MED TL to both the doctor’s dice pool PTSD Repulsive Scarred
and the patient’s healing test. Senile Short Fuse Radiation
If not in a medical facility and supplies must be acquired, Sickness
then the doctor must make an INT + MEDICINE (DIAGNOSIS)
test. If the original cause of the injury or source of infection
is known to the doctor, the threshold is 1; otherwise,
the threshold may be 2 or more, at the GM’s discretion,
depending on the rarity of the ailment. After diagnosis, the
doctor may attempt to acquire the needed supplies. Once
the supplies are acquired, the culture from which they were
procured serves as the relevant MED TL; otherwise they
Combat 73
the current Time Class, it operates as part of the previous
Guns and Ships smallest Time Class until the next round.
Any vessel (or person) larger than the Size Class of
And so the balance shifts. the battle must have its Initiative costs increased to
compensate. To raise the Initiative cost up by one Size
On a fundamental level, using combat vehicles (primarily
Class, the cost must be doubled. If the vessel is more than
spacecraft) is not too different from person-to-person
one Size Class larger than that of the battle, this should be
combat. There are some special considerations to be taken
repeated; a Class E vessel in a Class C battle will have its
into account, with the most prominent being that multiple
Initiative costs quadrupled, for example. All Initiative Bank
characters will be acting as crew on the same larger vessel.
caps are increased by the same multiplier.
Size Classes Any attack across Size Classes has its damage value
modified to suit; doubled if a larger vessel is attacking
There are five Size Classes that vessels may be a part of. a smaller one, and halved (round up) if the smaller is
Most humanoids fall into Class B, and a BOD score that does attacking the larger. Again, if crossing multiple Size
not include a Class letter is assumed to be Class B. Within Classes, the value is doubled for each Class. The weapons
each Size Class are BOD ratings from 1 to 10 (usually); an of Class E vessels are devastating to Class C vessels, dealing
object with BOD rating of C10 is roughly the same size quadruple damage if they manage to connect. This
as a D1, and the difference between them is essentially modification happens before any Armor or other resistance
just which Size Class is expected to be interacted with to the weapon’s damage is applied.
more often.
It’s possible for an object to have a BOD rating higher than Crew
10, but rare. Such vessels will be similarly sized to the
When operating a vessel of a higher Size Class than
higher Size Class vessels, but will have armor, weapons,
themselves, every crew member is treated as a part of
engines, etc., usually found on the smaller Size Class. This
that higher Size Class—they must pull more levers and
usually results in a large, unwieldy, underpowered vessel
switches and so on to make any one thing happen. In effect,
that is trivial to disable but difficult to fully destroy. Such
a D-Class ship’s Chief Engineer makes the roll for his entire
vessels will have much smaller engines and weapons than
engineering team, and rolls his Initiative on the time scale
a battleship their size would be expected to have. Large
of his vessel. While each crew member has an assigned
civilian transports and space stations are the most common
station, it is possible to work off-station in emergencies, at
uses for extremely high BOD ratings.
a -2 dice pool penalty.
Class Description
Captain
A Small things, animals, drones, etc.
The Captain is expected to lead, to strategize, and to inspire.
B Roughly people-sized Any decisions that must be made on behalf of the ship—for
C Essentially anything from a small car up to example, if there are any countermeasures to trigger—are
about the size of the Space Shuttle the prerogative of the Captain unless he chooses to
D Most large, offensive vessels; D10 is the largest delegate particular duties to other officers.
size vessel that can traverse a warp bridge
Leadership (2 IP): Rolls a MAN + INFLUENCE (LEADERSHIP)
E Space stations and defensive battleships; test and adds hits to the Team Bank. If there are any
smallest moonlets (e.g. the debris comprising hits in the Team Bank, they are subtracted from the
Saturn’s rings). above dice pool
Tactics Rolls a INT + TACTICS (ORBITAL COMBAT) test and adds
When two objects of the same Size Class are in combat, no hits to the Team Bank. If there are any hits in the Team
special considerations need to be made. When two vessels Bank, they are subtracted from the above dice pool.
of different Size Classes are in combat, the battle must
have a Time Class in order to manage the way Initiative is Reassign Crew (1 IP): Reassign a member of the crew to
managed. The Time Class of an encounter is determined at take over a different station.
the beginning of each combat round based on the smallest Herd Vessel (3 IP): Using a MAN + TACTICS (HERDING)
entity involved. If, in the middle of a combat round, an test, the Captain attempts to trick another vessel into a
entity comes into play whose Size Class is smaller than
Computer Technician Each ship has a damage table containing all of its vital
….because it looks better on the resumé than “Hacker”. Many systems, arranged from the numbers 2-12. It contains six
systems have embedded computers, and the Technician blank spaces—the α (Alpha), β (Beta), γ (Gamma),
knows how to attack them. Military vessel computers are δ (Delta), ε (Epsilon), and ζ (Zeta) systems—which have
generally locked down, but can still be damaged. different systems for each ship; they are provided in
the description of the ship in question. These spaces
Target Computers (2 IP): The Technician rolls INT +
are generally filled with the primary payload or special
COMPUTER (ELECTRICAL ENGINEERING). He provides
weapons systems of the ship. If any of these slots are
information to the Tactical Officer on how to best damage a
empty in the ship description, that slot is simply blank,
particular system. If the Tactical Officer makes a called shot
and damage to that system automatically passes to the
to that system and succeeds in damaging it, the hits from
secondary system in that slot.
this test are added to the damage value of that attack.
In some cases, these spaces may contain additional copies
Sensor Ghost (2 IP): The Technician exploits the sensors
of systems that already exist elsewhere. For example, a
of the opposing craft. He rolls INT + COMPUTER (SENSOR
passenger liner might have “Passengers/Cargo” as one
OBFUSCATION), and his hits may be used in one of two ways:
of its special systems, indicating that the passengers are
they can be spent as a countermeasure that behaves like
an easier target than on some vessels. In this case, the
Chaff, or he may try to create a particular illusion to fool the
additional copy refers to the same system, and damage
crew of the other vessel, in which case his hits become the
received in one location is shared on both.
threshold for the Telemetry test to see through the ruse. In
either case, this test is subject to a dice pool modifier based
on the difference between the respective (CPU TL + CPU) Systems Damage
Attribute of each Navicomputer.
The Systems Table of a vehicle is the vehicle’s physical
damage banks. Heat Damage can be thought of as
analogous in some ways to Stun Damage to life forms.
The Systems Table contains all the systems of a vessel and
the numbers 2-12. Anytime a vessel takes damage that gets
through its Armor, the Captain rolls 2d6. Add the numbers
on the dice and consult this table to determine which
system is to be hit. Surplus hits on the attack roll may be
used to “move” the result of this dice roll towards a targeted
system, one value per hit (see “Targeting a System,” below).
Repairing Systems
The engineering staff may repair systems with a Repair
System Action (using 2 IP). (Remember, they use the Size
Class of the vessel they are repairing.) The Engineer rolls his
INT + CRAFTING (SPACECRAFT MECHANIC). For every hit he gets
on this test, the damage value of the system being repaired
is reduced by 1. The system is restored to normal operation
when the damage is reduced to zero.
The Engineer can use the Juryrigging Specialization to
make a system function again, but at high risk. When
Juryrigging is used, the system is immediately affected
by a GR in the amount of the current damage value. The
Depressurization Engineer then rolls a repair check as normal, but each hit
The Heat bank maxes out at the vessel’s (BOD × 2). When
Sudden Decompression
full, Heat overflows, and is applied to a randomly chosen
When a vessel is breached and experiences decompression, system as systems damage. This damage bypasses Armor,
its occupants will start having a bad day. The air in the and is applied as Heat Damage is received. Since Heat
vessel will rush at extreme speed through the breach. This Damage is often received in many small doses (especially
wind vortex sweeps up objects and people alike, and will Waste Heat), this will tend to damage many systems with
deal Impact Damage. If a character is attached to a surface small amounts of damage.
with mag boots or strapped to a chair, this damage will
come from either swept up debris striking them or the
effect of the sudden decompression itself. If the character is Waste Heat
standing or floating, they will be swept up and the damage Many systems, when activated, will create Waste Heat on
comes from impacting whatever it is they hit. This Impact one’s own vessels. This Waste Heat is added directly to the
Damage is resisted normally. damage bank.
The base damage value is the amount of Piercing Damage ʝʝ Lasers generate 2 points for each laser battery fired.
that got through the vessel’s damage resistance (which ʝʝ Coilguns generate 1 point for every battery fired.
determined the size of the breach), plus the ATM pressure
at which the ship was kept (usually assumed to be the ʝʝ Plasma guns generate 3 points for each blast.
crew’s minimum ATM tolerance). This base damage is ʝʝ C
hemical engines generate 1 point for every
treated as Size Class B and gets multiplied by the Damage 2 TR points they put out for a turn.
Multiplier from the table below, and for larger vessels, may
be dealt multiple times as the torrent of air continues to ʝʝ F usion ion engines generate 1 point for each
stream past. The first damage is dealt immediately, and any 1 TR points they put out for a turn.
further turns’ worth of damage will be dealt as Initiative is
rerolled. The turn counts are based on a Class B Time Scale
for the combat, so if the combat is being run at a larger
Time Scale, the subsequent damage may happen multiple
times simultaneously.
Countermeasures
Rendezvous Range
Called “Combat Range” in appropriate situations, Some vehicles have defenses against incoming weapons
Rendezvous Range indicates two ships are in the same orbit, fire—anti-missile lasers, interceptor missiles, and so on. If
as well as near to each other and with a comparatively such countermeasures are applicable against a particular
small relative velocity. Crucially, the parent body’s gravity weapon targeted at the vehicle, they may be spent each
will generally affect both ships in Rendezvous Range by the combat turn as if they were IP to add to the defense
same amount, so movement is largely a matter of straight- threshold. The number in parentheses by the countermea-
forward, three-dimensional space, and not manipulating sure is multiplied by the number of points expended to get
orbits. Nearly all weapons and sensors function in the defense threshold. They replenish any time Initiative is
Rendezvous Range. rerolled. Each form of countermeasure has its own rules for
usage (when it can be used, what kind of resources it uses
and when, etc) that should be referred to.
Intercept
Two ships passing in the night. An intercept occurs when
two vessels are within the Rendezvous Range in distance, Chaff (threshold 2)
but have high relative velocities; the proximity is fleeting Chaff can be deployed to confuse sensors. Chaff works
and momentary. All Rendezvous Range sensors and against all weapons that are targeted with sensors.
weapons may be used, but only for an instant (meaning
one Action per character, with no Blitzing), and with a Evasive Maneuvers (threshold TR)
threshold modifier of +2. Intercepts might be intentional A vessel may attempt to move, making it harder to target.
(in order to attack or scan without giving the target a This countermeasure is available to all vessels whose
chance to counterattack, for example), but they often engines are TR 1 or higher and whose Size Class is D
occur when a Pilot test attempting to enter Rendezvous or lower. The defense IP cost of the Evasive Maneuvers
Range is failed. After an Intercept, the two vessels will be in countermeasure of a vessel is always 1; remember, however,
Co-Orbital Range. this must be modified to match the Size Class of the battle.
This maneuver uses (100 × TR) ΔV of fuel each time it is
performed.
Magnetics (Threshold 2)
A powerful magnetic field distorts the path of any metallic
projectiles, particularly coilgun ammunition and missiles,
such that it misses the target.
Items
Item Variants
Many items are available in most if not all Cultures. Just
because the same generic item is available in multiple
Cultures, however, doesn’t necessarily mean they are the
same thing, and in fact may serve different uses. The uses
will be similar enough that these items will be grouped
together. For example, a First Aid Kit for Humans and a
First Aid Kit for Bactarans contain few of the same basic
components, and cannot be used interchangeably on both
species. However, they do serve mostly the same function,
follow the same rules, and cost about the same.
For this reason, many items list Variants. Some of these
Variants are explicitly listed (for example, Climbing Gear
lists “Rappelling” and “Climbing” separately), but, more
often, the Variants available are something like “per Culture”
or “per Species.” In those cases, the purchased item is only
useful in that context. If an item does not have variants
specified, it can be assumed that items of that type are
similar enough across the board that they may be used
interchangeably.
Knowing where someone’s gear came from can be
important in many situations. If a Culture is known, then
its generic items can usually be recognized. Depending on
the item type and situation, either an Interest test, a PER +
SCIENCE (FORENSICS) test may be required to notice and/or
Trading Currencies recognize the distinguishing details.
Tech Levels
Every Culture has a table of Tech Levels (TLs) associated
with it. There are seven categories of technology, and each
has associated with it certain kinds of gear and expertise.
The kinds of items available to a particular Culture are
determined by the TL; the TL of a Culture in the appropriate
category must be equal or greater than the TL of the item.
Tech Levels range from 0 (no technology whatsoever)
to 12 (the best in the galaxy). This level represents not
Drug Dealer
specifically the level of technology that is possible, but
In some cases, items may be illegal. The legality of items more importantly the level of technology that is widely
varies from world to world and even from region to region available. If some technology is developed but not adopted
within the same world, so there are usually only general by the public, the TL in that area will represent a lower score.
notes for what kinds of items are considered legal or illegal For example, on Earth in the early 22nd century, genetic
in any given area. If there are no explicit notes on the engineering tech is possible, but not considered ethical
legality of a given item, the GM should determine the item’s by the public, and is thus hard to find. In these cases, the
legality. Any item which is illegal should be considered to rules for Cutting Edge technology still apply as normal
have a Rarity Rating 2 points higher than what is listed, and (see below).
successfully acquiring such an item may incur problems Some gear changes functionality depending on the Tech
with the authorities if a glitch is rolled on the Rarity Level, gaining new abilities (usually with no downside)
test. Additionally, the authorities may come looking for when the item comes from a higher TL Culture. These
contraband, providing new stories, conflicts, and obstacles. changes will be described in the item’s description.
Lemurian Technologies
Common Technologies The planet Lemuria (see page 257) was charted during
Some technology has multiple uses across many different the Artifact era (see age 191) and plays host to a plethora
kinds of gear. Rather than describe the technology for every of ancient, high-technology artifacts, well beyond the
single piece of gear that uses it, it is described here. technological capabilities of the extant civilizations of
the Orion Arm. After some study of the artifacts found
on Lemuria, it’s clear the Junardms (created by an artifact
Self-loading
Primitive
Plastics/Injection firearms Fossil Fuels/
Level 3 Molding
Surgery Computers
(semiauto, Combustibles
Airplanes EM Theory
(Apollo-era)
auto)
Networked First
Solar, Wind,
Active Communications, Spaceflight;
Level 4 3D Printers
Prosthetics micro-electronics,
Guided missiles Hydroelectric,
Chemical
Relativity
Batteries
holograms rockets
Gravitic Unpowered
Level 11 Junardms Casual Cryonics The Singularity
weapons antigravity
Effective Zero-point
Level 12 Dyson Swarms
Immortality
Ubiquitous AIs
energy
Temporals
Disruption
Every piece of cybernetics has a Disruption score, usually
fractional. The main effect this has is on medical treatment,
which is made more difficult by the presence of foreign
objects in the system. Any time a character with cybernetics
is treated medically, the Glitch Risk of that test is increased
by the total Disruption score of all cybernetics (rounded up).
If the doctor is unaware of these cybernetics (for example,
if the patient is unconscious and cannot tell him about it)
then their effective Disruption for this test is doubled, after
rounding up. Additionally, a character with cybernetics
takes the same effects as the Immunocompromised
negative Quality, at the same level, Disruption rounded up.
Any detection test relying on life signs (such as heat) may
have a hard time finding a heavily augmented character if
Medkit the character is among other machinery or in an artificially
Medical care can assist in the use and treatment of drugs constructed environment. The threshold for such a test
and substances in a few ways. First, when the dose of the will be increased by the Disruption score of the character,
substance is applied, the doctor may roll INT + MEDICINE rounded down. Conversely, machine parts may make a
(PHARMACOLOGY) for drugs, or INT + MEDICINE (TOXICOLOGY) character stand out in a natural, life-filled environment
for toxins and poisons, and bank these hits. This bank may such as a forest. The threshold for such a test is reduced by
be spent at any point in the patient’s use of this drug to the Disruption score, to a minimum of 1.
reduce the patient’s Substance Effect Bank, which may
prevent Overdose and/or the development of Addiction. If
the doctor is themself the drug user, the maximum value of
this bank is their WIL.
During withdrawal, the doctor may roll INT + MEDICINE
(PHARMACOLOGY) and bank the hits; these hits may be
added to the user’s relapse test result. The Medicine Skill is
not strictly necessary here. One may use MAN + INFLUENCE
(PERSUASION) normally, as well.
Retroviral Engineering
At higher MED Tech Levels, it is possible to use an
engineered retrovirus to make some modifications to
the body after birth. This is much more complex than
engineering from birth. First, a retrovirus is created which
self-replicates throughout the body and adjusts the DNA
in the cells as it goes. But simply changing genes does not
instantly rewrite the entire biology of the creature. Forcing
changes often involves destroying the old part of the
body and allowing the new part to regrow as an intensive
treatment regimen.
Retroviral engineered changes requires 1 MED Tech Level
higher than they would if the changes were engineered
from birth. Not all Genetic Qualities are available at all as a
retroviral treatment; it is only available if a retroviral cost is
listed in the Quality’s entry on the table.
Genetic Qualities added retrovirally cost money, but do
not cost XP, and should be listed under the character’s
Upgrades on the character sheet.
Open
If the Core is Open, it is easy to use, requiring no IP (by
anyone) to use it. Its effective SEC is 0, and it will make
Typical Network Topology no attempt to defend itself from hacking attempts. This
mode may be a response to an expected DoS attack, or
the result of an incompetent sysadmin (or an owner who
Hacking by Proxy
Standard practice for hackers is to work behind a proxy.
A Proxy is another computer, controlled by the hacker,
through which the attack is conducted. The hacker may
choose to route his attacks through any number of Proxies
he wishes, but at a cost—every Proxy subtracts one from
his Hacking dice pool, or two if the proxy has a Network
rating of just 1. Additionally, the hacker must either own
(or pwn) the proxy, or must use 5 hits from the Hack Bank
of that device. In exchange, finding the true source of an
attack requires one additional Digital Awareness hit to be
spent for each Proxy; and if the perceiver cannot spend this
amount, then the attack appears to be coming from one of
the Proxies.
The specific devices that comprise a hacker’s Proxies are
usually relatively unimportant and anonymous. A hacker
may, for example, bring three Cores with him, chaining
from one to the next, and if one gets targeted or disabled,
he switches to the next. A hacker operating remotely is
likely to have swarms of slave machines ready to go, which
he can choose from when setting up Proxies. Assuming
the ownership of these devices is established before the
Social Engineering hack takes place, the hacker can simply declare that he
is acting through a particular number of proxies and no
There’s a saying in computer security—“The weakest link further information is required. However, acting through
is the user”. People often choose bad passwords so that anonymous proxies that are not legitimately owned by the
they can remember them, install sketchy software because hacker incurs a Glitch Risk of 1 for each such proxy.
it looks like a good deal to them, or give out sensitive
information to someone who claims to be their sysadmin. However, a Proxy may also be a specified Core. If a particu-
Often, gaining access to a secured system is as simple as lar Core is owned or pwned by the hacker, that device
exploiting this weak link. Social Engineering is the practice may be used as a Proxy. If this is the case, and the hacking
of psychological manipulation of the people who have target’s Perception test does not get enough hits to find the
access to the system an intruder wants access to. true source of the attack, then the attack will appear to be
coming from this incorrect source. Hacking via Proxies may
Social engineering is primarily used for slower hack jobs thereby be used to sow distrust between enemy teams—
with bigger payouts; high-speed combat hacking, for and it may be good reason to insist that your teammates all
example, is not a suitable time to use social engineering. have properly secured Cores. It may also be used as a show
The proper Skill to be used is dependent on context, but the of domination by the hacker—having an enemy see that
proper Attribute is always MAN. Social engineering may be a hacking attempt originated from the embedded device
done in person, generally requiring the INFLUENCE (SOCIAL within their gun is unsettling at the very least.
Network Spirits
The shamanic network hosts a number of virtual
avatars known as network spirits. Spirits are able to
act independently, with varying levels of freedom and
intelligence, although none of them rise to the level of
intelligence that could be considered AI. They exist solely
in virtual space, able to be seen by all users of the network,
but no one outside it. These spirits exist to serve Agents
and Acolytes of the network, using their invoker’s own
influence and power in the network to affect systems and
control devices. Not being sentient, spirits have no concepts
of abuse or mistreatment, and have no reservations about
being sent on suicide missions. Their data can be copied
as needed.
Network spirits are invoked using INT + COMPUTER
(SHAMANIC COMPILATION), and are used in the same way
as standard Assistant software. Network spirits do not
suffer from the same GR as Assistants do when operating
independently.
Temperature (TMP)
Temperatures can range from the freezing cold to the
searing hot and beyond. Temperatures too cold can cause
conditions like frostbite; too hot, and you get burned. Either
has the potential to cause permanent damage.
Ship Acceleration
Atmospheric Pressure (ATM)
Acceleration due to gravity is expected by many organisms,
Most creatures evolved to survive in an atmosphere, and
due to the propensity of evolution to take place on planets
few species can get by without it (though some fare better
that have it. High gravity levels crush soft, squishy bodies
than others). Similarly, life forms tend to get crushed by
under their own weight, while for some species, low
high pressure.
Normal
1 101–200 K -173– -73 C -280 F– -100 F Mars 0.4 kPa background 70 µSv Lunar Surface 0.15 G
Count
Everest
2 Freezing 201–273 K -73–0 C -100 F–32 F 33 kPa Max from 3MI 1 mSv Mars Surface 0.4 G
Peak
3m Dangerous 400
4 Meat Cooks 232–373 K 59–99 C 119 F–212 F 150 kPa Earth Surface 1G
underwater rads mSv
Fatal to
6 480 K 1000 kPa 8 Sv 2G
humans
SCUBA
7 Wood burns 600 K 3000 kPa 20 Sv 3G
record
Max during
Major nuclear
8 Venus' Surface 800 K Submarines 5000 kPa 50 Sv launch/reentry 4G
accident
on Earth
Venus' Fatal to
10 9200 kPa 200 Sv 8G
Surface Cockroaches?
Surface of
12 1000 Sv 25 G
Sun
13 50 G
All solids
14 4400 K 100 G
melted
15 200 G
18 20000 K 1mil G
Blue
19 30000 K 1bil G
Hypergiant
Water
Surface of Eta Surface of Eta Surface of
20 40000 K becomes 100 GPa 200bil G
Carinae Carinae neutron Star
ice-7
106 System
Being in orbit around a planet may modify these values
further. If a planet has a naturally oxygenated atmosphere,
this implies a magnetic field around the planet, which will
offer protection from radiation to those in orbit, reducing
RAD by 2 at Low Orbit or by 1 at orbital levels 1-3. Higher
orbital levels are unaffected. Planets may also radiate heat.
In Low Orbit, a planet radiates its average (TMP - 3) at Low
Orbit, and at higher orbits this reduces the same as it does
around stars.
If on the surface of a planet or moon without an
atmosphere, GRV is replaced by the body’s G rating,
obtained via the system’s transit map. There are two
different TMP values, one each for day and night on such
a body; daytime will be (ORBITAL TMP × 2) - 2 (with a
minimum of orbital TMP), while nighttime will be (ORBITAL
TMP) - 3 (with a minimum of 0). Mercury, for example,
(orbital TMP 5) will have a surface TMP of 8 in daytime and
2 at night.
Environmental Protection
Many different options exist for bringing squishy meatbags
into hostile environments, most often space. All ships and
spacesuits have this Environmental Protection, or EPR,
attribute. For each point in this attribute, the suit is capable
of effecting a difference of 1 point in a particular direction
in a particular environmental stat. These stats are selected
along with the suit when it is purchased, so the same suit
may not be well adapted to a cold vacuum one day, and the
surface of Venus the next.
A typical space suit, intended for Humans (TMP 2-3, ATM
2-4, RAD 0-2, GRV 0-6) to operate in Low Earth Orbit (TMP
0 OR 3, ATM 0, RAD 1, GRV 0) must be able to increase TMP
by 2 (so that astronauts do not freeze while in shadow)
and ATM by 2 in order for the Human to survive; it will be
listed as ENVIRONMENT SUIT (TMP-2, ATM-2), (the numbers
indicating the range by which it extends the livable
conditions) requires an EPR of 4, and thus will be Rtg 4.
However, this suit would not be appropriate if working
around Mercury (which has a TMP of 5, or 2 in shadow, and
a RAD of 5, or 0 in shadow), as it cannot decrease TMP, only
increase it. A Mercury approved suit must be able to handle
high TMP and RAD in addition to ATM, so it will be listed as
ENVIRONMENT SUIT (RAD +2, TMP+2, ATM-2) and will be Rtg 3.
A suit that can function in both Mercury and Earth orbit will
need to be able to both warm and cool the user based on
the situation; it will be listed as ENVIRONMENT SUIT (RAD +2,
TMP-2, TMP+2, ATM-2) and will be Rtg 4.
Base Income
Crowd The Base Income of a Culture is essentially a unit of
money on which income is predicated. The Base Income
The Culture in which one grows up is formative, as is
is an amount in a particular currency, and this currency
the Culture one lives in. It shapes our lives, our views,
is the most common exchange medium for the people in
our motivations, and our futures. Every character must
that Culture.
have a Culture, although with certain qualities (such as
Counterculture), they may be able to ignore some of the
aspects of that Culture, at a cost. Base Price
The Base Price of a Culture is the price by which all generic
Keep in mind that Cultures are not a single, monolithic
item prices get multiplied.
entity. Just because most of the people in a particular
Culture have certain aspects (as described in the Culture’s When buying items, use the Base Price for your own Culture,
description) doesn’t mean that all of them do. In addition, even if you’re buying it from somewhere else. Different
only the most common Cultures of a particular era are Cultures often get goods for different prices, even if they
going to be listed; there simply isn’t room in this book live in the same area. Sometimes this is due to a legitimate
to list every possible Culture. Therefore, it’s expected difference in quality of goods; sometimes, members of
that gamemasters and players alike will improvise one Culture simply don’t give the good deals to members
different Cultures. of another Culture; sometimes, the good deals offered by
one Culture are only offered in a neighborhood which other
Which Culture? Cultures prefer not to enter; in some cases, the economics
of a particular region do not lend themselves to inexpen-
It is possible that a character’s life could lead to influences
sive goods. For example, the Earth Public Culture in the
from two or more Cultures. For example, the character
Occupation era is not likely to sell goods to the Korzof-Moti
may have been a Survivalist during the Occupation, joined
for reasonable prices.
an expedition as a Stellar Pioneer during the Expansion
Era, and finished off his career in the ESF during the Orion There are two ways around this. First, you can fake being a
War. Your character may use any applicable Culture as member of the Culture in question (see below). Second, you
his primary Culture, likely whichever one he identifies can hire a middleman (or make a friend) who is of the lower
most strongly with. Be aware, however, that having a priced Culture to make purchases, though they’ll usually
different Culture compared to those around you may have take a cut.
a negative impact on your social life (and the dice pools
involved therein).
Specialty (special)
This Subculture has a particular expertise common among
its users. A particular skill Specialization is chosen along
with this quality, and the value of the quality is equal to the
Specialization’s Requisite Level; any person found through
this Subculture is overwhelmingly likely to possess this
Specialization. When using the Subculture for a purpose
helped by this specialization, a character gains +5 dice to
find what he is looking for. In order to have a Rep higher
than 1 with this Subculture, the character must also have
this Specialization.
Military
If a character has taken the Officer quality, the character Military Loadouts & Weapons Locker
is a part of a military organization. A military may be
governmental or not; the key aspects include a focus on Most militaries provide standard issue gear to its
combat and a specified hierarchical structure. A list of members—items which it provides for use during missions
militaries is available on page 309; while this list is not being conducted on the military’s behalf. If this standard
exhaustive, it should provide the most common militaries, issue gear is sufficient, the character need not purchase any
and can server as a guide to creating any additional militar- additional gear at character creation. This comes with a
ies the GM and players would like to improvise. significant caveat, which is that the military typically does
not permit this gear to be used for anything other than
The Officer quality includes, by default, free XP (in the
official business. In addition, the character and player will
same amount as the quality) to spend on the Subculture
have no say in what gear is actually provided in this way,
of the military. The military’s Subculture is described in its
and there are often better alternatives available for a price.
reference section, including the required attributes of the
Translator Devices
Aside from the XP, characters get one free Interest level Maintaining two lives is tricky, expensive, and draining.
upgrade every year during a timeskip, just as during This factor requires the “Double Life” Quality (and if your
character creation. character has the Quality, he MUST use this factor during
a timeskip).
Avoiding Exploitation
It can be tempting for players to exploit timeskips and
lifestyle factors to maximize their characters’ XP and cash
reserves. Taking any Lifestyle Factors that do not make
sense with the character’s personality may be disallowed, at
the GM’s discretion.
It’s also possible for a player to choose a lower Lifestyle cost
than his financial situation would allow for. If the player
wishes to do this, he should be required to make a WIL test
each year with a threshold equal to the number of levels
of Lifestyle he is living below his means. This test may be
avoided if, for example, the character possesses the Miser
Motivation (with the catch being that he must now make a
WIL test in order to spend any of this saved money on gear).
Lifestyle Factors
Some factors of one’s life during a time skip can have an
effect, positive or negative, on both the salary and the XP
Over Time of a character during a time skip. Here is a (by
no means exhaustive) list of some of the life status factors
a character may experience. These factors are sometimes
chosen by the player/character, but more often are forced
on the character by whatever circumstances are happening
at the time of the timeskip.
Bactaran with Child
Retired
Income: None Expenses: 0 XP: +4
Someone who is retired is simply living off their savings and
interest. Their income is no longer based on their Total XP;
instead, it is based on interest of whatever they have saved:
5% of their savings per year. They can do what they like, and
there are plenty of health benefits.
School
Income: -1 Expenses: +1 XP: +1 Up to 5 times
For every year, the character can upgrade any academic
Imprisoned
Interest by 2 levels, OR upgrade any one Active Skill by any
Income: 00 Expenses: -12 XP: +2 number of levels for half the normal XP cost. This factor
may be taken up to 5 times (representing multiple classes),
A character who is Imprisoned is generally not there
each affecting a different Skill or Interest.
by choice, but has been caught and jailed for a crime
(whether or not he committed it). In addition to the obvious Stasis
penalties, a character who is Imprisoned may not father, Income: None Expenses: None XP: None
give birth to, or raise any children, and though XP is earned,
there are limitations on which character improvements The character is frozen, for whatever reason, and simply
can be made in prison; most Skills, especially, cannot be ceases to move forward in time. Perhaps he’s cryonically
improved in prison, if there is no real place to practice them frozen; perhaps he’s moving at relativistic speeds
(GM’s discretion). somewhere and stuck in a time dilation field. For whatever
reason, time just stops. Make a note of how many years
In Debt have been passed this way, and take this into account
Income: 0 Expenses: +2 XP: 0 when figuring your character’s biological age. (After a
period of stasis, answering the question “how old are you?”
If the character’s Expenses exceed his Income to the point
in-universe becomes much more complicated; age must
where the character has no money (or if he was in debt
still be calculated for purposes of biology, however.)
when the time skip began), the Expenses are increased to
reflect the interest on his debts. It’s easy for debts to get
out of hand this way. Generally, after this happens, the
character will be forced to make some lifestyle changes.
Relatives other than children follow similar rules for the Multiple Relations
most part. If more than one relation is an established character
with stats, use the whichever variation of these rules
Siblings applies to the closest relation in this order; parent, child,
A character’s sibling is treated the same as a child, except adopted/surrogate parent/child, sibling, grandparent,
that Skills are not transferred. biological aunt/uncle, cousin. More distant relations may
be improvised by the GM. Regardless of which relation
is used to determine the restrictions, the player gets the
Parents
highest possible XP bonus of any single relation unless
If you need to create a parent of an existing character, the
otherwise stated.
parent should have the full Total XP value of the child as
his bonus. The parent will have contributed some Skills to For example, if a new character is a grandchild of a
the child, and so should take at least one of the child’s Skills, character with 200 Earned XP, and a child of a character
probably at a higher level than the child. with 50 Earned XP, the character should use the restrictions
(Attributes, Qualities, etc) of the immediate parent, but gets
the XP bonus from the grandparent (which would give 50%
Blood Relation Only
of 200 XP, or 100 XP).
If a character is a blood relation but had no upbringing
in common with the previous character, use the same
rules you would otherwise use, except that there are no
restrictions on Skill transferrance, and reduce the XP bonus
by half. For example, if a PC fathers a son who was raised
by his single mother, that son only gets 50% of the father’s
Earned XP.
Action Cards
Party
Life on Station
There are a number of hubs throughout the systems
in Afterverse where ships will come and go, potentially
bringing plots with them. Life on a station relies much
more heavily on established communities and, as a result,
the contacts of the party take on much more importance.
If playing an independent crew in this scenario, the party
may not need to work to keep their ship flying, though
they’ll still need to make rent. Still, this can be a good way
to get a campaign started on a personal scale. As the party’s
assets increase, they might find themselves eventually
able to buy a ship for themselves–indeed, for independent
parties, this can be a good motivation in early game. As
important as contacts are for independent crews in general,
Receiving a Call
they’re much more important on a station, especially since
An independent party lives and dies by its contacts, which all of the party’s contacts are likely to be nearby, and easily
can and almost certainly will serve as the biggest source contacted.
Convention Policies
All official Afterverse games will have policies in effect in
line with those described above. The precise set of policies
will evolve over time. Thus, it’s best to find these policies on
the Afterverse website.
132 History
Finally, the preservation of your world must receive
Occupation of some attention. For over a century the human race has
Earth been destroying the environment of Earth through the
usage of fossil fuels, specifically coal and oil. While oil
usage has declined as a fuel source in the last several
2040-2065 decades, still nearly half of your vehicles use it as their
primary fuel supply. In addition, burning coal supplies
Your Guides to the Stars more electricity than any other source. If you are unable
to build your society in a way that you can maintain your
Address to the Public of Earth own planet, how will you ever be worthy of living on any
February 11, 2051 other planet? Pollution of this magnitude has no place
in a clean society, and a society that is not clean has no
Proud greetings to all listening to this broadcast. For place among the stars.
those who do not know me, my name is Deroza. On
behalf of all of the Warriors of the Korzof-Moti of the As such, we will be pushing your power generation and
Bactara, I will begin by thanking the management of transportation industries towards better, cleaner power
the nations of Earth for their cooperation. It is with their sources. Within the next five years, we believe we will
help that the transition to the new age of governance is be able to replace all petroleum-fueled vehicles still
proceeding smoothly and peacefully. We are presenting on the roads, and on a similar timetable, we intend to
those leaders whose support has been particularly in- cease mining new sources of coal; the power plants
strumental with an award at a ceremony next week-we will be replaced as their fuel source runs out. These
hope as many as possible will be in attendance. and other initiatives will help you to improve your own
standing, and it is our hope that within a decade or two,
We may now begin the process of preparing your the human society will be ready to take its rightful place
civilization for something greater. In time, we hope that among the stars.
the improvements we present will allow you to join the
greater community of worlds that exists beyond your This live translated broadcast has been brought to you by
solar system. To this end, we would like to present sever- Extraterrestrial-Earth Relations Board. We thank you for
al initiatives. your support.
Collaborator
Base Income: Base Income:
$400; Base Price: 1 $2000; Base Price: 1
Motivations: Achievement, Motivations: Attachments,
Attachments, Romance Promotion (Moti Occupation),
Romance
Skills: Computer 2
Interests: Bactarans
Species: Human
Universal Skills: Influence 2
Languages: Based on
locations Species: Human
4 4 7 5 4 4 4 3 3 5 5 4 4 4
Gang/Resistance
Survivalists
Base Income: Base Income:
$600; Base Price: 1 $200; Base Price: 0.5
The line between organized crime and the resistance This part of the resistance consists of doomsday
is so blurry that they are effectively the same thing. preppers, busy telling everyone that they were right
In the later years, the resistance was funded in no all along. These groups live in the remote country-
small part by income from smuggling and various side, trying to live a life apart. Their resistance is not
illicit trades that were borne from the drug trade well organized and is focused more on survival and
before the occupation. The strongest resistance stealth than on fighting back. The largest of these
grows in Texas, fueled by the Union Underground cells top out at about 25-30 members, and most of
and freed slaves from Mexico. them are holed up in hidden enclaves in the rural
and wilderness areas, most prominently in the open
West of North America.
The survivalists’ world is one of anarchy and self-re-
liance. There is no governing body and no real law.
Each small cell acts like a tiny feudal city-state, often
composed of a single extended family. The survival-
ists tend to be socially regressive.
4 3 4 3 5 4 3 6 4 4* 6 4 7 4
Korzof-Moti Occupier
Equator Slave
Base Income: Base Income:
$200; Base Price: 0.5 $3000; Base Price: 2
Languages: Kortona;
English or Chinese as Second
language
Certain populations have been subjugated by the * The Korzof-Moti often use computer tech
Korzof-Moti. These slave populations are mostly provided by Collaborators to offset their lackluster
kept secret (or at least quiet) and isolated in their technology, though they avoid such tech for their
particular areas of the world, mostly near the equator critical operations.
(for convenience of launching slave built and slave
loaded payloads); as a result of their location, the The Korzof-Moti is a unique house of Bactarans,
nickname “Equator Slaves” gradually becomes widely almost a subspecies unto themselves; they were
used throughout the resistance. Colombia and Kenya created with several generations of selective
have the largest populations of Slaves for most of the breeding among particularly aggressive soldiers. As
occupation; later on, Mexico gains slave camps as the a result, they are particularly violent, much more so
Colombian camps become more trouble than they’re than the average Bactaran.
worth, though the UU begins to make slave-freeing
runs part of its routine there, too. The occupation has an ultimate goal. The nation
on Bactara from which the Korzof-Moti come was
Not all slaves are engaged in manual labor. Many devastated generations ago, and poverty and
are, but the Bactarans need engineers as well, and famine run rampant. The occupying force’s mission
occasionally some are able to leave the camps is to make a world that Bactarans, especially the
to become negotiators and agents. They use the other Korzof-Moti, can colonize–but knowing that
promise of such advancement to drive slaves into the Bactaran Republic would never permit coloni-
working hard for them. Most of the major projects zation of an inhabited world, they want to drive
involve resupplying Bactarans; rockets and spacecraft humanity to extinction while making it appear that
are constructed to supply and refuel the Bactaran humanity destroyed itself, and while leaving the
fleet in orbit and a fuel mine is constructed on the world habitable for themselves. As time goes on and
lunar surface. various schemes to accomplish these objectives are
They are generally not called “slaves”–more often foiled, General Deroza’s patience wears thin and they
“wards” or “protectees”–and the Bactarans’ manipu- begin to just order large numbers of people killed
lation skills are not to be trifled with. The Bactarans outright, until the Moti are finally stopped by both
often have misinformation spread throughout the the resistance on the ground and intervention from
slave camps about the rest of the world, leading to a The Republic and the Vorans.
common perception that the Bactarans are protect-
ing the slaves more than the reality. Any negative
stories about the outside world are emphasized. The
end result is that most slaves believe that they are
better off as slaves than they would be otherwise.
Base Income:
Deroza
$200; Base Price: 3
Interests: Tinkering
Species: Human
Languages: English
Clautel (2035-2060)
Clautel is one of Deroza’s firstborn children and the only
one that is a part of the Occupation; Deroza frequently
refers to Clautel as the “Heir of Earth”. While Deroza focuses
on the military fight to dominate and exterminate humans,
it is Clautel who encourages the preservation of the planet
itself for Bactarans. Their death is the catalyst for Deroza
losing control, and several cities are razed in the days
following.
5 CTZ B.C. B
1 2
3 BIO
2
4 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
2
6
6
4
I REA
4
5
XP
HA
5
M
1 TOTAL: 370 NAT: 370
4
3
CULTURE:
1
3 Earth Public
SKILLS
PRIMARY SKILL MINOR SKILLS
3 Influence
4 Melee
QUALITIES NOTES XP
Eidetic Memory (none) 5
Motivations: Achievement [3] Attachments [2]
Upper Crust (none) 10 Romance [1] Agent of Chaos [3]
Distinctive Style Calling card on hacked systems, 2 -10
Interests: Tinkerer [6] VR Games [4]
Redshirt (none) -25 South American History [4] Art History [3]
Social Apathy 1 -5
Languages: English
Gear: Blinding Laser Survival Knife Camouflage
Outfit Slicer
Information wants to be free, and so goes the hacktivist.
The secrets the collaborators hide are ripe for the taking,
and she’s the one to take them. Exposing them is a good
start, but she also longs for a more direct way to damage
the occupation, and bring back the ideals of the nation she
once believed in.
7
5
1
2
5
AG
T
T
PER IN
PER IN
4
5
I REA
I REA
4
3
5
XP XP
HA
HA
3
5
BEA AN C OFC: 0 BANK: 3 OFC: 0 BANK: 14 BEA AN C
3
3
M M
2 TOTAL: 290 NAT: 290 TOTAL: 450 NAT: 450 3
3
2 3
1
CULTURE: Equator Slave CULTURE: Gang/Resistance
2 3
2 1
SKILLS SKILLS
PRIMARY SKILL MINOR SKILLS PRIMARY SKILL MINOR SKILLS
5 Athletics 2 Melee 8 Ranged Combat 4 Tactics
Throwing 1 Crafting Longarms 2 Crafting
1 Science 1 Computer
SECONDARY SKILL 1 Survival SECONDARY SKILL 1 Humanities
3 Stealth 4 Stealth 1 Melee
5 CTZ B.C. B
1 3
1 BIO
2
2 3 SPECIES: Human Motivations: Attachments [3] Promotion (Moti
HOMEWORLD: Earth Occupation) [1] Romance [2] Avarice [1]
WIL BOD
4
2
4
BORN: 2009 AGE: 51 Interests: Moti Security Procedures [6] Airplane Models
AG
T
PER IN
2
I REA
XP
Game Shows [4] Podcasts [4] Sailing [2]
HA
3
Languages: English
M
4 TOTAL: 560 NAT: 560
6
Gear: Handgun Light Armor Commlink
5
CULTURE:
4
6 Collaborator
Before the occupation, keeping his family together didn’t
mean tearing himself apart. His engineering skills being
SKILLS
required by the Bactarans was a blessing and a curse:
PRIMARY SKILL MINOR SKILLS
Though it put him and his family on their radar, it also gave
6 Humanities 3 Crafting him the means to ensure they would never hurt them—they
3 Pilot needed him. Unfortunately, with the rise of the resistance,
SECONDARY SKILL
3 Science keeping them safe has gotten ever more complicated. He
2 Art never thought he’d be serving as a double agent.
5 Influence
2 Computer
Etiquette (Moti Occupation),
Bureaucracy (Moti Occupation) 2 Medicine
FEATURED CONTACT
NAME: Clautel SKILLS: QUALITIES:
QUALITIES NOTES XP
BOND: 2 Influence [6] Blackmailer [-5]
Upper Crust (none) 10
FAVOR: -1 Melee [5]
Out of Touch 2 -10
I can only imagine what the Bactarans are thinking. If the privateers decide to attack, we have to destroy
Here we are, a hundred billion miles from home, right them. Humanity needs what the Bactarans are offering,
on their front doorstop. No one had called ahead–warp and a delegation of Bactarans is watching remotely
bridges don’t work that way, we’re learning. You can’t from Hyperion Station. They have to see the Machete
call ahead–you just dropped into the bridge on one side, putting herself between the two sides, and if the miners
and popped out on the other. Nevertheless, here we are killed, the only possible hope for continued rela-
were, unannounced. This will be my first encounter with tions is to blow the privateer ship out of the sky. What
Bactarans, but even I can guess at what they’re thinking. the hell are they doing here?
They’re thinking, “They don’t belong here.” But what’s worse is, what happens if the Bactaran
miners take matters into their own hands? Their shuttle
If they are, they’d be right. But then, no one had told us isn’t a warship by any stretch, but any ship with an
we shouldn’t be out there. Only common sense told us engine is a weapon, and their engines are better than
not to, and no one on this crew was about to listen to ours–they could fly circles around the privateers and
that dictator. I already lost several friends when one of melt their hull in the process. And what then–do we
our little fleet of prototype ships was destroyed, and shoot them down? Do we risk war over these privateers?
to make matters worse, the Captain’s not even letting Do we risk not getting the engines and Junardms the
us talk about it. We weren’t going to come back empty Bactarans are promising? To say nothing of what we do
handed. if the Bactarans decide they don’t trust their escort and
decide to attack us.
Our primary mission was to obtain advanced technolo-
gy, especially the Junardms that allowed ships to cross They don’t belong here. None of them do.
the event horizon of a wormhole and come out in one
piece on the other side. We only had the three we were The Story of the Age
able to scavenge and rebuild from the wreckage above
Earth. I, for one, am more interested in our secondary At the end of fifteen years of alien occupation, Earth is in
mission: Finding out what happened to the colony ship.
poor shape, with two-thirds of the population killed, mostly
Just before the occupation ended, they sent a colony
at the hands of each other. A fleet of alien ships from two
ship. It was supposed to go through the wormhole and
distinct alien civilizations arrived from the wormhole
find someplace to settle. Shortly after it left Earth orbit,
around Saturn in 2065, but instead of reinforcing the
though, we lost track of it. Some people think the
Bactarans got to it; some think they simply went dark alien occupiers, they were here to put a stop to what was
for secrecy. I happen to think they’re out here, some- happening on Earth. The fleets annihilated each other in
where. It’s time for us to bring them back home. orbit, leaving behind technology which Humanity was able
to harness to bring itself to the stars.
They don’t belong here.
While the courts helped the dust settle on Earth, separating
collaborators from the heroes, an expedition was sent out
Commander Cherami Misra,
February 12, 2079 in 2071 to establish proper first contact with the larger
galaxy. Contact is established in the Sirius system, and
To be honest, I really don’t know who we’re supposed to an agreement is reached with the Bactarans–they would
be defending. mine the solar system’s asteroid belt, in exchange for space
travel technology and materials. Through the Bactarans,
The first Bactarans in the asteroid belt started construc- Humanity is also introduced to the Vorans, an advanced
tion on their mine three weeks ago. It didn’t take long and peaceful insectoid race.
Brooklyn
5 4 7 5 5 5/6 5 4 4 7 6 5 6 5
Stellar Pioneer
Earth Public
Base Income: Base Income:
$400; Base Price: 1 $600; Base Price: 1
Languages: English
During this era, Humanity is trying to rebuild Those who take to the stars are a special breed. The
after the devastating losses of the occupation. The first of them are explorers, followed by diplomats
population was reduced by two-thirds, and the and the military, and then businessmen. They use
various plagues hit the children especially hard–the any technology they can get their hands on, often
generation born between 2055 and 2065 comes to jerry-rigging it to fit with their own tech.
be known as the “missing generation”, and the baby The UEN Charter establishes a republic of nations:
boom following the occupation seems to exist largely Each nation has one voting representative in the
so families can replace the children they have lost. UEN Congress, but that representative’s voting
Though the Bactarans are gone, the world is still power is scaled by three factors: The population of
filled with their collaborators. The Provisional the nation, the power of its armed forces, and the
Central Earth Government (PCEG), established number of people it has sent to colonize other worlds
immediately following the occupation to coordinate (the charter does not specify that these people must
reconstruction, sets up courts to try and punish perpetually remain citizens). Population can only be
collaborators–these courts become judge, jury, and increased so fast and military might is expensive, so
executioner, and after a few initial successes, quickly many nations support vast numbers of settlers who
garner a harsh reputation. This system does not last take to the stars.
long, and the courts are abolished in 2070 along with Of particular note during this time are space stations
the formation of the UEN. built in orbit of Ceres and Hyperion during the
The UEN Charter establishes a republic of nations, late 2070’s (both of which exist largely to facilitate
and coordinates the efforts of reconstruction across the Bactaran mining operations in the asteroid
the world. Many people take to space, but those belt)—with Ceres being particularly notable for
that remain are often faced with challenges of being the only location of the era where Humans and
the feudal-esque Survivalists who wish to remain Bactarans interact as civilians on a regular basis.
independent from the UEN. Most of these Survivalist
enclaves dry up over the next generation.
6 5 7 6 5 6 5 4 4 6 5 5 5/6 5
Venusian
Martian
Base Income: Base Income:
$400; Base Price: 1 $200; Base Price: 1.5
Languages: English
Venus, beginning in the mid-2080’s, is settled by two Contact is reestablished with the Mars colony in
groups, Australian and Chinese. Austrailians invented 2065, shortly after the Occupation ended. While the
a chemical process to turn its atmosphere into crops allowed the colony to survive without resupply
floating platforms, and Chinese scientists launched missions from Earth, a number of health and
the skysteading probes using this chemical process to maintenance issues had begun to crop up over time
make the planet habitable. Both invested heavily in as some of the more esoteric supplies for the colony
settling the so-called “skysteads”. ran out, and approximately 40% of the colonists
were either dead or had terminal health problems.
Most Venusians make a habit of carrying a small CO2
An emergency resupply mission to alleviate these
alarm/filter device, which alerts the carrier when
issues is launched in 2067, and with the fusion ion
CO2 levels rise above about 3%, and can be used
drive in the 2070’s, regular travel between Earth and
to breathe safely until levels return to normal. In
Mars (and later, between Mars and the belt) becomes
2098, an economical cybernetic version of the filter
possible-over the next decade, the colony expands
is invented, allowing humans to walk outside and
and their tech levels are brought up to match modern
breathe comfortably on Venus (and any other CO2
humanity.
environment). This implant is ubiquitous among
Venusians within five years. The surviving Martians, by necessity (and even a
single generation of natural selection), are a hardy
and crafty bunch. This becomes a point of pride in
the budding Martian culture, and by the end of this
era many families are sending their children to Mars
to learn how to survive in space.
4 5 5 5 5 5 5 4 4 7 6 5 5 5
Redland Colonists
Outer Belt Pirate
Base Income: Base Income:
$400; Base Price: 1 $200; Base Price: 0.5
As soon as the Humans and Bactarans establish Following their evacuation from Earth, the Redland
trade routes through the solar system, others start colonists have settled on a harsh world. At first,
taking advantage of these trade routes. Stealth survival is the biggest challenge, but as Wellrose’s
is extraordinarily difficult to accomplish in the genetic modifications to crops take root, life settles
wide-open vacuum of space, so pirates use cover. into a rhythm. When the population booms, the
They hide in the asteroid belt, and Jupiter’s Trojan small time police are quickly overwhelmed by the
asteroids, by parking in deep crevasses and tunnels rise of organized crime, and the crime syndicates
in the rock, but their favorite hiding place is Saturn’s soon define life on Redland.
rings, where the tiny moonlets make perfect cover.
Authorities simply don’t have the capacity to search
billions of tiny moonlets, and the difficult navigation
means they don’t even try. As an added bonus, the
rings are also quite close to the main shipping lanes
which travel through Hyperion Station and the Sirius
warp bridge.
The Outer Belt Pirates are typically among the
best pilots in the system, daring enough to live in
a dangerous region like the rings, and obsessed
with wealth.
6 5 5 6 7 6 5 6 5 5 7 7 7 5
Bactaran Republic
Bactaran Argosy
Base Income: Base Income:
ç300; Base Price: 0.5 ç300; Base Price: 0.5
Tech Notes:
MFR: Junardm
Manufacturing
Bactaran culture is built largely around feudal There are three major Bactaran militaries relevant
houses–large family groups who each wield to space combat. The largest belongs to the unified
political and military power. The Republic accepts Bactaran Republic, which represents all Houses
a representative from every house–over 200 in all, and is primarily meant to serve the interests of the
including one from the House of Moti–and each is Bactarans as a whole. In addition, the Houses of
given a number of votes relative to their power. All Punomah and Barohti have their own fleets, which
houses abide by the results of these votes. The most generally protect their own interests.
powerful Bactaran house is the Punohmah house,
The Argosy has access to better weapons and
which possesses the ancient Junardm manufacturing
propulsion technology than the civilization at large.
device, granting it control over the interstellar fleet
as well as the most important interstellar trades.
Contrary to the impressions most Humans have of
them, Bactarans are not a barbaric warrior race–the
Moti subspecies (which is also considered a house
as described on page 214) could fairly be described
that way, but not the species at large, most of which
are members of the Bactaran Republic. If they have
any particular species trait, it’s that of being a social
wedge (see the Bactaran species description on page
211 for more details).
6 4 4 6 5 7 4 7 7 4* 8 6 7 6
Voran (queens)
House of Moti
Base Income:
ç100; Base Price: 1
Motivations: Achieve-
ment, Attachments,
Manipulator, Vengeance
Qualities: Freakish
(BOD), Short Fuse, Bad
Reputation
Species: Bactaran
Languages: Kortona
7 7 4* 8 6 7 6 7 7 4* 8 6 7 6
Voran (drones)
Voran (M/F)
Base Income: Base Income:
ͽ100; Base Price: 1 ͽ250; Base Price: 1
Motivations: Achievement, Attachments, Broken Will Motivations: Achievement, Attachments, Romance
Skills: Medicine 1 Skills: Influence 1
Species: Voran Species: Voran
Languages: Voran Chroma Languages: Voran Chroma
Though they have the same technology available, After drones, which rarely leave their hive, males and
the culture of drones among Vorans is unique. females make up most of Voran Society–so they are
Their positions as maintenance of the Queens puts the face of Vorans to other species. Females tend to
certain requirements on them in terms of skills; be the more ambitious between the two, as a certain
specifically, drones are expected to learn skills to amount of influence is required to earn the ability to
serve their Queen. mature into a long-lived Queen rather than dying of
old age.
M. Luciana Sapatiero
teiro led missions to recover parts from orbit following the
battle, ultimately salvaging Bactaran and Voran weapons
and engines, but most importantly, seven Junardms, the
devices which permitted travel through the warp bridges.
Over the next 5 years (during the time of the PCEG) the first
ESF ships were designed, and the prototypes were launched
in 2070, the same year that Sapatiero was elected the first
President of the newly formed United Earth Nations.
Maxine Wellrose
Maxine Wellrose was a genetic scientist born on Earth in
2033. She excelled in her studies, graduating high school by
15 and earning her first degree in genetics about a month
before the Fast War began in 2050. She continued studying
during the occupation wherever she could avoid the
Bactaran influence. When Curt Redland began searching
for vital personnel for his extrasolar colony, the need for a
geneticist–someone who could adapt the plant and animal
embryos for life on the world they would find–presented
itself, and Wellrose stood out as a fine candidate. Wellrose
joined the Last Ditch colony ship when it fled Earth at the
end of the occupation.
During the early years of the colony she executed her
mission with distinction. Her plants and livestock, uniquely
well suited to the new world, flourished, making providing
food for the colony a minor concern. After several years
of research, a consistent crop cycle had been established,
and her attentions began to turn to Human engineering,
Tyson Brooks
2
5
5
BORN: 2011 AGE: 57
AG
T
PER IN
3
I REA
6
3
XP
HA
6
OFC: 0 BANK: 9 BEA AN C
1
M
TOTAL: 620 NAT: 620 3
1
4
CULTURE:
3
Earth Public 4
SKILLS
PRIMARY SKILL MINOR SKILLS
6 Science 4 Computer
1
HOMEWORLD: Earth HOMEWORLD: Voruna
WIL BOD WIL BOD
2
3
5
3
5
3
BORN: 2037 AGE: 41 BORN: 2053 AGE: 19
AG
AG
T
T
PER IN
PER IN
2
1
I REA
I REA
4
3
1
1
XP XP
HA
HA
4
4
BEA AN C OFC: 0 BANK: 5 OFC: 0 BANK: 8 BEA AN C
6
2
M M
TOTAL: 460 NAT: 460 TOTAL: 320 NAT: 320
1
3 4 6 2
2 5
CULTURE: CULTURE:
4 2
3 Redland Colonists Voran (drones) 6
SKILLS SKILLS
PRIMARY SKILL MINOR SKILLS PRIMARY SKILL MINOR SKILLS
QUALITIES NOTES XP
Enhanced Attribute WIL 40 QUALITIES NOTES XP
Scarred 3 -6
Motivations: Achievement [1] Attachments [1] Broken
Will [1] Legacy [3] Promotion (Voran Merchant Corps) [4]
Motivations: Achievement [1] Attachments [1]
Romance [2] Legacy [2] Environmentalist [1] Interests: Interspecies Communications [6] Famous Voran
Hives [5] Voran History [2] Human Gender Studies [1]
Interests: Historical Fiction [6] Fantasy Epics [6]
Astronomical Phenomena [5] Extraterrestrial Geology [3] Languages: Northwest
Strategy Games [3] Endangered Species [3]
Gear: LIPC Light Armor AutoTranslator
Languages: English
The peacemaker’s first instinct is to bring others together,
Gear: Crossbow Survival Knife Spacesuit and this one has made it their purpose to bring together
(Human) Commlink humans and Bactarans. After helping to negotiate the usage
rights in the first place, they decided to roam the belt and
The terraformer believes himself one of humanity’s last
arbitrate disputes. But getting their hands dirty becomes a
hope, the sole surviving colony since the extermination of
more and more risky proposition as tensions escalate.
Earth. With the weight of the world on his shoulders, he
carries on, engineering this hostile world to be the best
FEATURED CONTACT
home for the last dregs of humanity that it can be. The rise
NAME: Capt. Tesoro (ESF) SKILLS: QUALITIES:
of organized crime in the colony has complicated his work—
it seems that everyone wants this new world to revolve BOND: 4 Influence [6]
around them, and he’s the one who can make it happen. FAVOR: 1 Ranged [3]
2 CTZ B.C. B
4 2
5 BIO
6
5 6 SPECIES: Bactaran
-1
1
HOMEWORLD: Bactara
WIL BOD
7
1
2
5
I REA
4
5
1
XP
HA
3
M
TOTAL: 255 NAT: 255
-1
5 3
1
CULTURE:
3
1 4 House of Moti
SKILLS
PRIMARY SKILL MINOR SKILLS
4 Melee 2 Athletics
Striking 2 Crafting
SECONDARY SKILL
3 Ranged Combat
QUALITIES NOTES XP
Brick Wall (none) 10
Short Fuse 1 -5 Interests: Bactaran Sports [6] Interstellar Trade Routes [4]
Moti Legends [2]
Bad Reputation 1 -5
-5 Languages: Kortona
Pyrophobia 1
Gear: Taser Axe SWAT Armor Commlink
Once a proud member of the House of Korzof-Moti, the
exiled warrior was deeply disturbed to learn of the extent
of the Moti’s misdeeds on Earth. With many of the Bactaran
Houses cutting off economic ties with the Moti, they
decided to join the growing numbers of Moti signing up
to perform the hard, dangerous work of mining the Solar
asteroid belt. But it seems like there’s always some trouble
cropping up in the belt.
5 CTZ B.C. B
1 1
4 BIO
2
5 1 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
2
6
6
3
I REA
4
3
XP
HA
4
M
5 TOTAL: 420 NAT: 420
2
3
CULTURE:
5
3 Stellar Pioneer
SKILLS
PRIMARY SKILL MINOR SKILLS
8 Medicine 3 Humanities
QUALITIES NOTES XP
Officer Lieutenant, ESF 15
Low Bone Density 3 -30 Motivations: Attachments [2] Romance [2] Wanderer [1]
Promotion (EGF) [1] Healer [3]
Low Pain Tolerance (none) -20
Interests: Medical Dramas [6] Obscure Treatments [6]
Alternative Communities Horror Movies [5]
Science Trivia [5] Bedside Manner [4] Star Trek [4]
Recreational Drugs [4] Herbs [3]
Languages: French
Gear: Injection Gun Survival Knife Light Armor Commlink
The doctor started learning how to remove bullets and
stitch up holes during the resistance, wanting to make a
difference before she even got a chance to go to medical
school. Afterwards, she breezed through her education
thanks to experience and a natural gift. By the time the EGF
was assigned to watch over the asteroid belt, she was the
best qualified for the job, and relished the opportunity to
pioneer null-gravity medicine.
6 CTZ B.C. B
1 1
2 BIO
3
3 1 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
3
5
5
4
I REA
4
2
XP
HA
2
M
4 TOTAL: 290 NAT: 290
5
3
CULTURE:
4
3 Stellar Pioneer
SKILLS
PRIMARY SKILL MINOR SKILLS
6 Crafting 2 Pilot
QUALITIES NOTES XP
Juryrigger (none) 5
Officer Lieutenant, ESF 15 Motivations: Attachments [2] Romance [3] Wanderer [3]
Xenophilia Bactarans 5 Promotion (EGF) [4] Pacifist [3]
Combat Paralysis (none) -10 Interests: Muscle Cars [6] Cheesy Hacker Movies [5]
Low Bone Density 3 -30 Star Wars References [4] Tinkerer [4] Moonshine [3]
Nervous Fidget Restless Leg -5 Parades [2]
Languages: English
Gear: Shock gloves Light Armor Pack Core
Born during the occupation to parents who had already
lost two children to attacks and disease, this engineer
received a hands-on education in practical technologies.
She was always excited by space travel, and learned from
a young age everything she possibly could about building
and maintaining spacecraft. The EGF holds engineers of her
caliber in high demand.
An interstellar mining arrangement has turned sour. The The Battle of Ceres (2101)
Bactarans, who fifty years ago had invaded and occupied Minor altercations between Humans and Bactarans
Earth, had eventually reached an agreement with Earth’s became a more and more regular occurrence in the final
UEN to mine the solar system’s asteroid belt in exchange decade of the 21st century. Once these escalated to deadly
for spaceflight technology. Small incidents between the violence, the asteroid belt is polarized. The UEN sent EGF
Humans and aliens in the belt built on each other over time. vessels to Ceres just before a major ore shipment was due
Tensions rose and finally boiled over at the turn of the 22nd to leave for Saturn. The first battle of the war erupted here
century. in 2101 when Bactaran miners tried to blow through the
blockade to send the ore anyway. The EGF destroyed the
6 5 7 6 5 6 6 6 5 8 6 5 6 6
UEN Citizen
Technoshaman
Base Income: Base Income:
$300; Base Price: 1.5 N250; Base Price: 1*
Skills: Computer 2
Languages: Shamanic
(as a second language)
Earth gains a measure of stability during the Orion Technoshamanism is a society built around a new
Wars. Emboldened by the ousting of most Bactarans kind of computer hacker which combines traditional
from the asteroid belt, many civilians begin to take shamic beliefs with the implementation of the “spirit
to the solar system. The belt, not to mention the world” as a networked presence. While not every
Saturnian system, quickly becomes home to miners member of the society is a skilled hacker, the society
working abandoned Bactaran mining facilities or relies so heavily on the network that members are
creating their own. Adversity comes from all direc- more or less required to wear AR equipment at nearly
tions-the remaining Bactarans tend to lay claim to all times. Technoshaman society has little in the way
their fallen comrades’ mines, pirates execute raids on of Human leadership, relying instead on advanced
shipments, and the UEN tends to squeeze the miners distributed algorithms to determine what resources
for materials and taxes as the wars put a strain on are needed and allocate the Human resources to
Earth’s resources-all this on top of the naturally that task. Technoshamans are motivated not only
hostile environment of space. by money, but also by gaining influence over more
network resources, including both people and
hardware like drones.
Broadly speaking, technoshamans are anti-corpo-
rate, and view large corporations as an enemy to
be nullified by any means possible. In particular,
technoshamans demonize corporations which do
not directly contribute to the survival or betterment
of the Human race, with a focus on banking and
investment industries. Sometimes these means are
violent, but just as often the strategies involved are
deeper, including buyouts and market based strate-
gies. Typically, the resources of the corporation being
targeted will be co-opted and used to further the
network’s agenda, which is how the most notorious
technoshamans earn their living.
For more information on how technoshamans use
the network’s resources, see The Technoshamanic
Interface on page 102. For information on how the
network’s organization is structured, see the entry in
the Militaries section on page 313.
6 4 6 5 5 6 5 6 7 7 6 5 6 5
Venusian
MARTIAN
Base Income: Base Income:
$300; Base Price: 1.5 $400; Base Price: 1
Motivations: Motivations:
Attachments, Romance, Attachments, Romance
Languages: English
With advances in manufacturing, Martian culture Venus becomes a tourism centered world as it becomes
advances somewhat beyond merely surviving on more established, with a consistent and reliable
the red planet, and the people living there begin to climate. The service industries on the planet experience
establish a way of life. The proximity of Mars to the a massive boom in both Human and alien tourists, with
asteroid belt makes it vulnerable to both piracy and Bactarans and Vorans stationed in the solar system
attack from Bactarans, and so at the dawn of the both enjoying Venus’s climate more than Earth’s.
Mining War, Mars signs on with the EGF as a protec- As a result of this, Venusians develop a reputation for
torate. With this protection, it becomes a haven for being friendlier to aliens than many other cultures
traffic from the outer planets, and often serves as a of humanity (especially during the Orion War), and
way station between Earth and everywhere else. Venusians are major opponents of the war. Many war
With all these changes, Mars remains, at its heart, protests occur here.
a planet of builders and tinkerers. Many Martians
become engineers and sign on with the EGF, ESF,
Unification Charter, or private vessels as engineers.
5 5 7 6 5 6 5 6 5 7 6 5 6 6
Cererian
EGF/ESF Officer
Base Income: Base Income:
$600; Base Price: 1 $500; Base Price: 1
Languages: English
Having served as a hub for mining operations The Earth military fleets take on a huge role during
throughout the Expansion Era, there are a great the wars. Early on, the EGF starts the war over a
many Bactarans who call Ceres home. When the blown blockade at the Battle of Ceres. As the ESF
Mining War begins, there are some instances of presses outward and takes over the war, the EGF
violence between Bactarans and humans, but even must now take over protection of humans from the
with those, it is (until the creation of Parella Station) remaining Bactarans in the belt, and is additionally
the only place where Humans and Bactarans charged with enforcing trade tariffs and material
live together. shipments to ensure that the war effort has
sufficient materials.
4 6 7 6 6 5 6 4 5 7 4 6 5 6
Inhumans
Redland
Base Income: Base Income:
$300; Base Price: 1 $200; Base Price: 1
6 4 4 6 5 7 4 6 5 5 7 7 7 5
Moti Solar Refugees
Bactaran Argosy
Base Income: Base Income:
ç250; Base Price: 1 ç500; Base Price: 0.5
Motivations: Motivations:
Attachments, Avarice, Achievement,
Romance Attachments,
Manipulator, Wanderer
Qualities:
Freakish (BOD), Short Skills: Pilot 1,
Fuse, Bad Reputation Influence 1
Species: Bactaran
Languages: Kortona
Once the Mining War breaks out, the surviving Moti From the point of view of the Bactaran Republic, the
in the asteroid belt are stranded. Luckily, most of human fleet ambushes Sirius out of nowhere; the
their basic needs are met with the self sustaining Republic shores up its defenses, and for a time, it
solar powered equipment built into their mining appears that peace can be reached. When interro-
facilities, so most are able to hunker down and hide. gations of captured ESF personnel reveal that many
However, as this equipment starts to age and break of the miners in the belt were killed, the Republic is
down, the Bactarans are forced to raid human ships, enraged, and declares all-out war against the UEN.
stations, and settlements to obtain the required Resources are poured into the Argosy, and the Orion
replacements. In a cruel twist, many of the humans War is in full force.
in the belt at that point have started using the
Bactaran equipment that was left behind, meaning
the Bactarans are reduced to raiding their own mines
to survive.
6 5 5 6 7 6 5 7 7 4* 8 5 7 6
Bactaran Republic
Voran (queens)
Base Income:
ç300; Base Price: 0.5
Motivations: Achievement,
Attachments, Romance
Skills: Influence 2
Species: Bactaran
7 7 4* 8 5 7 6 7 7 4* 8 5 7 6
Voran (M/F)
Voran (drones)
Base Income: Base Income:
ͽ100; Base Price: 1 ͽ250; Base Price: 1
6 7 4* 7 5 7 6 New Worlds
Voran Libertine
Kennesawu
(For more information about Kennesawu, see page 256; for
more information about the Guigu, see page 225)
The star system home to the binary planet known as
Kennesawu shares its name. The planets comprising the
binary system, Kennu and Sawu, are fairly distinctive
among worlds in the Orion Arm. Both planets are tidally
locked to each other, so they rotate as a unit, with the
same side facing the other constantly. Their high axial tilt
produces distinctive bands across the larger planet Kennu–
the equatorial regions are generally not able to retain
enough heat to ever fully thaw, producing two temperate
“belts” at the middling latitudes, which alternate in their
habitability each summer. Perhaps most significantly, the
planet’s magnetic field is so strong it can be used to aid in
space travel.
Base Income: These bands define the regions of territory for the two
ͽ100; Base Price: 1.5 sentient species which occupy the planet. The Guigu, cave
Motivations: Achievement, Romance (except drones)
dwelling primates, live in the temperate zones, hibernating
during the cold seasons. The Symtraya, a species capable
Species: Voran
of native spaceflight to the smaller world Sawu, primarily
Languages: Voran Chroma occupy the equatorial band. When the Guigu begin hunting
the Symtraya for the proshu, the magnetically active organ
which allows them to travel in space, they often do so by
Increased interaction with other cultures grows
venturing into these equatorial regions.
the Libertine cultural movement among Vorans.
Vorans among this culture behave more like humans
do-living as individuals rather than a part of a hive,
seeking romance for its own sake rather than as
a means for survival, and living in a free market
economy. Voran Libertines tend to fit into alien
cultures more easily than other Vorans, and more
tradiitonal Vorans may even hire Libertines for this
exact purpose— liasons to alien cultures.
Veronica Watts
Veronica Watts was an influential member of the Redland
colony’s leadership by the late 21st century. Following Sec-
ond Contact, Watts was appointed the liason from Redland
to the Earth delegation, and as her career’s capstone, was
the woman most responsible for the infamous clause of
the Redland treaty that stripped nonhuman sentients of all
rights in the Redland and attached systems.
White Sky
A Voran general and queen. She is best known for being the
general who issued the call to action that brought mass
numbers of Vorans into the Parella system, bringing about
the end of the Orion War. Among the oldest of Queens,
White Sky is a founding member of the Tactical Corps, le-
veraging the move from the Defense Corps in order to bring
the Vorans into the galaxy at large.
2 CTZ B.C. B
1 2
6 BIO
5
7 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
5
3
3
4
I REA
4
4
XP
HA
4
M
1 TOTAL: 620 NAT: 620
3
5
CULTURE:
1
5 EGF/ESF Officer
SKILLS
PRIMARY SKILL MINOR SKILLS
8 Influence 4 Computer
QUALITIES NOTES XP
Officer Captain, ESF 50
30 Motivations: Attachments [1] Romance [1]
Hardy ATM-1, RAD+1, TMP-1
Promotion (ESF) [4] Vengeance [1]
Jury Rigger (none) 5
5
Interests: EGF History [6] Solar Politics [6]
Will to Live (none)
Asteroid Belt Locales [6] Milky Way Stars [6]
Lost Sense Smell/Taste -20
Classical Naval Battles [6] General Patton [6]
Out of Touch Level 3 -15 Strategy Games [6]
Languages: English
Gear: Taser Shock gloves Specialized Light
Armor Commlink
The Captain, a longtime veteran of the EGF, was close
to retirement when the call came in: All EGF personnel
available were to be transferred to newly constructed
ESF ships for the offensive into Bactaran space. Now on
assignment in a faraway star system, he hopes only to keep
the galaxy safe for his family back on Hyperion Station.
2 CTZ B.C. B
1 1
5 BIO
6
5 2 SPECIES: Voran (female)
HOMEWORLD: Voruna
WIL BOD
6
5
5
4
I REA
4
2
XP
HA
2
M
3 TOTAL: 290 NAT: 290
3
4
CULTURE:
3
4 Voran Libertine
SKILLS
PRIMARY SKILL MINOR SKILLS
6 Crafting 1 Influence
SECONDARY SKILL
3 Science
QUALITIES NOTES XP
Brick Wall (none) 10
1 CTZ B.C. B
1 2
3 BIO
5
4 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
4
5
4
5
I REA
3
5
XP
HA
3
M
2 TOTAL: 430 NAT: 430
4
6
CULTURE:
2
6 EGF/ESF Officer
SKILLS
PRIMARY SKILL MINOR SKILLS
8 Influence 2 Art
1 Computer
SECONDARY SKILL 1 Crafting
6 Tactics 1 Science
Coordinated Attack
QUALITIES NOTES XP
Officer Commander, ESF 25
Scarred Level 2 -4 Interests: Solar System Exploration [6] Video Games [5]
UEN Politics [5] Star Wars [4] Birdwatching [3]
Languages: English
Gear: Battle Rifle Shock gloves
Bulletproof vest Commlink
The leader is naturally charismatic, and inspires loyalty in
his team. This has allowed him to progress quickly in his
military career, especially in the chaotic environment of the
Orion War. Like the best leaders, he won’t ask his followers
to do anything he’s not willing to do himself.
1
HOMEWORLD: Bactara HOMEWORLD: Redland
WIL BOD WIL BOD
6
5
1
4
2
AG
T
T
PER IN
PER IN
4
3
I REA
I REA
4
2
3
3
1
XP XP
HA
HA
2
2
BEA AN C OFC: 0 BANK: 19 OFC: 0 BANK: 27 BEA AN C
0
1
M M
TOTAL: 335 NAT: 335 TOTAL: 250 NAT: 250
-1
4 4 2 3
1 1
CULTURE: CULTURE:
4 3
1 3 Moti Solar Refugees Inhumans 2
SKILLS SKILLS
PRIMARY SKILL MINOR SKILLS PRIMARY SKILL MINOR SKILLS
QUALITIES NOTES XP
QUALITIES NOTES XP Genetically Modified (none) 20
Will to Live (none) 5
Freakish (none) -15
Freakish BOD -15
Muscle Tone (none) 10
Short Fuse Level 1 -5
Webbed Hands (none) 5
Bad Reputation Level 1 -5
Tissue Reinforcement (none) 5
Asexual (none) 5
PTSD Scientists, Level 5 -25
Lenny (none) -10
Erotophobia Level 3 -15 Motivations: Achievement [3] Romance [3] Vengeance [2]
Scarred Level 3 -6 Wanderer [4] Daredevil [3]
Interests: History of Texas [3] Redland Politics [2]
Motivations: Attachments [2] Avarice [1] Vengeance [4]
Languages: English
Interests: Bactaran Action Media [5] Bactaran Sports [5]
Gear: Brass Knuckles Light Armor Commlink
Historical Fiction [4] House of Moti History [4]
Bactaran Astrology [2] Born an experiment, the genetic prisoner would have died
an experiment if she hadn’t fought with everything she had.
Languages: Kortona
After escaping from the facility, she learned of a new land
Gear: Axe Spacesuit (Bactaran) Commlink where people, even people like her, would be free to live
their lives—the faraway land known as Earth.
Though first raised with the culture of a proud warrior, hard
reality set in when there was no righteous enemy to fight,
but instead, simply mouths to feed. They took up work in
the Solar asteroid belt, mining precious metals. When their
fellow miners were slaughtered by the EGF as a result of
a misunderstanding, they made up their mind to be the
warrior they’d dreamt of being as a child.
7 6 7 8 7 7 6 2 3 2 2 2 2 2
Guigu Rural
Unification Charter
Base Income: Base Income:
⚭500; Base Price: 1.5 ⌔250; Base Price: 1
2 3 2 3 3 4 3 2 2 1* 2 2 2 2
Symtraya
Guigu Urban
Base Income:
⌔400; Base Price: 1
Motivations:
Attachments, Avarice,
Romance
Interests: Research
Species: Guigu
Motivations:
Attachments, Romance, Wanderer
Skills: Pilot 3
Languages: Symtrayan
While their agrarian rural areas have not changed Tech Notes: * Like Voran queens, the Symtraya’s brains are capable
much in several centuries, the Guigu’s cities are thriving of advanced calculations, simulating a CPU TL of their INT.
metropolises of progress and science. The Guigu PRP: Magnetic Field Drive (Biological)
are extraordinarily cordial and good at living with
others in tight environments—excellent space travel
companions. Considering their level of development, A naturally spacefaring species on the verge
they are capable of impressive space travel. This is of sentience. The Symtraya culture is not well
thanks largely to their highly magnetically active developed, and is roughly equivalent to an aborig-
homeworlds, which prompted them to invest heavily inal tribe. However, their instinctual knowledge is
into research on Magnetic Field Drives. This technology surprisingly extensive, giving their culture a leg up
allows them to fly in space without fuel concerns. As over similar cultures of other species.
a result of all this, they have managed a spacefaring
civilization and fly by the seat of their pants, without As the Guigu reach into space, they have come into
advanced materials, or even so much as efficient radio conflict with the Symtraya. At first this was about
communication—all communication with spacecraft orbital territory, but when the Symtraya learned
is done by signal lights. Guigu pressure suits resemble that the Guigu use parts of dead Symtraya to move
turn-of-the-century heavy metal diving suits; in fact, their spaceships, they become more aggressive
their spacecraft are all composed of heavy materials towards them.
like iron, rather thant he so called “space age” materials
that were prerequisites of space travel on other, less
magnetically active worlds. Most of their advanced
science is magnetics based—the planet Kennu and its
large moon, Sawu, are both extraordinarily magnet-
ically active, making this technology particularly
promising. They have not yet understood it fully, but
their space program is made possible by harvesting
organs from the spacefaring Symtraya race. The ESF
ships which made first contact with the Guigu were
disabled when they came close to the binary planet,
causing some of them to crash. Kennsawu’s magnetic
field plays havoc with the electronic systems that most
ships of other races rely on, unless they are heavily
shielded—entering the Kennsawu system is akin to
encountering a solar flare.
White Sky
White Sky (1730-2117)
A Voran Queen and general in charge of the Tactical Corps.
After being instrumental in bringing an end to the Orion
War and the signing of the Treaty of Parella, White Sky
retired from military service to serve on the leadership
council of Parella Station. It was largely due to her support
(financially and politically) that Parella Station was able
to declare independence during the Artifact War, but this
was not a popular move; she was assassinated in retaliation
shortly thereafter.
helped spark.
Guardian Smoke
Guardian Smoke was White Sky’s most accomplished
offspring. Guardian worked for White Sky’s administration
of the Tactical Corps and the early years of Parella Station.
Upon White Sky’s assassination in 2117, Guardian chose
to begin her metamorphosis into a Queen, taking up her
mantle as the leader of Parella Station, in cooperation
with Cal Jones and the rest of Parella’s leadership council.
Eventually, the Unification Charter military was granted a
permanent voting seat on the leadership council, which
Guardian was elected to fill. Guardian is renowned for
her military leadership tactics (even before she became a
Queen), and was a vital part of ensuring Parella Station’s
independence during the Artifact hunts.
3 CTZ B.C. B
2 2
1 BIO
4
1 4 SPECIES: Bactaran
-1
1
HOMEWORLD: Bactara
WIL BOD
5
1
2
6
I REA
6
6
1
XP
HA
5
M
TOTAL: 275 NAT: 275
-1
5 5
3
CULTURE:
5
1 4 Unification Charter
SKILLS
PRIMARY SKILL MINOR SKILLS
7 Pilot 1 Computer
QUALITIES NOTES XP
Officer Pilot, UC 15
Motivations: Achievement [4] Promotion (UC) [1]
Necrophobia Level 4 -20 Romance [2] Daredevil [3]
Radiation Sickness Level 2 -10
Interests: Spacecraft designs [5] Voran games [4]
Scarred Level 2, Lesions from crash -4 Human sports [3] House Punomah Traditions [2]
Languages: Martoki
Gear: Taser Shape Memory Gloves Spacesuit (Bactaran)
Commlink
The pilot was never particularly ambitious, but their skill
landed them this assignment. It was a crucial one: the
protection of Parella Station from threats in the system.
They know they may be called on at any moment to destroy
a derelict vessel on a collision course with the station, but
they has all the motivation they need: their friends on the
station are their family.
6 CTZ B.C. A
1 2
1 BIO
3
1 3 SPECIES: Guigu
1
HOMEWORLD: Kennu
WIL BOD
3
5
4
5
I REA MAG
2
5
XP
HA
2
M
5
2 3
4
CULTURE:
3
2 Guigu Urban
SKILLS
PRIMARY SKILL MINOR SKILLS
5 Computer 4 Survival
Communications 3 Science
1 Crafting
SECONDARY SKILL
4 Pilot
QUALITIES NOTES XP
Quick Healer (none) 5
-1
1
HOMEWORLD: Earth HOMEWORLD: Earth
WIL BOD WIL BOD
5
4
3
5
4
6
BORN: 2092 AGE: 28 BORN: 2074 AGE: 36
AG
AG
T
T
PER IN
PER IN
3
1
I REA
I REA
6
3
1
1
XP XP
HA
HA
4
6
4
5
M M
TOTAL: 330 NAT: 330 TOTAL: 345 NAT: 345
-1
2 2 6 4
5 5
CULTURE: CULTURE:
2 4
2 UEN Citizen Unification Charter 1 5
SKILLS SKILLS
PRIMARY SKILL MINOR SKILLS PRIMARY SKILL MINOR SKILLS
3 CTZ B.C. C
2 -1
4 BIO
1
4 1 SPECIES: Voran (queen)
3
HOMEWORLD: Voruna
WIL BOD
6
1
3
4
I REA
3
5
1
1
XP
HA
2
M
6 TOTAL: 965 NAT: 965
6
5
CULTURE:
5
5 1 Voran (queens)
SKILLS
PRIMARY SKILL MINOR SKILLS
10 Influence 6 Medicine
FEATURED CONTACT
NAME: Signal Meat (Voran male) SKILLS: QUALITIES:
BOND: 5 Influence [4] Black Market Pipeline [2]
FAVOR: 0 Crafting [3] Hurricane [-5]
206
206
Humans /ˈhjumənz/
Stats
XP Available at birth 50 Body Class B
+1
BOD
WIL
GRV TMP
AG
T
IN
0-6 2-3
I
REA
PER
Human Female
0-4 2-4
A
CH
RAD ATM
BEA
MAN
Blood
Humans have red, iron based blood to supply oxygen and
energy to their cells. While it normally clots safely after
injuries, there are a few major arteries which can cause
them to bleed to their death if ruptured.
Humans 207
Genetic Oddity Economy
All other known species throughout the Orion Arm Most large Human economies are strongly capitalistic,
Network–Bactarans, Vorans, Guigu, Symtraya, as well which is unusual among most species. While small
as all the plant and animal life from those worlds–have communities tend towards a more communal philosophy,
one shared gene that controls a key, irreducable piece of larger Human communities and civilizations tend towards
biochemistry. This gene suggests a commonality of all more individualistic and capitalist organizations, owing
of those lifeforms, possibly implying a panspermia based largely to the accumulation of power among corporations.
origin for all those species. It is possible that such a Even among the most socialist Human civilizations, the
hypothetical panspermia was made possible thanks to socialist policies are almost always operated within a
the warp bridges, though the hypothesis does not explain framework of capitalism.
how a gene-carrying life form could have survived bridge
travel without a Junardm.
Nation States
Life on Earth, however, does not have this gene, and thus
appears to have a unique abiogenesis compared to the
Provisional Central Earth Government
other species in the Arm, presuming the panspermia
hypothesis is correct. This uniqueness is an ongoing area of
study and speculation.
Culture
Family & Relationships
Some Humans are monogamous, though this is largely an
aspect of culture and religion, and modern Humans can
often choose from a variety of relationship and family unit
types. Indeed, nonmonogamous relationships and families
grow in popularity over time as a result of a number of
factors, not the least of which is the reduction in the power
of religion over the cultural zeitgeist. This trend towards
nonmonogamy is most prominent in colonies beyond
Earth, which are not tied to existing traditions as much
as Earth communities are.
Religion
Humans practice atheism as well as a number of widely
varying religions, but the most prominent are Christianity,
Islam, Hinduism, and Buddhism. Humans that choose to
leave Earth and settle elsewhere have a higher tendency PCEG Flag
towards atheism than the population that stays on Earth,
and a more loosely defined sort of spiritualism is common The PCEG was established in the immediate aftermath
as well. One notable exception is the population of the of the Bactaran occupation in 2065. The PCEG was most
Venus skysteads, which is heavily Buddhist. famous for the PCEG Courts, which were its attempts to
seek justice against the occupation’s collaborators. These
courts were almost universally derided as being draconian
and unjust. The PCEG also failed to serve the interests of
many of its member states, which were not given any choice
in membership with the PCEG. It was shortly disbanded,
after a “civil war” on multiple fronts seemed to prove
that the concept of a single global government was not a
plausible path for humanity at this time.
208 Humans
United Earth Nations which gave regions populated by these people the ability to
form non-aligned nations. These nations tend to be created
in land that is spread out enough to make law enforcement
difficult, and with enough resources that open trade is a low
priority. The single most influential such region is known
as the Cascade States, formed from several former states
in the American northwest, whose technological resources
are significant enough to make trade worthwhile despite
the hurdles imposed by the UEN. Most of the remaining 34
non-aligned nations are small, farming focused enclaves.
Guangdong Region
UEN Flag
Humans 209
Language
Humans primarily communicate verbally using sound
produced in their throat and passed through their mouths;
the shape of their mouth (throat, tongue, roof of the mouth,
teeth, and lips being the primary sound manipulators) can
be changed to produce different sounds.
Humans also have written languages, which are nearly as
varied as the spoken languages. Most Human languages
can be written easily using simple drawing utensils like
pencils; the few that require more specific tools are dead
languages, such as Cuneiform.
Language Families
All Human languages are considered to be a part of the
language world of Earth, even if they’ve evolved further on
other worlds. Human Male
Humans have created a dizzying array of languages and
families over the generations, but as humanity takes to the
stars, they start to consolidate. The European, Slavic, Sino,
Native American, and Indo-Iranian language families are
the main divisions of language for humans, with European
(English and Spanish), Slavic (Russian), and Sino (Chinese &
Japanese) being most common among the people who will
be found in Afterverse.
Common Human language dialects in space include
Cererian, an offshoot of American English with a handful of
Bactaran loan words (primarily vulgarities); Venusian, an
Australian English variant; and Sino-Venusian, a Mandarin
Chinese variant. Additionally, by the start of the Artifact
Era, a new language has begun to form among the colonies
around Saturn. The Saturnian language is a blend of English
and Spanish, with many of the same Bactaran loan words as
the Cererian dialect.
210 Humans
Bactarans /bɑktərɔn/
Stats
XP Available at birth -15 Body Class B
+2
-1 WIL
BOD
+1 Bactaran
GRV TMP
AG
T
IN
0-5 3-4
I
+1
REA
PER
0-4 1-3
A
CH
RAD ATM
-1 MAN
BEA
House of Moti
+1
for a Bactaran to bleed to death; a severed arm will drain
one system of Hon-karona, but the cells in the rest of the
arm will be kept alive by the Hon-kateka fluid until the
Hon-karona system clots. Thanks to this system, a Bactaran
Puberty Pro Middle Old who is in the Bleeding Out state from Piercing or Crushing
damage will not actually "bleed out”, and will not take any
15 20 30 70
additional damage over time.
0 AQP 1 AQP 3 AQP 5 AQP
Bactarans 211
It is suspected that the Bactarans’ focus on space travel Partners will tend to stay together following this process
over computer technology relative to the development of for about an hour, during which time each partner will lay
Human technology has to do with spectroscopic vision. a small egg (just over 2 cm in diameter) from their chest,
As the hypothesis goes, Bactarans could tell even with no along with a small amount of fluid containing their genetic
technological aid that distant stars were fundamentally material. The fluid from each partner fertilizes the egg
the same as their own sun, driving their desire to reach the of the other (with the eggs rejecting matching genetic
stars from an earlier era. Simultaneously, it is essentially material as described below), and conception of a pair of
impossible for computer displays to emulate anything that eggs is complete.
Bactarans can see with their own eyes, reducing the desire
Bactaran eggs tend to reject fertilization from genetic
to create visual media including computer games which
material that is close to their own, using several phenotypic
drove so much computer research in Human culture.
markers (similar to blood types among Humans) to
distinguish. It is extremely rare (though not quite impossi-
Head spikes ble) for an individual to be able to fertilize their own
Bactarans’ heads are covered in hard, straight spikes called eggs, and in modern times such individuals are generally
motuka, similar to porcupine quills. These spines also have sterilized at puberty; otherwise they will continually birth
a fiber optic-like thread running through them and a single new children at a faster rate than is feasible to care for
cell eye, allowing them to see vague shapes and motion in infancy. This same mechanism also makes it rare for
behind them. These spikes do not provide any notewor- siblings to be able to conceive children with each other,
thy physical protection, but the additional awareness though more common than with oneself; as the familial
(combined with their spectroscopic vision) grants them +1 relation grows more distant, the odds of successful
to their PER attribute. A common saying among Bactarans reproduction increase (at roughly the same statistical rate
translates roughly to “Use your motuka”, which means as the likelihood of inheriting incest borne illnesses).
something similar to the English phrase “Watch your back”.
Following conception, the parents will nurture the growth
of the pair of eggs by releasing some of their Hon-kateka
Intelligence gelatinous blood, which is absorbed by the eggs’ skin to
The average Bactaran has an intelligence level slightly provide the vital nutrition. Without this fluid, the eggs
below the average Human, though individuals have as will starve, so Bactaran recreational sex generally involves
much variation on this as any other species. In terms of releasing this fluid in a different place. After approximately
their technological advancement, this has historically four weeks of growth, the pair is developed enough to
been compensated for by their remarkable spectroscopic begin the weeks-long “hatching” process, and can begin to
eyes –the ability to discern not just colors but the spectra consume and digest small bits of food, weaning them off
of elements makes the world easier to natively understand, of the parents’ fluids. After about six weeks, the eggs have
and tends to prevent scientific “wrong guesses”, especially begun to form into humanoid shaped bodies, and are at
in fields such as chemistry. Their scientific progress has this point considered infants, growing from here in much
tended towards stagnation as a field advances beyond the same way as Human children do.
what the eyes can see–which is largely how Bactarans have
advanced space travel and weapons technologies so much
Pronouns and Gender
faster than their computer technology.
Because adult Bactarans visually resemble Human men
more closely than women, the first Humans to see them
Sexuality and Reproduction assumed these individuals were males, and began using
Bactarans do not have dimorphic sexes like most other male pronouns and words (such as “son” and “brother”) to
sentient species do. Though they reproduce sexually, refer to individual Bactarans. Though this is not strictly
with two individuals contributing genetic material to accurate, it became common practice for several decades,
their offspring, they each have an equal role to play in the throughout the occupation and beyond. Following the
reproductive process. The reproductive practices most Sirius Expedition and more peaceful first contact, which
often produce a pair of children simultaneously, and thus, led to a freer exchange of philosophy and ideas, some
Bactaran cultures and mythology strongly reference paired Bactarans began to object to the usage of male pronouns,
siblinghood as a common theme. preferring gender neutral pronouns. As a result of this
When two Bactarans wish to mate, they will begin by history, the usage of male-centric words and gender-neutral
massaging each others’ stomachs in a particular way which words to refer to Bactarans became complex.
is sexually pleasurable and triggers immediate ovulation.
212 Bactarans
Bactaran language does not recognize gender at all.
Though words for the sexes (male and female) exist, they
Culture
do so purely in a scientific context, describing other species
on Bactara (some of which exhibit different sexes, unlike Houses and Enclaves
Bactarans). The closest analog to gender in Bactaran society Bactaran society is feudal, with the most powerful
is color, and Bactaran pronouns are the same words as organizations being the many Houses. A Bactaran House
the adjectives used for colors. Most Bactarans will choose lives in an enclave composed of a family, any service staff it
a color of clothing to prominently wear on a regular employs or contracts, traders, and a number of wards and
basis, designating this color to be used as their pronouns. diplomats from other Houses. Enclaves range in size from
Unlike Human concepts of gender, identifying colors in small farms consisting of a single nuclear family, to huge
Bactaran culture do not carry any societal implications; walled fortresses with thousands of members inside. All
they are strictly for identification. They can also be easily enclaves are surrounded by walls–the tallest are hundreds
changed; frequently, when joining a new social group or of meters high, while small enclaves often build walls small
organization, a Bactaran will find that the new group will enough to step over, which merely serve to mark territory.
have someone already using the color they were previously
using, and will switch to identify with a different color for Walls
ease of communication. Walls carry enormous symbolic value in Bactaran culture.
When Bactarans begin to integrate with Human societies, A family without shelter will often choose to build a
they are typically considered non-binary by those most makeshift wall before even starting on the house. Crossing
educated in the matter, and are generally referred to in a wall uninvited is a grave offense to Bactarans, and if
English using the pronouns they and them. However, a Bactaran does not have a wall, most other Bactarans
Bactarans raised in mixed species environments may consider them to be “fair game”. On the other hand, most
internalize a hybridized concept of gender and grow to Bactarans respect the boundary that a wall represents,
identify as male or female, depending partly on which and will fight to prevent third parties from violating the
social roles they feel most comfortable with. Studies of such wall, even if the wall is only knee high. When venturing
communities find that approximately 50% of Bactarans will outside one’s own walled enclave, a Bactaran’s clothing is
not use Human genders, while around 30% will identify considered their “wall”, and many Bactaran clothing styles
as male and 20% as female (this discrepancy thought to are designed to convey this idea.
be influenced by the visual resemblance to human males).
Some Bactarans will identify with a color either instead of Cities
or in addition to a Human-style gender, depending heavily In addition to the countless House enclaves, the moon is
on the crowds they interact with most. dotted by a number of larger cities, which are explicitly not
walled off and are considered open to all. These cities are
Behavioral often built around or near the enclave of the House which
A Bactaran’s instinctive behavior is possibly best built the city. The first precursors to cities were relatively
understood by observing their evolutionary history. There small public spaces built adjacent to but outside an enclave
is a closely related species called the Bactoca, a scavenger wall–a way of offering shelter and space to outsiders but
with an unusual trait. The Bactoca emits a pheromone that not promising protection. Eventually, the largest houses
causes its prey species to start infighting; in fact, it triggers began to build large, ostentatious public spaces; as these
their mating season. When the dust settles, one or more of space were used not merely for shelter, but for commerce as
them is usually dead, and the Bactoca feeds on the corpse. well, they soon began to grow of their own accord into the
cities they are now.
This evolutionary history is notable because, often,
Bactarans use similar tactics on their enemies. They evolved Cities often contain within them smaller areas which are
a strong sense of social intelligence and an understanding walled off, often secondary enclaves for families which do
of motives and what could be used to turn one against business in these cities but do not live there. These function
another. Nowhere is this trait more evident than when similarly to embassies, in that they are considered the
they occupied Earth, quickly learning command of Human absolute territory of the House to which they belong.
politics and turning one group against another.
Bactarans 213
Houses Several generations ago, a brutal dictator named Korzof
dominated much of the planet. One of their projects,
Though there are hundreds of Bactaran Houses, each with spanning their long career, was the transformation of a
its own culture and personality, the most prominent houses subservient House of theirs into a subspecies of purebred
are listed below. fighters. After two generations of selective breeding,
the House of Moti, formerly insignificant, became
Houses, especially the large ones, exchange wards on a
the instrument by which Korzof would achieve their
regular basis–children sent between Houses to ensure
domination. For the third generation, they instructed the
peaceful relationships and discourage violence. In practice,
house to breed as many children as they possibly could,
however, wards tend to conduct subterfuge within the
granting them the resources needed to raise and train the
houses they were sent to–sometimes planned, sometimes
children in exchange for their serving in their army. Korzof
not–and in recent years, the practice has become distrusted
changed this House’s name to the House of Korzof-Moti.
and fallen from use. The new means for peace is economic
interdependence. The Korzof-Moti were strong warriors, and coupled with
the element of surprise (having come from such an unassum-
Like many cultures, Bactaran Houses mark their territory
ing House), swept the planet. In just three generations
with flags. A normal Bactaran flag is vertically oriented, and
(kept unusually short by the breeeding program) they
for Houses whose native language is in the Prime language
had effectively become a subspecies of Bactarans, highly
family, it is tradition to build the design of the flag around
distinctive from the standard mold. Their improved strength
the letter of the first syllable of the house. The most notable
and agility are accompanied by increased aggression
exception is the House of Martoki, whose flag is based on
Generations after Korzof’s death, it is members of the House
the symbolic representation of the planet itself.
of Korzof-Moti which occupy Earth, causing so much
destruction there.
The House of Moti
The House of Punomah
Punomah flag
Moti flag
214 Bactarans
The House of Martoki This small house is most famous for being the source
of Bactara’s Junardms. It has a longstanding territorial
dispute with Moti, which came to a head after the Moti’s
territory was forcibly taken from them following Korzof’s
reign. Part of the territory that was taken was then found
to contain ancient ruins—the Junardm manufacturing
device that would change the course of history of the
Orion Arm. Moti tried in vain to reclaim the device, and
when that failed, launched what seemed to be a sabotage
attempt, but turned out to actually be cover to steal several
Junardms, which it would go on to use for the invasion and
occupation of Earth.
Language
The Bactaran society is old, and fragmented. The language
World of Bactara is split into three major Families: Prime,
Kingdom, and Primitive. The Prime family is the one that
will interact with space travelers most of the time; it is far
more used than the others, and used by nearly all Bactarans
who travel in space. The Prime family contains three major
languages: Kortona (used by Korzof and by extension the Moti
house, as well as their rival house Torme), Martoki (associated
with the more religious houses, most notably the House of
Martoki itself), and Klinoto (most common among the rich
and spacefaring houses such as Barohti and Punomah).
Every House, even the smaller ones, has its own dialect of the
language it uses.
The written alphabet of the Prime language family is based
Torme flag
on syllables, which consist of a consonant followed by a vowel
sound. The consonant is represented by the outside of the
character, while the symbols inside the character represent
the vowel sound.
Bactarans 215
Vorans /ˈvɔrənz/
+3 +2
+1
BOD BOD
WIL WIL
GRV TMP GRV TMP
AG
AG
T
T
IN
IN
0-7 2-5 0-5 3-4
I
I
+1
REA
REA
PER
PER
0-8 0-4 0-2 3-4
A
HA
CH
Included Qualities: Carapace (1), Eidetic Memory, Asexual Included Qualities: Carapace (1)
216 Vorans
Voran (Female) Voran (Queen)
Stats Stats
XP Available at birth 80 Body Class B XP Available at birth 15 Body Class C
+1 -1
WIL
BOD
-3 WIL
BOD
AG
AG
T
T
IN
IN
I
I
+1 +1
REA
PER
REA
PER
A
A
CH
CH
+1
Vorans 217
Physiology Queens
The mature female, or Queen, is a large insectoid entity,
Vorans have three sexes: males, females, and drones. In ranging from 10 meters up as high as 50 meters long
addition, females late in life may metamorphose and (growing larger with age). A Queen consists largely of a
become Queens, often treated as a fourth “sex”. hollow carapace which is used as shelter by the immature
Vorans have eight limbs. Four legs are used for walking. Two females, males, and drones she has spawned or is mating
limbs end in large crablike pincers; they have a relatively with. A Queen and her drones will often dig either a pit
large areas on the side of them used for communication or, in the case of older, larger queens, a more complex
(see Chromalingua, below). The last two limbs are similar, underground hive, to be able to support more individu-
but more prehensile, smaller, and softer–the closest they als inside.
have to hands (albeit hands with a single finger). Their Though her carapace is ostensibly a part of her body, her
shells are segmented. The head is one piece; the thorax main body (containing all her vital organs) is much smaller,
is a series of 10-20 plates; and the abdomen is a single, and located near the “front” of her carapace, which will have
softer shell. grown from the fusing of her wings. The Queen’s main body
contains all vital organs, and must support a thin “skin” just
Males inside the carapace, which in turn maintains the carapace
Male Vorans are about 1.5 meters tall, and about 2 meters itself. Due to this support, the Queen’s main body size is
in length. They have eight legs and 3 body segments. Like predictable relative to the size of her carapace–the volume
Earth insects, they are soft bodied with exoskeletons. They of her main body will always be directly proportional to
have two small wings, primarily used for jump assistance; the surface area of her carapace. The Queen will also have
a male or female Voran’s base jumping distance is (AGI × many larval sacs which may be fertilized by males, and the
2 - BOD) × 10 meters (drones, being smaller, can fly). number of these sacs grows with the female.
A male spends much of his early life acting much as a drone The sheltering effect evolved due to the conditions of
for his Queen mother, either foraging or defending for her. the Vorans’ home planet, Varhanna. The star has periods
Following puberty, he enters a period where he searches for of radiation storms, which trigger sulfur storms which
a new Queen to mate with. If successful, he becomes part of males and immature females cannot survive on their
the new Queen’s hive, raising his own offspring and serving own; they seek shelter inside the Queen during these
the Queen as needed. times. Depending on the size, a Queen can shelter up to
100 others, and she is selective; her offspring and drones
take up most of the space, and aside from that, she only
Females allows in males she wishes to mate with. Any other Vorans
A juvenile female is very similar to the male, morpholog-
that attempt to come inside during the sulfur storms are
ically speaking. Different females grow and mature at
rejected and often die outside.
different rates. When the female has reached a certain
age (somewhere between 15 and 30 years old, depending The Queens have the same limbs and wings as other
on a number of environmental factors) she then enters Vorans, but they are so small relative to their bodies that
metamorphosis, shedding her old shell and growing much they are no longer mobile. In a pinch Queens can be moved
larger, becoming basically immobile on her own–she with the help of their hive, but it is time consuming and,
changes into a Voran Queen. If the female does not undergo unless the Queen is accustomed to movement, dangerous
this metamorphosis by the age of roughly 30 years, she dies (case in point–space travel; see below). Queens may live a
of old age. Only about 30% of Voran females successfully very long time if not killed by illness or accident; the oldest
grow into Queens. known is 150 Voran years (600 Earth years) old. Their outer
shells continually grow larger as they age.
In a natural state, females who do not metamorphose are
not able to reproduce. Reproduction without metamorpho- During metamorphosis, the Queen’s two chromalinguistic
sis is possible with modern Voran medicine and incubators, claw surfaces separate; one faces inward to communicate
but much of Voran society is still Queen-centric, and such with her own hive, and one faces outward to communicate
practices are often taboo. Some cultures (especially in with others. Both grow much larger than they were before,
places like Serenity, where Queens cannot survive) are and they lose their functionality as claws. Her other limbs
doing away with this culture altogether. actually shrink slightly, becoming almost vestigial.
218 Vorans
Reproduction A Voran’s first instinct, typically, is to cooperate with
A Queen continually generates egg cells throughout her others for the good of the hive. As sentience was achieved,
life; usually, they sit idle in her egg sacs. At any point, she cooperation became a fundamental part of their moral
may trigger an egg to grow into a drone. The gestation code; a modern Voran is taught to cooperate with everyone,
period for drones is short, only about two weeks; while a including those outside its own hive (though naturally, the
queen cannot survive long term without caretakers, in the hive is prioritized). When contact with the other species is
case of a calamity, she will usually survive long enough to established, this makes the Vorans essential to the peace of
spawn a few drones, which can then clean and feed her and the Arm; they are natural born negotiators skilled at finding
get her back on her feet, so to speak. common ground and mutual benefit. It’s not all peace and
rainbows, though, as Vorans believe in this kind of coopera-
Male and female larvae are conceived in a slightly more
tion to a fault; they are likely to try to put together different
traditional way–a male will deposit genetic material into
sides that might be better off separate, and they may use
one of the egg sacs, which grows (randomly) into a male
extreme means to encourage cooperation.
or female.
Drones Culture
Voran drones, like the workers of some Earth hive insects,
contain only one set of chromosomes (from their mother). Rights
They exist as servants to their mother/Queen, and are much All Vorans in modern society, from Queens to drones,
smaller than males and juvenile females (about half a have basic rights, including freedom to travel, freedom of
meter tall). A typical queen will have 5-10 drones support- speech, freedom of occupation, and rights to due process.
ing her, but the largest of them may have many more, well Though about 95% of drones choose to remain and serve
into the hundreds. their respective Queens, some choose to serve another
Drones are dependent on a Queen’s milk for nutrition and Queen for some reason or another or leave the hive society
lack the digestive organs of the males (and obviously, the entirely (which was only possible when synthetic nutrient
reproductive organs); most drones have smaller abdomens broths were invented; without it drones are dependent on a
than males. However, they do have a storage sac, accessi- Queen’s milk). They are not shunned or persecuted, as long
ble through their mouth, as part of their abdomen that as they find a Queen willing to take them in, or work for
can grow larger if stretched, which is put to use by food themselves (often in an accepting cluster like River Cluster).
gathering and cleaning drones. (This storage sac does Likewise, Queens typically choose to breed normally, but
not digest its contents; quite the opposite, it keeps them some prefer to spawn only drones with no females or males
dry and safe.) They are capable of flight. Drones live up to at all; Queens may spawn drones without a male to mate
about 30 years. with, so choosing only to have drones is a simple matter of
not mating. (It is not possible for a Queen to survive with
Sentience & Cooperation no offspring at all; she is physically incapable of cleaning
and feeding herself.) Queens may behave any way they wish
As the Vorans evolved sentience, their interactions became towards their hive; most of the longest living Queens are
considerably more complicated. All three genders are benevolent and wise, serving as effective organizers of their
sentient; though Queens (by necessity of their role) have a own social groups. However, some alienate their own hives
more advanced awareness than the other genders, they are through their behavior and, in extreme cases, do not survive
all capable of intelligent thought, language, free will, and due to lack of care taking.
decision making. Modern Vorans tend to live in clusters of
Queens living close to each other, which could be thought of
as either super hives or cities. These range in size from only
a few hives (with one Queen for each, of course), up to the
largest city (whose chroma name translates to River Cluster,
thanks to its placement at a major river delta) which has
about 30,000 Queens, 1.2 million males, 100,000 females,
and 3 million drones. River Cluster’s unusually high count of
drones is due to its community of independent drones; only
about half the drones of the cluster are part of a hive, and
many of the rest work to maintain the cluster itself.
Vorans 219
Genetic Modification Propulsor
Vorans have long been practicing genetic modification. Though the Queens may be naturally hermetically
Females tend to avoid modification–the metamorphosis sealed, they are not quite spacecraft. Obviously they
process is especially sensitive to small genetic changes, and need propulsion, and the Queen (along with anyone they
it simply is not worth the risk. However, retroviral modifica- bring with them) must breathe and eat. These needs
tion is common in males, and in utero modification is are served by a device called a Propulsor. The Propulsor
common in drones. In utero gene resequencing to remove unit is generally solar or nuclear powered. The female
genetic diseases is ubiquitous among all the genders, excretes a methane waste, which the Propulsor uses to
however; as a result, hereditary diseases among Vorans are power its navigational thrusters; primary thrust is handled
almost unheard of in the modern age. separately.
When male Vorans get modified retrovirally, it is standard Large collective ships with dozens of females attached,
practice to sequester their reproductive system from the called Hubs, are used as motherships. The Propulsors
changes so that female offspring would be unaltered (for attach directly to this, and the Hub allows the occupants
the same reasons that females avoid modification). In of the Queen to enter and travel between Queens, and
addition to the common utilitarian modifications, males access the facilities of the Hub. The Queens must generally
often get Chroma Skin to help attract queens. remain outside, though they do have access to things like
communications and entertainment while attached.
When drones are modified in utero, their alterations are
almost always in the interest of the hive–better workers,
better fighters. Drones that are part of a hive rarely undergo Space Combat Tactics
retroviral modification, but those which are independent When combat is anticipated, a Hub will fly to the combat
of a hive will seek it out for many of the same utilitarian area, where some or all of the Propulsors will detach.
reasons males do. Propulsors have small arms, while the Hub contains larger
weapons. Using these tactics, a small fleet of Hubs can
Retroviral modifications for males and in utero modifica-
easily and suddenly overwhelm an enemy with numbers.
tions for drones each have a -3 modifier to the Rarity value
Propulsors are maneuverable enough to dodge or intercept
of the upgrade.
weapons fire as necessary.
Combating Queens are generally paired with a single male
Space Travel for Queens or drone to help pilot, though they are able to hold more
A female’s interior is hermetically sealed during the storms. males/drones or to fly on their own if they wish. The pilot
This makes female Vorans an ideal natural spaceship, is placed in charge of strategic decisions and takes in the
lacking only the propulsion. Their interior can hold an information while the Queen focuses on flying. Vorans are
oxygen recycling system of symbiotic algae, chromato- renowned for intelligent swarm like behavior in flight. Since
phoric information displays, and a hermetically sealed the pilot does not need to expend any concentration flying,
space. Her shell needs only a treatment to shield her from he can focus on being a strategist.
radiation and an artificial propulsion system, and she can
fly those contained within into space. The shell is tough
enough to survive reentry as long as it is given enough time
to heal in between reentries. This healing time is only a few
days for smaller females and increases with age; the larger
females can take up to a year to regenerate. For this reason
large space bound Queens tend to have smaller Queens
accompany them who are used like shuttles.
220 Vorans
Voran Corps Defense Corps
On a macro scale, the largest organized groups of Vorans
are known as the Corps–large groups who have chosen
a particular field as their mission. It is rare that multiple
Corps will compete for the same mission, differentiating
their society from capitalism; the system more closely
resembles the multiple military structures on Earth, which
is why the Voran word for this concept has been translated
as “Corps”. The largest Corps are listed here, but there are
many other, less prominent Corps.
Infrastructure Corps
The Defense Corps are the newest, but one of the most
powerful, of the major Voran Corps. There was no need
for such a corps until first contact was established with
the Bactaran Republic (not long before the Korzof-Moti
discovered and occupied Earth). Once the existence of
other alien worlds became known, the Defense Corps were
organized by members of the Infrastructure and Merchant
Corps to ensure a secure perimeter in the Voruna system,
protecting the system and its travel and trade routes from
any potential alien incursions.
Infrastructure Corps glyph
The focus on space combat implies a significant number
The largest, oldest, and most influential of the Corps, the of spacebound Queens and Hubs. As a result, females in
Infrastructure Corps, is steady and stable, and largely the Defense Corps metamorphose into queens at a much
responsible for the smooth flow of goods and people higher rate than any other Corps, with approximately 90%
around the Voruna system. The Infrastructure Corps has of females who survive to the age of maturity becoming
taken on a number of miscellaneous tasks that are far Queens. As a result of this, Defense Corps Queens are often
ranging but not directly infrastructure related, and is the belittled relative to other Queens, who are frequently proud
closest thing Vorans have to a centralized government. of having beaten the odds and risen to the top of their
society to metamorphose.
It is the Defense Corps who, using Junardms borrowed from
the Infrastructure and Merchant Corps, flood through the
warp bridge into the Parella System in 2109 to put an end to
the fighting between Humans and Bactarans, and thus play
a significant role in the formation of the Unification Charter
and Parella Station.
Vorans 221
Varhanna Tactical Corps Engineers Corps
Every community of significant size has its own Tactical The Engineers Corps is the most pervasive of the Corps.
Corps, who are tasked with performing military strikes Engineers retain their membership in this Corps while
(both offensive and defensive, though since first contact, going on to serve among the ships and projects of every
typically focusing on offensive force). Though these have other Corps, with membership in the Engineer Corps
historically varied in size and number, the most prominent treated much the same as being part of a guild or union.
of these since first contact with aliens has been the Non-Corps engineers are considered second rate and
Varhanna Tactical Corps, formed of many merged Corps on are not trusted with major tasks. They are responsible
the Vorans’ home planet. for inventing and maintaining the Vorans’ advanced
technology.
The Tactical Corps is best known among Humans as the
Corps which sent ships to aid Earth at the end of the Because engineers, unlike many other fields, do not take
occupation. It was also a diplomatic envoy to Bactara sent membership in the Corps which they serve, the Engineers
by the Varhanna Tactical Corps which made contact with Corps is particularly well connected throughout all areas
the Sirius Expedition, also en route to Bactara, and made in which Vorans have influence. Due to this, they are in a
official first contact with humankind six years after the end unique position to be used as spies and liaisons; anytime
of the Occupation. As a result, this Corps is particularly well there is a group of more than a handful of Engineers Corps
regarded on Earth, even though Humans have relatively engineers serving somewhere, it can be expected that one
little direct contact with the Tactical Corps after this time. of the group will be serving as a spy.
222 Vorans
Merchant Corps Scholar Corps
Vorans 223
Language: Chromalingua Vorans have two claws, and a chromalingua “word” typically
only uses one claw to convey its meaning. When speaking
The Voran language is referred to as chromalinguistic straightforwardly, both claws will display symmetrical words.
communication–a series of flashing colors and patterns that However, in more informal, personal conversations, a Voran
appear on the Vorans’ bodies, specifically on the side of the may use a second word to augment the meaning of the first.
Vorans’ claws. The shell is equipped with chromatophores, For example, he may flash the signal for the word “travel”
with the ability to flash color patterns and, with some on his dominant claw, and the word “air” on the other claw
concentration, even images. As they developed sentience, simultaneously, to indicate flight. There are specific combina-
these cells became concentrated most densely on their large tions of words that have explicit meanings and subtler
claws, which are their primary means of communication. In connotations than their constituent words imply, often
fact it is essentially their only means of communication; they etymological descendants of what used to be straightfor-
can make a buzzing sound by rapidly clicking their claws, but ward word combinations. These dual claw words are always
this is only used to draw attention or add emphasis. considered to be informal and personal in tone.
The Queen has these cells additionally on her inside carapace Voran body language is used to indicate the level of intimacy
at extremely high resolution with a high degree of control; of a relationship. A Voran will face a person while talking to
they are, effectively, biological viewscreens for the outside indicate a more personal relationship, though this does not
world. The female is also able to control this information to necessarily indicate a positive or negative one; a Voran facing
show anything she is capable of understanding, and has a you could indicate that they are fearful or wary of you, angry
greater degree of control over this than the lesser genders. at you, friendly towards you, or simply trustful of you. The
Voran may indicate hostility by spreading its claws (making it
Patterns are flashed on their claws like words forming more difficult to see/understand the chroma being displayed
sentences. Direct translations between the native Voran on them, while looking larger and more threatening), or
language and verbal language is difficult and imprecise. It indicate closeness and trust by drawing the claws in towards
frequently includes visual cues that must be described if its torso.
translating. Vorans who are in contact with audiologically
communicating species have developed a sort of pidgin A Voran will stand facing sideways against someone with
Voran dialect that avoids complex visual cues and is easier to whom they share a professional, cooperative, but impersonal
machine translate to verbal language. This also has an effect relationship; in accordance with the symmetrical communi-
on proper names. cation described above, the use of informal double claw
language is not possible in this position, as only one claw
Because there is no objective way to convert a pattern of can be clearly seen. Thus, only full, straightforward words
colors and symbols into an audible sound, Voran names are used in this context, and a professional tone is conveyed.
(including names of planets and people) translated into Because a Queen cannot move enough to accommodate
a spoken-word language tend to be translated using the changes in body language, they almost always use the
nearest chroma equivalent of the true name. As a result, formal, professional tone when communicating.
anything named by Vorans tends to be translated as common
words, sometimes ones that make sense in context (like
the planet Ember, whose chroma name came from its
Language Families
proximity to their star in the first place), and sometimes not. Chromalingua has two families, but only one is in use;
Incidentally, the word “Voran”, itself, actually comes from the Modern is in active use today, and the more complex
word for “insect” in the language Kortona, which Humans Matriarchal language exists only in records from thousands
picked up on from the Korzof-Moti during the occupation; of years ago, when only the Queens were sentient. There are
the Voran word for Voran would likely simply be translated six major languages, more or less regional, and are named
as “the People”. Voran names as seen by other species will as such (at least when translated to speech); Northeast,
be along the lines of Running-River, Bright-Fire, and so on. Northwest, East, Central, West, and South. East is most
Prior to first contact, the names Voran Queens chose for prominent among spacefaring Vorans, followed by West and
their offspring did not take such translations into account, Central. (Notably, most Voran Queens are adept at translat-
so the first Voran names encountered by other species ing among all six, so language barriers tend to only affect
were often translated into something nonsensical, such as the lower genders.) Dialects are more specifically regional,
Cooking-Vision or Drink-Couch-Blue. As relations with other and bear names like River Delta, Northeast Mountain,
species become more and more a factor, later generations of Central Foothills, etc. It can be more or less expected that
Vorans would generally choose names for their offspring that any two Queens will have different dialects, unless they have
translate into more sensible phrases. specifically come from the same area.
224 Vorans
Guigu /ˈɡuigu/
Stats
XP Available at birth 30 Body Class A
+3
+1 WIL
BOD
Guigu Male
GRV TMP
AG
T
IN
0-5 1-3
I
PER
REA
0-3 1-4
A
MA
CH
RAD ATM
+1
G
MAN
BEA
-4 Physiology
The Guigu’s biological order closely resembles primates.
They are small (about half the height of the average
Human), furry, and generally considered cute by Humans.
They are covered consistently in soft fur. Guigu fur is
excellent at holding in heat, and they are capable of
surviving for a fair amount of time well into sub-zero
temperatures. No amount of insulation can help if the food
Puberty Pro Middle Old
and water taken in are freezing, however, so Guigu burrow
15 25 40 80 during most of their planet’s cold season, taking advantage
0 AQP 1 AQP 3 AQP 5 AQP of subterranean hot springs which provide clean, warm
water. When the warm season returns, the Guigu return to
the surface to harvest food, mate, and be merry.
This burrowing behavior is common among primate
species on Kennu. While most such creatures use this time
Overview to hibernate, the Guigu do not; the lack of hibernation
behavior is thought to be a result of the Guigu’s cultural
The Guigu are a simian species native to a system adjacent evolution to become hunter gatherers. When they began
to Redland. They inhabit the larger body (Kennu) of a to gather and stockpile food, bringing some with them
binary planet system (Kennesawu, see page 262). As of into their burrows, hibernation became less necessary for
the discovery of Kennesawu they are in the midst of their survival; rather than hibernation, Guigu often study or
industrial revolution, with similar technology to Earth practice skills during the cold season. However, this is a
around the turn of the 20th century. Impressively, however, very recent trend in their evolution, and has not fully set in.
they already have a notable space program, with many Guigu have been known to occasionally (and without more
spacecraft and even a space station in orbit. than a day’s warning) sleep for weeks at a time, especially
if they are on rations or otherwise not well fed. These long
naps are generally harmless.
Guigu 225
Guigu feet, while not quite as dextrous as their hands, are up, represents the Guigu’s effective Thrust Ratio when
prehensile, capable of gripping and holding. Guigu are attempting to move only their own body mass. A standard
expert climbers, like monkeys and lemurs on Earth, and Guigu pressure suit generally masses about the same as the
their habitats are filled with handholds, utilizing the Guigu himself, and the pressurized tank for their air supply
vertical space as efficiently as the floor. Guigu have a tail masses about the same again, so the number should be
that is used for balance, though it is not prehensile; when divided by 3 in most cases. Guigu can survive in vacuum for
not climbing, their tail is tucked into the fur on their lower short periods of time (a couple of minutes or so) with only
body to conserve heat. small amounts of damage as long as they have goggles,
so if they need to quickly make a short “hop” (generally to
Magnetic Attribute another ship within docking range), they may skip the suit
Some Guigu have a weak control over magnetic fields in and just go on their own, in which case they will enjoy their
relationship to their own body - in much the same way that full MAG rating as their Thrust Ratio.
a compass needle can rotate to face the north pole, they are Guigu can also use the MAG attribute as a positive dice pool
able to both rotate and move position. The MAG attribute bonus on any Orienteering or Navigation test (personal
represents the strength of this ability; it must be at least 1 navigation, not Astronautics) on a planet or in an area with
in order to be usable. On planets or in areas with a magnetic a magnetic field. Most space stations (including Parella,
field (which includes most habitable worlds), they are Hyperion, and Herschel Stations) are built in orbit around
able to effectively exert force on themselves. While this is planets with such magnetic fields.
not enough to allow them to fly, it can cushion landings
(reducing falling damage by MAG), and in space can be
used to navigate gently. Thanks to their gripping feet and Personality
this ability, Guigu make ideal astronauts (not unlike their
Guigu are, in general, jovial and friendly. They are curious
evolutionary neighbor, the Symtraya).
and inventive. Most other species who encounter a Guigu
The MAG attribute, when multiplied by the magnetic field will come away from the encounter with fondness. Guigu
in which they are operating (usually 0, ½, or 1) and rounded culture evolved largely from spending most of their time in
226 Guigu
burrows with large numbers of other Guigu, and they are
universally thought of as easy to get along with, especially
in tight spaces. A typical Guigu is the perfect roommate,
especially in confined spaces like spacecraft.
Guigu are curious, inventive, and prone to experimentation.
Guigu ingenuity has led to rapid technological advance-
ment. Only about 150 Kennu years (or 300 Earth years) after
the invention of the printing press, Guigu have already
taken their first steps to space travel.
Culture
Guigu Female
Religion
There are several different religions among Guigu cultures,
but some common threads and concepts are shared
among many of them. Most Guigu religions feature a
pair of deities, one governing the outside world and one
governing underground. While this seems similar to a
in the Guigu language as Juchiuko, a portmanteau
“heaven and hell” dynamic common in Human religions,
meaning “summer leader”) in absolute command during
the connotations of each are vastly different, owing largely
critical moments, but other senior members of the crew
to the underground nature of the Guigu’s existence. The
(Suiuikiahno, from the words “winter advocate”) form a
above-ground deity and the subterranean one do not
leadership council who determine objectives and policies
represent good and evil, but rather simply a pair of coexist-
outside of those times, whose policies the captain is bound
ing forces. The subterranean deity (typically the “god of the
to adhere to.
caves” or similar) tends to represent home, safety, comfort,
calmness, order, education, and sleeping—activities
typically done by Guigu while they live underground. The Traditions and Holidays
above-ground deity (which may be the god of the forest, The Guigu’s life cycles are based around a long year largely
the harvest, the sky, the sun, or Sawu depending on the spent hibernating. Kennesawu’s year is nearly twice as
region and culture) tends to represent food, activity, fertility, long as Earth’s, and the Guigu stay in their caves except
danger, and excitement. for summer, when they hunt and gather enough food
to last the rest of the year. The Guigu have three major
Government traditional holidays; the first day of summer (Showesitui,
which literally translates to “Love & Food”), the last day
It is not uncommon for Guigu governments to mirror the
of summer (Tiudu Suku, or “Hibernation Party”), and a
duality of their religions with their governments. There are
courtship festival a few dozen days before summer begins
typically two different governments for different seasons,
(Suwiechudi, or “Family & Beginnings”). It’s common
with different structures for each. The summer government
custom for Guigu to find mates at Suwiechudi, and the
usually has a single executive leader for efficiency and
timing of the festival is such that summer begins shortly
decisiveness, while the legislative bodies are part of the
before the female is ready to give birth, allowing for
winter government and rarely convene in summer. During
relatively easy feeding of the new child.
the other three seasons (when time-critical decisions are
few and far between), the legislative body usually takes Of course, modern Guigu culture does not follow these
direct control of the government, determining the course of traditions quite so closely, though they’re often held as
the government for the next year. the romanticized ideal. Improved farming and gathering
techniques mean that there is less need to conserve their
This leadership style tends to influence other power
energy by hibernation. As a result, modern Guigu tend to
structures throughout Guigu society, even when the
hibernate less, spending their time in the caves learning,
winter-summer dynamic is no longer in play. On their
teaching, and creating. The traditional holidays still hold
spacecraft, for example, they have a captain (known
weight as traditions, but do not dominate quite as much as
they used to.
Guigu 227
Lineage Language
Guigu have three names; a given name, a maternal name,
and a paternal name. When addressing a Guigu by their Guigu languages are a comprised of a set of whoops,
full name, the family name of their own sex is stated first, chirps, clicks, hisses and hums; Humans hearing Guigu
then the given name, then the family name of the opposite communicate have likened the sound to a particularly
sex (which may be omitted in more casual settings). When orderly rainforest.
a child is named, they receive the paternal family name
from their father, and the maternal family name from their Language Families
mother. Because familial names are generally recognizable There are three major regional language families; Jigehai
as either maternal or paternal, the sex of the individual can (Northern), Shudunehai (Southeastern), and Shukumehai
be inferred from the order in which the names are given, (Southwestern). Each family has several languages within
and Guigu given names are gender neutral. it, but only a few are noteworthy in terms of interplanetary
relations. Kenuhi (of the Jigehai family) is the language of
Nation States the nation which first began to use the Symtraya’s proshu
for propulsion, making it the dominant language in Guigu
Most Guigu live in the two temperate belts at middling spaceflight. The other, Chsui (of the Shukemehai family),
latitudes around Kennu. These latitudes are the most is spoken by (and shares the name of) the comparatively
fertile areas on the planet, suitable for the Guigu’s seasonal less advanced nation in which Humans crash landed, and
hunter-gatherer lifestyle. The largest and oldest nations all therefore the language of Guigu-Human first contact.
form around these two belts.
As technology improves, newer nations begin to form near
the equator between these two belts, where the tempera-
ture is rarely above freezing, and thus poor for gathering.
However, underground hydroponic techniques allow Guigu
to live in these regions, creating a new kind of Guigu culture
not defined by seasons. These “urban” Guigu cultures are
technologically driven, nontraditional, and innovative.
228 Guigu
Symtraya /ˈsɪmtraɪə/
Stats
XP Available at birth -60 Body Class C
Symtraya
+2
+1 WIL
BOD
GRV TMP
Physiology
AG
T
IN
0-3 1-4
I
+2
PER
Spaceflight
REA
MA
RAD ATM
G
MAN
BEA
-1 hermetically sealed and pressurized. Their primary means
of movement is a magnetically charged organ known as a
proshu, which “pushes” against the magnetic field of the
planet. This allows them to accelerate in the vacuum of
space without expending huge amounts of propellant or
reaction mass, with the caveat being that they can only
move around a planet with a strong magnetic field, like
Kennesawu.
Puberty Pro Middle Old While impressive, this organ cannot provide enough lift to
fully counteract the pull of the gravity on Kennu, at least
20 40 100 300
not for most Symtraya. (The smaller world, with its lower
0 AQP 1 AQP 2 AQP 3 AQP gravity, is much easier to lift off from.) The amount of thrust
is not a critical issue when in orbit, but launching to orbit
requires some assistance. This comes from two sources.
First, the Symtraya have wings which, when extended,
provide lift when at speed; they do not flap like a bird’s
wings, only “glide”, so they tend to launch off of mountains
Kennesawu and cliffs to get started. Once gliding, they can use their
The Symtraya’s biology and life cycle are intrinsically tied to proshu to build up enough speed to climb. Once this speed
their homeworld of Kennesawu, a binary planet consisting is built up, the combined lift from gliding and proshu
of two worlds in a tight orbit around each other. Kennu, the is enough to keep them aloft, as long as they maintain
larger body, is where the ancestors of the Symtraya evolved, their speed.
as well as the home of another sentient species, the Guigu. The other assistance in getting to orbit comes from
It has a rich oxygen-nitrogen atmosphere. The smaller the smaller body, Sawu. By launching from a particular
world, Sawu, has a thinner but still breathable atmosphere location on the surface of Kennu, the Symtraya use their
due to its lower gravity. The two world are tidally locked momentum to reach an area of lower gravity between the
to each other, spinning as a unit in a 52-hour day. Most two bodies. Once there, the low thrust of the magnetic
crucially, both worlds have iron cores and, together, create drive is sufficient, and the Symtraya can easily achieve orbit
an incredibly strong magnetic field. around either body.
Symtraya 229
Reentry their primary engines. As the Guigu’s space travel needs
Beyond simply being capable of spaceflight, a Symtraya’s increase, simply scavenging the dead is insufficient, and
body is also capable of the act of reentry. The skin on its they have taken to actively hunting Symtraya. Taking this
underside and nose forms a tough, smooth carapace with a step further, some Guigu have been carving holes in
strong heat dissipation capabilities. The Symtraya use a the sides of live Symtraya themselves, living inside the
zig-zag flight pattern during the approach (much like the expansive lungs of its body, and enslaving the Symtraya for
pattern used by NASA’s Space Shuttle) to spread out the transport—a Symtraya is considerably more maneuverable
deceleration (and the accompanying reentry heat) as much than a Guigu vessel powered by the heart of a Symtraya.
as possible on approach. The Symtraya’s wings can extend With these vessels and enslaved beasts of burden, the
and contract repeatedly at different points in the reentry Guigu have been pressing more and more into space that
process to provide more control. Finally, the proshu can was once occupied exclusively by Symtraya. This trend has
provide its own deceleration which does not significantly sparked territorial violence, leading steadily towards an all
heat the carapace. With all these techniques, the Symtraya out war between the species. The Symtraya are able to use
are able to safely descend from orbit to Kennu’s surface. their own proshu much more effectively that the Guigu can,
including the ability to use it as an electromagnetic weapon.
Feeding On the other hand, the Guigu have cannons.
Symtraya have a mouth with a scoop shaped chin. Their
primary food source is a tree which is relatively easily
scooped up along with its root system; the roots, ignored
Magnetic Attribute
by the smaller fauna that eat the leaves of the trees, are the Symtraya have a special attribute, MAG, which refers to
main nutrient source for the Symtraya. The digestive tract the strength of their proshu. When on or around a planet
efficiently separates dirt and rocks from the nutritious parts with a full strength magnetic field, such as Kennesawu,
without sending it all the way through the longer digestive MAG represents the Symtraya’s effective Thrust Ratio. For
process, saving them from having to carry around heavy, most Symtraya, this is not enough to fully counteract the
useless rocks in their gut. pull of Kennu’s gravity; a Symtraya can augment their
natural MAG attribute by rolling AGI + ATHLETICS (FLYING) in
In addition to the relatively standard energy bearing and
atmosphere; the hits are added to their effective MAG rating
life building carbon based foodstuffs, Symtraya also require
to determine their total lift. This cannot be done outside
considerably rarer minerals—especially monazite ore—
of the atmosphere, but by that point they can get by and
required to grow the proshu. Monazite is found in small
maneuver successfully with a much lower TR.
quantities on Kennu, but the most abundant deposits are
found on the far side of Sawu. The small, primitive spacefar-
ers from which the Symtraya evolved were able to grow to Culture
the enormous size for which they are now known thanks
to the abundant monazite dirt. Sawu has only sparse The Symtraya civilization is not technologically advanced.
vegetation, however, so they can neither stay on the smaller They do not have a large governing body. Instead, their
planet for long, nor grow significantly while on Sawu. culture is built around nomadic tribes. The tribes move
back and forth between the worlds together, each trip
Modern Symtraya spend much of their lives in their feeding staking out a new spot on the world to “graze”.
grounds on Kennu, with breeding and birth taking place on
Sawu. Growth takes place in phases, alternating between
growing the proshu on Sawu, and growing the rest of the Language
body on Kennu.
Symtraya communicate by a kind of electromagnetic
radio, modulating their proshu field in both frequency and
Relationship with the Guigu amplitude. Thanks to their wide travel range (the only one
which spans planets), Symtraya culture and language is
The Symtraya have a strained relationship with the Guigu exchanged frequently through the entire species across the
for a number of reasons. In particular, the Guigu have been Kennesawu system. This puts the Symtraya in the unique
taking advantage of the Symtraya’s space travel abilities in position of having a relatively universal species language,
two main ways, neither of which earn any friends among Symtrayan, which is its own language Family and World,
the Symtraya. The Guigu have, for several decades, been too. They travel in nomadic tribes, which each has its own
harvesting proshu from dead Symtraya—these proshu are dialect of the language, but these dialects do not diverge
hooked into the Guigu’s primitive spacecraft and used as much from the main language.
230 Symtraya
The Orion Arm
/oʊˈraɪən ɑrm/
Orion Nebula
Mintaka
Sirius
Ishtar
Bacto Parella
Sol
Backdoor
Drysar
Redland Voruna
Gliese 667
Kepler-22
Kennesawu
Overview
Kepler-62
LEGEND
Landing Node
Orbit Node
Lagrange Point
Crashing Node
Synchronous Orbit Node
Ring Orbit Node
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
World Luna
Luna, Earth’s moon, experiences extreme tempera-
ture shifts during its month long cycle of light
and dark, like many worlds with no atmosphere.
It is only habitable inside domes, which contain
atmosphere and equalize the temperature shifts.
World Ceres
Habitat: Ceres, the largest asteroid in the belt by
far, serves as a travel hub between the asteroid belt
and effectively everywhere else. In the late 21st
century, it becomes the first place where human
and Bactaran civilians coexist, and, for better or for
worse, this cohabitation becomes its defining trait
over the years. As such, its environment is tailored
to the survival of both humans and Bactarans.
World Saturn
Outside: Thanks in part to the orbiting Warp Numerous ice mining operations are established
Bridge, and in part to its vast array of moons, on the various moons, providing water and oxygen
Saturn becomes a hub of activity in the last to the planetary system, while Titan and Phoebe
decades of the 21st century. Hyperion Station is provide a number of other materials required
built as a transport hub between all these destina- for life. The warp bridge and the activity it brings
tions, being the nearest moon to the warp bridge. boosts the economy with trade and tourism.
World Hyperion
This tiny moon would not be worth notice if not
for its proximity to the Sirius warp bridge, and
by virtue of this, proximity to Hyperion Station.
Water ice is mined from this moon for rapid
response demand purposes on the station. When
water is needed quickly, ships are dispatched here.
Herschel Station
Station: Herschel Station, built in 2095, is Hyperion
TMP ATM RAD GRV
Station’s bigger, wealthier countepart. While
Hyperion Station is a hub of travel and the gateway 3 2 0 1
to the warp bridge, Herschel Station is Saturn’s
marketplace. Built by the wealthy colonists of Titan
to facilitate trade of foodstuffs and other goods, it
overshadows Hyperion Station in size, importance,
and luxury within five years of opening.
Phoebe
Phoebe is mined for its water ice, but for a more
specific purpose than some of Saturn’s other
moons. Phoebe’s ice contains approximately 8
times the level of heavy water compared to other
bodies nearby, making it a good source of deuteri-
um, which is used in Bactaran fusion-ion engines.
Phoebe was used by the Bactarans to fuel their
mining ships during the Expansion Era, and after
Humans began using fusion-ion drives, they too
began to use Phoebe this way.
Sirius in 2003
Sirius A Sirius B
This large white star lies at the center of the This white dwarf is about the size of Earth, but
system. Sirius A is about twice as large as the contains the mass of the sun. Having exhaust-
Sun and radiates around 25 times as much ed most of its fusion capable elements, the star
heat. Sirius A has three planets inside the long ago passed through a red giant phase, and
orbit of Sirius B, whose gravitational influence is now relatively cool.
has cleared out any other potential planets
between about 6 AU and 35 AU from Sirius Its orbit around Sirius A takes it closer or
A. One distant planet, Fringe, orbits outside further from the larger star every 50 years. Its
Sirius B; it is generally thought of as a planet of closest point, perisir, on years ending in ’44
Sirius A, though it technically orbits around the and ’94, and its furthest point, aposir, on years
epicenter of both stars. ending in ’19 and ’69. Perisir is at a distance of
8.2 AU, and aposir is at a distance of 31.5 AU.
This distance has an effect on the transit time
between Sirius A and B based on the point
in the orbit. At aposir, the base transit time
between them is 10 years. At perisir, the base
transfer time is just 1 year. (The base ΔV cost
for the transfer is not affected by the different
phases, only the transfer time.) Transit times
from Sirius B to the outermost planet of the
Sirius system, Fringe, are longer and invert-
ed-0 years if transiting from perisir, 5 years
if transiting from aposir. The ultimate result
is that nearly all of the activity in the system,
including all warp bridge transfers and major
settlements, happen around the Sirius B star.
However, a few isolationist Bactarans have
established a colony on one of the planets
around Sirius A, for the explicit purpose of
being far from civilization.
240 Sirius
Sirius B
LEGEND
Landing Node
Orbit Node
Lagrange Point
Crashing Node
Synchronous Orbit Node
Ring Orbit Node
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Sirius A
Sirius 241
World Saizok
Long Summer:
Sirius B’s eccentric orbit takes it close enough to Sirius
A to scorch the planets orbiting it, and then far enough
away to freeze it completely. The Long Summer, the
~5 years surrounding the closest approach, causes the
second planet Saizok to rise to scalding temperatures.
The freezing/heating cycle has eroded the surface of
Saizok into a coarse, sandy, flat desert; millions of years
of this temperature cycle has broken up any rocks and
mountains that might have formed.
Saizok is home to a number of rudimentary life forms
which manage to survive for the cold parts of the long
year, and burrow underground for the Long Summer,
coming out in between to breed. These life forms are
studied to improve cryonic technology.
Saizok is the planet around which all four Sirius warp
bridges orbit. As such, much of the activity in the Sirius
system takes place in the orbit of Saizok.
Long Spring/Fall:
Before and after the Long Summer, there are two time
periods of about 10 years each when temperatures are
suitable for life on Saizok.
Long Winter:
Thanks to the realities of orbital mechanics, the long
winter of Sirius B takes up about 25 years of each 50-year
orbital cycle. All water in the system is frozen, and in the
deepest part of the winter even nitrogen sometimes falls
as a liquid from the sky.
242 Sirius
Bojal
Long Summer: Long Winter:
Bojal, Sirius B’s nearest planet, is a small planet
with no atmosphere. Like Saizok, the freezing/ TMP ATM RAD GRV
heating cycle has an erosive effect on the landscape. 3 1 0 1 0 2
However, the lack of water on Bojal reduces the
effect somewhat, and the more active plate tecton-
ics replace mountains and large rock formations on
a periodic basis. Bojal ends up looking like a cracked,
rocky desert.
Kulos Fringe
Kulos, the third planet orbiting Sirius A, lies This large planet orbits the Sirius AB system
just inside Sirius B’s closest approach to the at a wide range with a 200 year orbital period.
larger star; its 2.5-Earth-year orbit is in 20:1 It was undiscovered by the Bactarans in the
mean motion resonance with Sirius B, and time they inhabited the system, but when
when Sirius B is at its closest point, Kulos is at Humans entered the system during the Orion
the closest point in its orbit. Nonetheless, it War, charting vessels discovered the planet. It is
remains locked in stable orbit around Sirius A. cold and inhospitable, but spectroscopic analy-
sis indicates that its moons are rich in various
The temperature on Kulos ranges from “too hot” exotic minerals. An automated mining fleet is
to “much too hot”. The stats given here are for dispatched to Fringe by Humans in 2110 (one of
aposir (Sirius B’s furthest point), and the TMP the last things Humans do before withdrawing
and RAD rise to 8 during closest approach. from the Sirius system as a part of the treaty),
set to arrive at Fringe by 2118, and to return to
TMP ATM RAD GRV orbit of Sirius B by 2174 with valuable minerals.
5 4 2 5 2 4
TMP ATM RAD GRV
1 3 1 6
Koloa
This molten ball of rock orbits close to Sirius A—
Brinok
so close that the star’s corona lights up a fair
amount of the “night” side. Another hot, lifeless rock.
Sirius 243
Redland When the Last Ditch emerged from the warp bridge in 2066,
clinging to a last thread of hope, the astronomers onboard
/’rɛdlənd/ did not recognize the system they’d come to, even though
it had been known to astronomers on Earth for many years;
Gliese-581. One planet in the system, 581d, was habitable,
if just barely. This is the planet where they landed, and was
christened Redland by the colonists.
Redland has two sets of warp bridges. One set, around the
planet 581d, has bridges to the Solar System and Sirius.
The other set, around a distant gas giant (which was not a
known part of the Gliese 581 system before the Last Ditch
arrived), links to a number of uncharted worlds, which
eventually become known as Redland Planets.
Drysar Warp Bridge
Lastworld
700K
3
Backdoor Warp Bridge
B Ring
2K
3 400
2 200
Freeman
1K
1 400 500 5
2 400 2
500
2
Travers
400 200 2 200
2
Spring
400 1K 1 400 1
Bo
2 400 5 1.2K 2
Jason
2 600 500 2 2K
2 600 1 A Ring 2
700 2
1500 1 400
400
2K 1
5 700
1
Clock
Redland 500
800
1
3
12K
5 4K
2
800K
1
1K
1 Roast
500K 14K
2 800K 4
3 1K
Pepper
Salt
Weeker 500 1K
3 400 1
2K 2
2 400
1 500
1
LEGEND
4K
1
Landing Node
1K Orbit Node
1v
Rabbit Lagrange Point
8K
3 Crashing Node
7K
2 Synchronous Orbit Node
2K Ring Orbit Node
2
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Gliese 581
244 Redland
World Redland Spring
Also known as Gliese-581d
Though cold and lifeless, this moon of an outer
The planet known as Redland is tidally locked planet in the Redland system is rich in a number
to its star. The planet has a hot spot, hot enough of vital minerals as well as water ice, making it an
that inflowing rivers boil off, and the night side ideal spot to stop and refuel.
is far too cold to support life. The initial settle-
ment is established in the relatively narrow
TMP ATM RAD GRV
band of life-sustaining temperatures, and all
1 0 0 2
the subsequent expansions of the settlement
follow suit.
Redland 245
Parella
/pɑˈrɛlə/ Pummel
Also known as 10180j
This dense rock of a planet is known for its heavi-
ly cratered surface. Often used as a gravity sling-
The star system formerly known as HD 10180, Parella is shot, but largely ignored besides that.
the most crowded star system in the Orion Arm. With
nine planets and two asteroid belts, all within the orbital TMP ATM RAD GRV
radius of Sol’s asteroid belt (most within that of Earth), 3 1 0 3 1 5
travel within Parella is always complex. The sheer quantity
of bodies is not the biggest draw of Parella, however. The
eighth planet, dubbed Bridgehub by the Vorans, has many
warp bridges, as well as several survivable moons. Life in
Parella revolves around this fact.
Bridgehub
Also known as 10180g
World Laylow
Also known as 10180i
246 Parella
1.5K
5 1K
5
1K
5
Sirius Bridge
Softmoon
Varhanna Bridge
1K
Sol Bridge
5
Bridgehub
Mintaka Bridge
400
Kepler-22 Bridge
2 900
Leviathan
1K
Kepler-62 Bridge
1 1.4K 5 1K
Parella Station
2K 2 1.2K 5
2 B Ring 3 1K
800 5 2.2K
2 1K 5 800
Farmoon
800 3 4K 2
1 400 3
900 2k
1 500 2
1 700 2
400 1 700 2K
1 500 1 400 2
1 400 1
1 400
1 500
1
1K
2
2.5K
2
1K
3 500
Prism II
3 500
Prism III
1
Prism 800
2 800
1 500
2
14K 600
900 3 1
1K
2 1
500
1
Pummel
500
3K 2
1
9K
5
600
Brick 2
600
2 2K
1
10K
4
700
1
700
Bloc 2
700
2 2.5K
1
8K
4
1.5K
2
Laylow
1.8K
1K 2
1
8K
4
LEGEND Cynical
2K
2
Lagrange Point 4K
2
Redquiet
Crashing Node
2K
Synchronous Orbit Node 7K
3
2
Ring Orbit Node
100K
2
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
HD10180
Parella 247
World Softmoon
The inner moon of the gas giant the Vorans call
Bridgehub is hospitable to life, albeit barely. The
atmosphere is cold and thin, but does lend itself to
snow, which blankets the moon. Underground is
more temperate, and all three major species soon
establish underground colonies here. The moon’s
core is warmed by tidal heating from Bridgehub,
and primitive algae like life is native to the moon,
and can serve as a food source for colonists.
Parella Station
Parella Station is a marvel of Voran engineering. is notoriously strict, and any deviation from the
Its scale is unprecedented by space station tandards, travel regulations is punished with a shoot first, ask
especially for one with centrifugal gravity. The questions later mentality—the safety of the station
Vorans built the station at great expense to enforce is paramount.
the peace treaty and to encourage interspecies
The station itself has a capacity of approximate-
commerce and negotiation. Most of the material the
ly 700,000 humans, 700,000 Bactarans, 200,000
station was built from was mined in situ from a small
Guigu, and 1,200,000 Vorans, including approxi-
shepherd moon in Bridgehub’s ring system.
mately 150,000 hives. Appriximately one-third of
The station’s environmental controls are set to these beings are part of the Unification Charter
a level that is compatible with all of the known fleet. At first, its traffic is bolstered by being a
species, although privately leased areas have mandatory waypoint for inspection for any vessel
environmental controls allowing more comfort- traveling between the warp bridges. As the artifact
able TMP and ATM levels. (The GRV can be adjusted hunts heat up, the treaty is disregarded more and
by migrating to the inner layers of the cylindrical more until finally it is dissolved. The station’s
station.) Unification Charter leadership, however, lobbies
successfully to be considered an independent
The orbital environment near the station is
governmental entity to which any sentient being
strictly controlled. When in rendezvous range, all
can apply. Parella Station becomes the UC’s first
weapons system are required to be fully powered
independent territory.
down, and speed is strictly limited to prevent
kinetic attacks (and accidents) against the station.
The Unification Charter fleet guarding the station TMP ATM RAD GRV
3 3 1 4
248 Parella
World Farmoon
The outermost moon of Bridgehub is of habit-
able temperature for humans and Guigu, though
too cold for Bactarans and Vorans. This moon’s
orbit intersects a thin, dark planetary ring, which
deposits dark material on the leading edge of the
tidally locked moon. This causes that hemisphere
to be slightly warmer than the rest of the moon,
bring those areas into warm enough temperature
ranges for farming.
Given its proximity to the warp bridges (and
eventually, to Parella Station), combined with
fertile soil, it soon becomes the breadbasket of
the system. Human and Guigu farmers flock to
the moon, seeking a new life and healthy profits
selling food for all species; the moon becomes
known for the strength of its Human-Guigu
relations.
Leviathan
Also known as 10180h
TMP ATM RAD GRV
Orbit: This large, distant gas giant has a veritable 2 8 2 8
fleet of small, icy moons, often mined for water
and fuel.
Parella 249
Mintaka The Mintaka system is the Bactarans’ home away from
home. Directly adjacent to the Bacto system on one
/mɛn ‘tɑkɑ/ side, and the entire rest of the Orion Arm on the other,
Mintaka serves as the first line of defense. As such, the
orbit of the planet Satuk is positively overwhelmed with
Bactaran warships.
Mintaka consists of a total of four stars in addition to a
number of planets. At the core of the system are two
tightly bound stars, Mintaka Aa1 and Aa2, which orbit each
other in just five days. Orbiting that pair’s barycenter once
a month is Mintaka Ab, followed by all of the system’s
planets. At extreme range, 80 AU away from the core of
the system, lies Mintaka C, whose small planetary system
is as yet uncharted
Mintaka C
150K
2
5K
Mintaka II Bridge
2
2K
Mintaka IV Bridge
5 2K
5 2K
5 2K
5 1K
Dulehs 800
1 700
2 200
1
Versa
400K
2 700 1 50K
Fulixa
2 700 2
Hoyan
2 700
800 700 2 700
2 20K 1 700 2 400
2 1 600 2 700
1 500 2
1 500
1 400
1
1K
1
Bacto Bridge
2K 800K 2K
Monik
Sirius Bridge
5 2K 2 1
Parella Bridge
Pleiades Bridge
5
Fazon
2K
5 2K 15K
Satuk 5
1K
1
700 1
8K 2 700 1K
2 2 700 2
1K
1 2 700 5K
800 2 1
1 500
1 400
1 500
1
4K
LEGEND 2
Orbit Node
2
Mintaka Ab
Lagrange Point 150K
2
5K
Crashing Node 2
Synchronous Orbit Node 100K
3
Ring Orbit Node
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Mintaka (Aa1 & Aa2)
250 Mintaka
World Satuk
A Bactaran colony has been established here,
housing the families of the military in orbit. This
world is too hot for humans to survive long, but is
comfortable for Bactarans.
Fazon
This moon is home to a powerful ground-based laser
system as a last line of defense against incursion. TMP ATM RAD GRV
6 2 0 5 0 1
Monik
This dwarf planet is rich in useful minerals, and the
Bactarans have set up a mining operation there. TMP ATM RAD GRV
4 1 0 3 1 1
VERSA
This icy moon is an ideal site to mine for consumables,
TMP ATM RAD GRV
notably water, fuel, and oxygen. Mines on Versa supply
travelers for their trips between the systems connected 2 1 0 0 2
around its host gas giant, Dulehs.
Mintaka 251
2000
5
Bacto
Backdoor Bridge
700
Thojaka
1
8000
3
/bɑktoʊ/ 1000
1
6000
2
500
Asteroid Belt 2
500K
Formok 1
500
1
5000
2
13K
4
700K
1
Asteroid Belt 1
4000 700
3
Boruwak
2000
2
Guraza
4000 1 2000
Gawpor
2 700
3 5
1200
Bactara
2000
1000 1200 5 2
3000
1 2 300 2
Mintaka Bridge 4000
1200 4 400 3
1 4
700 700 700 5K
1 2 2 2
600
1 700
1 900
LEGEND 1
1000
1
Landing Node
15K
Orbit Node 1
Foka
Lagrange Point
12K
Crashing Node 3000
5
2
Synchronous Orbit Node
100K
Ring Orbit Node 2
252 Bacto
World Bactara
The homeworld of the Bactarans is a large moon
of the gas giant Martok. The world gets a similar
amount of heat from its sun as Earth does, but the
additional heat radiating from the gas giant, as well
as tidal forces from Martok’s gravity, warms the
moon well above the temperature of Earth, while
equalizing the temperature somewhat across the
moon. Aside from the amount of light, the differ-
ence between day and night, or equator and poles, is
minimal. A chilly day on Bactara is about 40ºC, while
some parts of the moon reach 60–80ºC, all of which
the Bactarans are equipped to survive longterm.
Most of the temperature variation that does exist is
due to frequent eclipses by the planet, which increase
in frequency during two “seasons” a year—day-long
eclipses lower the surface temperature of the moon
to as low as 20ºC (about room temperature for
humans). The moon is tidally locked to Martok; the
planet-facing side is usually a few degrees warmer
than the outer side, except during the eclipses, when The Land of Moti: A region of Bactara on the far
it is the coldest region. side from the gas giant it orbits, Martok.
Bactara is midway in size between Earth and Mars. Following Korzof’s war, a large section of Bactara
Between this and an orbital neighborhood rich in was rendered unusable for many purposes, such
targets for both landing and gravity assistance, as farmland. As punishment for their role in the
Bactarans have an easier time than humans in lifting horrors of the war, the House of Moti’s fertile lands
off from their world. were seized, and the wasteland given to the Moti
Bactara is a densely populated, bustling world. A instead. Radiation has subsided somewhat, but it
century before first contact it was devastated by war, remains nearly impossible to farm the land. It is
but in the intervening years most of the moon has still moderately useful for mining, and so in recent
recovered, along with the population and civilization. generations, the Moti have begun to do just that.
The feudal House society leads to many small towns, The most religious House, which worships Martok,
most of them walled—each consisting primarily (if considers this region to be cursed due to its
not exclusively) of members of a particular House. distance from Martok. The reality is not far off; part
Interspersed among these small towns are a smaller of its troubles are due to the lack of thermal radia-
number of massive cities, which are freely accessible tion from the gas giant, making the land cold (by
to any friendly House. Bactaran standards) and inhospital to most of the
The Martoki religious house is the most prominent animal life which Bactaran crops symbiotically
house in the planet-facing region, and many religious depend on. During the Expansion Era, it is discov-
holidays are based around the eclipses of Martok. ered that Earth-native crops can be grown here
Several wealthy (and spacefaring) houses compete without much issue and can alleviate some (though
for the leading and trailing sides of the moon (either not all) of the Moti’s nutritional needs. Following
side is beneficial for space launches, and the temper- this discovery, and subsequent trading of crops,
ate climate helps makes the land fertile). On the far the region begins to recover both ecologically and
side of the moon is the Land of Moti, a cold, barren economically.
wasteland made worse in Korzof’s war.
TMP ATM RAD GRV
TMP ATM RAD GRV 3 2 3 3
4 2 1 3
Bacto 253
World Martok World Guraza
Martok is a gas giant located in the habitable The innermost moon of Martok is a shepherd
zone of the Bacto sun. Its atmosphere consists moon for the gas giant’s single ring. It resem-
of hydrogen and methane, with a few water bles Io (the moon of Jupiter), in that it is volca-
vapor clouds, mostly around the poles. This nically hyperactive, covered in lava flows in
gives the giant’s equatorial area a flat, plain the hot areas and various rocky elements in
blue appearance, with storms of thick white between. It is smaller than Io, though, only
clouds around the poles of the planet. barely large enough to form itself into a sphere
(and even then, an elongated one). Its core is
Because Bactara is tidally locked to Martok,
heated up from tidal forces of Martok’s gravity.
the giant appears to hang in the same place in
It seems likely that a significant portion of the
the sky; its apparent diameter from Bactara is
ring’s material comes from volcanic material
13 degrees, or about 25 times the angular size
ejected from Guraza. Guraza is rich in a number
of the moon seen from Earth. Depending on
of minerals that are useful to Bactaran space-
its phase, it may provide nighttime illumina-
faring technology, and mining it for these
tion that is a significant fraction of the daytime
materials was one of the early objectives of the
illumination on Bactara—over 600 times as
space program. Mining Guraza is dangerous
bright as a full moon on Earth, or just under
work, though, and mining the Solar System’s
1/10 of the illumination from Bacto.
asteroid belt proves a more attractive option
Martok is worshipped by many Bactarans, with once available.
the most famously devout of them belong-
The TMP given here refers to the majority of the
ing to the House of Martoki, whose main
surface; near active volcanoes, it can reach as
territory lies directly on the closest point
high as TMP 9.
on the Bactaran surface to Martok. Marto-
ki temples are designed and constructed with Etymology fun fact: The name “Guraza” is very
a skylight, aimed towards Martok, in such a similar to the Bactaran word for “fire”.
way that Martok’s reflected light illuminates
the temple’s pulpit; Martok’s light is consid- TMP ATM RAD GRV
ered holy. A frequent holy incidence is the “full
3 1 3 1
Martok”, when the giant is brightest in the sky;
this happens at midnight on each of Bactara’s
300-hour “days”.
254 Bacto
Boruwak
This chilly, dry rock has few useful minerals and
TMP ATM RAD GRV
no surface water or ice; it is useful for gravity
assists. The Bactaran military has two enclosed 2 0 3 2
bases on this moon: an outpost for observation,
and a maximum-security prison complex.
Foka
This inner planet of the Bacto system is barely
TMP ATM RAD GRV
within the realm of survivability for Bactarans,
but it is survivable, and as such was colonized 3 1 3 4
about 30 years before first contact by the space-
faring houses. Foka Bactarans are known for
their shortened height and stocky build.
Formok
This world holds a thick CO2 atmsophere, and is
too cold for Bactarans to survive without suits. TMP ATM RAD GRV
The atmosphere creates a greenhouse effect that 2 4 0 4
keeps the planet within the habitable tempera-
ture range of Humans despite its long range
from the star.
Thojaka
This frozen world is composed of carbonaceous
rock and ice, giving it an extremely dark albedo. TMP ATM RAD GRV
It is notable mostly for the warp bridge orbit- 1 0 0 3
ing it. Bactaran astronomers never discovered
the warp bridge, due largely to the dark color
making gravitational lensing difficult to detect.
Bacto 255
Kepler-62
/ˈkɛplər ˈsɪksti tu/
This system is charted after the Orion War, and what’s found
here is critical to the Artifact Era.
Kepler-62f I
200
Kepler-62f II
2K 1
Kepler-62f III
200 3
1
Parella Bridge
3K
3 1000 Kepler-62f
Kepler-62f IV
500 1
3K
1K 2
Kepler-62f V
300 3
2
Kepler-62f VI
1
Kandam
7000 1
2
Lemuria 500
1 700 800
700
2 2 700 1
2
A Ring
15K 350
2K 5 1
7000
1 2
1.5K
1
1.2K
Asteroid Belt
4000
1
Kepler-62d
6000
8000 2
2
25K
5
20K
Kepler-62c 3
5K
2
LEGEND
2000
2
Landing Node
20K Orbit Node
3
Kepler-62b Lagrange Point
12K Crashing Node
3
3000
2 Synchronous Orbit Node
100K Ring Orbit Node
2
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Kepler-62
256 Kepler-62
World Lemuria World Kumari
Also known as Kepler-62e. While Lemuria is inhospitable to Bactarans
(unless wearing a G-suit), its moon Kumari
The single most important world of the Artifact is quite comfortable to them. As the artifact
Era. Lemuria (previously called Kepler-62e) hunts heat up, the House of Punohmah realizes
is a large, hot planet. Its surface is covered in that Bactarans will be at a disadvantage on the
rainforests (distinctive for their thick trunked planet itself; instead, they establish a colony
trees, thanks to the high gravity), and it is harsh and military base on the near side of the moon,
to most life—too hot for humans and too heavy hoping to buy time and provide a base of opera-
for species of most other worlds to survive tions for the hunt. The House of Punohmah
without augmentation. However, the treasures declares ownership of the region, and announc-
contained within make it worth suiting up and es that the base will launch interceptor craft
diving in. and fire upon any other vessels approaching
Advanced, ancient alien devices have been the planet.
found previously elsewhere, the most promi-
nent being the Junardm manufacturing device TMP ATM RAD GRV
possessed by the Bactarans. Lemuria is the first 5 3 1 3 1 2
place in the Orion Arm which contains many
such artifacts, all buried in ruins and under-
ground, in caverns and catacombs where the
temperature is more tolerable (TMP 3). It is
suspected that whatever ancient civilization
created these artifacts lived underground on
Lemuria, and that this is how so many devices
survived whatever calamity befell the ancient
colonies on other worlds.
Artifact hunters seeking these treasures will
have to combat the perils of an overgrown
wilderness, structures that lost stability eons
ago, and most importantly, other hunters
seeking the same thing.
Kepler-62C
Slightly smaller hot rock
Kepler-62 257
Kepler-62D
This world is a desert of scalding, deadly heat.
TMP ATM RAD GRV
Its crushing gravity and thick, Venus-like
6 5 4 4 2 7
atmosphere make it difficult to approach.
Kepler-62F
This planet’s thick CO2 atmosphere is crushing,
TMP ATM RAD GRV
making settlement difficult to impossible. It has
3 7 0 5
been little explored, as the planet of Lemuria
garnered most of the attention.
Kepler-62F ii
This moon is mostly used for gravity assists
TMP ATM RAD GRV
getting in and out of the 62f planetary system;
however, it is rich in several valuable minerals, 3 2 0 3 2 2
making it a prime mining target.
Kepler-62F iii
This moon is habitable, and even hosts some
TMP ATM RAD GRV
primordial plant and animal life, but the chaos
of the artifact hunts prevents any significant 2 2 2 3
colonization effort during the era.
Kepler-62F iV
Though this moon contains an atmosphere, it is
not a useful one. No organic molecules are found TMP ATM RAD GRV
here, nor any significant amount of oxygen. There 2 1 1 2 0 3
are a few useful minerals in the crust, but as with
62f III, the chaos of the hunts prevents any serious
mining operations from taking hold here.
258 Kepler-62
Varhanna
/vɑr ˈhɑnə/
LEGEND
Landing Node
Orbit Node
Lagrange Point
Crashing Node
Synchronous Orbit Node
Ring Orbit Node
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Varhanna
Varhanna 259
World Voruna
Voruna is a hot, humid world. The environment is
conducive to a rainforest variety and density of life.
The world has only small bodies of water, nothing
that could really be called an ocean; almost all of the
water on the planet is in the saturated atmosphere
or small bodies of water.
In the last few thousand years, Vorans have trans-
formed their planet. Predators are rare now,
confined to zoos and reserve land. Vorans have built
aquaduct-like structures to capture the humidity in
the air and utilize it as drinking water, allowing them
to expand beyond the few bodies of water around
which they initially evolved. Overall humidity of
the planet has dropped somewhat from its natural
state, prompting some environmentalist Vorans to
grow concerned about continued expansion and
overpopulation of the species. Among other things,
this helped prompt a mass migration to several
other planets in the system—some already habit-
able, some made so by Voran technology.
260 Varhanna
Ember
The planet Ember, closest to the Voran sun, is dry,
TMP ATM RAD GRV
hot, and lifeless. Since the planet is tidally locked
7 4 0 7 2 2
to the sun, it is possible to build livable habitats
on the night side, but the lack of water and a
small amount of natural resources means that
only a few small colony domes exist here.
World Crescent
World Serenity In stark contrast to the planet which it orbits,
society on Crescent is actually far more depen-
This large planet is habitable to most Vorans, but dent on Queens than on the Voran homeworld.
is almost entirely inhospital to Queens—their Though a few domes exist, almost all Vorans on
carapace is deformed and crushed under its own Crescent spend their entire lives inside Queens.
weight in this gravity. Though it’s possible to add This is possible thanks to a constant flow of
structural support to the carapace to compensate, near mature females from Serenity (those who
it’s uncomfortable and largely unnecessary, as a have decided to grow into Queens, usually for
Queen could simply live on the moon Crescent the benefits of longevity that metamorphosis
instead. provides), the chemically rich dirt on the moon,
As a result, Serenity has become one of the few and advances in medical and food technolo-
places in the system where the population lives gy allowing sustainable nutrition grown in an
almost entirely without Queens. The population atmosphere that normally would not support life.
has developed drugs to prevent females from Civilization on Crescent consists mostly of a series
metamorphosing into Queens when they mature, of Queens connected by pressurized tubes, with
and relies on incubators to create children. domes for gathering at the intersection of many
Because drones are not needed to take care of the of these tubes..
Queens, very few drones live on Serenity, either.
Serenity is also far enough away, and has enough TMP ATM RAD GRV
atmosphere, that the solar storms have minimal 3 1 1 3 0 2
effect on the climate here (TMP and RAD are
increased only by 1). As a result of this, Sereni- During Storms: Although the distance of the sun
ty has become the largest enclave of the Voran tempers the strength of the storms somewhat,
Libertine culture anywhere. Crescent does not have a protective atmosphere like
Serenity, and the environment is affected by them.
Varhanna 261
Kennesawu The name Kennesawu refers to the pair of binary planets
Kennu and Sawu, as well as the star system in which these
/kɛn ‘nɛ sɔ ‘wu/ binary planets reside. It’s a small system, containing just
that binary planet, two other planets, and an asteroid belt
with a dwarf planet.
Dulai
Redland Bridge
2K 2K
2 5
5000
2
20K
2 800
2
Kaduhei
1K A Ring
1 700
1 2K
2
800
2
30K
3K 2
2
1K
Dara 1
1K
2
2000 1500
2 2
5K
Sawu
3 400
1K
1
700
2
Kennu
2 10K
4
2000
1
5000
1
5K
Jingu 1
1K 800
2 1
4000
Skanu
2
2.5K
2
30K
Mikusa
LEGEND 2 700
10K
2
3
Landing Node 3000
Orbit Node 2
7000
Lagrange Point 2
Crashing Node 140K
Synchronous Orbit Node 2
Ring Orbit Node
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Kennesawu
262 Kennesawu
World Jingu
This warm, primordial jungle world is habitable,
but has not been traveled to by the Guigu. Coloniz-
ing it is a primary goal of the Guigu space program.
World Kennu
The binary world of Kennesawu is home to two Finally, Kennu has an extraordinarily strong
sentient life forms: the Guigu and the Symtraya. magnetic field, which is what allows the Symtraya’s
Both Kennu (the larger world) and Sawu (the natural spacefaring capabilities. Many species of
smaller one) are tidally locked to each other, with life migrate from the north to the south to follow
the same hemisphere of each one facing the other the warm seasons, and many of those take advan-
permanently. The Symtraya, a naturally spacefar- tage of the magnetic field to make this flight easier.
ing species, occupy the prime launch sites-points
on either side of the binary system’s main axis, at
TMP ATM RAD GRV
the equator. The Guigu—a small primate species,
well-adapted to both warm and chilly climates— 2 3 1 3
have become the dominant civilization on the
planet, filling most of the rest of the land area.
Kennesawu has a 38º axial tilt, long days (44
hours), and a long year (twice as long as Earth’s
year). On Kennu, this results in wide tempera-
ture extremes between seasons, but the planetary
average temperature is always just below freez-
ing. In the northern hemisphere’s summer, the
average temperature is 20ºC (during this time, the
TMP value is 3). In winter, the average tempera-
ture is -25ºC. During the dead of both the summer
and winter, the equator is below freezing, but it
remains above freezing most other times.
Most of the water on Kennu is locked up in snow
for most of the year. Underground hot springs
are plentiful, and the Guigu take advantage of
these when they retreat into their burrows for the
winter. When the summer comes, the snow thaws,
the hot springs turn into river sources, and the
frozen forest comes to life.
Kennesawu 263
World Sawu
The smaller partner of the binary planet known as
Kennesawu. Its thin atmosphere barely supports
life, and doesn’t hold in much heat. As such,
temperatures tends to fluctuate wildly between
day and night (as opposed to season by season, as
Kennu does).
Kennu and Sawu are mostly similar in composi-
tion, with one major exception: some regions of
Sawu having extremely high concentrations of
monazite ore. This ore is the primary reason for
the evolution of the Symtraya’s migration pattern.
A few other minor ores exist on the surface of
Sawu that are hard to find on Kennu, and these
other ores drive the Guigu’s space program.
Kaduhei
This large, distant world hosts Kennesawu’s
only warp bridge.
264 Kennesawu
it is now far too hot to do so. The additional radiation from
Minor Systems the surrounding blue stars may have been the cause of
that planet’s warming. Though some of the outer planets
are now at a good temperature to support life, none of the
Uncharted Systems necessary organic compounds are present.
266 Qualities
Enhanced Attribute (40) checkups are required (no less than once a year, with a
Duration: Lifetime Type: Physical doctor from a Culture with a MED TL of at least 4 and a
specialization in Genetic Engineering) in order to prevent
This character has one Attribute raised one point higher chronic health problems from developing (the character
after assigning his Attributes, up to a maximum of 6 + receives Old Age effects at a rate of one for each year
RACIAL MODS. If taken along with the Freakish quality, this he does not get a checkup). In this situation, treat this
limit does not apply. enhancement much like Cutting Edge gear—the child’s
genes will be highly valuable, and they may be targeted
Eidetic Memory (5) to become subjects of experimentation and research
Duration: Lifetime Type: Mental (willingly or otherwise). Thus, people in this situation will
This character is unusually adept at memorizing images tend to keep their enhancements a secret.
or information. During any kind of precise recall memory A list of available Genetic Qualities is found in the Genetic
test, this character gains +4 dice. A character that takes Qualities section on page 275.
this quality may have double the normal points to put into
Interests. Hardy (10)
Duration: Hereditary Type: Physical
First Impression (10)
Duration: Temporary Type: Social A character with this quality is more tolerant of extreme
environmental conditions than normal. One environmental
As the name suggests, this character gives a good first tolerance—GRV, ATM, RAD, or TMP—is extended in one
impression. During the first encounter with someone she direction (up or down) by one point. This quality may be
has just met, she takes a +4 bonus on all social tests. taken up to four times, each affecting a different tolerance
Attribute.
Genetically Modified (20)
Duration: Special Type: Physical High Bone Density (20 × level)
This character has genetic modifications that go beyond Duration: Lifetime Type: Physical
his species’s natural abilities. In addition to the standard This character was raised on a planet or station with
amount of XP available for Positive Qualities, this character higher gravity than their species’ homeworld. The
may take a certain number of XP worth of Genetic Qualities. quality manifests as a +(LEVEL) modifier to BOD, as well as
Having a unique genetic makeup makes medical care extending the character’s upper GRV tolerance by (LEVEL).
trickier. Any test involving the Medicine skill where this If a character has this quality, they may not also have
character is the subject has its Glitch Risk increased by 1; the Hardy quality affecting their GRV tolerance. Typically,
if the medical practitioner has the Genetic Engineering characters with this quality are short and stout relative to
specialization, this GR is negated. This quality is always other members of their species.
passed along to children, even if none of the Genetic
Qualities are passed on. Immunity to Poison (5 × level)
The amount of XP that may be spent on Genetic Qualities Duration: Standard Type: Physical
varies depending on the MED TECH LEVEL. This limit is When affected by a specific poison (chosen with the
calculated using (MED TL - 3) × 10; this means 20 XP for quality), this character immediately removes (LEVEL) from
MED TL 5 Cultures, up to 90 XP for MED TL 12 Cultures. This the substance effect bank. See page 90 for more informa-
quality merely opens the ability to spend this XP; the tion about poisons and substances or page 297 for a list of
XP still comes out of your character’s XP Bank. Genetic substances.
modifications do not count towards the XP limit for
Qualities in general. Juryrigger (5)
This quality is generally only available to characters who Duration: Standard Type: Mental
were born to a Culture with a MED TL of at least 5. If the This character is exceptionally talented at technical
character’s parents’ backstory can justify it (at the GM’s improvisation. When confronted with a broken piece of
discretion), it may be available to Cultures with a MED TL gear or vehicle, he can get it to work once more before it
of 4, but if so, the XP Cost of this Quality as well as the
relevant Glitch Risk will be doubled, and regular medical
Qualities 267
gives up the ghost. He can also use items in ways that are This quality halves the time period required for any kind
outside of their intended purpose (at GM’s discretion). of healing. A character over Middle Age may not have this
quality. If the character ages past this point in a time skip,
Natural Immunity (30) the quality is lost; this loss may replace one aging effect.
Duration: Hereditary Type: Physical
Sidekick (30)
This character is fully immune to some specific toxin,
Duration: Standard Type: Social
chemical, poison, or disease (chosen with the quality), and
it has no effect on her. A character with this quality has a companion she is
extremely close to. This may be another person (generally
Officer (Varies) a subordinate), or it may be based on a critter (the hunter’s
Duration: Standard Type: Social loyal dog). The sidekick is built as a real character and is
generally going to be completely loyal to the character
NOTE: The Officer quality does not count towards the XP
with this quality. The sidekick may be built with 50% of
limit for qualities for new characters.
the primary character’s starting XP; for things that are
A character who has authority and clout in an organiza- dependent on age, use half the character’s age for that.
tion, usually a military, must have this quality. Different The XP cost of the base requirements (based on species
militaries will have different names for these ranks; the XP and Culture) of the companion may not exceed this
Cost (which depends on the rank, and can be found in the starting XP value.
Militaries chapter on page 309) determines functionality,
The sidekick has his Attributes assigned like a normal
authority, and responsibilities of the character within the
character.
organization. This quality includes free XP to put into the
Subculture for the relevant military, up to half the point After character creation, the primary character has the
value of the quality, rounded up. The actual ranks of any option to spend any XP he earns on his sidekick instead;
given military are listed in the Militaries chapter of the the sidekick does not earn their own XP, so this is how
Reference section, along with their XP values. they will advance. Record the amount of XP spent on the
sidekick. If the sidekick dies (either due to old age or more
As the campaign progresses, the character may at times
violently), the character may find a new sidekick that has
be up for promotion, when the story and situation allows for
the same starting XP as the old sidekick, and has half of the
it. When such an opportunity comes up, only XP gained
additional XP that was spent on the old sidekick.
from the Officer motivation—which is gained when orders
are followed and successfully carried out—may be used This quality can only be taken once per character, and a
to buy an upgrade in the rank used for this quality. It is sidekick cannot have a sidekick. The GM may determine
recommended that the character take the Promotion that certain skills or qualities are not appropriate for a
motivation, or else his rank will be stagnant throughout sidekick (especially if the sidekick is non-sentient).
the campaign. When promoted, the character pays the
difference in XP between the old rank and the new rank.
A list of militaries and their ranks, along with the XP cost
of each, is available in the Militaries chapter on page 309. If
this character is part of an organization or military which
does not have ranks listed, the GM should use the ranks of
a similar military as guidelines to create appropriate ranks
with commensurate XP costs.
Prodigy (20)
Duration: Lifetime Type: Mental
This character is able to learn more quickly than most
people his age. The skill caps in any particular age range are
increased by 2, to a maximum of 12.
268 Qualities
Upper Crust (10) For physiological or chemical addictions, use the quality
Duration: Standard Type: Social Drug Tolerance on page 271.
Qualities 269
limbs. If the character has a fully functional artificial limb to use the Derision action against him (see page 70), it will
to replace the lost one, do not take this quality. enrage him—the effect of the derision will be doubled, but
he will have a +5 dice pool bonus to attack the person who
If the character gets a prosthetic limb to replace the lost
made the comment.
one, this quality must be bought off with XP first. If the
character is unable to do so and gets an artificial limb Combat Paralysis (10 or 35)
anyway, the new limb will be lost or useless; perhaps her
Duration: Standard Type: Mental
body will reject it, for example, or she simply is unable to
make it through rehabilitation. This character tends to freeze up during combat. Before
any initiative roll, he rolls 1d6. At the 10-point variety, if he
Atrophy (5 × Level) rolls a 1, he does not roll initiative nor get a turn during that
Duration: Temporary Type: Physical (Aging) combat round. At the 35-point variety, this happens when
he rolls anything except a hit (that is, 1 through 4). In either
This character has not used her muscles long enough that
case, he may spend one point of Chutzpah to act in spite of
they are atrophied, much weaker than normal. For every
a bad roll.
level of this quality, the character’s effective BOD Attribute is
reduced by 1, to a minimum of 1. Counterculture (5)
Bad Reputation (5 × Level) Duration: Standard Type: Social
Duration: Standard Type: Social This character is not known for following the rules. This
quality is required in order to not follow the norms of the
This character is someone that a lot of people don’t want
Culture in which she lives. The character may choose to
to associate with. Maybe he’s a snitch or doesn’t get the
ignore any one Universal Motivation, Quality, or Interest
job done, or simply attracts too much of the wrong kind of
from her Culture. As a consequence, in interactions with any
attention to himself. His mere presence in a team or at the
member of the Culture to which this character belongs, this
negotiating table puts his side at a disadvantage, giving his
character takes a -4 dice pool modifier. (To ignore Universal
side a -2 dice pool modifier per level on all social tests.
Skills of the Culture, use the Incompetent quality.)
If Bad Reputation is a required quality of a Culture, it does
This quality is only usable if the Motivation being removed
not apply when interacting with other members of that
is not covered in a similar way by another quality, including
Culture. However, if interacting with anyone outside this
Sociopath, Depression, or Asexual.
Culture that has the quality, the penalties may still apply—
the qualities may be for different reasons. Depression (20)
Botched Resequencing (5 × Level) Duration: Standard Type: Mental
Duration: Hereditary Type: Physical This character lacks the will to get up and do anything. This
quality is only available if the character’s Culture includes
This quality is only available to characters with the
the Achievement motivation; the character does not take
Genetically Modified quality. One of the genetic modifica-
this Motivation.
tions the character has gone badly, either interacted
unpredictably with existing genes, or it failed to fully Distinctive Style (5 × Level)
take effect. In either case, it can cause issues anytime
Duration: Standard Type: Social
the modification is utilized—for example, anytime a
perception check is made with modified eyes, or anytime The character has a calling card, a unique look, or
damage is resisted with a carapace. Anytime such a test is something else that makes him stand out (this attribute is
made, the test will be subject to a +(LEVEL) Glitch Risk. chosen with the quality). If this character is under investi-
gation of any kind, the investigator receives a +4 dice pool
Can’t Take a Joke (5) bonus per level to identify this character’s handiwork.
Duration: Standard Type: Social
Double Life (5)
This character has a lousy sense of humor. In any social
Duration: Standard Type: Social
interaction, the GM rolls glitch dice with +2 Glitch Risk. In
the event of a glitch, another character has made a joke or This character maintains part of her life in one Culture, but
innocuous comment that this character will take offense to, part of it in another. In game terms, she has one Culture as
and will possibly respond violently. If an enemy attempts her true self, but tries to pass for another Culture elsewhere;
for example, a collaborator trying to pass herself off as a
270 Qualities
resistance fighter. She takes all of her Universal Motivations, Freakish (15)
Qualities, and Income from her primary Culture. She may Duration: Standard Type: Physical
choose to take those aspects of the faked Culture as well as
long as they are not mutually incompatible, but may also This character may have an unusually high Attribute for
fake them. his species, or if not, he looks like he does. This quality
removes the 6 + SPECIES MOD limit on Attributes, and is
People on either side of her life may discover her dual often taken alongside qualities like Enhanced Attribute,
nature, either by perceiving her lack of a particular cybernetic, or genetic qualities to allow these to be used
Universal Motivation (see those rules in the One Among to their full potential. This quality is usually fairly evident,
the Crowd chapter on page 108) or by directly observing and people often react poorly to such a character, either
some activity that is counter to either Culture. If this through intimidation, jealousy, distrust (especially when
should happen, consequences can range anywhere from used with INT or MAN), or simply being uncomfortable
negative social dice pool modifiers to attempts at murder, around someone “weird”. If a character with this quality is
depending on the situation. interacting with someone who might be affected in this
way, the other character should make a PER check with
Drug Recovery (1 × ADDICTION FACTOR × Level,
a threshold of 1 for Physical Attributes or 2 for Mental or
minimum 1) Social Attributes; if the other character succeeds at the
Duration: Lifetime Type: Physical (Aging) test, the player character takes a -2 dice pool modifier in
This character is a recovering drug addict. If she makes an all Social interactions with that character. This modifier
addiction test for the drug which this quality applies to, she does not apply when interacting with anyone else with the
will have a much harder time resisting the addiction. See same Freakish Attribute, or if interacting with a member
the Addiction section on page 91 for more details, and the of a society which has this quality (for the same Attribute)
Substances section on page 297 for a list of substances. as one of its required qualities (or anyone who regularly
interacts amicably with said society).
Drug Tolerance (5 × ADDICTION FACTOR × Level)
Incompetent (10)
Duration: Standard Type: Physical
Duration: Standard Type: Social
This character has been regularly using a drug (chosen
with the quality) long enough that his body depends on it. This character does not have one of his Culture’s Universal
If the character is not under the influence of the drug, he Skills (chosen with the quality), and does not have to pay for
will experience the inverse effect of any positive Attribute this skill with XP. He’s likely to be looked down on by other
effect within the drug’s Standard Effects. For example, if the members of that Culture, receiving a -2 dice pool modifier
drug’s effect is REA + 1, he will take REA - 1 for each level of on social tests if the opposing character knows about the
this quality when not on the drug. In this case, the Attribute lack of skill. Typically, the lack of this skill will be evident in
is reduced to a minimum of 1. If the character has this at daily life.
a higher level, the Standard Effect of the drug, instead of
Infirm BOD/AGI/REA (10 × level)
altering the Attribute, cancels out this effect, regardless of
the level of the quality (but will not increase the Attribute Duration: Standard Type: Physical (Aging)
beyond that). This character has a particular physical infirmity that
This quality may result from repeated use of an addictive restricts the use of one physical Attribute (chosen with
drug, and if so, will not result in an XP bonus. In order the quality). For each level in this quality, this Attribute’s
to remove this quality, the character must go through effective value is reduced by 1 (after racial modifiers). If any
withdrawal. (See the Drugs, Toxins, Poisons, and Chemicals particular Attribute is reduced to 0 or below by this quality,
section in the Tech and Gear chapter on page 90 for more the character is considered an invalid in that area, and
details.) Anytime a level of this quality is removed, the cannot use skills related to it; additionally, no further levels
character takes a level in the Drug Recovery quality for the of this Quality may be taken. If all three physical Attributes
same drug, which can never be removed. are 0 or below, the character will die.
Qualities 271
species have. Some perception tests will automatically fail
without this sense. If a given perception test is possible at
all, but might possibly be affected by the lost sense, this
character will take a GR +2 on the test. In Humans, smell
and taste are considered one sense for the purpose of
this quality.
272 Qualities
how common it is. In addition, this quality may be taken *Claustrophobia, notably, applies in space as well as tight
at multiple levels; the level of the quality is multiplied by spaces, if the character has little contro. For example,
the point value of the phobia to determine the XP bonus. floating in a spacesuit with no propulsion control,
When this character is faced with the object of his phobia, handholds, or tether may trigger an episode.
he must make a WIL × 2 test with a threshold of (LEVEL);
if he does not succeed, he must do everything possible Prejudiced (5 × level)
to avoid the situation. If forced into the situation anyway, Duration: Standard Type: Social (Aging)
the character must make a separate WIL × 2 test with a
A character with this quality has an unreasonable dislike for
threshold of (LEVEL) to avoid having a panic attack, incapac-
a particular group or kind of sentient being. This character
itating him for (LEVEL) minutes or combat rounds (at which
will attempt to make life difficult for any members of that
point he may make another test, unless the situation has
group she comes across; anytime faced with the option to
passed); the only thing the character may do during this
bring harm to such a person, the character with this quality
time is to directly escape the problematic situation, and
must succeed in a WIL test with a threshold of (LEVEL) in
even then, only simplistic actions may be taken.
order to have the option not to take that action, even if the
Phobias may be taken that are not explicitly a part of this action is risky or inconvenient for them.
list; the GM should assign a point value for such a phobia
(Note: Due to the controversial nature of prejudice, GM’s
based on the rarity of encountering the trigger.
are encouraged to carefully consider whether to permit
It is important to note that phobias, in the sense of this players to choose this quality, especially when the target
quality, are fears, not prejudices; xenophobia, for example, of the prejudice is a class of people that exist in the
is only appropriate for this quality if the character is real world.)
actually fearful of aliens (simply being prejudiced against
aliens would fall under the Prejudiced quality). PTSD (5 × level)
Duration: Standard Type: Mental
Phobia Trigger Value This character has a memory that haunts them, and can
Acrophobia Heights 3 occasionally be triggered to relive it, rendering them
Anthropophobia People 10 temporarily distracted, paralyzed, or catatonic. This
trigger (chosen with the quality) may be any sensory
Aquaphobia Water 5
input associated with the trauma, such as a gunshot, the
Arachnophobia Spiders 3 sight of a blade, the smell of blood, or the act of boarding
Astrophobia Space or space travel 5 a spacecraft. Anytime the trigger is encountered, the
Autophobia Being alone 10 character must make a WIL × 2 test with a threshold of
(LEVEL) to not go catatonic. If the GM determines that
Barophobia Changes in Gravity 5
the trigger is too rare to be an issue in the game, she may
Claustrophobia Tight spaces; having no 10 reduce the XP bonus of this quality by as much as half.
escape*
Erotophobia Sexuality 5 In the case of other related situations—any loud banging
noise instead of a gunshot, for example—the character
Frigophobia Becoming too cold 5
may grow impatient, fearful, or short tempered, even if it
Heliophobia Sunlight 10 does not trigger a full fledged PTSD flashback. Treat the
Hemophobia Blood 5 character in this situation as if they have the Short Fuse
Hoplophobia Firearms 10 quality at the same level.
Qualities 273
Repulsive (20)
Duration: Standard Type: Social
This character is disfigured in some way. Perhaps he was
born deformed, or has suffered some kind of accident or
combat wounds that are immediately obvious and overly
distracting. His BEA Attribute is effectively a 0. With regard
to the Romance Motivation, many characters (at GM’s
discretion) would gain no XP from romantic involvement
with this character, especially the short term, shallow kind
of romantic involvement.
Scarred (2 × level)
Duration: Lifetime Type: Social (Aging)
Radiation Sickness This character has a permanent, visible scar from some
past injury. Though the scar incurs no practical penalty,
Radiation Sickness (5 × level) it is likely to cause some reaction in those that see it.
Duration: Temporary Type: Physical Whether this reaction is positive or negative depends on
the situation and on the beholder (at GM’s discretion), and
This character has received a significant dose of radiation, acts as anywhere between a +(LEVEL) to -(LEVEL) modifier,
and will have health problems because of it. Each level of inclusive. The level of this quality taken depends on the
Radiation Sickness reduces the maximum levels of both the number and severity of scars—a small scar is one level,
Stun and Physical damage banks by 1 as long as it is in play; while a body covering scar may be as many as 5 levels.
if this reduces the Physical damage track to 0 or below, the
character is dead unless they receive immediate, intense Schizophrenia (20 × level)
medical attention. Duration: Hereditary Type: Mental (Aging)
This quality may be removed one level at a time with a A character with schizophrenia may have auditory and
INT + MEDICINE (LONGTERM CARE) test, with a threshold of visual hallucinations and generally has a hard time
(LEVEL) - DOCTOR'S MED TL (minimum 1); if successful, the discerning what is real from what is not. On all perception
character may pay the XP difference to remove one level. tests, the character will have a Glitch Risk of (LEVEL);
Each time any medical or healing test is made (including when a glitch is triggered, they will see things that aren’t
the test to reduce this quality as well as tests to recover any there, generally in such a way as to play into their general
Stun or Physical damage, made with or without a doctor), delusion. This condition may be managed with the proper
the (LEVEL) - DOCTOR'S MED TL (IF APPLICABLE) acts as a medication, which is available if the Culture’s MED TL is high
Glitch Risk; if a glitch is rolled, the level of this quality is enough. At MED TL 4, medication is available to reduce the
immediately increased by 1. effective level by 1; at MED TL 7, it reduces the level by 2;
at MED TL 9, it reduces the level by 3. A character with this
Red Shirt (25) quality does not necessarily know that they have it.
Duration: Standard Type: Physical
Sometimes, your sole purpose in life is to serve as an
Senile (10 × level)
example to somebody else. A character with this quality will Duration: Lifetime Type: Mental (Aging)
be the first to be targeted when fighting breaks out, if there As this character ages, she starts to forget things she once
are no immediately obvious other targets. Furthermore, knew well. At the start of every game session, randomly
when any action is being carried out where a glitch would choose one skill, and roll 1d6; that skill level is reduced by
threaten the Red Shirt’s life, the Glitch Risk is increased by 1. the roll’s result, and the character may use no specializa-
Anytime a glitch is triggered on a group Glitch test, the Red tions from that skill. For each additional level, randomly
Shirt is always the one that bad things happen to. choose another skill to forget; the number of skills reduced
each day is the level of this quality. At the GM’s discretion,
you may choose a new set of randomly forgotten skills after
your character gets a good night’s sleep.
274 Qualities
In addition to the forgotten skills, the GM may have the
player roll a Memory Test (WIL + INT) with a threshold equal
Genetic Qualities List
to the level of this quality taken, to recall basic information
Carapace
about what’s going on around her, including the identities
(XP Cost: 15 × Rating) (Retroviral cost: 10k × Rating, rarity 4)
of the people she is having a conversation with, the
objective of the current mission, or (literally) what planet MED TL 6; Rating 1 to MED TL ÷ 3
she is on. Adds RATING dice to armor rating.
Qualities 275
At MED TL 8, the color can be much more saturated, and the short-range objects in no-light or obscured conditions
dice bonus for stealth checks is +2. (though doing so may lose any stealth advantage),
At MED TL 9, changing colors is a Free Action. and grants a +3 dice pool modifier to any audio based
perception test.
Cryo Endurance
Eidetic Memory
(XP Cost: 5 × Rating) (Retroviral cost: 10k × Rating, rarity 6)
(XP Cost: 5) (Retroviral cost: 10k, rarity 2)
MED TL 8; Rating 1 to MED TL
MED TL 6
This character is biologically designed to enter cryosleep;
(This is equivalent to the quality found on page 267)
their cells are capable of self-repair following ice damage.
The damage dealt upon waking from cryosleep is reduced Empathy
by RATING.
(XP Cost: 15) (Retroviral cost: 20k, rarity 5)
Cuttlefish eyes MED TL 6
(XP Cost: 15) (Retroviral cost: 40k, rarity 8) This quality enhances the parts of the brain that deal with
MED TL 5 empathy and the theory of mind, allowing the character
to more deeply understand and predict other characters’
These eyes are able to detect polarization of incoming
actions and responses. This grants +2 dice on all social rolls,
light, increasing the perception of contrast. Adds 2 dice to
or +6 dice to social perception tests.
all perception tests of physical objects (social or computer-
based perception tests are unaffected, as is any test that Environmental Tolerance
involves seeing an object through a computer screen),
(XP Cost: 10 × Rating) (Retroviral cost: 10k × Rating, rarity 5)
or 6 dice to perception tests where the polarization of
light is specifically a factor. Incompatible with other eye MED TL 6; Rating 1 to MED TL ÷ 3
modifications. (This is equivalent to the “Hardy” quality found on page 267)
276 Qualities
Genetic Qualities
Name XP Cost Retro Cost Rarity Req'd TLs Rating To
Carapace 15 × Rating 10k × Rating 4 MED TL 6 MED TL ÷ 3
Cat Eyes 5 10k 6 MED TL 6 -
Chameleon Skin 15 20k 6 MED TL 8
Chroma Skin 10 10k 4 MED TL 7
Cryo Endurance 5 × Rating 10k × Rating 6 MED TL 8 MED TL
Cuttlefish eyes 15 40k 8 MED TL 5
Dog Nose 5 10k 3 MED TL 6 MED TL ÷ 2
Duocardium 20 30k 6 MED TL 8
Eagle Eyes 10 × Rating 15k × Rating 2 MED TL 7 MED TL ÷ 3
Echolocation 25 25k × Rating 5 MED TL 7
Eidetic Memory 5 10k 2 MED TL 6 -
Empathy 15 20k 5 MED TL 6 -
Environmental Tolerance 10 × Rating 10k × Rating 5 MED TL 6 MED TL ÷ 3
Extra Appendages (2) 30 50k 10 MED TL 7
Fibrous Tissue Reinforcement 5 × Rating 5k × Rating 2 MED TL 5 MFR TL
Fire Breath 20 40k 9 MED TL 9 -
Fireproof Skin 10 × Rating 10k × Rating 4 MED TL 5 MFR TL
Gills 15 15k 6 MED TL 6 -
Glitter Chromatophores 5 10k 3 MED TL 5
Infrared Vision 5 5k 2 MED TL 6
Lungs 20 20k 4 MED TL 7 -
Muscle Tone 10 × Rating 20k × Rating 6 MED TL 5 MED TL ÷ 3
Engineered Immunity 15 20k 2 MED TL 5 -
Nervous Enhancement 15 × Rating 20k × Rating 8 MED TL 8 MED TL ÷ 3
Prodigy 20 30k 5 MED TL 5 -
Regeneration 30 × Rating 40k × Rating 3 MED TL 9 MED TL ÷ 4
Shockproof Skin 10+Rating 5k × Rating 3 MED TL 6 MFR TL
Spectrographic Retina 25 40k 3 MED TL 8
Spinerettes 15 20k 5 MED TL 6
Trauma-Transparent Skin 10 10k 3 MED TL 7
Webbed hands 5 5k 3 MED TL 5 -
If the attack is glitched, the character himself receives the Fireproof Skin
splash damage. If he critically glitches, the flame crawls (XP Cost: 10 × Rating) (Retroviral cost: 10k × Rating, rarity 4)
back up the stream, giving him severe internal burns, MED TL 5; Rating 1 to MFR TL
dealing the full DV, unresisted, to himself. This damage
Adds RATING to the character’s effective armor rating
cannot be treated with First Aid or Field Medic, only
when resisting Heat damage, and prevents any ignition of
stabilized—surgery is required to heal.
flames on the character.
Qualities 277
Lungs
(XP Cost: 20) (Retroviral cost: 20k, rarity 4)
MED TL 7
If the species does not have them already, adds lungs and
the ability to breathe gaseous oxygen.
Muscle Tone
(XP Cost: 10 × Rating) (Retroviral cost: 20k × Rating, rarity 6)
MED TL 5; Rating 1 to MED TL ÷ 3
Adds RATING to AGI.
Engineered Immunity
(XP Cost: 15) (Retroviral cost: 20k, rarity 2)
MED TL 5
(This is equivalent to the Natural Immunity quality found
on page 268)
Nervous Enhancement
Gills image (XP Cost: 15 × Rating) (Retroviral cost: 20k × Rating, rarity 8)
MED TL 8; Rating 1 to MED TL ÷ 3
Gills The standard chemical nerve connections are replaced by a
(XP Cost: 15) (Retroviral cost: 15k, rarity 6) more direct electrical signal, which increases reaction time,
MED TL 6 adding its RATING to REA.
If the species does not have them already, adds gills and
the ability to breathe underwater. This does not confer Prodigy
extra ATM pressure tolerance, so the typical dive depth will (XP Cost: 20) (Retroviral cost: 30k, rarity 5)
be limited. MED TL 5
(This is equivalent to the quality found on page 268)
Glitter Chromatophores
(XP Cost: 5) (Retroviral cost: 10k, rarity 3) Regeneration
MED TL 5 (XP Cost: 30 × Rating) (Retroviral cost: 40k × Rating, rarity 3)
This modification, available only to Vorans, alters the MED TL 9; Rating 1 to MED TL ÷ 4
chromatophores used for communication to take on an Enables extremely rapid healing from damage. Every
unnaturally shimmering, glitter-like reflectiveness. This time initiative is rolled, if this character has taken physical
is seen as flambouyant by some, and obnoxious by others. damage, she immediately removes RATING damage from
In any case, it is certainly going to get the Voran noticed, her physical damage bank. If there is no physical damage,
gaining the same effect as Distinctive Style at level 2. stun damage is healed instead.
278 Qualities
Spectrographic Retina
(XP Cost: 25) (Retroviral cost: 40k, rarity 3)
MED TL 8
Instead of rods and cones, this character has a series of
tiny organic spectrographs. This has a weakness in that
their eyes cannot perceive as much fine detail, especially
at distance, conferring a -2 dice pool penalty on tests when
applicable. However, the advantage is often worth the
trade; the character can innately see the absorption (or
emission) spectrum of anything he sees, which coupled
with a little Science knowledge, can allow him to determine
what elements he is looking at. For such a perception test,
roll PER + SCIENCE (CHEMISTRY), with the threshold based on
the rarity of the element in question.
Spinerettes
(XP Cost: 15) (Retroviral cost: 20k, rarity 5)
MED TL 6
The character grows a silk spinerette somewhere on the
body (often on the forearm) which can be used to create
webs and nets, much like a spider. It can spin both sticky
and non-sticky silk, and the silk is extremely strong,
generally able to hold up the weight of the character
without breaking. It does not, however, spin out silk
fast enough to swing from building to building in a
red jumpsuit.
Trauma-Transparent Skin
(XP Cost: 10) (Retroviral cost: 10k, rarity 3)
MED TL 7
When placed under physical trauma, the skin becomes
transparent. This allows for a clear view of the internals
below the skin, allowing a much easier diagnosis and
treatment for such injuries. This modification gives +4 dice
to all diagnosis and medical tests for which this may apply.
It also makes it harder to hide that an injury has occurred,
if the character wishes to hide this fact; all injuries, major
or minor, should be treated like the Scarred quality (see
page 274).
Webbed hands
(XP Cost: 5) (Retroviral cost: 5k, rarity 3)
MED TL 5
Adds 4 dice to Swimming tests.
Qualities 279
Remote EM Modulator: For any known Core, the REMM
Gear can be tuned to oscillate particular electromagnetic signals
and insert them into the computer, enabling an access
point where none is present. REMMs are notoriously flaky;
General Gear if a REMM is being used on a Core, any action involving
that Core has a Glitch Risk of +3 (including hacking it with
the REMM).
B&E
Automatic Lockpicker: May make its own lockpicking test
without any input from the user, using (RATING × 2) as its Medical
dice pool. AutoMed: This unit is capable of healing many medical
issues on its own, without requiring a doctor to control it.
As every culture’s locks behave differently, each culture When activated, it can make any healing test using a dice
requires its own tools to pick them. pool of RATING × 2.
Disguise Kit: Up to rating 6. Adds its rating to any Rating may be between 1 and the culture’s MED TL.
Disguise test.
Cryonic Pod: This unit freezes a character for any length of
Lockpick Set: Adds (RATING) to any lockpicking test. time. The character must first lay down, and from there the
As every culture’s locks behave differently, each culture freezing process takes a couple of minutes.
requires its own tools to pick them. Once the character is under, the pod requires a constant
power flow. Inside, the TMP is considered to be 0, and no life
Base Tech signs are present. For all intents and purposes, while under,
Interversal Transfer Gate: Found only on Lemuria, the this character is dead. The character does not age, nor does
ITG instantly transports matter from one gate to another his body or mind progress in any other way—no additional
connected gate. The gates are among the most ubiquitous overflow damage is received, and diseases do not advance.
Lemurian technology available after all these years. See Cryonic stasis may be used for long-term space travel, and
page 90 for more details. may keep medical conditions (including life-threatening
injuries) in check until the patient can make it to a proper
Shape Memory Polymer: See page 88.
medical facility.
Cryonic stasis deals a one-time 12F damage to the occupant
Combat
(unresisted), but due to preservation, is not considered to
Area Denial weapons: Allows the character to make an
be Bleeding Out. A healing test is immediately performed
INT + TACTICS (TRAPSETTING) test to lay them down in an
when the patient is revived. For healing this damage, the
anticipated combat area; bank the hits. Once the enemy
pod itself acts as either a First Aid Kit or an AutoMed
is in the combat area, the GR for any action involving
(depending on available technology) with a Rating of
movement is increased by the bank’s value. In case
the culture’s MED TL; a doctor may use INT + MEDICINE
of a Glitch:
(CRYONICS) to heal this damage. If the character’s damage is
Grease: The character slips and falls, becoming prone and still enough, then at that point, he goes into Bleeding Out,
taking GRV Impact damage. with all the consequences this incurs.
Glue: The character is stuck, and cannot move until cutting If power is interrupted, the unit will attempt to revive the
free, a 2 IP action which requires a cutting implement. patient immediately using its reserve power; if available
and undamaged, the unit will use its own AutoMed, but
Caltrops: The character recieves 8P (size class A) damage. If
if not, the damage dealt will be unresisted (a doctor will
the damage gets through, the character’s movement speed
not be able to access the patient quickly enough in an
is halved.
unplanned thawing, unless the doctor happens to be in
the room when it happens; an unplanned thaw takes only
Computer about a minute). After this, the patient is released and may
FlashHacker: Can be used to create a hacking entry point be healed normally.
on any computer with an active camera; see the Hacking
chapter for details. At MED TL 9, the Cryonic Pod works for all species, rather
than one specific one.
Dynamic Ration Device: This is an emergency nourishment At CPU TL 6, it keeps a record of all blood/scanner results of
provider that is intended to provide for basic nutritional its users, and access to this data gives a doctor +4 dice on
needs. It contains a stock of nutrutional material and a all Diagnosis or Pathology tests involving someone who
bioscanner which analyzes the user’s blood, determines regularly used the device. These records may be disabled or
which nutrients are most needed, and creates a ready-to- deleted by the user.
eat meal containing only those nutrients. It takes a
specially-made ration as its raw material, and doubles the At MED TL 8, it is capable of adapting its nutritional output
effect of those rations. to the needs to any species.
At MED TL 6, a non-invasive scanner replaces the invasive First Aid Kit: A First Aid Kit adds its rating to healing tests
blood test. in which it is used; the kit is consumed after any given set of
medical actions (as determined by the GM), often good for 1
At MFR TL 7, it can take any biomatter as its raw material, combat scenario’s worth of medical care.
not just specially made rations.
Rating may be between 1 and the culture’s MED TL.
282 Gear
Armor fully negate up to 6 Piercing damage in addition to its
standard Armor value.
Standard Outfit: Standard clothing, not designed
SWAT Armor: Heavy armor covering the entire body.
for combat.
Heavy Military Armor: The heaviest armor available. While
this is advantageous for obvious reasons, walk and run
speeds are reduced by half.
Light Armor
Gear 283
At CPU TL 7, the unit is equipped with minimal grabber Powered Environment Armor: The “all of the above”
arms (effective BOD of 1) protruding from the disc section, option, most commonly used by space military with
allowing the wearer to interact physically with his money to spare.
surroundings. Spacesuit (Human): A convenient Environmental Suit
At PRP TL 6, the unit is equipped with miniature maneuver- reference for Humans to survive in most space conditions.
ing jets (50 ΔV) to allow simple mobility in vacuum. Spacesuit (Bactaran): A convenient Environmental Suit
reference for Bactarans to survive in most space conditions.
Spacesuit (Voran): A convenient Environmental Suit
reference for Voran males and females to survive in most
space conditions. Drones and queens are much more
tolerant to vacuum and can generally survive periods in
space without a suit, though they still need oxygen and
other sustenance.
Spacesuit (Guigu): A convenient Environmental Suit
reference for Guigu to survive in most space conditions.
G-Suit: A flight suit squeezes the body in specific ways
designed to negate the damaging effects of high G-force.
Environment Suit
284 Gear
Armor
Item Name Armor EPR Bonus Minimum TLs Cost Rarity Variants
Gear 285
Diving Suit: Designed to bring people or aliens down to the
depths (generally underwater).
Computer Gear
Cores
Primitive ED: Only generally used in cultures where a
standard Embedded Device (ED) is not available. The PED
has no decision-making capabilities and a very limited
number of controls available. Many functions (which with
a standard ED might be considered autonomic functions)
require a Simple Action by the user instead.
Embedded Device: The standard device included in many
products which need only a small amount of control. By
far the most common type of device your hacker will come
across—everything from light bulbs to toasters.
Secure ED: When you need an ED that’s tougher.
Commonly used in door locks, weapons, and other
security-conscious applications. Almost always operates in
Lockdown mode.
Commlink: A standard personal communication device,
Shape Memory Armor Commonly referred to as “phones”, but can be used to
Shape Memory Armor: Shape memory armor hardens refer to a wide variety of gadgets including smart watches,
when a current is run through it. It can be activated with a glasses, tablets, and so on, depending on the attached UI.
Digital Macro, increasing its Armor value and and incurring Slicer: A favorite with hackers, this nimble core is explicitly
a negative dice pool modifier (by becoming stiffer and designed to hack, and is forbidden in most jurisdictions.
more awkward). It can be deactivated the same way.
The armor has a base Armor rating of 2. It is divided into
sections - one for each limb, one for the head, and one for
the torso (different combinations with different numbers
of sections are available at different costs). Each section can
be hardened individually. When each section is hardened, it
adds 2 Armor to the total armor value, and incurs a -2 dice
pool modifier for all physical actions involving that involve
the part of the body that that armor section covers.
A specially shaped Environment Suit that fits over this
armor without causing extra penalties is available at
standard prices.
Antiflare Lenses: Antiflare lenses can be added to any other
armor. Their armor value is only effective when resisting
Sensory damage. Pack Core
286 Gear
Cores
Name Bank CPU Network Storage Security Hardening BOD UI Cost Min CPU TL
Primitive ED 0/0 1 0 0 0 0 A0 No 10 1
Embedded
1/4 1 1 0 1 1 A0 No 10 3
Device
Secure ED 2/4 2 1 0 3 2 A0 No 20 6
Router 1/5 1 6 1 1 1 A2 No 50 3
Datastick 0 0 0 3 0 2 A0 No 10 4
Data Drive 0 0 0 5 0 3 A1 No 20 5
Data
0 0 3 6 0 4 A2 No 200 5
Mainframe
Embedded
1/3 1 1 0 1 1 A0 No 200 3
Nav
Gear 287
Translator: Translates in realtime between two languages. AutoTranslator: Unlike the standard translator, the
Machine translation generally functions at the “Language” autotranslator can listen to and learn new languages. It
level (see page 113), acting as if it does not know any requires approximately 2 hours of continuous speech in the
dialect. This translator requires language databases be language being learned to add one “level” (World, Family,
installed manually; these databases are available at a Language, or Dialect) to its effectiveness when translating
cost of between 10 and 1000 per language, depending on to and from that language.
the obscurity of the language sought. Languages of the
Router: A router, or switch (which are very similar and
originating culture are almost always included with the
generally serve the same purpose), is a central “hub” of a
unit. If the culture only has one language listed, then other
computer network.
databases must be purchased in order for the translator to
be useful. Secure Router: This variation on a router contains added
security features, making it difficult to break through, but
also slightly more inconvenient to use. Often used in the
central, high-security areas of a network’s topology.
Firewall: This router-like device is generally placed on the
perimeter of a network’s topology to safeguard it from
outside intruders.
Mainframe: This massive computer is designed to handle
large amounts of data and support many users. By the time
a culture reaches CPU TL 6 or so, this machine is generally
unnecessary and will not be used, in favor of many smaller
rack-mounted Cluster Cores.
Cluster Core: Can join with up to 5 others, combining all
pools, CPU, and STO attributes.
Datastick
288 Gear
Navicomputer: The Navicomputer—all but required for Core Mods & Software
all space travel—is the computer which processes the Tactical Software: 1 IP: Add (RTG) dice to any Tactics skill.
spacecraft’s orbital trajectory and times, and depending on
the pilot, may also execute the ship’s burns and maneuvers. Rating may be between 1 and (CPU TL) / 2
The Navicomputer can use the Astronautics, Deep Space Tactical Network Software: 1 IP: Adds (RTG) dice to the
Maneuvering, and Precision Spacecraft specializations. Its Team Pool; runs automatically each turn.
dice Pool is (CPU TL ÷ 2 + CPU), which is the same dice pool Rating is between 1 and (CPU TL) / 2
for the abilities listed below, if it has them. For Astronautics
(and only Astronautics), the Navicomputer can roll as an AR Tactical Net: Should be run by individual team
assist to the pilot’s own Astronautics test. For the Deep members. Allows the character to add (Rtg) to every
Space Maneuvering and Precision Spacecraft specializa- perception test, if he is near other teammates whose
tions, the test incurs a GR of 1. sensory inputs may contribute to the test.
At CPU TL 5, the Navicomputer can use the Deep Space Hardening: Adds (Rtg) dice to resist any electrical damage.
Maneuvering Specialization without a GR. At CPU TL Rating may be between 1 and (MFR TL)
6, the Navicomputer can use the Precision Spacecraft
Specialization without a GR. Extra Sockets: Adds 1 to the Network rating of the Core
The Navicomputer can be purchased at a RATING of up to Ruggedization: Adds (Rtg) dice to resist any impact or
(CPU TL / 2). ballistic damage. Also adds (Rtg/3) to the Core’s Weight
attribute.
Embedded Nav: An embedded form of the Navicomputer.
It can make the same tests, but for all tests, the GR is Rating may be between 1 and (MFR TL).
increased by 1, unless the CPU TL is 6 or higher. Used by Camouflage: Disguises the Core as Something else of a
many small, automated spacecraft, such as Smart Chaff and Similar or greater Size.
Cube Sets.
Rating may be between 1 and (MFR TL), and Serves as the
threshold for detection
Gear 289
Core Interfaces Graphical UI Controls: You probably know these better as
keyboards, mice, and joysticks, combined with a screen
Core UIs made of pixels. These are mechanical input devices and a
Interface Min TL Design Cost simple graphical display.
290 Gear
AR Contacts
Neural Interface
Gear 291
signal between the core and the user’s brain. In addition If a character knows the makeup of the air being breathed
to the Design benefit, a neural interface provides intanta- by this device, they can make a INT + SCIENCE (CHEMISTRY)
neous response (turning Digital Macros into a Free Action). test with a threshold of 3; if successful, the character knows
If the Neural Interface is unexpectedly lost (for example, whether such a glitch will occur, and what its effect will be
if the user is forcibly disconnected from the network), (although the effect is not necessarily negated).
the user suffers 6E damage from extreme disorientation,
This implant also confers the benefits of the Air Filter.
resisted by WIL.
Hardwired Neural Interface: Provides the same benefits
(and risks) as a Neural Interface by wiring the device
directly into the brain, which improves throughput and
makes such users more capable than those simply wearing
electrodes. This interface requires brain surgery to install
and carries some risk, opening up the user to receiving
physical brain damage (up to 12E damage, resisted by WIL)
to his brain from the Core, often upon a command from a
hacker or when forcibly disconnected.
Cybernetic Enhancements
Air Filter: This addition to the trachea filters out any toxins
when breathing. A common augmentation for space
travelers, as it also filters CO2, allowing humans to survive
in high-CO2 environments (as long as there is also oxygen to
breathe) without CO2 poisoning.
At CPU TL 5, the air filter can communicate the makeup of Venusian CO2 Filter
the air to the character’s Core, and can alert them in case
of danger. Venusian CO2 Filter: Made cheap through mass production,
this device functions identically to the Air Oxygenator, with
Air Oxygenator: This upgraded air filter can separate one exception; it only functions if the ATM of the environ-
oxygen from a wide variety of molecules in the air, as ment is at least 4.
long as the molecules contain some atomic oxygen.
The most common use is to breathe in CO2, allowing Amygdala Gate: +RATING dice to any roll dependent on
effectively unlimited rebreathing of stale air. The atoms suppressing emotions, but -RATING dice to all CHA tests. Can
separated from the oxygen will form new compounds, be activated or deactivated with a digital macro.
and the implant itself simply deposits the byproduct in Armored Skin: Adds RATING to the character’s armor rating
a disposable storage sack in the throat if solid, (such as against piercing damage, and extends the minimum ATM
carbon, the byproduct from CO2), or returns it to the air if tolerance by 1 (regardless of rating), to a minimum of 1.
gaseous, (such as hydrogen or nitrogen). When breathing However, it also reduces sensitivity, subtracting RATING
in an environment without free oxygen, the GM should from any tactile PER tests made by the user. Incisions will
roll a glitch test with a GR of +2; if a glitch is rolled, the have to cut through the armor; any attempts at surgery
oxygenator will cause damage of some sort (whether to will have the threshold increased by Rating, on top of the
other life in the area or perhaps to machinery, for example) difficulties from the Disruption score.
due to its byproduct.
If the Rating is 3 or higher, this skin can extend the
At CPU TL 6, the device can inform the user what it is minimum ATM tolerance by 1 to a minimum of 0, instead.
converting and what the byproduct will be, reducing
the GR to +1. Artificial Organ: A replacement for a lost or malfunctioning
natural organ. The cost ranges from about 3000 for minor
glands, up to 20000 for major organs like hearts. This does
not apply to any organs which are covered by other listed
cybernetics items, such as eyes.
292 Gear
Cybernetics
Name Cost Rarity Required TLs Max Rtg Disruption Variants
Air Filter 800 1 MED 4 - 0.1
Air Oxygenator 2500 2 MED 5, MFR 6 - 0.5
Venusian CO~2~ Filter 400 0 MED 4, MFR 5 - 0.5
Amygdala Gate 400 × Rtg 5 MED 5 MED ÷ 2 0.5
Armored Skin 3000 × Rtg 9 MED 5 MFR ÷ 2 1
Artificial Organ Varies 6 MED 4,PWR 4 - 0.5
Blood Filter 600 × Rtg 5 MED 4 MED ÷ 2 0.1
Bone Infusion 1000 × Rtg 8 MED 5 MFR 0.5
Chameleon Skin 5000 10 MED 4, MFR 5 - 1
Cortical Stack 15000 8 MED 7, CPU 10 - 0.75
Cyberears 1000 × Rtg 3 MED 4,PWR 4 CPU 0.25
Cybereyes 1000 × Rtg MED 5 CPU 0.25
Cyberfur 2000 4 MED 5, MFR 7 - 0.25
Cybergun 2000 6 MED 5 - 0.5
Cyberhair 250 3 MED 5, MFR 6 - 0
Cyberlimb 2000 × Rtg Rtg MED 4,PWR 5 MED - 3 1
Cyberweapon 1500 6 MED 5 - 0.5 By weapon
Cyberwings (birdlike) 12000 5 MED 6, MFR 5 1
Cyberwings (powered) 18000 6 MED 7, PRP 5 1
Datajack 1000 3 MED 5, CPU 8 - 0.2
Electronic Nerve Replacement 20000 × Rtg 8 MED 7, CPU 4 MED - 6 1.5
Embedded Tracking Device 500 × Rtg 2 MED 3, CPU 4 -
FrankenCollar 500 × Rtg 6 MED 3,PWR 4 PWR 0.25
Hardwired Neural Interface 10000 4 MED 5, CPU 8 - 1.5
Hidden Compartment 1000 × Rtg MED 3 MED ÷ 3 0.1 / 0.4 / 1 / 1.5
Hormone Pump 1000 2 MED 4 - 0.5 By hormone
Implanted Magnet 200 1 MED 3, MFR 3 - 0.1
Magnetic Hand/Foot 300 × Rtg 5 MED 4, PWR 4 PWR 1
Muscular Optimizer 3000 × Rtg 6 MED 7, CPU 4 MED - 6 1.5
Nanofibers 5000 × Rtg 3 MED 4, MFR 7 MFR ÷ 3 0.1
Pacemaker 1000 × Rtg MED 3+Rtg, PWR 4 MED ÷ 2 0.1
Pheromone Emitters 5000 × Rtg 6 MED 5 MED ÷ 2 0.5 CHA, BEA, MAN
Pressurized Lung 1000 × Rtg 3 MED 3, MFR 3 MFR 0.15
Shape Memory Armored Skin 10000 × Rtg 10 MED 6, MFR 5 MFR ÷ 2 0.75
Shape Memory Claws 1500 10 MED 4, MFR 5 - 0.25
Shape Memory Teeth 2000 7 MED 4, MFR 5 - 0.1
Skilljack 3000 4 MED 6, CPU 8 0.5
Spectrographic Eyes 25000 7 MED 5,PHY 5 PHY ÷ 3 0.25
Spectrolfactory Sense 5000 8 MED 4,PHY 4 - 0.25
Thermic Controller 4500 2 MED 7 - 1
Tooth Compartment 200 MED 3 - 0
Gear 293
Blood Filter: Able to filter out any toxins or poisons in the
system. Adds RATING dice to all toxin resistance tests.
Bone Infusion: A chemical modification of the bones,
increasing their strength. Adds RATING to tests resisting
impact, explosive, or crushing damage.
Chameleon Skin: The skin is replaced with color-changing
elements which add +3 dice to any stealth check, or +6 dice
if the character is unclothed.
Cortical Stack: Allows memories to be stored, and may
optionally transmit them to a remote storage device, to be
restored and simulated in the event of emergency.
Cyberears: Replace the PER attribute with RATING on audio
perception tests, including on individuals who have no
natural sense of hearing.
Cybereyes: Replace the PER attribute with RATING on visual
perception tests, including on individuals who have no
natural sense of sight.
In many species, the wet eye is one of the body parts most
vulnerable to the vacuum of space. Therefore, replacing
eyes with a technological vision system causes the lower
ATM tolerance of the character to be extended by 1, to a
minimum of 1.
Cyberfur: Cyberfur is specially engineered to be extremely
insulating, and can form air pockets more efficiently than
natural fur or hair. Additionally, it can be set to relax with a
Digital Macro, freeing the air pockets in the fur to allow the Cybergun image
skin to breathe normally. It extends the character’s lower
TMP environmental tolerance by 1 (to a minimum of 1), Cybergun: The character has a projectile weapon one
and the maximum tolerance by 1 for short periods of time size class lower than they are implanted in their body
(approximately 15 minutes). somewhere. This weapon is always considered to be Braced
(see page 65), but without incurring a movement penalty.
This augmentation is compatible with Armored Skin; in
fact, a high rating of Armored Skin combined with Cyberfur Cyberhair: Thousands of tiny cyberfollicles are implanted
can make a character much more resistant to hard vacuum, into the skin. Cyberhair can be set to grow at any color, and
able to survive in space for long periods of time as long as may grow much faster than natural hair (up to a rate of
he has some way to breathe. approximately 1 inch per day), or may be set to not grow at
all, maintaining it at just the right length with no need for a
haircut. This allows the character to keep up with the latest
fashions trends effortlessly, granting +1 to BEA.
Cyberlimb: Replaces a limb, either after an accident or by
choice. When using the limb, the effective BOD and AGI
is RATING.
Cyberweapon: The character has a melee weapon of Reach
1 or less implanted in their body somewhere.
294 Gear
Cyberwings (birdlike): This character has the ability to
fly by mimicking a bird’s flight. The character must roll
BOD + ATHLETICS (FLYING), with the result indicating how
many meters upward they are able to fly in normal gravity.
These wings allow free three-dimensional movement in
null gravity. Additionally, this character does not take
falling damage.
This upgrade requires an atmosphere to function.
Cyberwings (powered): This character has both wings and
a miniaturized propulsion system. The character can fly
high and fast, rolling REA + ATHLETICS (FLYING) to control
the wings and fly upwards or forward. Because these wings
require a fair amount of speed to provide lift, landing is
fairly dangerous. When landing, the character takes GRV
× 2 - ATM Impact damage, which is resisted with BOD +
ATHLETICS (FLYING).
Datajack: When combined with a Hardwired Neural Hidden Compartment
Interface, it can allow a hardwired connection into a
Hidden Compartment: Allows you to store an object up to
network, allowing the hacker to work natively even when
(RATING) BOD of a size class one class below your own in an
there is no wireless.
isolated compartment in your body, often accessible under
Electronic Nerve Replacement: This system replaces every a flap of skin.
nerve connection to the limbs with soft electronic wiring,
Hormone Pump: Upon receiving the signal from a digital
which responds more quickly to impulses from the brain
macro, the Hormone Pump pumps the contained substance
than natural nerves. Each time initiative is rerolled, RATING
into the bloodstream. This must be treated as a dose of the
is added to the initiative pool in addition to the dice roll
substance, including resistance by the body.
result. The character becomes more vulnerable to electrici-
ty-based attacks; anytime electrical damage is received, the At MED TL 5, the dosage can be carefully controlled and
amount of this type of damage is increased by RATING. adjusted for the user’s biochemistry; in game terms, the
user does not need to roll BOD to resist this sybstance,
Embedded Tracking Device: This tracking device gives off
instead choosing the result of their die roll, helping prevent
a signal that can be traced by the party that had it installed.
overdoses and, often, addiction.
This may be used either as protection for the character or
to track them. The RATING serves as the threshold for a INT Implanted Magnet: This extremely simple upgrade is
+ COMPUTER (TELEMETRY) test for a third party to trace the nothing more than a coated magnet inserted into one
location of the signal. finger. It allows the character to sense many electrical and
magnetic phenomena. He can determine (by holding his
FrankenCollar: An implanted Shock Collar. When activated
finger nearby) whether electric current is passing through
via digital macro, it can deal (RATING)E damage to the
a wire, whether a device is powered up (and, if the power
wearer. Often implanted in slaves to keep them obedient.
is variable, to what degree), whether an object is ferrous
Hardwired Neural Interface: See the Core UI section on or not, and more. It takes only a few months for this sense
page 292 for details. to become second nature. The character gains 2 dice on all
Crafting tests involving electronics, may make a Perception
Test to detect electromagnetic phenomena, and may have
additional benefits if the GM Permits it in a particular
situation.
Gear 295
If the character is placed in a strong enough magnetic Shape Memory Teeth: Teeth that can either do (BOD × 2)
field, the implant may rip itself out of the body, dealing 4P Piercing or (BOD × 2) Crushing damage; generally not useful
damage, unresisted. in combat, incurring a -5 dice pool penalty on attack tests
Magnetic Hand/Foot: Acts as a magnetic boot that’s with them. However, they allow much more versatility
embedded into the character’s hand or foot, enabling the when it comes to eating food and serve as a useful tool,
character to walk or crawl freely along the hull of a ship. granting +5 dice on many Survival tests.
Muscular Optimizer: A series of miniature electrodes and Skilljack: Allows the user to slot new skill specializations,
massagers give more accurate control over the muscles. whether or not he has the requisitve skill level. When
Adds RATING to AGI. rolling for this specialization, the character does not
default, and gets the bonus for having the specialization. A
Nanofibers: Millions of tiny fibers cover the soft gripping character gets no benefit is using a Skilljack for a special-
surface of a hand or foot, granting a +3 dice pool modifier ization he already knows. Specializations are available as
to the character on climbing tests, and increasing the pieces of software at a cost of 1000 each.
threshold for losing grip on anything by 2 (including having
weapons stolen). Spectrographic Eyes: Functions much the same way as
the Spectrographic Retina genetic quality. However, this
Pacemaker: Allows the heart to remain active longer than sense is much less natural to the character. Rather than
it otherwise would. When Bleeding Out due to either blood an intuitive understanding of the sensory input, these
loss or a cardiac health problem, a pacemaker adds RATING cybernetic eyes must convert the spectrographic data
to the maximum value of the Bleeding Out Bank before into a false color image in order to convey any useful data.
death occurs. Therefore, sensing any chemicals requires a digital macro
Pheromone Emitters: +RATING to tests with a particular to configure the sensor to scan and highlight the chemicals
social attribute, chosen when the implant is installed. At being searched for (or to highlight unusual concentrations
MED TL 7, the unit can affect any one of the three, and can of chemicals). The character rolls PER + (RATING) to make a
switch between the modes at will. At MED 9, it can affect all spectrographic perception test.
three simultaneously. At PHY TL 7, it allows the character to distinguish between
Pressurized Lung: Stores extra breathable gas to use in different isotopes, granting the ability to give approximate
extreme environments. This tank stores enough gas to radioactive dating for many things, usually the date of
last for (RATING × 5) minutes. This alleviates the need to death of a life form.
breathe, but not the need for pressure; it is suitable for Not compatible with Cybereyes.
low-pressure environments, but in vacuum, only halves the
environmental damage taken. After use, it must be refilled. Spectrolfactory Sense: A drastic upgrade to the sense of
smell, this replaces the smell receptors with a spectro-
At CPU TL 5, it replenishes itself automatically as soon as it graph, giving a far more precise and versatile definition
returns to an oxygenated environment. of the makeup of the surrounding atmosphere, enabling
Shape Memory Armored Skin: Concealable armor. When characters to “smell” things they normally would not be
deactivated, it appears as lines running along the skin. able to even consider smelling - the elemental makeup of
When activated, it unfolds and covers the whole skin with the air, precise chemical compositions, and so on.
a shape memory covering that is (RATING ÷ 2) cm thick, At PHY TL 6, it allows the character to distinguish between
adding RATING armor. Can be activated or deactivated with different isotopes, granting the ability to give approximate
a digital macro. radioactive dating for many things, usually the date of
This mod is compatible with the Armored Skin mod, but death of a life form. This also grants a +3 dice pool modifier
their combined levels top out at MFR ÷ 2. to any test involving nuclear fusion or fission as long as the
character is in a position to be able to sample the radioac-
Shape Memory Claws: Essentially function as retractible tive molecules.
claws. They are a melee weapon with +4 dice, 4P damage,
and no reach, and can be activated/deactivated with a Thermic Controller: Tubes implanted throughout the
digital macro. surface of the body can draw liquid from a carried fluid
pack, altering the surface temperature of the character’s
body. The typical use of this is to pump in liquid that
counteracts the outside temperature, effectively extending
the TMP tolerance by 1. The character may control the
296 Gear
direction in which the tolerance is extended by choosing Ibuprofen: A low-strength painkiller for Humans. It has a
hot or cold liquid. minor effect on Vorans, and notably, recreational purposes
for Bactarans.
A secondary usage is to disguise the character’s heat
signature by pumping cold liquid, countering the natural Kerosene: This rocket fuel is usually just poisonous, but if
body temperature of the character and conferring a administered in the right dosage, has a stimulating effect
threshold increase of 2 to detect the character’s body heat. on Bactarans.
The system can be enabled or disabled with a digital macro. LSD: Humans and Bactarans get differing effects from this
hallucinogen, but in places where they coexist, often take it
Tooth Compartment: Can store and conceal something tiny
together recreationally.
(a data chip, or poison, for example); GM determines what
is permitted. MDMA: Also known as Ecstasy among Humans, MDMA
tends to make humans feel more intensely. It mostly makes
other species vomit.
Substances, Toxins, & Drugs
Methamphetamine: This drug is nearly identical to
Alcohol: A common recreational substance. Alcohol has amphetamines, but is different enough to kick its effects
been turned into an art form by humans, and Bactarans into overdrive and make it more addictive in most species.
- who have had access to alcohol previously but usually
only in pure form - have in recent years begun importing Morphine: This highly effective painkiller is also highly
the more enjoyable varieties of alcohol from Earth. The addictive for Humans and Bactarans.
Guigu, on the other hand, had their own alcohol refinement Nicotine: This drug has little effect besides addiction
techniques to teach Humans. and, in the long run, lung cancer. It does, however, put
Amphetamine: This drug is neurologically active for Vorans on edge.
many species, and carefully controlled with prescrip- Oxycodone: Common but addictive pain reliever prescribed
tions and laws. for Humans.
Arsenic: An element common throughout the universe, but Salt: A common compound vital to life. In toxic quantities,
frequently toxic in large amounts. it can cause dehydration and other side effects, most
Caffiene: This drug is often used by Humans to stay awake pronounced in Vorans
longer. When introduced to other species, it has unpredict- Sarin (gas): Harmful in some way to nearly every species,
able effects on their body chemistry. this nerve gas is used as an effective multispecies poison.
Chlorine (gas): This gas is generally poisonous, but in small Steroids (injection): Anabolic steroids are used for
quantities is useful for sterilization. bodybuilding in Humans. They tend to make Bactarans
DDT: This insecticide, once outlawed on Earth due to its stubborn, and Guigu use them as an aphrodesiac—they
environmental effects, gains popularity among a number of mimic Guigu pheromones—and recreational drug.
separatist groups as “bug-killer” when it’s learned that it is THC: THC, the active ingredient in the Earth plant cannabis
effective against Vorans. and the Guigu root chushu, has little effect on many species,
Diazepam: This muscle relaxant is commonly used by but the similar effects it has on humans and Guigu often
Human snipers to steady their aim, and by Vorans as a mild help to the species grow friendlier. Famously shared by the
painkiller. first human ship to crash land on Kennu and the Guigu who
found them.
GHB: Among Humans, this drug is used as a muscle
relaxant to renders its victims unconscious, most Voran Milk: Required for the survival of Voran drones—as
notoriously used for rape. It has the opposite effect on they lack a proper digestive system, milk is the only form
Guigu, amping them up instead. of sustenance on which drones can survive. Voran milk
has chemical properties which cause drug-like effects in
Heroin: Heroin is bad, very bad, for humans—and other species.
only Humans. The drug seems to have no effect on any
other species. Voran milk exists in two forms; milk naturally produced by
Queens, and synthetic milk. Both have similar properties.
Gear 297
Human Bactaran
Substances
Min
Name (vector) Cost Dose S.Eff. OD Addiction Dose S.Eff. OD Addiction
TLs
Arsenic 5 1: 1P, V 1: 1P
Nicotine 5 10 mg 1 No Effect
Salt 1 No Effect
298 Gear
Voran Guigu Symtraya
2: 1P,
Z 1: 2P No Effect
Z
70 mg 30 mg +1 REA 100g 3S
30
5 ppm 10 ppm +1 PER 2: 1P 1: 1P No Effect
ppm
100
4S, Z 1: 3P No Effect No Effect
ppm
40 3: -1 -1 PER,
25 mg 2Pn 4: 4S -1 REA
mg REA -1 MAG
2: V, 1S E 3: V No Effect
3: 1P No Effect No Effect
+1 CHA, 3:
No Effect 3: 2S 2 +1 BOD
H -1 AGI
4: 2S,
No Effect -1 REA 0.5 No Effect
V
Gear 299
Weapons Falchion: This one-handed sword is small but effective. Like
a machete, it can be used for clering brush, and gives a +2
bonus for the same purpose.
Melee Weapons
Gladius: This classical mid-sized sword is good for
Shock gloves: These gloves deliver an electric shock on
close combat.
impact. The attacker still deals standard melee attack
damage in addition to this damage. Claymore: This two-handed sword is excellent for defense
and parrying.
Shape Memory Gloves: These gloves become solid when
making a fist (or any other trigger as chosen by the owner), Rapier: This is a thin, light sword designed for thrusting
dealing the listed damage in addition to the unarmed and piercing. It is so thin and light that it cannot be used for
damage value upon striking. Usable with Weapon Parry Weapon Parry except against other rapiers.
actions; with a Digital Macro, they become soft again,
Mace: This heavy, sturdy weapon is designed to
dealing only unarmed melee damage values.
puncture armor.
Defender Gloves: These gloves have hard surfaces which
Hammer: Though most hammers are used as tools, a
can be used in Weapon Parry actions.
hammer can make an effective weapon, too.
Brass Knuckles: These simple melee combat weapons are
Maul: This hammer designed for combat includes an
designed to turn fists into a hard, damaging weapon.
armor-piercing spike on the head.
Survival Knife
300 Gear
Melee Weapons
Type Name Class Reach Design DV Min TLs Cost Rarity
Handgear Shock gloves 8E PWR 4 350
Throwing Shuriken 0 +3 2P 70
Throwing Boomerang 0 +2 5I 20
Gear 301
Sai: Two of these small daggers may be used together, Shuriken: Can be thrown up to 3 at a time; treat like
being treated much like a two-shot automatic weapon multiple bullets fired from an automatic weapon.
burst: the second one reduces the defense threshold of the
Boomerang: Returns to the thrower after a miss, as long as
target by 1.
a glitch was not rolled.
Club: A short, blunt, generic melee weapon.
Tonfa/PR24
Shape Memory Boomerang
Tonfa/PR24: This hard club is often used as a nonlethal law
Shape Memory Boomerang: This boomerang becomes a
enforcement weapon.
sharp blade in midair, and can adjust its shape to improve
Collapsible Tonfa: Can collapse or expand with a Simple aerodynamics.
Action down to a handle-sized object.
Javelin: The javelin is an excellent long range throwing
At CPU TL 6, it can collapse with a Digital Macro. weapon, and can be used as a spear when not being thrown.
Shape Memory Gladius: With a Digital Macro, the Harpoon: The harpoon is similar to a javelin, but has a
sword can switch between Piercing and Impact damage. hooked edge; if it successfully pierces the target, it will deal
Sometimes used by law enforcement to keep a nonlethal 2P damage unresisted when pulled out (Simple Action). It
option available. can be used as a spear in melee; if it pierces the target in
melee, the target is treated as being grappled until the
harpoon is pulled out. Note that the target themselves may
use a Simpe Action (and take damage) to pull it out.
Ranged Weapons
Vibroblade
302 Gear
Shotgun: A firearm designed to convey “oomph” in addition
to simple piercing damage.
Battle Rifle
Sniper Rifle: The sniper rifle is designed to function at long Grenade Launcher/Mortar: Using the Indirect Fire special-
range. It gains its full bonus (and no penalty) when being ization, grenade launchers fire grenades which explode on
used at Sniper Range. When being used at Long Range, the impact. Grenades are subject to Hurl ranges (see page 66).
shooter receives no bonus, but also ignores the normal This damage value is a default warhead; other available
penalty at that range. warheads are listed on page 307.
Blinding Laser: This laser is designed to confuse sensors
and damage eyeballs. When used against a vehicle, if the
attack action succeeds, it automatically targets the Sensor
system, dealing 1 unresisted damage to it instead of its
standard damage value, which can be repaired normally.
When used against a lifeform, if the attack succeeds, the
target adds the damage as a Sensory Overload Bank
(see page 70).
Attacks by this weapon across size classes must be handled
specially. If a larger Blinding Laser hits a smaller target,
treat it as a Thermal Laser with a base damage value of 6H
Submachine Gun
(in addition to the blinding effects). If a smaller Blinding
Submachine Gun: A small automatic weapon, useful Laser is targeting a larger target, the defense threshold is
largely for spraying bullets and covering fire. increased by 3 for each class difference.
Flamethrower: This special-purpose weapon is mostly The Auto attribute of this weapon depends on the PWR TL.
used as a tool for clearing brush, but there are certainly At PWR TL 5, Auto is 3; at PWR TL 6, Auto is 5; at PWR TL 7 or
times when it’s helpful to be able to set your enemies on higher, Auto is 10.
fire. Can only be used at Standard range. If used in Melee Missile Launcher: Using the Indirect Fire specialization,
range, everyone in Melee range of the target (including the missile launchers launch self-propelling missiles. Use
attacker) suffers the splash damage. the same rules as grenade launcher, but without range
Injection Gun: May be filled with any dosage of any limitations.
chemical or substance the shooter chooses (not included At CPU TL 4, the missiles may be upgraded with self-target-
with the price). If the shot pierces the target’s armor and ing capabilities, adding CPU TL to the dice pool.
deals damage, the substance is administered into the
blood stream.
Gear 303
Ranged Weapons WEP TL at Size Class
304 Gear
Cost at Size Class
100 200 X X X ✓ ✓ 6P 0 1 1 15
X 200 6,000 X X ✓ ✓ 8P 3 3 0 5
X 100 8,000 X X ✓ ✓ 7P 4I 2 3 0 2
X 800 X X X ✓ ✓ 7P 3 1 2 3 30 5
6P
300 700 4,000 X X ✓ ✓
(special)
150 400 X X X ✓ ✓ 3P 8E 0
(*)PXH
X 4,000 35,000 800,000 3m ✓ ½(*)I 1
(special)
4
X NA NA NA NA ✓ ✓ 12C
(special)
Gear 305
Taser: A taser consists of a non-conductive handheld gun The Auto attribute of this weapon depends on the PWR TL.
containing a power source and a projectile, connected by At PWR TL 6, Auto is 1; at PWR TL 7, Auto is 3; at PWR TL 8 or
wires. When firing, the projectile piece sticks to the target higher, Auto is 5.
(piercing a small amount of armor in the process) and
proceeds to shock the target, immobilizing him. Directed EMP: An electromagnetic pulse primarily causes
damage to electronics. This gun produces such a pulse
Note: Tasers and LIPCs can both be easily modified to directed in a particular direction, making it a devastating
double the Electrical damage dealt, which adds 2 to Glitch weapon against certain enemies.
Risk when using it (a glitch likely results in the electrocu-
tion of the weapon’s wielder). These modifications can Sonic Stunner: Causes sensory damage with only directed
make them fatal, and are almost always illegal. sound (for sensory effect rules, see page 70).
Thermal Laser: Thermal lasers are powerful infrared lasers Corrosion Pulse: This blast of a chemical cocktail
which heat up their target. corrodes armor.
SMSF: The Single Man Sniping Force line of firearms
consists of a camera, a targeting computer, and an
automatically controlled gun barrel. The bearer chooses
targets on the weapon’s screen, and at the touch of a button,
all targets are hit with pinpoint accuracy in extremely rapid
succession, within a single combat action.
The controlling player makes a single INT + RANGED COMBAT
(FIREARMS) test, and can select as many targets as he can
see—preparing the weapon and selecting targets is a single
action which uses 1 IP per target. Target selection may be
Coilgun image
done before combat starts. The SMSF executes the firing
Coilgun: A coilgun, or railgun, consists of a barrel with a solution via a single Digital Macro command—the number
series of electromagnets, each activated in sequence to of hits the player rolled on his test is used for the first shot,
propel a small, ferromagnetic round at extreme speeds. and each subsequent shot uses one fewer hit, until the
targets are all hit or the hits have been exhausted. These
The Auto attribute of this weapon depends on the PWR TL. shots may be defended against as normal. The GR is the
At PWR TL 6, Auto is 1; at PWR TL 7, Auto is 4; at PWR TL 8 or number of targets selected; in case of a glitch, the wrong
higher, Auto is 8. body is targeted (chosen at random from anyone near the
targets, if applicable).
LIPC image
Pulse Laser image
LIPC: The Laser Induced Plasma Channel gun fires a pair
of lasers through the air; the air is heated to the point of Pulse Laser: The pulse laser heats up its target like the
ionization, enabling it to become an electrical conductor. At thermal laser, but it discharges much more energy in a
that point, the weapon discharges electricity through the shorter period of time. This has the effect of concentrating
beams, behaving much like a wireless taser. its energy on a single point, which allows the laser to
penetrate armor before dealing its heat damage.
The ionization process is similar to lightning, and produces
a sonic boom.
306 Gear
The Auto attribute of this weapon depends on the PWR TL. Antimatter unit: One unit used in an Antiparticle Beam.
At PWR TL 6, Auto is 1; at PWR TL 7, Auto is 3; at PWR TL 8 or Fusion Gun: Fusion gun rounds consist of a shape-charge
higher, Auto is 5. micro nuclear warhead (which is not compatible with the
Gyrojet: The gyrojet fires rounds which are rocket-pro- fusion warhead used by grenade and missile launchers).
pelled and gyroscopically stabilized, increasing accuracy Fusion Gun round: One round used by the Fusion Gun. As it
and eliminating recoil and resulting in a lightweight happens, the rounds can function just fine independently
weapon. The rounds also explode on impact. of the gun. The gun helps to aim the blast and shield the
At CPU TL 6, the rounds are guided, incurring a +2 wielder from its deadly radiation, but the round itself will
dice bonus. deal damage just as well without it, as long as collateral
damage is not a major concern.
Plasma Gun: Plasma guns fire a stream of superheated
plasma at their target. The heat is so intense that, when Gravity Gun: This weapon creates a small area of attraction
fired in atmosphere, the local TMP rises by 1 each time this at the targeted point. Any entity at the targeted point
weapon is fired. recieves the crushing damage defined; all others in the
Splash area (including the weapon firer, if applicable) may
Antiparticle Beam: Antimatter is extraordinarily powerful. attempt to resist the (special) damage by rolling a pilot test
A stream of antiparticles can be calibrated to deal up to for vessels, or BOD for others; if they fail, they will be pulled
(PHY TL × 2) units of antimatter with a single attack action, towards the target, and standard collision damage applies.
which multiplies the damage value.
Antimatter is extremely dangerous, and notoriously Warheads and Payloads
difficult to safely contain. Anytime the antimatter weapon Standard Explosive: The standard issue concussive
system is damaged, the GM should roll an immediate glitch chemical explosive.
test with GR +2 (in addition to any other Glitch Risks which
may be in play, such as jerry-rigging); if a glitch is triggered, Frag Bomb: This explosive is surrounded by pieces of hard
then containment has been lost, and up to 2d6 units of material designed to damage surrounding bodies. Hard
antimatter explode within the ship (the remainder are lost armor has double its normal effect against a Frag warhead.
to space). This damage is unresisted by armor, damages the Frag damage can also be soaked; for every two points of
weapon system first, and then overflows normally. damage either absorbed by the primary target’s armor or
taken as damage, one point will be subtracted from the
At PHY TL 9, additional safety measures ensure that there is Splash damage value applied to others nearby.
no additional GR on the glitch test.
Gear 307
Flash-bang: A flash-bang deals Sensory Overload damage
(see page 70) using both visual and auditory stimuli.
Gas Warhead: A gas warhead fills a volume of the
splash damage of the weapon’s size class with a gas of
the user’s choosing. The price of this warhead does not
include the gas.
Bunker Buster: This missile launcher whose missiles are
topped with a penetrating shaped-explosive warhead is
designed to punch through as much shielding as possible
before delivering its explosive power, rendering itself
supremely useful for both ground and space combat.
Fission Warhead: This nuclear weapon damages and
irradiates a large area. Regardless of the size of vessel
being launched from, damage from this weapon is always
handled as Class E.
When detonated on a planet’s surface, the splash damage
value is not used; rather, the main damage just reduces by 1
for every 500 meters.
If detonated in space, any vessels in docking range the
target of a nuclear detonation receive the full damage
of the detonation; splash damage applies to vessels in
Rendezvous Range. Ten kilometers is considered the “safe
distance” to be from your allied vessels when facing a
nuclear threat to avoid splash damage.
Fusion Warhead: A fusion bomb is a more advanced design
of nuclear weapon than a fission bomb. Since it does not
rely on a specific element’s critical mass for its primary
explosion, the amount of fusable material can vary, and
thus a fusion warhead can be nearly any size. There is no
theoretical upper limit to the base damage value, and it’s
not even technologically challenging to build larger fusion
explosions—just terrifying. The cost given here is per point
in the base damage value, and the Rarity increases by 2 for
each point. The lowest value available is 8.
Regardless of the size of vessel being launched from,
damage from this weapon is always handled as Class E.
Any vessels in docking range the target of a nuclear
detonation receive the full damage of the detonation;
splash damage applies to vessels in Rendezvous Range.
Damage reduces by 1 for every 5 kilometers.
Breaching Tip: This addition to a warhead becomes the
first part of the warhead’s damage code, and reduces the
first component of the damage code by the same amount.
Generally, this is useful if the target is heavily armored,
and the piercing damage will help negate the armor for
all other components of the damage code, dealing more
damage ultimately.
308 Gear
Standard Issue Gear
Militaries The Union Underground is not a fancy, above board
operation, and they don’t issue a lot of standard gear.
Members are expected to obtain their own weapons and
Union Underground armor as needed, and are usually permitted to skim a little
Active primarily in the Occupation Era, the Union off the profits of operations they’re a part of in order to
Underground is not a formal military per se, but more of a do so. The Underground does provide a kind of uniform, a
gang-cum-resistance-movement. The other gangs of the custom bowling shirt (of a style first found in the basement
era had similar structures. Unlike a formal military, it did of the bowling alley which served as the Underground’s
not have any vessels of its own; when one is required, one is first base of operations) that acts as the organization’s
commandeered. uniform. Members often wear the same shirt for many
years, holding every hole or tear as a badge of honor.
Subculture details
Reach: 3 EGF and ESF
Qualities: Time Sink (-2), Motivated (-1, Freedom Fighter), The two branches of the Earth military, the Earth Guard
Black Market (4) Force and Earth Star Force, have enough similarities to be
described together, despite being different branches with
Officer Rankings different purposes and jurisdictions.
Probie (5) The Earth Guard Force, or EGF, patrols the Solar System
A probationary member. When on duty, a probie always to defend Earth from threats. The EGF does not have any
operates in a group or with a partner (usually partnered ships capable of warp bridge travel, instead focusing on
with a full member)—probies are generally not trusted building larger and more powerful ships. It also operates a
with secrets nor with the success of critical operations. significant scope network to patrol the system and scout for
potential threats. The EGF’s legal jurisdiction is the entirety
Member (15) of the Solar system except for certain colonies and outposts
Once a probie has proven his trustworthiness and larger than about 1,000 people which have their own local
usefulness, he becomes a full member. Members often enforcers—their role is akin to the Coast Guard or marshals.
operate in a group, but may work on their own when the The Saturnian moon Hyperion and the Saturn warp bridge
situation calls for it. are the only regions of the Solar System not ultimately
under the EGF’s jurisdiction, being under the purview of the
Lieutenant (40) ESF as a staging base.
A lieutenant leads groups of members and probies, and is The Earth Star Force, or ESF, is charged with all excursions
trusted implicitly by the entire gang. The exact responsibil- outside the solar system, including using offense as the first
ities of a lieutenant often change from day to day and even line of defense for Earth, and protection for diplomatic and
hour to hour; as such, lieutenants tend to learn the entire trade missions. The ESF almost exclusively operates vessels
operation and should be able to take over in any situation with Junardms for warp bridge travel and their attachés.
at a moment’s notice. Since ESF ships are limited to the maximum size transmis-
sible through a warp bridge, and must carry large, heavy
President (60)
Junardms, they tend to be less maneuverable and powerful
Each local chapter of the UU has its own President. The than EGF ships.
independent, cellular structure of the UU means that no
single person has authority over multiple chapters; rather,
the Presidents meet and vote on plans of actions, and all Subculture details
chapters follow the majority vote. If a chapter president Reach: 6
refuses to comply, the other chapters may use force to Qualities: Time Sink (-2), Motivated (-1, Promotion)
subdue him.
Militaries 309
Officer Rankings for vacuum operation, usually ship-to-ship missions.
Eventually, the fleet of TX-01’s is augmented with the TX-02,
Recruit (5) a shuttle capable of atmospheric flight as well.
The Recruit is still in training. They are usually exploited for
grunt work, while occasionally learning some details about On the civilian side, commercial launch corporations
the operation of the vessel. like SpaceX, which operate large colonial shuttles, had
established the early Mars colony prior to the Bactaran
Ensign (10) invasion. Following the occupation, the Baltimore class
The Ensign has access, but no authority. Often assigned to tug was quickly designed and launched for the purposes
menial labor or undesirable positions. They are occasionally of enabling space based construction of stations and ships
granted temporary authority over other Ensigns or Recruits. as well as cargo shipments, while a SpaceX mission is
launched towards Mars to resupply the ailing Mars colony.
Lieutenant (15) Mankind began mining asteroids and small moons for fuel
A trusted, but low-ranking, officer, the Lieutenant may in the early 2070’s, but it wasn’t until 2090 with the launch
either have a minor job on a large ship, or a major job on a of the Hephaestus miner ship that the process became
small one (including commanding transports, for example). streamlined and efficient. With abundantly available fuel
and raw materials, the ESF and EGF began to augment their
Commander (25) respective fleets with larger vessels.
This officer is usually either a department head, or the
ship’s XO (who effectively outranks other Commanders, by The EGF focuses on large, heavily armed defense vessels
virtue of being the one carrying out the Captain’s orders). (without Junardm capability), such as the Austin class
Any Commander is expected to be able to take command of battleships, to patrol the entire solar system and the
a ship or station in an emergency. Everest class (and later, Valhalla-class) defense platforms,
designed to defend specific worlds and locations alongside
Captain (50) an accompanying flotilla of battleships.
The commanding officer of a given vessel or outpost. The ESF creates the Amazon class carrier designed to
Generally in charge of a Frigate, Destroyer, or Cruiser, but bring smaller combat craft (including the FX-01 and
officers of this rank may command any single, indepen- FX-03 fighters, the FX-02 fighter shuttle, and the BX-01
dent vessel that is expected to be able to act alone, even breacher) across warp bridges into theaters of combat. It
small ones. also designs more Junardm-equipped capital ships around
the turn of the century, including upgraded Olympus class
Admiral (80) cruisers, alongside new a type of vessel, the Century-class
The leader of a battle group of several vessels; often battlecruiser (the cruiser’s larger, slower counterpart).
doubles as the Captain of a battleship or battlecruiser,
while also being in command over the Captains of all the Human-designed vessels prior to first contact have a set of
support ships of said capital ship. standard docking ports that are compatible with each other,
but generally not compatible with other civilizations’ ports.
Fleet Admiral (150) Following recovery of the debris from the battle which
The chief strategist of the fleet, in charge of deployments liberated Earth in 2065, a makeshift docking adapter is
and overall policy, and often in charge of negotiations. designed giving the Sirius Expedition vessels the ability to
dock with Bactaran vessels, however clumsily. Adapters like
these are standard throughout Human space flight.
Fleet Description
The EGF is founded first, with a number of Phoenix
frigates—somewhat small combat ships versatile enough
Standard Issue Gear
to accomplish a variety of missions. Having a single initial
Spacesuits and Armor
design to be concerned with made the initial construction
There are several kinds of suits available as Standard Issue
of a fleet easier.
gear for ESF/EGF personnel, depending on environment
The ESF’s first major craft, the Hammer class cruiser, and mission. Firstly, the shipboard uniforms of both
integrated the first of the Bactaran Junardms and the first branches are custom made G-Suits (GRV + 5), allowing
Human built fusion-ion engines, giving it the range needed the crew in standard outfits to survive maneuvering
for independent extrasolar operation. Alongside this class often needed for battle. The standard space suit (TMP -2,
launched the TX-01 transport, ships designed exclusively ATM -2) is widely available and allows work in most space
310 Militaries
environments; wearers should be aware that it provides no Agent (10)
protection for high gravity situations. For combat situations, Acting outside the normal command structure, an Agent
Powered Environment Armor (TMP -2, ATM -2) is available, is an experienced, skilled officer without leadership
though its expense limits its availability. As there are no skills. Their effective rank is entirely dependent on their
guarantees, some soldiers expecting to see combat will assignment, and changes frequently. An Agent usually
purchase their own Powered Environment Armor (at a cost works alone; most ships have one or more Agents on the
of around $10,000), to be sure that they always have the crew to act as detachments.
armor available. Non-environmental armor (Light Armor
and Heavy Military Armor) are included in small quantities, Sub-commander (25)
largely for security personnel to deal with threats on vessels An officer in charge of a group of warrants.
themselves. Sub-commanders are commissioned officers with training
very different from Warrants or Agents, and this rank is
Weaponry where Commanders and Generals get their start. May be in
The standard daily carry sidearm for EGF and ESF officers is charge of a small ship among a fleet of small ships.
a weapon not capable of puncturing the hull. Sometimes
this is a nonlethal weapon such as a Taser (SINGLE SHOT, Commander (40)
+3 DICE, 3P8E DAMAGE) or, if the tech is available, LIPC (+3 The Commander leads a large vessel or outpost, or a fleet of
DICE, 6E DAMAGE). If lethal weapons are called for, the small ships each led by a Sub-commander.
ammunition used must not deal significant Piercing
damage. Within that limitation, any standard firearm is General (80)
available, or when the tech is available, small Coilguns. In charge of an independent detachment of multiple
Survival knives (+2 DICE, 4P 2I) are generally available as vessels or outposts, with one or more Commanders under
standard issue as well, though they are generally thought their purvue. There may be multiple Generals in a given
of as more of a tool than a weapon. area, and if so, the more capable combat unit’s General has
a higher effective rank.
Other
Medics and doctors are assigned a nearly inexhaustable Fleet Description
quantity of cutting edge MedKits (RATING 6) as needed. Bactaran fleets are built around capable, independent
Magnetic Boots are widely available on most ships. small ships. This is most evident in their carriers, which are
little more than a flying Junardm, and their skiffs, which
have long range and long life support durations despite
Bactaran Argosy their small size. Even when skiffs are docked to carriers,
The two major Bactaran militaries—the argosies of the the crews spend most of their time on the skiffs, and the
Bactaran Republic, and the warriors of the Korzof-Moti— carriers rely on the skiffs’ life support and, sometimes,
use similar command structures and vessel classifications, engines. All Bactaran vessels, down to the smallest fighters,
thanks to their common roots. It is important to note have high delta-V capacities and are expected to support
that the two are rarely on the same side of any given crew for long durations at a stretch.
conflict, despite their common origins and similar military Notable among Bactaran spacefaring civilizations are the
structures. Siracun space stations, which are virtually ubiquitous as
a space station design. The versatile design connects with
Subculture details Kanis modules, pressurized capsule shaped modules with
Reach: 5 docking ports (easily convertible to airlocks) at both ends.
Qualities: Motivated (-1, Wedge) By connecting multiple, cheaply mass-produced Kanis
modules together (and other, similarly shaped, compatible
modules), a Siracun station can be affordably built to
Officer Rankings accommodate most space station purposes, including
Warrant (5) fuel storage, asteroid mining, manufacture, and general
The lowest ranking peons of the military-enlisted living space.
Bactarans. A Warrant generally cannot advance up the Bactarans have standardized on a small selection of
standard chain of command, but a skilled Warrant may be bidirectional docking ports and are generally compatible
promoted to Agent. with most other Bactaran ports and airlocks. This docking
Militaries 311
standard is considered the standard throughout the Orion Interactions between the various Corps’ fleets, including
Arm, and while Human and Voran vessels have their own jurisdictional disputes, are adjudicated by third parties—
docking port standards, they will tend to carry a Bactaran each possible pairing of two Corps has a third Corps
port adapter as standard equipment. (Occasionally, during designated as the neutral third party. Some interactions
the Orion War, a Human crew would make a ceremony of are common enough that such a representative from this
destroying their Bactaran port adapter, committing to a third party will travel alongside the respective fleets; other
take-no-prisoners policy before a battle.) combinations are so obscure that it almost never comes up.
312 Militaries
chain of command, but most lower ranking officers will still space, and can even provide a comfortable environment
comply with most requests out of respect (unless otherwise inside themselves for other Vorans; with their lower RAD
ordered). Vorans of any sex may seek such education. tolerance than drones, however, they are often protected
by a magnetic shield generated by their Propulsor package.
Commander (40) Males and juvenile females both require atmospheric
Most Commanders serve as the captain of a ship, or the pressure for survival; their common space suit is a Rating 3
executive officer if serving on a Starqueen (where the Environmental Suit (+2 RAD, -3 ATM, -1 TMP).
Starqueen herself has a role analogous to a captain). Some
Commanders specialize in pulling together and leading Weaponry
teams of Operatives for specific mission. Usually male,
Vorans have the most advanced tech in the Orion Arm.
though females who intend to become Queens in rank may
Nearly any kind of weaponry is available as standard issue
hold this rank until they metamorphose.
in the Defense and Tactical Corps, but the most common
weapons are Battle Rifles (+5 DICE, 9P, AUTO 6). Most Corps
Starqueen (55)
offer nonlethal weaponry, most commonly LIPC weapons
While a Voran Queen is simply a gender, this rank refers
(+3 DICE, 6E DAMAGE, AUTO 3).
to a Queen who has been made spacebound and carries a
crew. For obvious reasons, a Starqueen has full authority
over her crew (who frequently consist mostly of her own The Technoshamanic Network
family and offspring), and given their relative fragility
The Technoshamanic network is a society that arises
compared to mechanical Voran ships, tend to be assigned
around the turn of the 22nd century whose interactions
to non-combat roles.
are governed by a complex networked algorithm. Not all
General (80) members of the Technoshaman society are agents of the
network. Most members are simply civilians, using the
Organizes many ships into a fleet and coordinates their
algorithm to regulate their economic roles. However, all
missions. While not officially restricted by gender, Generals
adult members of the Technoshaman culture are expected
are historically almost always male; ranking females tend
to answer the call at any time to serve the algorithm’s
to become Queens instead (which generally carries the
needs; thus, all members are required to be a part of this
implication of a civilian leadership role), while drones
military. The vast majority are at the User level.
simply don’t live long enough to advance their careers to
their level (and have a harder time advancing in general). The network’s algorithms automatically tune the sensitiv-
ity of these safeguards based on the current size of the
Fleet Description network, so more paranoid means (including mandatory
The Voran fleets are divided amongst the various Corps, neural node usage with deception alert mechanisms) are
with the largest fleet by far belonging to the Defense Corps. employed when the network is small and fragile. When the
The Defense Corps act as guardians of the Varhanna system, network is larger and more stable, less invasive means of
historically serving as the peacekeepers of interplanetary ensuring loyalty (including automated social network and
space. The relatively recent influx of Junardms, provided by communications analysis) are called for.
the Bactarans, has shaken up the Defense Corps the most; it For more information on using Technoshaman computer
was required to split off the Tactical Corps, which operates technology, see page 102
almost exclusively vessels with Junardms, venturing into
the galaxy. Meanwhile, the Defense Corps was required
Subculture details (Users)
to take on the role of protecting the system from outside
Reach: 6
intruders, in addition to their traditional role as keepers of
law and order within the Varhanna system. Qualities: Time Sink (-4), Local Scope (-2)
Militaries 313
Officer Rankings Acolyte (80)
User (5) The highest rank within the network, the rank of Acolyte
is reserved for a very specific class of computer expert. The
Nearly anyone may be invited to be a user, though there are
ratio of Acolytes to users is less than one in 1,000. Unlike
certain safeguards in place to prevent spies from gaining
the lower ranks, Acolytes are not called to missions. Rather,
influence and access to the network. Users are participants
their sole responsibilities are to maintain and improve the
in the network’s economy, but their lifestyles are largely
network algorithm. Although the Acolytes are pulled from
similar to those of surrounding cultures.
the most trusted and skilled Agents, the sensitive nature
Users are occasionally called to act on behalf of the network, of the work means that they never work alone; no Acolyte
akin to a temporary Agent. This calling is not optional, but task will involve fewer than two Acolytes, unless there are
the algorithm takes into account the user’s existing life to no other options.
minimize disruption when possible. Most of the callings
The guidelines above are strictly enforced for Earth’s
for users are small tasks rooted in the user’s skill set, often
network, but as the Technoshamanic movement grows
helping an Agent with a larger task, using a skill set that
beyond the single network on Earth, each fledgling
the Agent lacks. On the other extreme, if a network’s
network has its own policies for Acolytes. The smallest
infrastructure is under attack without hope of defense by
networks (under 1,000 users) typically do not have any
its Agents, the algorithm may sometimes call every user it
Acolytes, and growing to the point of needing a single
controls in order to defend it.
Acolyte is considered a milestone in a network community.
Users who perform well on these callings are more likely to The period of a community’s lifespan with a single Acolyte
receive a calling to become a permanent Agent, a coveted is also the most dangerous time for a growing network, as
position among other users. Though becoming an Agent the lone Acolyte will have absolute power on the network.
is prestigious, many users would prefer to remain users, A respected community should have at least three Acolytes,
simply living out their lives. requiring approximately 3,000 users.
Agent (25)
Standard Issue Gear
A network user may, after becoming highly trusted and
Technoshamans have access to exotic gear, particularly
valued, receive a calling from a network spirit to act as an
computerized equipment, not readily available to the
Agent permanently. The algorithm typically maintains a
public. Even the equipment they do have in common
ratio of approximately ten users to one Agent; the Agents
with other cultures tends to be specialized in some way.
are responsible for the wellbeing of the network’s resources
Further complicating gear listings is the fact that Agents
and protection of the network’s infrastructure. The most
tend to heavily personalize their equipment, using custom
prominent and active Technoshamans are Agents, simply
fabricated cases specifically designed for the Agent’s
due to the nature of their work. Agents receive preferential
particular use case and habits, and marking them with
treatment, include a hefty discount when purchasing
Shamanic runes and custom logos. In short, there is no such
technological equipment through the network.
thing as a standard gear loadout for a Technoshaman.
When an Agent receives their calling, they choose an
honorific based largely on their skill set. This serves as a
general indicator to others on the network what duties this
Unification Charter Fleet
Agent would be well suited for. Common honorifics include When the Unification Charter is signed, its vessels are
Bruisers (who frequently augment their physical bodies designed using technology from Humans, Bactarans, and
heavily to aid in melee combat), Casters (who use exotic Vorans. While this makes them powerful and advanced,
ranged weapons), Puppeteers (who command armies of the patchwork technology frequently results in quirks
drones), Sifters (who hack systems to acquire data and sift and oddities (represented as a +1 Glitch Risk whenever UC
through it), Engineers, and Spies. technology is being used). The military members of the UC
fleet are, likewise, composed of members from all three
founding species, as well as Guigu, a less-advanced species
recently contacted. Like the ships and the members, the
military practices and ranks take influence from all of the
founding species.
314 Militaries
Subculture details Standard Issue Gear
Reach: 6 Note: the UC Fleet’s military equipment consists of the
best technology available from each culture that has joined.
Qualities: Time Sink (-2), Motivated (-1, Promotion)
While this has obvious advantages, the interaction between
this patchwork technology is often troublesome, and incurs
Officer Rankings a Glitch Risk of +1.
Troop (5)
Similar to a Warrant of the Bactaran militaries in that there Spacesuits and Armor
is little room for advancement; the Troop handles the All members of the UC fleet are expected to be prepared for
combat and legwork of the UCF. emergencies, especially given the experimental nature of
their technology. As a result, most UC officers always carry
Tech (10) a small air mask (save Guigu and Voran drones, which can
Though they get a little more training, techs are equivalent survive short periods in a vacuum in emergencies). Due to
in rank to the Troop. The techs are the brains of the the varied nature of the species, the appropriate environ-
operation. They are often charged with keeping the mental suits are similarly varied. Any personnel expected
patchwork technology of the UC fleet working together. to see combat are issued the best powered environmental
armor they can use.
Pilot (15)
Helms and commands a small vessel. Midsized vessels, like Weaponry
transports, are generally commanded by Lieutenants, who
The UC issues weapons to their combat personnel primarily
may may either operate the helm themselves, or have a
consisting of LIPC weapons (+3 DICE, 6E) and Pulse Lasers
Pilot on board to helm the ship. Command size vessels are
(+3 DICE, 5P 10H, AUTO 3). Heavy assault forces may carry
generally helmed by a Lieutenant, as the position on such
Gyro Jet launchers (+6 DICE, 6PX), weapons enabled only
a ship implies a certain level of command over engineering
by combining Bactaran and Voran technologies. Missions
teams and the like.
outside of spaceships, primarily consisting of guard duty on
the various moons of the Parella system, will call for heavier
Lieutenant (20)
duty firearms, often Battle Rifles (+5 DICE, 9P, AUTO 6).
A Lieutenant commands groups of Troops, Techs, and
Pilots, or if ordered to, other Lieutenants. On larger ships,
Lieutenants may act as helmsmen, often coordinating
with other
Captain (50)
Independently commands a vessel or outpost.
Admiral (80)
Leads a group of vessels which may operate independently.
Militaries 315
Ships
Abilities
This vessel is capable of Warp This vessel was designed with an This vessel is equipped with landing
Bridge travel using a device known aerodynamic shape and can safely gear or legs and is therefore capable of
as a Junardm. See page 89 for more enter and fly in atmosphere without landing on the surface of a world such
information on this device. breaking apart. as the Moon.
Human Ships
Phoenix FRIGATE Built 2068–2080
With the establishment of trade relations with Bactara, a steady source of δ JUNARDM
Junardms allows Earth to produce its first interstellar ships. The Hammer class
represents humanity to the rest of the Arm for a good quarter-century.
ε RADIATORS
ζ DOCKING BAY
Weapons: 2x Thermal Lasers, 1x Coilguns, 1x Short-range Missiles
Defenses: 1x Chaff, 2x Lasers Heat 5 1 1 2
Attachés: 2x Transports
316 Ships
PHOENIX
HAMMER
Ships 317
FX-01 FIGHTER First built 2078
The FX-01 is a small, versatile fighter. It was designed in concert with the δ COILGUNS
Hammer cruiser, but the miniaturized coilgun central to its offensive capabili-
ties suffered from a number of delays, so it was not put into production until 3
ε THERMAL LASER
years later. The FX-01 fits neatly into the Hammer’s docking bays. The vessel’s ζ DOCKING PORT
landing legs include large foot-like pads. When extended, they provide wide
reach and excellent stability to land even on rough terrain; when retracted, they Heat 8 1 1
form part of the fighter’s armor. Part of the hull has straps to hold two people
from the inside and thrusters on the outside; it can be jettisoned and used as a
bare-minimum escape pod.
FX-01
VESTA
318 Ships
PEGASUS
After 12 years of building frigates, Earth’s ship designers have learned a lot, able δ COILGUNS
to build a more reliable and capable replacement for the Phoenix class. The
addition of coilguns makes it a contender in combat, and the new fusion ion
ε DOCKING PORT
engines give it more than double the delta-V of the Phoenix. ζ AIRLOCK
Ships 319
FX-02 FIGHTER SHUTTLE First built 2082
While the FX-01 is an effective space fighter, its inability to enter the δ DOCKING PORT
Designed exclusively for the defense of the Solar System, the Everest weapons δ DOCKING BAY
platform is loaded with hurt. Not only does it have huge and powerful E-class
weapons, it has a lot of them, and in short is designed to be able to single-hand-
ε COUNTERMEASURES
edly win a battle against anything that could come through the bridge. And ζ BERTHING ARM
just in case that is not enough, it carries up to 50 fighters, too.
Heat 5 2
Weapons: 2x Thermal Lasers, 2x Coilguns, 4x Short-range Missiles
Defenses: 8x Lasers, 8x Intercepting Guns
Attachés: Mostly small fighters like the FX-03, with some FX-01’s and Breachers
320 Ships
Vesta CARRIER Built 2085–2125
Following the success of the Hammer class, the Vesta carrier was designed right δ JUNARDM
vessels (usually a mix of fighters and transports), and its own armaments are ζ BERTHING ARM
no joke either. The Vesta becomes the ESF’s flagship design for decades.
Heat 4 1 3
Weapons: 2x Thermal Lasers, 4x Short-range Missiles
Defenses: 1x Chaff, 4x Lasers
VESTA
Ships 321
BX-01 BREACHER First built 2093
When destroying your target is overkill, it may be time to send in some troops δ COUNTERMEASURES
to get the job done within the ship itself. The breacher is designed to crash into
enemy vessels and penetrate their hull, creating a pressure seal in the process
ε DOCKING PORT
(though, admittedly, not a perfect seal); while the breacher is attached, the ζ
damage it caused to the Pressurization system does not cause the system to fail
immediately; rather, it pierces the hull and creates an opening through which Heat 4 1
the intruders can enter. In order to minimize injury to the crew and the infiltra-
tors, all onboard breathe PFC fluid instead of air and ride in full crash couches
(there is no atmosphere and no pressurization system on the breacher craft).
As tensions build between Humans and Bactarans in the asteroid belt, it δ THERMAL LASERS
becomes clear that mere orbital weapons platforms are too reactionary to serve
as a sole line of defense against Bactarans scattered through the belt. Thus, the
ε COUNTERMEASURES
battleship—small enough to be mobile, though too large for warp bridges— ζ DOCKING BAY
was conceived and built. The EGF’s fleet of battleships patrol the solar system,
acting as a layer of safety between the Humans and the Bactarans. Heat 3 1 3
Weapons: 1x Thermal Lasers, 2x Coilguns, 3x Short-range Missiles
Defenses: 1x Chaff, 3x Lasers, 3x Intercepting Guns
322 Ships
FX-03 FIGHTER First built 2096
The tiny, lightly armed FX-03 is a support fighter, mostly used in groups to δ
soften up enemies and make them vulnerable to larger fire. It saves weight and
protects the pilot from unconsciousness during high-G manuevers using PFC
ε
breathable fluid and omitting an atmosphere. ζ
Weapons: 1x Thermal Lasers, 1x Coilguns Heat 4 1
Defenses: 1x Chaff
The modern offensive flagship for the modern ESF. Heavily armed and always δ COILGUNS
leading a battle group with an Admiral aboard, the Hidalgo (named after the
asteroid on which it was developed) leads the Human race to the stars as the
ε DOCKING BAYS
An updated replacement for the Hammer class, the Olympus is the new δ COILGUNS
ζ
Weapons: 3x Thermal Lasers, 1x Coilguns, 2x Short-range Missiles
Defenses: 1x Chaff, 3x Lasers, 1x Intercepting Guns Heat 12 2 2
Attachés: 2x Transports
Ships 323
Valhalla PLATFORM Built 2115–2115
If Everest was designed to protect Earth, Valhalla was designed to make it invin- δ COILGUNS
cible. With double the onboard fighters and significantly more weapons, not to
mention by far the heaviest armor ever put on a spacecraft, Valhalla is virtual-
ε DOCKING BAYS
ly unbeatable. However, its excessive design caused massive budget overruns, ζ BERTHING ARM
and the class was canceled after just two were built: the Valhalla is stationed
in Earth orbit, and the Fólkvangr around Saturn, guarding the warp bridge. Heat 6 2
Following the cancellation of the class, construction resumes on the Everest
class to round out the defenses of the Solar System.
The Baltimore tug is designed to latch onto ships much larger than itself and δ DOCKING PORT
move them. ε
Defenses: 1x Intercepting Guns ζ
Heat 4 1
The basic space-to-space transport. Capable of ferrying small crews from ship δ DOCKING PORT
to ship, and landing on and taking off from small worlds with no atmosphere. ε
Defenses: 1x Chaff ζ
Heat 3 1
324 Ships
Stealth Pod CAPSULE Built 2075–2125
Defenses: 1x Chaff
ε BREACHING PORT
ζ
Heat 5 1
This fuel tanker often accompanies a flotilla with xenon fuel for fusion-ion δ AIRLOCK
The sister to the TX-01, the TX-02 capsule is aerodynamically designed and δ FUEL TANKS
ζ
Defenses: 1x Chaff
Heat 10 1
Ships 325
Envoy CONSULAR SHIP Built 2085–2115
The Envoy is one of the most heavily armored ships, designed to safely escort δ PASSENGERS
A classic, reliable form of transportation, the Dragon is one of the longest-en- δ AIRLOCK
during capsules - designed for minor maneuvers around a single body and
entering its atmosphere, and not much else. Commonly used as a vehicle
ε
to cheaply ascend and descend to and from orbit, it is only replaced when ζ
fusion-powered SSTO vehicles edge out the cost of the reusable stages used to
launch the Dragon. Heat 5 1 1
326 Ships
Stallion TRANSPORT First built 2081
This small, short-range civilian transport is mostly known for its speed and δ AIRLOCK
The Boost Pod is minimal vehicle designed largely for emergencies. While it δ DOCKING PORT
cannot enter an atmosphere, it can safely bring one person from one location
in space to another, and can safely land on the surface of a non-atmospheric
ε
world. ζ
Heat 3 1
The Escape Pod is an automated craft designed to take two people safely from δ DOCKING PORT
Ships 327
Hephaestus MINER First built 2090
This mining vessel can be built to mine nearly any substance–mining water ice δ JUNARDM OR CARGO
for fuel is typical. Though a civilian ship design and not intended for combat
situations, Hephaestus miners often travel with flotillas that have chemi-
ε FUEL TANKS
cal engines, allowing the flotilla to be refueled in situ with materials mined by ζ AIRLOCK
the Hephaestus. Though designed to accomodate a Junardm, most Hephaes-
tus ships do not need one or have one. To maintain the ship’s balance on ships Heat 30 2 4
without it, it is replaced with either a mass simulator or additional cargo space.
Defenses: 2x Lasers
An unarmed cargo vessel. Without even basic defenses to fend off enemies, δ FUEL TANKS
the Hauler is not designed for hostile space—when it does find its way to such
space, it tends to have a target painted on it for every pirate in the system.
ε AIRLOCK
ζ
Heat 3 1
This mid-bulk transport ship has considerably less carrying capacity than some δ FUEL TANKS
cargo haulers, but its versatility makes it a favored ship design for independent
crews. It carries passengers and cargo alike, has two detachable shuttles, and
ε DOCKING BAY
328 Ships
Amuro CARGO SHIP First built 2102
The Amuro class transport is the first bridge-capable vessel priced within the δ PASSENGERS/CARGO
reach of most private citizens. Its release was nearly canceled when the Orion
War cut off supplies of Junardms, but was instead released in small quantities.
ε FUEL TANKS
The design was so popular that when the Orion War concluded and Junardms ζ AIRLOCK
were again readily available, the production line was restarted in mass
numbers, and Amuros began flooding the bridge network. Heat 8 1
Weapons: 1x Thermal Lasers
Defenses: 2x Lasers
The Corvette is a single-stage shuttle useful for reaching orbit and returning on δ AIRLOCK
an Earth-sized planet. It is designed for relatively short trips, and is not useful
for interplanetary missions.
ε
ζ
Heat 16 2
The first colonial transport, the Raptor is one of the massive scale transport δ FUEL TANKS
systems used in the early stages of colonization. Its design was ambitious
and resilient, capable of using methylox fuel mined in situ on Mars and other
ε DOCKING PORT
worlds. Its atmospheric flight profile was unique, entering laterally to bleed off ζ AIRLOCK
velocity before turning rear-first to come in for a propulsive landing. Its role is
eventually replaced by a constellation of other vessels which were better suited Heat 8 1 2
to the tranfer and refueling station dense solar system that the Raptor itself
helped to birth.
Ships 329
Starbus PUBLIC SHUTTLE First built 2097
The Starbus is a passenger transport in the form of a fully reusable spaceplane. δ CARGO
ζ
Heat 18 2
The first passenger starliner is launched just a few years before the Orion δ FUEL TANKS
War breaks out. Its large, slow, efficient fusion-ion engine allows it to run
continuously, providing half Earth gravity for the entirety of its trip, and
ε AIRLOCKS
preventing passengers from getting spacesick. This makes it perfect for new ζ
space travelers, making space travel more accessible.
Heat 4 1
This starliner is larger than the Majestic, but more importantly, it has the ability δ CARGO
to transit warp bridges, becoming humanity’s first interstellar tourism vehicle. ε FUEL TANKS
Heat 4 1
330 Ships
Grace STARLINER Built 2130–2220
This massive starliner design runs laps through the solar system for picturesque δ FUEL TANKS
views of the home planets. Unlike the other starliners, the Grace uses a combi-
nation of thrust and spin to produce gravity in eight passenger sections.
ε DOCKING BAY
ζ AIRLOCKS
Defenses: 1x Intercepting Guns
Attachés: 2x Corvettes for tours Heat 6 1
The Crab is designed to efficiently explore new systems. The central feature to δ AIRLOCKS
aiding this goal is the ship’s set of 8 extending aluminum arms, which telescope
to huge sizes (varying from 5–20 kilometers per leg), allowing meaningful
ε
parallax imaging and gravitation wave detection. These tools together allow
the Crab to map out entire star systems with ease, and the network of
ζ
Beholders it can deploy means that a single Crab can coordinate detailed
longterm observations of an entire system. The Crab has high-efficiency, Heat 10 2 4
low-thrust engines designed to create thrust gravity on demand. Crab vessels
are instrumental in the charting of the Redland-connected star systems.
CREW SKEL 200 FULL 500 PSG 500 TTL 1000 1 1 γ DOCKING PORTS
The Chrysalis colony ship is constructed on Mars in the early 22nd century as a δ AIRLOCKS
means of expanding mankind beyond the solar system. The vessel is designed
to be disassembled upon arrival at the destination and turned into raw materi-
ε
als for the colony. It contains rudimentary drilling and construction equipment,
and plenty of labs and incubators for growing crops. Typically, the Junardm used
ζ
in its transit as well as one of the two attached Raptors is only rented, and after
the establishment of the colony, are returned through the warp bridge. The other Heat 4 4 1 3
attached Raptor is used for space travel and orbital operations by the colony.
Most of the ship’s systems are designed for a one-way trip. Attempting to use
the Chrysalis longer than this will incur a +1 GR.
Attachés: 2x Raptors
Ships 331
Bactaran Ships
The basic military workhorse of the Bactaran military. The Motetuk is known δ COUNTERMEASURES
carrier craft. When attached to a carrier, it’s expected that the crew will spend ζ
a lot of time (including eating and sleeping) in the fighter, and the carrier’s
facilities can be very minimal as a result. Heat 4 2 2
Weapons: 2x Thermal Lasers, 2x Coilguns, 1x Short-range Missiles
Defenses: 2x Intercepting Guns
Motetuk
VESTA
332 Ships
Mokado FIGHTER SHUTTLE Built 2025–2090
This carrier is a staple of the Bactaran fleet, even after its technology is entirely δ JUNARDM
obsolete. Thanks to the life-supporting design of the Motetuk fighter and Daronor
transport, its primary payload vessels, the Datura can be very minimalistic. It has
ε COUNTERMEASURES
fuel and ammunition to restock and resupply its fighters, but very little habitable ζ DOCKING PORTS
volume, and light crew. A revision of this carrier model, introduced in 2082, carries
16 Palutuk fighters instead of the Motetuks, and the more efficient engines of the Heat 10 1
Palutuks allows it to reserve more fusion-ion engine fuel for itself. This extra fuel
capacity grants the Datura Mark II model a total of 90k∆v.
This frigate is designed to carry out all large transport and small defense missions. δ JUNARDM
Heat 18 1
Ships 333
Kodurayduk DEFENDER First built 2040
The massive Kodrayduk vessels guard the Bactarans’ most sensitive and valuable δ COILGUNS
celestial systems. In particular, they are found patrolling the Bacto, Sirius, and
Mintaka systems in large numbers.
ε PLASMA GUNS
ζ DOCKING BAY
Weapons: 2x Thermal Lasers, 2x Coilguns, 12x Short-range Missiles, 2x Plasma Guns
Defenses: 12x Lasers, 12x Intercepting Guns Heat 5 1 6
The small, light vessel is a designed for long-range reconnaissance missions. δ JUNARDM
This vessel can gain bridge travel by attaching to a Junardm Nutar. ε COUNTERMEASURES
This large breacher craft is ideal for delivering large numbers of soldiers into an δ COUNTERMEASURES
334 Ships
Palutuk FIGHTER Built 2080–2150
This fighter, designed as a replacement for the Motetuk fighter, has drastical- δ COUNTERMEASURES
ly improved range, higher crew capacity, and generally higher longevity. The
upgraded fusion ion engine and lower weapon complement helps these goals.
ε DOCKING PORT
ζ
Weapons: 2x Thermal Lasers, 1x Coilguns, 1x Short-range Missiles
Defenses: 2x Lasers Heat 8 2
This short-range craft is designed to carry its crew and passengers from one δ DOCKING PORT
location to another, in the course of less than a day. It is smaller than a Kanes
module and can dock in its place, and so can dock nearly anywhere. Most
ε
Siracun stations have a few of these on hand to shuttle occupants between ζ
the station and passing vessels.
Heat 0 1
The craft, like the Motetuk fighter, is designed to fully house and support its δ DOCKING PORTS
Ships 335
Serana MINER First built 2040
This mining craft, used heavily in the Solar asteroid belt, is designed to extract δ JUNARDM
materials from asteroids and store it in six Kanes modules, which can then be
transferred to a Comoleth tug for transport or a Siracun station for storage. Its
ε FUEL TANKS
thermal laser is mostly used to probe potential targets, but can help protect cargo ζ DOCKING PORTS
as well. This vessel can gain bridge travel by attaching to a Junardm Nutar.
Heat 5 1 6
Weapons: 1x Thermal Lasers
serana
336 Ships
Rinimor CARGO SHIP Built 2045–2085
Despite its longer range, broad capabilities including atmospheric flight, and δ JUNARDM
modernized technologies, this cargo vessel never really caught on in wide use
thanks to the simplicity of the Komoraytha tug along with the Kanes module
ε FUEL TANKS
for storage. It did have an unexpected success in another market: piracy. It is ζ DOCKING BAY
trivial to add weapons to the Rinemol, its speed and range make it capable of a
wide variety of missions, and its heat sequestration gives it a talent for short term Heat 12 1 2
stealth. This vessel can gain bridge travel by attaching to a Junardm Nutar.
This powerful, but aging tug vessel was designed decades ago to push δ BERTHING ARM
around cargo containers and mined materials. Its design was brought out
of retirement without much update to support the Solar System mining
ε
operations. It is optimized for pushing Kanes modules, which it can attach ζ
in groups for simultaneous tug operations.
Heat 22 – 2 6
Defenses: 2x Lasers
This space station design, consisting of a three-dimensional cross with Kanes δ DOCKING BAY
(largely asteroid-borne minerals, especially iron, nickel, carbon, and silicon) ζ AIRLOCKS
and versatile, with some 96 interchangeable modules that can hold habitable
living volume, fuel, raw ore, supplies, and more. Heat 2 – 2 4
Defenses: 2x Lasers, 2x Intercepting Guns, 2x Magnetics
Ships 337
Gorutm SHUTTLE First built 2040
This shuttle is designed for long duration, independent, non-combat missions. δ DOCKING PORT
Defenses: 2x Lasers
ε
ζ
Heat 10 2 1
This shuttle is designed for short missions, usually just a hop to or from orbit to δ DOCKING PORT
rendezvous with a larger craft or a station. This vessel can gain bridge travel by
attaching to a Junardm Nutar.
ε
ζ
Defenses: 2x Lasers
Heat 6 2 2
This all purpose optionally pressurized storage module is most often a part of δ
another ship, such as the Serana miner or the Sorakun station. If the module is
separate from the parent vessel, use the given stats.
ε
ζ
Heat 0 2
kanes
338 Ships
Junardm Nutar COMPONENT First built 2090
Ships 339
Voran Ships
The standard Voran shuttle is highly capable, able to travel to and land on δ AIRLOCK
most planets, and thanks to its fusion drive and high fuel capacity, able to
execute long-range flights efficiently. They are frequently sold to Humans and
ε
Bactarans thanks to these attributes. They are almost entirely defenseless. ζ
Weapons: 1x Coilguns Heat 14 2
Defenses: 1x Chaff
This heavy Voran shuttle is designed to protect valuable cargo or people δ COILGUNS
The standard Voran fighter is designed to evade enemy fighter rather than δ FUEL TANKS
absorb it; its TR is among the highest available in any combat ship. ε DOCKING PORT
340 Ships
Blood Propellant BREACHER
This breacher is extraordinarily maneuverable, and capable of piercing almost δ BREACHING PORT
The Hub is a collection of many other vessels, including Queens. The configura- δ FUEL TANKS
tions often include an even mixture of Queens and more purpose-built vessels,
but different kinds of missions may include different balances. In fact, many
ε DOCKING BAY
Hubs are not used for military purposes at all– they happen to be the safest ζ BERTHING ARM
way to transport Queens, and they can serve as a traveling home base for
small communities. Heat 8 1 2
Weapons: 2x Coilguns
Defenses: 4x Chaff
Attachés: 20x Queens, size C1-C5; 5x Yellow Blaze fighters; 5x Minimal Claw shuttles
Ships 341
Life Wind FRIGATE First built 2050
The basic Voran frigate is one of the most capable multipurpose vessels in the δ PLASMA GUNS
ζ AIRLOCK
Weapons: 2x Coilguns, 2x Short-range Missiles, 2x Plasma Guns
Defenses: 2x Lasers, 4x Intercepting Guns, 2x Shields Heat 12 1 4
Attachés: 2x Minimal Claw shuttles; 2x Yellow Blaze fighters
This nimble cruiser is called in to many situations outside of the Varhanna δ THERMAL LASERS
system where something larger is called for than the Life Wind. It’s the default
heavy combat vessel for the Voran Tactical Corps.
ε JUNARDM
ζ DOCKING BAY
Weapons: 4x Thermal Lasers, 4x Coilguns, 2x Short-range Missiles, 1x Plasma Guns,
1x Antiparticle Beams Heat 28 1 4
Defenses: 2x Intercepting Guns, 3x Shields
Attachés: 2x Minimal Claw shuttles; 4x Yellow Blaze fighters
Dozens of these formidable battleships protect the Varhanna system, serving as the δ THERMAL LASERS
patrolling guards carrying out missions away from the major population centers. ε FUEL TANKS
342 Ships
Solitary Blessing PLATFORM
A handful of these weapons platforms defend various key areas in the δ THERMAL LASERS
Varhanna system (especially Voruna), and are a big part of why their
homeworld is thought to be so impregnable.
ε ANTIMATTER
ζ DOCKING BAY
Weapons: 4x Thermal Lasers, 4x Coilguns, 1x Short-range Missiles, 1x Plasma Guns,
2x Antiparticle Beams Heat 40 4 1 2
Defenses: 4x Lasers, 4x Intercepting Guns, 2x Magnetics, 4x Shields
This high end consular ship provides high security and levels of protection δ PLASMA GUNS
while offering a luxurious ride for its occupants. It is designed for ranking
members of the various Corps to travel safely, and rarely travels unescorted.
ε JUNARDM
ζ DOCKING BAY
Weapons: 2x Thermal Lasers, 4x Coilguns, 2x Short-range Missiles, 2x Plasma Guns
Defenses: 2x Lasers, 4x Intercepting Guns, 2x Shields Heat 20 1 4
Attachés: 1x Minimal Claw shuttle; 2x Yellow Blaze fighters; 3x Queens
Ships 343
Guigu Ships
Guigu ships are unlike most other ships in the galaxy. Their reliance on the δ
proshu magnetic drive—actually an organ harvested from the Symtraya—
esults in a reduced dependence on combustive fuel, which means they are free
ε
of the tyranny of the rocket equation. Coupled with their low materials science ζ
technology, this means that their vessels are made primarily of cast iron—
heavy, and by spacecraft standards, virtually indestructible. It also means they Heat 5 1
can only be used around worlds with strong magnetic fields. The first Guigu
shuttle with a Symtraya-derived propulsion core is the shuttle Tahmnium.
With virtually no automation and very limited communications, it needs every
crew member it can carry.
Defenses: 2x Magnetics
Attachés: 2x Kukuinu
TAHMNIUM
344 Ships
Kukuinu ESCAPE POD First built 2095
Defenses: 2x Magnetics
Defenses: 2x Magnetics
Attachés: 4x Kukuinu
Ships 345
Dushuinium FRIGATE First built 2107
The Guigu space program takes a turn towards combat after the Symtraya learn that δ DOCKING PORT
the previous Tahmnium vessels included as their engine core harvested Symtraya
body parts. The Dushuinium class is designed to defend Tahmokunium miners
ε
from increasingly numerous and aggressive Symtraya, and as such, it is specifical- ζ
ly designed to be good at killing Symtraya. Once combat is over, the Dushuinium’s
secondary purpose is revealed; grappling harpoons pull the Symtraya’s corpse close Heat 5 1
so that its proshu can be harvested, allowing the Guigu to build more ships.
Weapons: 2x Coilguns
Defenses: 2x Magnetics
As more and more of the Guigu economy’s activity takes place in space, more δ
ships start being built there and designed to spend their entire existence
in orbit. The Ehikainu is the general purpose orbit-only transport vessel,
ε
and following the establishment of relations with human crews, becomes ζ
the primary vessel by which the Guigu contact other species—thanks to its
improved ability to navigate just outside Kennesawu’s dangerous magnetic Heat 6 1
field, it can meet with other vessels there.
Defenses: 2x Magnetics
In service of the growing space economy, the Gumaki stations are built as δ AIRLOCKS
346 Ships
Unification Ships
The stealth fighter is perfect for infiltrating and delivering a critical strike, or an δ DOCKING PORT
agent, via the breaching connector. (Note that while the ship and the agent may be
stealthy, the act of breaching itself is anything but. A common strategy is to mask it by
ε AIRLOCK
Ships 347
Beneath Skin BREACHER First built 2113
When one breaching agent is insufficient, send many. This craft can deliver δ DOCKING PORT
The main defensive capital ship for the first few years of the Charter, the Gray δ ANTIMATTER
ζ
Weapons: 2x Coilguns, 2x Short-range Missiles, 1x Antiparticle Beams
Defenses: 2x Chaff, 2x Lasers Heat 12 1
Attachés: 1x Blue Wind shuttle 1x Red Fire fighter
an afterthought. ε
Weapons: 2x Thermal Lasers, 1x Coilguns, +x Antiparticle Beams ζ
Defenses: 2x Lasers, 2x Intercepting Guns
Heat 15 2
348 Ships
Dark Mountain BATTLESHIP First built 2113
Taking over as standard capital ship among the UC fleet upon its completion, δ MISSILE LAUNCHERS
this battleship is one of the most formidable ships ever built. ε AIRLOCKS
Weapons: 2x Thermal Lasers, 2x Coilguns, 2x Short-range Missiles, 1x Plasma Guns, ζ PLASMA GUN
2x Antiparticle Beams
Defenses: 2x Intercepting Guns Heat 15 1
Though capable of bridge travel, in practice most Running River battlecruis- δ COILGUNS
ers stay within the Parella system most of the time, with the exception of a few
major excursions to Kepler-22 around the start of the Artifact War.
ε DOCKING BAY
ζ AIRLOCKS
Weapons: 1x Thermal Lasers, 2x Coilguns, 4x Short-range Missiles, 1x Plasma Guns,
2x Antiparticle Beams Heat 20 1 2
Defenses: 2x Intercepting Guns
This recon vessel contains many sensors, and is easily modifiable to add new δ AIRLOCK
sensors for specific situations. The crew typically consists entirely of pilots and
sensor operators.
ε
ζ
Defenses: 2x Chaff
Heat 10 2
Ships 349
Great Ocean CARRIER First built 2114
The construction of this line was delayed for years (it was originally scheduled δ THERMAL LASERS
to debut alongside the Gray Rock, which links integrally with it). Though it has
a standard complement of vessels, the small craft may be replaced by other
ε PILOT/CREW
similarly sized vessels; some captains replace some with vessels built by ζ PLASMA GUNS
a single-species government as opposed to the UC, for example, to eliminate
the Glitch Risk associated with the UC’s patchwork technology. (The two Gray Heat 5 1 2
Rock frigates are an exception to this, as that class was specifically designed to
attach to the Great Ocean’s hull.)
A simple, reliable passenger transport, usually traveling between the station δ JUNARDM
and the various UC vessels surrounding it. While military usage takes priori-
ty, they are frequently used to ferry civilians, as well—after the UC becomes
ε CARGO
indepedent, these are rented out to help fund the organization. ζ DOCKING PORT
350 Ships
Parella
Station Section STATION First built 2110
Parella Station, when viewed as a single spacecraft, is easily the largest ever δ BERTHING PORTS
built. Importantly, it is not built for combat; despite its size, a significant attack
could destroy it. As such, it is always protected by a number of UC capital ships.
ε
Parella Station is composed of six sections, each of which is capable of indepen- ζ
dent survival, all attached at the hub in the center. Each section is represented as
its own vessel within Docking Range of the others, using the stats presented here. Heat 0 2
Defenses: 2x Lasers, 2x Intercepting Guns, 2x Magnetics
Ships 351
Ground/Air Vehicles
Firewater CAR Built 2027–2040
C1 2 Cargo mt 6 β PASSENGERS
Introduced in the heyday of electric and automated vehicles, the Ford Firewater was δ TIRES
marketed and sold specifically for the customers who loved gas powered vehicles
(especially Human-driven ones, as most cars by this point were self-driving), and for
ε
a time was quite successful at it. It was eventually discontinued when this marketing ζ
strategy was no longer viable, but its lack of autopilot made it a popular choice among
the gangs and resistance during the Bactaran occupation, as the Bactaran-controlled
government was unable to remotely disable the vehicles. Outlawing the sale of gasoline
made these harder and harder to operate over the course of the occupation, however.
C3 4 Cargo mt 3 β PASSENGERS
This utility van is useful for many operations, in part because its heavy-du- δ
ty nature makes protecting the occupants effortless during hot pursuits. It has
plenty of space for teammates, drones, weapons, and anything else you may
ε
need to carry. ζ
352 Ships
Bulwark CAR First built 2080
Ships 353
Human
Physical Engine A Engine B Built
Name Make Cost Type Mass Crew GR Page
(metric tons)
BOD Armor T kΔV TR T kΔV TR First Last
MILITARY
Vesta ESF N/A Carrier 10k 320 D10 1 F 150 4 M 1 1 2085 2125 321
Everest EGF N/A Platform 50k 173 E4 3 I 30 0.25 2090 2125 320
Hidalgo ESF N/A Battlecrusier 10k 335 D10 2 F 180 4 M 1 1 2100 323
Olympus ESF N/A Cruiser 3500 100 D6 3 F 270 3 M 1 1 2101 2120 323
Valhalla EGF N/A Platform 100k 1100 E6 5 F 25 0.25 2115 2115 324
NON-COMBAT MILITARY
Envoy ESF 20m Consular Ship 1800 80 D5 5 F 150 3 2085 2115 326
CIVILIAN
Starbase GSP 50m Station 80k 620 D18 1 I 10 0.25 2065 326
Lampyridae GSP 500k Cargo Ship 400 9 +1 C10 1 F 100 8 M 1 1 2090 328
Raptor SpX 1m Public Shuttle 2100 101 C16 0 C 10 8 2030 2070 329
Glory BO 50m Starliner 24k 400 D10 1 F 1.5m 2 M 1 1 2115 2170 330
Grace BO 100m Starliner 60k 3500 D15 0 F 500 4 M 1 1 2130 2220 331
Chrysalis SpX 10m Colony Ship 30k 1000 D12 0 F 100 6 M 1 1 2113 331
354 Ships
Bactaran
Physical Engine A Engine B Built
Name Make Cost Type Mass Crew GR Page
(metric tons)
BOD Armor T kΔV TR T kΔV TR First Last
MILITARY
Motetuk KMS N/A Fighter 50 5 C5 3 F 20 4 M 1 1 2030 2080 332
Mokado KMS N/A Fighter Shuttle 60 10 C6 1 F 15 4 M 1 1 2025 2090 333
CIVILIAN
Rinimor BSC 350k Cargo Ship 1500 8 +1 D4 1 F 120 8 M 2 1 2045 2085 337
Voran
Physical Engine A Engine B Built
Name Make Cost Type Mass Crew GR Page
(metric tons)
BOD Armor T kΔV TR T kΔV TR First Last
GENERAL
Minimal Claw VS N/A Shuttle 8 C5 1 F 120 6 M 4 1 340
Guarded Hand VS N/A Shuttle 8 C7 2 F 90 4 M 2 1 340
Prescient Ring VS N/A Consular Ship 1500 100 D5 4 F 120 3 M 1 1 2050 343
Ships 355
Guigu
Physical Engine A Engine B Built
Name Make Cost Type Mass Crew GR Page
(metric tons)
BOD Armor T kΔV TR T kΔV TR First Last
GENERAL
Unification Charter
Physical Engine A Engine B Built
Name Make Cost Type Mass Crew GR Page
(metric tons)
BOD Armor T kΔV TR T kΔV TR First Last
GENERAL
Blue Wind UC N/A Shuttle 8 +1 C5 1 F 40 10 M 3 1 2110 347
Red Fire UC N/A Fighter 2 +1 C6 3 F 60 12 M 3 1 2110 347
356 Ships
Automated Craft
Name Cost Mass Size BOD Armor Core Cargo Weapons kDV TR Atmo Type Min TLs
MILITARY
Ships 357
Microtug: A small spacecraft with grippers that can attach At PRP TL 8, the missile uses a gravity drive and has triple
to most any free floating object in space and push it around. the standard ΔV.
Most commonly used to retrieve small items dropped or The warheads that are available depend on the WEP tech
lost from a spaceccraft, up to and including people. level; warheads can be upgraded if the society has access
Drop Pod: A pod capable of returning small cargo safely to to something else (including more exotic warheads
a planet’s surface by reentering and landing on the ground such as biological weapons), but at particular tech levels
with a parachute. This cargo may be nearly anything that the following warheads are included with the weapon
can survive the rough ride, but a common usage of drop by default:
pods is to drop sensors, survival equipment, or other drones At WEP TL 4, the explosive are conventional chemical
to the surface. Drop pods are not capable of leaving the explosives.
atmosphere, and generally may only be used once.
At WEP TL 6, a nuclear warhead is standard.
At PRP TL 6, drop pods can land using retro-rockets instead
of a parachute, making the landing soft enough for people At WEP TL 9, a fusion warhead is standard.
to survive. It is still a rough, cramped ride, but it makes the At WEP TL 12, a gravitic bomb is standard.
pod a usable escape pod.
Injection Missile: This missile has a breaching head on
At PHY TL 6, drop pods may be reused, but must still be it, and can disperse a chemical (typically a gas such as
retrieved from the surface, as they are not capable of neurotoxin) inside a target vessel. The breaching pod deals
reaching orbit on their own. 8P damage upon contact (plus net hits from a pilot test,
Laserpod: A laserpod is a craft that stays in space and can if applicable), and if any damage is dealt, the skin of the
deal damage on other spacecraft using its thermal laser. target is breached, and the chemical is injected.
Though originally designed to vaporize or deflect pieces Starbarge: Little more than a container with basic motion
of space debris before they can collide dangerously with a stabilization and telemetry, a starbarge is designed to be
spacecraft, it did not take long for laserpods to become a pushed by a tug. Typically they hold large quantities of
weapon of choice for space combat; the ability to deal heat non-perishable and non-time-critical items, particularly
damage to an enemy without raising one’s own tempera- freeze dried food and mined ore; a tug can give the barge
ture, while also potentially concealing one’s own position, a “push” to get it into the proper transfer orbit and return
is not to be trifled with. The downside of laserpods is that to the mining facility, with the barge being “caught” at the
they burn themselves out quickly; it can only get one other end of the orbit by a similar tug. This allows many
blast off before needing to reattach to the mothership to barges to be on transfer orbits simultaneously without the
dissipate heat and recharge. expense of having a full engine and guidance system on
The weapon on this vehicle is oversized, and should be all of them.
treated as if on a class D vehicle. Since a starbarge is an empty shell, its body rating is
At PWR TL 8, the laser can fire once per hour without considerably different when empty (D2) versus full (D10).
needing to recharge. Nanoquad: This miniscule flying craft is useful for spying,
Mini Laserpod: A smaller version of the Laserpod. Like able to stream a low-quality video to its owner. It has no
its bigger brother, the weapon is oversized by one class, carrying capacity and no ability to withstand any kind of
dealing C-class damage. damage. It has a single sticky appendage, allowing it to
attach to a surface and save its limited battery life when
Orbital Missile: The orbital missile is just a spacecraft not moving. When in the air, its noisy engines reduce the
that happens to have explosives in it. It uses its own threshold to detect it by 2.
Navicomputer and the ΔV it has available to match orbits
with its target, and then explode; the threshold for these Quadrotor: This small drone is usually a recreational craft
maneuvers is lowered by 2 because it does not need to for the general public, but has gained a following among
match velocity, only positions. the more violent types due to its ability to carry and
wield a small firearm (sold separately). It can’t take much
punishment, but it’s great for surprise attacks.
358 Ships
Microcrawler: This spider-like crawling nanodrone is not
quite as versatile as the Nanoquad, but it’s quieter; unlike
the Nanoquad, it can enter and leave an area without
making attention-getting noise. It can stick to most ceilings
and walls and stream video back to its owner.
Gecko: This cat-sized crawler drone is great for exploring
cramped spaces, frequently used in disasaters such as
building collapses to find survivors. Its feet can be equipped
with sticky material that enable it to crawl up some walls,
but it is too heavy to crawl along ceilings.
Boomra: This wheeled drone is designed for combat,
mounting a gun and sporting a durable hull. The weapon
can be exchanged for similarly sized weapons, which must
be purchased separately.
A variant is available with electromagnetic wheels,
enabling it to crawl on the outside of spacecraft.
Ships 359
Acknowledgements
A
to everyone who has helped make A particular special thanks to the high-level backers
this project possible. that made this project possible! The following people
backed this project at a higher level and deserve special
Thanks to the many people off whom I’ve bounced ideas recognition.
and thoughts over the years. In particular, thanks to those
Zain Day, who created the Xander Alan Day character
who contributed their time, experience, and expertise to
(p. 144, 164)
the creation of the system, especially Keith Culbertson on
other tabletop games & melee weapons, Ivy Justice & Josh Jim Nothnagel, who created the Team Architect sample
Poole on firearms and military, and Neev Granite on history character (p. 204)
and mythology. Thanks to Andrew Grossman for helping
Bob & Pam Nothnagel
with business logistics to help this project stay viable, and
for being absurdly supportive throughout the project. And Andrew Grossman
thanks to Amanda Morante Wolin, who has been incredibly
Shaun D. Burton
patient throughout the graphic design process.
Tutmosis
Thanks to Catalyst Game Labs, who deserve the credit for
getting me involved with tabletop gaming in a big way, and Eric Moyer
Shadowrun, which served as inspiration for the fundamen- David Csobay
tal pieces of the game system.
Charles Skogley
Thanks to all my playtesters, too numerous to list but
too vital not to mention. And a special thanks to the Michael Richardson
crowdfunding backers who believed in this project! Kaelie Fuller
360 Acknowledgements
Index
A
Action 11, 13, 65, 66, 67, 68, 69, 71, 72, 73, 75,
76, 77, 80, 82, 83, 86, 91, 100, 114,
Atmosphere 77, 86
Attribute 12, 13, 14, 15, 16, 18, 20, 21, 23, 30,
Bojal 243
Bone Infusion 293, 294
Computers 78, 87, 89, 94, 96
Contacts 21, 23, 24, 111, 112, 118, 119, 120, 127,
A
122, 123, 146, 188, 275, 276, 286, 65, 66, 68, 72, 77, 78, 82, 86, 88, Boomerang 301, 302 290, 291
292, 302 90, 91, 94, 95, 96, 98, 99, 101, 102, Boost Pod 327, 354 Featured 23, 24, 111, 118, 119, 120, 127
Complex 82 111, 120, 146, 164, 165, 226, 230, Boruwak 255 Generic 23, 112
Free 65, 66, 68, 72, 73, 276, 292 267, 270, 271, 274, 275 Bracing 16, 65, 69, 72 Coordinated Attack 43, 187
Simple 65, 67, 68, 82, 114, 275, 286, 302 Audio 31, 289 Brainwashing 36 Core 16, 30, 94, 95, 96, 97, 98, 99, 100, 101,
Action Cards 11, 13, 122, 123 Austin 134, 135, 138, 142, 310, 322, 354 Brass Knuckles 188, 300, 301 102, 103, 168, 280, 283, 284, 286,
Active Bulletproof vest 283, 285 Automatic Lockpicker 280, 281 Brawling 37 287, 288, 289, 290, 292, 295, 357
Adoption 121 Automatics 40, 304, 312 Breaching Tip 307 Corrosion Pulse 304, 306
Advance Crew 45, 126 Automatic Weapons 65, 86 Breathing Mask 284, 285 Cortical Stack 293, 294
Advanced Driving 39 Auto Mechanic 33, 168 Breathing Techniques 31, 32, 105 Corvette 329, 354
Adventures 123, 124, 132, 134, 191 AutoMed 280, 281 Brick 146, 166, 186, 266 Countermeasures 33, 78, 79, 83, 320, 322, 324,
Aerobraking 47 AutoTranslator 165, 287, 288 Bridgehub 197, 246, 248, 249 325, 332, 333, 334, 335
B
Aerocapture 47 Avionics Mechanic 33, 168 Brinok 243 Courting 35
Aeronautics 41 Axe 166, 188, 300, 301 Bulletproof vest 146, 187, 283, 285 Cover 59, 65, 67, 68, 69
Age 18, 19, 21, 23, 29, 118, 119, 123, 132, 133, Bunker Buster 307, 308 Full 65, 68
C
190, 267, 268 Burn Ratio 50 Partial 68
Middle 268 Backdoor Bridge 194 BX-01 310, 322, 354 Covering Fire 43
Old 23, 29, 118, 119, 267 Bactara 89, 133, 141, 157, 166, 188, 194, 202, CPU 17, 31, 32, 33, 42, 53, 77, 78, 87, 89, 94, 95,
AGI 16, 17, 18, 21, 42, 43, 66, 67, 69, 145, 146, 253, 254, 316 97, 98, 101, 139, 140, 141, 142, 153,
147, 164, 165, 166, 167, 168, 185, Bactaran Argosy 156, 178, 311, 312 Caffiene 204, 297, 298 154, 155, 156, 157, 158, 159, 174, 175,
186, 187, 188, 202, 203, 204, 205, Bactaran Republic 141, 156, 178, 179, 182, 183, Camouflage 42, 289 176, 177, 178, 179, 180, 181, 195, 196,
207, 211, 216, 217, 225, 229, 230, 191, 192, 194, 311 Camouflage Outfit 145, 204, 283, 285 197, 266, 281, 283, 284, 285, 287,
271, 272, 278, 282, 294, 296, 298 Bactarans 10, 15, 21, 85, 90, 114, 133, 134, 135, Campaign 133, 190 288, 289, 290, 292, 293, 296, 302,
Aging Quality 19 136, 137, 138, 139, 141, 142, 146, 147, Carapace 216, 217, 275, 277 303, 304, 307, 316, 318, 319, 320,
Aging Quality Points 19 153, 155, 156, 157, 159, 165, 168, 173, Carrying Pack 281, 282 321, 322, 323, 324, 325, 326, 327,
A.I. 18, 43, 66, 101, 271, 294 174, 175, 176, 177, 178, 182, 190, 191, Cat Eyes 275, 277 328, 329, 330, 331, 332, 333, 334,
Air Filter 292, 293 193, 194, 197, 200, 211, 235, 237, Cererian 176 335, 336, 337, 338, 339, 340, 341,
Air Oxygenator 292, 293 239, 240, 243, 248, 249, 250, 251, Ceres 153, 176, 182, 235, 237 342, 343, 344, 345, 346, 347, 348,
Alcohol 297, 298 252, 253, 254, 255, 257, 284, 297, CHA 16, 17, 18, 20, 23, 35, 109, 111, 112, 113, 349, 350, 351, 352, 353, 357
Alien Environments 43 311, 312, 313, 314, 322, 334, 340 120, 145, 146, 147, 164, 165, 166, Tech Level 95, 101
Amber Proportion 342, 355 Bacto 193, 194, 200, 250, 252, 254, 255, 334 167, 168, 185, 186, 187, 188, 202, Crab 331, 354
Ambushing 44 Baltimore 310, 324, 325, 354 203, 204, 205, 207, 211, 216, 217, Crafting 18, 33, 34, 50, 65, 77, 80, 140, 141,
Amphetamine 297, 298 Bank 13, 14, 16, 21, 22, 23, 24, 25, 27, 33, 35, 43, 225, 229, 275, 292, 293, 298 142, 146, 147, 154, 156, 157, 164,
Amuro 329, 354 44, 67, 69, 70, 71, 72, 73, 74, 75, 76, Chameleon Outfit 204, 283, 285 165, 166, 168, 175, 178, 186, 187,
Amygdala Gate 292, 293 78, 86, 90, 91, 92, 94, 95, 96, 97, 98, Chameleon Skin 275, 277, 293, 294 188, 195, 196, 202, 203, 204, 205,
Ancient 197 99, 100, 101, 102, 112, 113, 119, 120, Character 8, 15, 18, 71, 118, 119, 122, 124, 125 282, 295
Animal Handling 35, 36 124, 127, 267, 272, 287, 296, 303 Creation 15 Crescent 261
Anthroform Walkers 40 Damage 70, 71, 72 Chemistry 33, 41, 164, 165, 279, 292 Cryo Endurance 276, 277
Antiflare Lenses 285, 286 Initiative 14, 57, 67, 70, 72, 74, 94, 95 Chiropracty/Massage 36, 37 Cryonic Pod 280, 281, 282
Antigravity Vehicle 40 Situational Awareness 14 Chroma Command 290 Cryonics 37, 72, 89, 280, 282
Antimatter unit 304, 307 Social 23, 24, 86, 112, 113, 119, 120, 127 Chroma Skin 275, 277 CTZ 13, 21, 145, 146, 147, 164, 165, 166, 167,
Antiparticle Beam 304, 307 Team 33, 35, 43, 44, 60, 70, 74, 272 Chrysalis 331, 354 168, 185, 186, 187, 188, 202, 203,
Application Command 32, 33 Bargaining 35, 86, 165, 204 Chutzpah 13, 14, 16, 21, 30, 71, 72, 91, 124, 270 204, 205
Appraisal 31 Battle Rifle 65, 187, 303, 304 Civil Engineering 41 Cubesat 357
AQP 19, 207, 211, 216, 217, 225, 229 BEA 16, 17, 18, 20, 34, 145, 146, 147, 164, 165, Civilian 133, 354, 355 Cultural Studies 34, 204
Archery 40, 41 166, 167, 168, 185, 186, 187, 188, Claymore 300, 301 Culture 15, 16, 19, 20, 22, 23, 24, 25, 26, 34, 85,
Architecture 31, 204 202, 203, 204, 205, 207, 211, Clear Eyes 349, 350, 356 86, 87, 88, 93, 108, 109, 110, 113,
AR Contacts 290, 291 216, 217, 225, 229, 266, 274, 293, Climbing 31, 85, 281, 282 115, 139, 145, 146, 147, 164, 165,
Area Denial weapons 280, 281 294, 298 Climbing Gear 85, 281, 282 166, 167, 168, 185, 186, 187, 188,
Arid 260 Beholder 357 Club 301, 302 202, 203, 204, 205, 227, 230, 266,
Armor Crafting 33 Beneath Skin 348, 356 Cluster Core 287, 288 267, 268, 269, 270, 271, 274, 275,
Armored Skin 292, 293, 294, 296 Biology 41 Coilgun 84, 205, 304, 306, 320, 347, 348 281, 282, 284
Arsenic 297, 298 Bleeding Out 71, 72, 73, 91, 269, 280, 296 Collaborator 135, 139, 147 Cuttlefish eyes 276, 277
Art 14, 30, 31, 95, 99, 102, 145, 147, 164, 165, Blinding Laser 145, 303, 304 Collapsible Tonfa 301, 302 Cyberears 293, 294
187, 204, 205 Blitz 65, 68, 98, 124 Combat 12, 14, 16, 18, 21, 32, 36, 37, 40, 41, Cybereyes 291, 293, 294, 296
Artificial Organ 292, 293 Blood Filter 293, 294 57, 65, 69, 71, 74, 75, 76, 83, 86, Cyberfur 293, 294
AR/VR Glasses 290, 291 Blood Propellant 341, 355 104, 140, 141, 146, 166, 168, 202, Cybergun 293, 294
Assistance 13 Blue Wind 347, 348, 350, 356 204, 205, 270, 280, 281, 306, 353, Cyberhair 293, 294
Astronautics 18, 42, 46, 50, 80, 83, 226, 232, BOD 13, 16, 17, 18, 21, 31, 45, 53, 67, 70, 71, 72, 356, 357 Cyberlimb 293, 294
D
241, 244, 247, 250, 252, 256, 259, 74, 75, 79, 80, 81, 82, 90, 105, 141, Combat Maneuvers 40, 75, 76 Cyberweapon 293, 294
262, 289 145, 146, 147, 157, 164, 165, 166, Combat Round 57 Cycling 39
Astronomy 41, 153 167, 168, 178, 185, 186, 187, 188, Combat Turn 104
Astrophysics 42 202, 203, 204, 205, 207, 211, 216, Comedy 35
Athletics 31, 32, 66, 105, 146, 166, 188, 230, 217, 225, 229, 266, 267, 270, 271, Commlink 94, 146, 147, 164, 165, 166, 167, 185, Dagger 146, 300, 301
295 272, 282, 284, 285, 287, 294, 295, 186, 187, 188, 202, 203, 204, 205, Damage 16, 48, 70, 71, 72, 73, 75, 76, 78, 79, 81,
ATM 16, 17, 31, 47, 71, 81, 82, 104, 105, 106, 296, 298, 307, 316, 318, 319, 320, 286, 287 82, 84, 86, 91, 104, 105, 269, 308
107, 108, 165, 185, 207, 211, 216, 321, 322, 323, 324, 325, 326, 327, Communications 32, 79, 89, 165, 203 Code 70
217, 225, 229, 233, 234, 235, 236, 328, 329, 330, 331, 332, 333, 334, Computer 12, 18, 32, 33, 76, 77, 78, 94, 95, 97, Environmental 70, 104, 269
237, 238, 239, 242, 243, 245, 246, 335, 336, 337, 338, 339, 340, 341, 98, 100, 101, 102, 103, 139, 145, 146, Heat 71, 76, 78, 81, 82
248, 249, 251, 253, 254, 255, 257, 342, 343, 344, 345, 346, 347, 348, 147, 153, 157, 164, 165, 167, 168, 174, Impact 71, 75, 81
258, 260, 261, 263, 264, 267, 278, 349, 350, 351, 352, 353, 354, 355, 185, 187, 195, 202, 203, 204, 280, Piercing 70, 76, 81
284, 285, 292, 294, 295, 310, 311, 356, 357 281, 286, 287, 291, 295 Sensory 70
312, 313 Body Class 16, 21, 207, 211, 216, 217, 225, 229 Skill 18, 98, 102 Dark Mountain 349, 356
Index 361
Daronor 333, 335, 355 Energy Weapons 40, 89, 304 GRV 16, 17, 47, 48, 49, 66, 75, 82, 104, 105, Influence 18, 24, 30, 34, 35, 36, 72, 74, 86, 92,
Data Analysis 32 Engine 51, 354, 355, 356 106, 107, 207, 211, 216, 217, 225, 99, 102, 103, 109, 123, 139, 141, 145,
Data Drive 287, 288 Environmental Tolerance 276, 277 229, 233, 234, 235, 236, 237, 238, 147, 156, 157, 158, 164, 165, 178,
Datajack 293, 295 Environment Armor 284, 285, 311, 312 239, 242, 243, 245, 246, 248, 249, 179, 185, 186, 187, 188, 195, 202,
Data Mainframe 287, 288 Environment Suit 107, 284, 285, 286 251, 253, 254, 255, 257, 258, 260, 204, 205
Data Search 32, 95, 100 Envoy 326, 354 261, 263, 264, 267, 272, 280, 282, Infrared Vision 277, 278
Datastick 287, 288 Equator Slave 141, 146 285, 295, 310, 312, 345 Inhumans 177, 188
Datura 333, 355 Eras 9 G-Suit 284, 285 Initiative 8, 13, 14, 35, 57, 67, 68, 70, 71, 72, 74,
DDT 297, 298 Escape Artist 42, 282 Guarded Hand 340, 355 75, 80, 81, 82, 83, 94, 95, 122, 124
Debris 48 Escape Pod 327, 345, 354, 356 Guigu 15, 52, 181, 184, 191, 194, 195, 196, 200, Bank 14, 67, 70, 72, 74, 94, 95
Deception 35, 109 Escorting 44 203, 225, 226, 227, 228, 229, 230, Injection Missile 76, 357, 358
Deep Pain 348, 350, 356 EVA Crafting 33, 34 248, 249, 263, 264, 284, 285, 297, Instruction 30, 35
Deep Space Maneuvering 39, 40, 46, 49, 50, Evasive Maneuvers 75, 76, 83 298, 314, 315, 344, 345, 346, 356 INT 13, 14, 16, 17, 18, 20, 25, 33, 43, 46, 65, 71,
75, 202, 289 Everest 310, 320, 324, 354 Guigu Rural 195 72, 73, 74, 77, 78, 79, 80, 92, 95, 96,
De-escalation 35 Exotic Vehicle 40 Guigu Urban 196, 203 97, 98, 101, 102, 103, 113, 145, 146,
Defender Gloves 300, 301 Exotic Weapon 37, 40, 304 Gumaki 346, 356 147, 157, 164, 165, 166, 167, 168,
Delta-V 45 Explosive Projectiles 40, 304 Gunnery 40, 41, 76, 77 185, 186, 187, 188, 196, 202, 203,
F
Demolitions 33, 34 Extortion 35, 204 Guraza 254 204, 205, 207, 211, 216, 217, 225,
H
Derision 35, 70, 270 Extra 77, 119, 276, 277, 289 Gymnastics 32 229, 271, 274, 275, 280, 282, 292,
Diagnosis 36, 37, 73, 281 Gyrojet 304, 307 295, 298, 306, 341
Diazepam 297, 298 Interest 14, 20, 26, 79, 85, 97, 112, 116, 117, 270
Dice 11, 122 Falchion 300, 301 Interrupt 75, 76
Directed EMP 304, 306 Farmoon 195, 249 Hacking 32, 33, 67, 94, 96, 97, 99, 145, 280 Interversal Transfer Gate 280, 281
Disarming 38 Fazon 251 Halberd 300, 301 Interview 36
Disguise 31, 204, 280, 281 Fibrous Tissue Reinforcement 276, 277 Hammer 186, 300, 301, 310, 316, 318, 321, Intimidation 21, 35
J
Disguise Kit 204, 280, 281 Field Medic 29, 36, 73, 78, 277 323, 354 Io 254
Diving 32, 285, 286 Field Stripping 40, 65 Handcraft 33, 282 ITG Pack 281, 282
Diving Suit 285, 286 Fire Breath 276, 277 Handcuffs 281, 282
Docking 40, 50, 51, 67, 75, 76, 79, 83, 84, 202, Fireproof Skin 277 Handgun 146, 147, 164, 203, 302, 304, 357
316, 318, 319, 320, 321, 322, 323, Firewall 287, 288, 289 Handyman 33 Javelin 301, 302
324, 325, 326, 327, 328, 329, 331, First Aid 18, 29, 36, 71, 72, 73, 85, 88, 277, 280, Hard Burn 46, 49, 50 Jetcraft 39
332, 333, 334, 335, 336, 337, 338, 281, 282 Hardware 32, 97, 289 Jingu 263
340, 341, 342, 343, 344, 345, 346, First Aid Kit 73, 85, 88, 280, 281, 282 Hardwired Neural Interface 97, 292, 293, 295 Judge Intentions 13, 26
347, 348, 349, 350, 351 Fission Warhead 307, 308 Harpoon 301, 302 Jumping 31, 32
Dodging 37, 65, 71 Flail 300, 301 Hatchet 300, 301 Junardm 10, 49, 55, 89, 90, 156, 191, 194,
Dog Nose 276, 277 Flamethrower 303, 304 Hauler 328, 352, 354, 356 257, 310, 311, 316, 321, 323, 326,
Domestication 36 Flash-bang 307, 308 HD 10180 246 328, 329, 330, 331, 333, 334, 336,
Dragon 326, 354 FlashHacker 280, 281 Healing 20, 73, 86, 87 337, 338, 339, 341, 342, 343, 349,
Driving 38, 39 Flying 31, 230, 295 Heat 47, 70, 71, 75, 76, 77, 78, 79, 81, 82, 277, 350, 355
Drone Command 33, 289 Foka 255 316, 318, 319, 320, 321, 322, 323, Junardm Nutar 334, 336, 337, 338, 339, 355
K
Drop Pod 357, 358 Forensics 41, 85, 164 324, 325, 326, 327, 328, 329, 330, Jupiter 155, 254
Drysar 193, 265 Forgery 14, 31, 95, 99 331, 332, 333, 334, 335, 336, 337, Juryrigging 33, 80
Dual Wielding Pistols 40 Formok 255 338, 339, 340, 341, 342, 343, 344,
Dulehs 251 Frag Bomb 307 345, 346, 347, 348, 349, 350, 351
Duocardium 276, 277 FrankenCollar 293, 295 Bank 70 Kaduhei 264
Duradasan 333, 355 Fringe 240, 243 Damage 71, 76, 78, 81, 82 Kanes 335, 336, 337, 338, 355
Dushuinium 346, 356 Fusion Gun 304, 307 Sequestration 78, 79 Katana 300, 301
DV 16, 17, 76, 79, 82, 84, 86, 277, 301, 304, 307 Fusion Gun round 304, 307 Heavy Military Armor 283, 285, 311 Kennesawu 20, 52, 181, 193, 194, 225, 227,
E
Dynamic Entry 44 Fusion Warhead 307, 308 Heavy Weapons 40, 67, 86 228, 229, 230, 262, 263, 264, 346
Dynamic Ration Device 281 FX-01 310, 318, 320, 354 Hephaestus 310, 328, 354 Kennu 181, 195, 196, 203, 225, 227, 228, 229,
G
FX-02 310, 320, 354 Heroin 297, 298 230, 262, 263, 264, 297
FX-03 310, 320, 323, 354 Hidalgo 323, 354 Kepler-62 191, 192, 198
Eagle Eyes 276, 277 Hidden Compartment 293, 295 Kerosene 297, 298
Earth 14, 15, 46, 48, 66, 87, 96, 102, 105, 106, Hiding 42, 188 Kessler Crowding 46, 48, 49
107, 108, 113, 115, 118, 119, 133, 134, Gamemaster 11 Hit Banks 13 Keypad 290
136, 137, 138, 139, 142, 143, 145, 146, Gang/Resistance 140, 146 Hits 76, 77, 94 Kodurayduk 334, 355
147, 153, 154, 155, 157, 164, 165, 166, Gas Warhead 307, 308 Holographic Interface 290, 291 Koloa 243
167, 168, 173, 174, 175, 176, 177, 182, Generation 78, 80, 89, 123 Hormone Pump 293, 295 Kolura 334, 339, 355
183, 185, 187, 188, 191, 193, 194, Genetic Engineering 37, 93, 267 House of Moti 156, 157, 166, 179, 188, 211, 253 Komoraytha 337, 355
200, 204, 225, 226, 227, 233, 234, Genetics 37, 120, 155, 157, 177 Hovercraft 39, 40 Konacho 334, 355
237, 240, 243, 244, 245, 246, 253, GHB 297, 298 Hub 193, 341, 355 Korzof-Moti Occupier 141
254, 263, 297, 309, 310, 314, 316, Gills 277, 278 HUD Glasses 290, 291 Kukuinu 344, 345, 356
L
319, 324, 329, 330, 353 Gladius 300, 301, 302 Humanities 34, 146, 147, 164, 165, 167, Kulos 243
Earth Public 108, 139, 145, 153, 164 Gliese 581 244 204, 205 Kumari 257
Echolocation 276, 277 Glitch 13, 48, 50, 65, 69, 71, 72, 73, 81, 91, 92, Humans 15, 21, 53, 66, 85, 90, 107, 108, 134,
Ecology 41 96, 97, 99, 197, 267, 270, 274, 275, 139, 153, 155, 156, 157, 159, 182, 183,
Economics 41 280, 290, 306, 307, 314, 315, 350 189, 190, 191, 194, 197, 198, 207, Lagrange Point 49, 232, 241, 244, 247, 250,
EGF/ESF Officer 176, 185, 187 Glitter Chromatophores 277, 278 225, 228, 237, 239, 240, 243, 255, 252, 256, 259, 262
Ehikainu 346, 356 Glory 330, 354 272, 284, 297, 314, 322, 340 Lampyridae 328, 354
Eidetic Memory 145, 186, 204, 216, 267, Gorutm 338, 355 Humble Wonder 342, 355 Language 16, 23, 102, 113, 114, 115, 224, 228,
276, 277 Grace 331, 354 Hyperion 123, 153, 155, 182, 185, 226, 236, 237, 230, 288, 290
I
Electrical Engineering 32, 78 Graphical UI Controls 290 238, 309 Laserpod 357, 358
Electronic Nerve Replacement 293, 295 Graphic Design 31, 95 HyPoly adhesive 281, 282 La Verrier Technique 53
Embedded 94, 283, 284, 286, 287, 289, 290, Grappling 37, 70 Law 34
293, 295 Gravitic Attractor 281, 282 Laylow 246
Embedded Device 94, 283, 284, 286, 287 Gravitics 42 Ibuprofen 297, 298 Leadership 13, 18, 35, 67, 68, 70, 72, 74, 124,
Embedded Nav 287, 289 Gravity Gun 304, 307 Illustration 30, 31 185, 204, 205
Embedded Tracking Device 293, 295 Gray Rock 348, 350, 356 Image Processing 33 Leapfrogging 43
Ember 261 Great Burden 350, 356 Implanted Magnet 293, 295 Lemuria 52, 88, 114, 189, 191, 192, 194, 198,
Emergency Atmospheric Bubble 283, 285 Great Ocean 348, 350, 356 Indirect Fire 40, 41, 303, 312 204, 257, 258, 280, 315
Empathy 276, 277 Grenade Launcher/Mortar 303, 304 Indoctrination 36, 204 Lemurian 88, 89, 114, 191, 192, 198, 280
Enceladus 239 Industrial Design 41, 42 Leviathan 249
Infiltration 42 Life Wind 342, 355
362
362 Index
Lifting 13 Multispecies First Aid Kit 281, 282 Physical 21, 23, 31, 70, 71, 72, 73, 91, 97, 104, Ranged Combat 14, 18, 21, 40, 41, 65, 140, 141,
Light Armor 147, 165, 167, 168, 185, 188, 283, Muscle Tone 188, 277, 278 124, 266, 267, 268, 269, 270, 271, 146, 166, 168, 202, 204, 205, 306
N
285, 311 Muscular Optimizer 293, 296 272, 274, 354, 355, 356 Ranged Deflect 38, 69
Linguistics 41, 113, 114 Musical Composition 31 Physics 41, 42, 77, 88, 89, 105, 312 Ranged Weapon Crafting 33
LIPC 165, 304, 306, 311, 312, 313, 315 Pilot 18, 38, 39, 40, 46, 47, 48, 49, 51, 75, 76, Rapid-Draw Archery 41
Literature 34 77, 78, 79, 80, 83, 147, 153, 155, 156, Rapier 300, 301
LKD 17, 98 Nanocrafting 34 165, 167, 168, 176, 178, 185, 187, Raptor 329, 331, 354
Lockpick Set 280, 281 Nanofibers 293, 296 196, 202, 203, 282, 315, 318, 322, Ration 281, 282
Locksmithing 33 Natural Immunity 268, 278 324, 325, 326, 327, 328, 329, 330, REA 13, 16, 17, 18, 21, 46, 47, 48, 49, 51, 69, 75,
Longarms 40, 146, 304 Natural Language Processor 290 331, 335, 336, 337, 338, 340, 341, 76, 145, 146, 147, 164, 165, 166, 167,
Long Blade 37, 38 Navicomputer 78, 80, 287, 289, 358 342, 343, 344, 346, 347, 348, 349, 168, 185, 186, 187, 188, 202, 203,
Longterm Care 37, 73, 274 Navigation 42, 43, 226 350, 352 204, 205, 207, 211, 216, 217, 225,
LSD 137, 297, 298 Negotation 35 Pirate 155 229, 271, 278, 295, 298
M
Luna 233 Neptune 53 Pistols 40, 304 Recoil 16, 65, 69, 72, 124, 304
Lungs 277, 278 Nervous Enhancement 277, 278 Planetary Science 41, 165 Red Fire 347, 348, 350, 356
Neural Interface 96, 97, 290, 291, 292, Plasma Gun 304, 307, 349 Redland 10, 108, 115, 118, 119, 134, 142, 143,
293, 295 Player 125 155, 162, 165, 177, 182, 183, 188,
Mace 300, 301 Neuroscience 37 Player Character 125 193, 200, 225, 232, 240, 244, 245,
Machete 300, 301 Nicotine 297, 298 Poetry 31 265, 331, 353
MAG 15, 203, 225, 226, 229, 230, 298 Night Blade 347, 350, 356 Powered Armor 283, 285 Redland Colonists 155, 165
Magnetic Boots 281, 282, 311 NPC 66, 67, 121, 125, 126 Powered Assist Exoskeleton 283, 285 Redquiet 246
Magnetic Hand/Foot 293, 296 Nuclear Physics 42 Powered Environment Armor 284, 285, 311 Regeneration 277, 278
Mainframe 287, 288 Null Gravity Maneuvering 32 Powered Environment Suit 284 Religion 34, 227
Majestic 330, 354 Nunchuku 300, 301 Precision Spacecraft 40, 46, 47, 49, 75, 76, Remote EM Modulator 97, 280, 281
O
Makeup/Costuming 31 Nutaranm Datm 339, 355 232, 241, 244, 247, 250, 252, 256, Resourcefulness 42, 43
MAN 13, 16, 17, 18, 20, 30, 35, 72, 74, 86, 91, Nutrition 36 259, 262, 282, 289 Reverse Engineering 33
92, 99, 109, 145, 146, 147, 164, 165, Prescient Ring 343, 355 Rhea 234
166, 167, 168, 185, 186, 187, 188, Pressure Suit 284, 285 Rinimor 337, 339, 355
202, 203, 204, 205, 207, 211, 216, Observe 68 Pressurized Lung 293, 296 Robotics 42
217, 225, 229, 271, 275, 293 Officer 16, 22, 23, 27, 76, 77, 78, 79, 110, 146, Primitive ED 286, 287 Room Sweeping 43
Mars 106, 115, 136, 142, 154, 160, 175, 235, 253, 165, 167, 168, 176, 185, 186, 187, Prodigy 29, 121, 268, 277, 278 Rope 281, 282
310, 329, 331 202, 204, 205, 268, 309, 310, 311, Programming 32, 33, 101, 102, 145 Rotorcraft 40
Mars Colonist 142 312, 314, 315 Progress Points 29, 114 Router 287, 288
Martial Momentum 72 Olympus 310, 323, 354 Promotion 16, 22, 27, 139, 140, 146, 147, 165, Rowboat 39
Martian 115, 154, 175 Orbit 46, 47, 49, 105, 107, 232, 241, 244, 246, 167, 168, 176, 177, 185, 186, 187, 195, Run 65, 69
Martok 252, 253, 254 247, 249, 250, 252, 256, 259, 262 202, 204, 205, 268, 309, 315 Running 31, 40, 349, 356
S
Mass Ratio 45 Node 49, 232, 241, 244, 247, 250, 252, 256, Prop Plane 39 Running Fire 40
Mass Weapons 37 259, 262 Prose 31 Running River 349, 356
Mathematics 41 Orbital Gunnery 41, 76, 77 Prosthetic Makeup 31
Matter Projection 290, 291 Orbital Missile 339, 357, 358 PRP 17, 32, 33, 34, 38, 39, 40, 41, 42, 87, 88,
Maul 300, 301 Orienteering 42, 226 89, 139, 140, 141, 142, 153, 154, 155, Sai 301, 302
MDMA 297, 298 Orion Arm 88, 89, 104, 181, 190, 193, 194, 197, 156, 157, 158, 159, 174, 175, 176, 177, Sailboat 40
MED 17, 19, 72, 73, 87, 88, 89, 93, 139, 140, 141, 231, 232, 246, 250, 257, 312, 313 178, 179, 180, 181, 195, 196, 197, Saizok 242, 243
142, 153, 154, 155, 156, 157, 158, 159, Outer Belt Pirate 155 281, 282, 284, 285, 293, 298, 304, Salt 297, 298
174, 175, 176, 177, 178, 179, 180, 181, Overview 193, 225, 265 357, 358 Satuk 250, 251
P
195, 196, 197, 267, 274, 275, 276, Overwatch 44, 69 Psychiatry 36, 37 Saturn 48, 49, 74, 123, 155, 232, 236, 237, 238,
277, 278, 279, 280, 281, 290, 293, Oxycodone 297, 298 Pulse Laser 204, 304, 306 239, 309, 324
295, 296, 298 Pummel 246 Sawu 181, 196, 227, 229, 230, 262, 263,
Medicine 18, 36, 37, 41, 69, 71, 72, 73, 78, 92, PWR 17, 34, 88, 89, 139, 140, 141, 142, 153, 264, 345
105, 147, 158, 165, 167, 180, 205, Pacemaker 293, 296 154, 155, 156, 157, 158, 159, 174, 175, Science 9, 18, 33, 41, 42, 46, 77, 79, 85, 105, 146,
267, 274, 280 Pack Core 98, 168, 286, 287 176, 177, 178, 179, 180, 181, 195, 147, 164, 165, 167, 176, 185, 186,
Q
Med Tech 36, 37 Painting 31 196, 197, 293, 301, 303, 304, 306, 187, 188, 196, 203, 205, 279, 292
Melee 18, 33, 37, 38, 65, 66, 67, 69, 70, 86, 89, Palming 42 307, 312, 358 Scripting 31
140, 141, 145, 146, 147, 157, 166, Palutuk 333, 335, 355 Sculpture 31
178, 188, 204, 277, 300, 301, 303 Parachuting 32 SEC 17, 94, 97, 98
Melee Weapon Crafting 33, 65 Parella Station 123, 176, 190, 191, 192, 194, Quality 18, 19, 20, 22, 23, 25, 27, 28, 29, 70, 73, Secure ED 94, 283, 286, 287
Memory 13, 88, 89, 145, 186, 202, 204, 216, 195, 197, 198, 200, 201, 202, 248, 91, 92, 93, 109, 112, 116, 118, 120, Secure Router 287, 288
267, 275, 276, 277, 280, 281, 285, 249, 315, 351, 356 121, 267, 270, 271, 275, 312 Security Systems 32, 94, 98, 100
286, 293, 296, 300, 301, 302 Parkour 32 Genetic 120 Seduction 35
Mercury 107 Pathology 36, 37, 78, 281 Quantum Physics 42, 89 Sensor Obfuscation 33, 78
Methamphetamine 297, 298 Pegasus 319, 354 Quarterstaff 300, 301 Sensors 52, 77, 78, 80, 89, 97, 331, 349
MFR 17, 34, 86, 87, 89, 139, 140, 141, 142, 153, PER 13, 14, 16, 17, 18, 21, 25, 36, 43, 44, 50, 68, Queen 158, 159, 179, 200, 201, 217, 260, 261, Serana 336, 338, 339, 355
R
154, 155, 156, 157, 158, 159, 174, 175, 69, 75, 76, 77, 85, 94, 95, 100, 109, 282, 313, 341 Serenity 261
176, 177, 178, 179, 180, 181, 195, 196, 113, 145, 146, 147, 164, 165, 166, 167, Quick-draw Arm Holster 281, 282 Shadowing 42, 188
197, 276, 277, 278, 281, 282, 284, 168, 185, 186, 187, 188, 202, 203, Shamanic Compilation 33, 103
285, 289, 293, 296, 298, 301, 307 204, 205, 207, 211, 216, 217, 225, Shape Memory 88, 89, 202, 280, 281, 285,
Microtug 357, 358 229, 271, 272, 275, 279, 291, 292, RAD 16, 17, 53, 71, 77, 80, 86, 104, 105, 106, 286, 293, 296, 300, 301, 302
Military 78, 110, 125, 138, 283, 285, 311, 354 294, 296, 298 107, 185, 207, 211, 216, 217, 225, Armor 285, 286
Mini Laserpod 357, 358 Perception 13, 14, 21, 66, 68, 71, 91, 94, 98, 99, 229, 233, 234, 235, 236, 237, 238, Armored Skin 293, 296
Minimal Claw 340, 341, 342, 343, 355 276, 278, 295 239, 242, 243, 245, 246, 248, 249, Boomerang 301, 302
Mining 33, 175, 176, 178, 237, 254, 328, 336, Test 278, 295 251, 253, 254, 255, 257, 258, 260, Claws 293, 296
345 Performance Arts 35 261, 263, 264, 267, 285, 312, 313 Gladius 301, 302
Mintaka Ab 250 Perimeter Defense 44 Radiation Suit 86, 284, 285 Gloves 202, 300, 301
Mintaka C 250 Persuasion 35, 36, 92, 204 Radiation Toxicology 37, 105 Polymer 280, 281
Missile Crafting 34 Pharmacology 36, 92 Ramoneth 338, 339, 355 Teeth 293, 296
Missile Launcher 303, 304 Pheromone Emitters 293, 296 Range 41, 48, 51, 53, 62, 66, 67, 68, 69, 70, 75, Shelter 43
Mokado 134, 333, 355 Philosophy 34 76, 82, 83, 84, 96, 303, 308, 351 Shock gloves 164, 168, 185, 187, 300, 301
Monik 251 Phoenix 310, 316, 319, 354 Long 303 Shockproof Skin 277, 278
Morphine 297, 298 Photography 31 Melee 66, 69, 70 Shotgun 146, 303, 304
Motetuk 332, 333, 335, 355 PHY 17, 41, 42, 88, 89, 139, 140, 141, 142, 153, Rendezvous 41, 48, 50, 51, 53, 75, 76, 83, Shuriken 301, 302
Moti Solar Refugees 178, 188 154, 155, 156, 157, 158, 159, 174, 175, 84, 308 Simulation 33, 291
Motivation 7, 8, 15, 18, 19, 20, 22, 25, 26, 27, 176, 177, 178, 179, 180, 181, 195, 196, Sniper 303 Sirius A 240, 242, 243
28, 109, 116, 266, 270, 271, 274 197, 281, 282, 290, 291, 293, 296, Sirius B 240, 242, 243
Motorboat 39, 40 304, 307, 358
Index 363
363
Size Class 45, 48, 66, 67, 74, 76, 80, 81, 83, 84, Survivalists 140, 153 Versa 251
86, 304, 307 Survival Knife 145, 165, 167, 203, 204, 300, Vesta 321, 354
Skill 8, 12, 14, 18, 19, 20, 21, 23, 24, 25, 29, 30, 301 Veterinary 36, 37
32, 33, 35, 36, 41, 42, 43, 67, 69, 72, SWAT Armor 166, 283, 285 Vibroblade 301, 302
73, 77, 92, 95, 98, 99, 102, 103, 109, Swimming 32, 269 Videography 31
111, 115, 116, 117, 118, 119, 120, 121, Symtraya 15, 52, 181, 184, 191, 194, 196, 200, Voran 15, 20, 68, 155, 157, 158, 159, 165, 173,
145, 146, 147, 164, 165, 166, 167, 203, 226, 228, 229, 230, 263, 264, 179, 180, 181, 182, 184, 186, 189,
T
168, 185, 186, 187, 188, 202, 203, 298, 344, 346 190, 191, 192, 195, 196, 198, 200,
204, 205 System Optimization 34, 77 202, 203, 205, 216, 217, 224, 248,
Caps 23, 29 259, 260, 261, 278, 281, 282, 284,
Skilljack 293, 296 285, 297, 298, 312, 313, 315, 340,
Skills 12, 15, 16, 18, 20, 21, 23, 24, 25, 29, 30, 67, Tactics 14, 18, 43, 44, 69, 70, 74, 75, 146, 164, 341, 342, 355
102, 108, 111, 112, 115, 116, 117, 118, 185, 187, 205, 280, 289 Drone 216
119, 120, 121, 122, 132, 139, 140, 141, Tahmnium 344, 345, 346, 356 Libertine 159, 181, 186, 261
142, 145, 146, 147, 153, 154, 155, 156, Tahmokunium 345, 346, 356 Queen 200, 217, 313, 341
157, 158, 164, 165, 166, 167, 168, Taser 166, 185, 202, 304, 306, 311 Voran Milk 159, 281, 282, 297, 298
174, 175, 176, 177, 178, 179, 180, 185, Team Bank 33, 35, 43, 44, 60, 70, 74, 272 Voran Milk Substitute 281, 282
186, 187, 188, 195, 196, 202, 203, Team Leader 18 Vorans 15, 90, 141, 157, 158, 159, 173, 175, 179,
204, 205, 270, 271 Teamwork 13 181, 182, 184, 189, 190, 191, 193,
Skinner Knife 300, 301 Tech Levels 15, 87, 88, 93 194, 197, 198, 201, 216, 224, 240,
Slicer 145, 286, 287 Technoshaman 32, 33, 102, 174, 313, 314 246, 248, 249, 259, 260, 261, 278,
W
Small Handheld 37 Telemetry 32, 33, 76, 77, 78, 295, 357 290, 297, 312, 313, 314
Small Vehicle Tactics 43 Terrain Utilization 14, 43, 44 Voruna 165, 173, 186, 205, 259, 260, 343
Smart Chaff 289, 357 Test 48, 49, 96, 97, 275, 276, 278, 295
SMSF 304, 306 Tethys 239
Sniper 14, 40, 303, 304 THC 297, 298 Walk 65, 68
Sniper Rifle 303, 304 Theatrics 35, 204 Warp Bridge 10, 49, 54, 89, 232, 236, 241, 244,
Social Engineering 35, 99 Thermal Laser 303, 304, 306, 318, 357 247, 250, 252, 256, 259, 262, 316
Softmoon 248 Thermic Controller 293, 296 Weapon Design 41
Solitary Blessing 343, 355 Thermodynamics 41, 77, 105 Weapon Parry 38, 69, 300
Sonic Stunner 304, 306 Thojaka 255 Webbed hands 277, 279
Sorakun 337, 338, 355 Threshold 12, 76, 84, 96, 97, 101, 232, 241, Wedge 35, 70, 311
Spacecraft Design 42, 79 244, 247, 250, 252, 256, 259, 262 Weeker 245
Spacecraft Mechanic 34, 50, 77, 80 Throwing 32, 37, 66, 146, 301 WEP 17, 33, 34, 88, 89, 139, 140, 141, 142, 153,
Space Travel 10, 45, 46 Thrown Weapons 66 154, 155, 156, 157, 158, 159, 174, 175,
Spear 300, 301 Thrust Pack 281, 282 176, 177, 178, 179, 180, 181, 195, 196,
Specializations 18, 23, 29, 32, 40, 41, 42, 88, Thrust Ratio 47, 75, 77, 226, 230 197, 298, 304, 307, 357, 358
111, 296 Time Class 66, 74 WIL 13, 14, 16, 17, 20, 69, 70, 71, 72, 91, 92, 104,
Specialized Light Armor 185, 283, 285 Time Dilation Pod 281, 282 111, 116, 145, 146, 147, 164, 165,
Species 15, 19, 21, 38, 85, 115, 120, 121, 139, 140, Titan 236, 238 166, 167, 168, 185, 186, 187, 188,
141, 142, 153, 154, 155, 156, 157, 158, TMP 16, 17, 71, 82, 104, 105, 106, 107, 185, 207, 202, 203, 204, 205, 207, 211, 216,
159, 165, 174, 175, 176, 177, 178, 179, 211, 216, 217, 225, 229, 233, 234, 217, 225, 229, 269, 273, 275, 282,
180, 181, 195, 196, 271, 281 235, 236, 237, 238, 239, 242, 243, 292, 298
X
Spectrographic Eyes 293, 296 245, 246, 248, 249, 251, 253, 254, Wild Environments 43
Spectrographic Retina 277, 279, 296 255, 257, 258, 260, 261, 263, 264, Wound Penalties 72
Spectrolfactory Sense 293, 296 267, 280, 285, 294, 296, 307, 310,
Spinerettes 277, 279 311, 312, 313
Spring 242, 245 Tolerance 19, 73, 90, 91, 92, 105, 167, 204, 269, XP 7, 8, 9, 11, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25,
Squad 18, 67, 187 271, 272, 276, 277 26, 27, 28, 29, 30, 35, 73, 92, 93,
Stabilize 72 Tonfa/PR24 301, 302 109, 110, 111, 112, 113, 114, 115, 116,
Stallion 327, 354 Tooth Compartment 293, 297 117, 118, 119, 120, 121, 122, 124, 129,
Standard Explosive 307 Touchscreen 290 145, 146, 147, 164, 165, 166, 167,
Standard Outfit 146, 164, 283, 285 Toxicology 36, 37, 73, 78, 92, 105 168, 185, 186, 187, 188, 202, 203,
Standard Rifle 302, 304, 357 Tracking 43, 124, 276, 293, 295 204, 205, 207, 211, 216, 217, 225,
Starbarge 357, 358 Transit Map 46, 49 229, 266, 267, 268, 269, 270, 271,
Starbase 326, 354 Translator 113, 287, 288 273, 274, 275, 276, 277, 278, 279
Starbus 330, 354 Trapping 43 Bank 22, 25, 27, 267
Statistics 41 Trauma-Transparent Skin 277, 279 Earned 16, 25, 73, 115, 119, 121
Staves 37 Travers 135, 144 Natural 22, 116, 119
Y
Stealth 18, 42, 69, 81, 145, 146, 155, 164, 188, Triage 72, 73 Officer 22
204, 205, 282, 283, 325, 347, Tuponan 335, 355 Total 115, 117, 121
354, 356 Turtle 325, 354
U
Stealth Pod 325, 354 TX-01 310, 324, 325, 354
Stellar Pioneer 108, 153, 167, 168 TX-02 310, 325, 328, 354 Yellow Blaze 340, 341, 342, 343, 355
Strategy 44, 165, 185
Striking 37, 38, 69, 166, 188
Stun 14, 20, 70, 71, 72, 78, 91, 104, 124, UEN Citizen 174, 204
272, 274 Unarmed Parry 37, 69
Subculture 23, 24, 35, 86, 109, 110, 112, 113, Unification Charter 123, 173, 175, 190, 191,
268, 309, 311, 312, 313, 315 192, 193, 194, 195, 197, 198, 201,
V
Submachine Gun 303, 304 202, 204, 248, 282, 314, 356
Submarine 40 Uranus 53, 232
Subordinates 67
Success 12
Critical 12 Valhalla 310, 324, 354
Sun 106, 240 Varhanna 191, 246, 259, 313, 342, 343
Surgery 37, 89 Vehicle 40, 43, 70, 71, 353, 356
Surrender 70 Venus 88, 106, 107, 154, 175, 234, 258
Survival 42, 43, 102, 140, 142, 145, 146, 153, Venusian 154, 175, 234, 292, 293
154, 155, 165, 167, 168, 175, 177, Venusian CO2 Filter 292
180, 185, 195, 203, 204, 296, 300, Verbal Command 290
301, 311
364
364 Index
CHARACTER:
PLAYER:
ALIAS:
HOMEWORLD:
MODS BASE
RAC
E RAC
E
MO
BORN: AGE: PRESENT:
SE DS
BA
S BA
OD S
M
E
OFFICER BANK XP
RA
CE
CE
RA
BOD
WIL TOTAL NAT EARNED
MO
SE
INTERESTS:
BA
DS
GRV TMP
AG
T
IN
MODS
BASE
LANGUAGES
REA
PER
R AC E
RACE
DIALECT
BASE
MODS
A
CH
RAD ATM
DS
BAS
MO
BEA
E
MAN
LANGUAGE
CE
RA
RA
CE
M
E
S OD
BA S
DS BA
CULTURE:
MO SE
E RAC
RAC E
BASE MODS
FAMILY
INCOME PRICE
NOTES
WORLD
SKILLS
PRIMARY SKILL
QUALITIES NOTES XP
ARMOR:
VALUE: ENVIRONMENTAL:
CORE:
CPU NET STO SEC LKD
UI:
MODS:
Ships 365
Version 0.39 0723.18
SOCIAL BANK
FEATURED CONTACTS GENERIC CONTACTS
NAME: SKILLS: QUALITIES: NAME SKILL QUALITY
BOND:
FAVOR:
BOND:
FAVOR:
SUBCULTURES
SUBCULTURES REP REACH QUALITIES USES
RENT:
QUALITIES:
UPGRADE
TYPE RTG DSRP NOTES
366 Acknowledgements
Version 0.39 0723.18